Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Realistic Skirmisher Ammo + Siege Artillery Mod
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Update: 6 Aug, 2014 @ 1:00am

Change LII.

-Compatibility update for Patch 14.

Update: 19 Jun, 2014 @ 11:57pm

Change LI.

-Corrected the javelin ammunition level of a the Greek Royal Peltast infantry (from 2 to 7).

-Corrected the javelin ammunition level of two skirmisher infantry units added with the recent DLC.

Update: 17 Jun, 2014 @ 1:14pm

Change L.

-Made adjustments to include all the latest changes from Patch 13.1 (Hotfix and Festivals Update).

Update: 27 May, 2014 @ 2:07pm

Change XXXXVIX.

-Adjustements for Getae and Pydna Update compatibility.

-Raised bow/arrow accuracy from 5 to 6.

Update: 12 May, 2014 @ 5:55pm

Change XXXXVIII.

-Adjustments for Patch 12 compatibility.

Update: 14 Apr, 2014 @ 11:11pm

Change XXXXVII.

Further adjusted some elephant related attributes:

(NOTE: I consider elephant units "fair game" here because they carry skirmishers, and they are totally over powered in the original game to the point of irrationality).

*Melee defense for elephant units has now been reduced to 0, which matches almost every heavy cavalry unit. For some strange reason, heavy cavaly have a melee defense of 0, but elephants had a melee defense of 20-30, so not only were elephants "tanks", able to absord massive damage, but they also had magic force fields that kept them from being damaged. This is independent of/in additon to armor mind you. Now at 0, elephants can still take a lot of damage but at least each melee attack will deal damage as they are hacked away at by infantry that aren't flattened by the stampede/charge.

*Elephant unit morale is now 1/3 the original values provided by CA, which makes them more prone to panic. This is necessary because they must be used carefully, whereas before you really didn't have to worry too much about them panic, especially since they only stay in panic for several seconds. Essentially this change helps make them a little less reliable, as was historically the case. Note that war elephants and armored elephants are still less prone to panic than regular elephant units. One side effect of lower morale that occasionally the stupid AI will decide to kill their elephant unit when they panic near their own force, which is sometimes a good thing, but sometimes it happens in poor judgement of the situation. Not much can be done about that behavior. (NOTE: the previous morale value was 1/2 of CA's).

Update: 3 Apr, 2014 @ 4:04pm

Change XXXXVI.

-Improved the ammo counts of all siege weapons:

*There is now a better relationship between ballista and giant ballista, in that the former has 1.5x more ammo than the latter (rather than being identical).

*Scorpion and polybolos bastions now have a little less ammo that before (it was excessive).

*Onagers now have more ammo than ballista units. This was done to create a reason to actually field onagers instead of ballista, the idea being that it is much easier to gather up rocks to use as ammo than it was to construct the ballista ammunition (spheres). This is also the trade-off, since ballistas are more accurate, but onagers have more abundant ammo but are very inaccurate.

Update: 2 Apr, 2014 @ 3:08pm

Change XXXXV.

-In the latest "WTF CA!?" moment, it was discovered that if you use first person to crew siege engines, then the reload rate was something like 1/10th what it normally is. For example, ballista could fire in first person every THREE seconds, which is utterly and completely absurd because it allows rapid fire which is especially deadly at close range -- basically a semi-automatic ballista of doom. Now before I get complaints that CA did this because you are firing one gun out of the unit, so firing time should be less because you are alternating guns or some such, this is absolutely false because the other guns in the unit are firing at the same time you are commanding it in first person (and you are only controlling/aiming/firing one of the guns).

With this change, I have changed the first_person_engines_tables so that the reload rate of the first person fired siege weapons now match the reload rate of the weapon itself (as defined in the projectiles_tables).

Update: 1 Apr, 2014 @ 11:55am

Change XXXXIV.

-Adjusted Socii Extraordinarii (SE) so that they are now allowed to throw pila using fire-at-will like the Socii Hastati. Originally I thought the SE were auxilia types that were not trained in the "Roman way" of infantry tactics, but this seems to be incorrect -- they were just hand picked Socii infantry so were likely trained in the same way as the rest (i.e. in the Roman way of warfare). If I find this to be false then I will change it back.

Update: 31 Mar, 2014 @ 8:16pm

Change XXXXIII.

-Added +10 to the range of the pila, realizing why it was the way I had it before. The problem is that at realistic range (Change XXXX), the units were not throwing their pila, except for the first rank, and most often the enemy would be in melee range before they were thrown.