Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Volcano Battle Mod
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Update: 18 Jun @ 12:06am

Sync update.

Update: 1 Feb @ 4:35pm

Change LXVII.

-Matched the melee hit chance coefficient with the max hit chance, so that both are scaled correctly where 100 melee attack will result in achieving the max hit chance. This correctly allows the subtle differences in hit % to exist between minimum and maximum MA values, and most importantly allows high MA units to still have their full potential.

Update: 6 Sep, 2021 @ 1:39am

(Additional tweak to previous change).

Update: 6 Sep, 2021 @ 1:14am

Change LXVI.

-Adjusted unit fatigue effects so that as a unit tires, it gets more slower in movement and charging speed so that exhausted stamina level is 50% of both.
-Adjusted unit fatigue effects so that rested and winded units have higher defense (once they get tired and worse, they will lose this bonus - this rewards the side that fights with rested units, as soldiers are able to dodge attacks and block with shields better).

Update: 8 Mar, 2021 @ 6:55pm

Change LXV.

-Adjusted the forest charge bonus penalty to be consistent with the speed penalty.
-Removed the charge penalty from a few terrain types where it was not intended.

Update: 8 Mar, 2021 @ 5:33pm

Change LXIV.

-Added a charge penalty to forest, shallow and deep water terrain (taken from newer games in the series).

Update: 8 Mar, 2021 @ 4:21pm

Change LXIII.

-Adjusted the movement rate of forest and shallow and deep water to be more realistically slower.

Update: 24 Feb, 2021 @ 2:55am

Change LXII.

-Improved compatibility with other mods.

-Increased ship acceleration to split the difference between what it was set at in my previous change, and what it was before that. Acceleration is now 1/12th of the original values, instead of 1/16th.

Note that the intent here is that it takes a realistic amount of time to gain and get up to speed in these large oar powered ships. Also, its to realistically prevent repeated rapid ramming, so that you have to put forth some skill to do it, by maneuvering (i.e. such as circling around for another pass), and/or by using the speed boost abilities.

***ALSO, all the performance of these ships in this mod set with it in mind that during the campaign the ships will be buffed over time (better hull strength to take more damage, more powerful ramming, and faster battle speed). Keep this in mind!***

Update: 21 Feb, 2021 @ 4:54am

Change LXI.

-Corrected the elephant units again, in regards to walking, running and charging speeds, hit points, mass, and elephant physical sizes. It seems that at some point in the past, CA updated everything and I accidentally lost all my changes in one of those updates, and then was replicating that error for years. This should all be fixed now!

-Increased the threshold that ships will catch on fire by 2x. This helps prevent the tendency for the entire fleet to go up in flames from a few fire arrows (which nullified ship boarding, since you could just easily burn up the ships that are doing the boarding action).

Update: 21 Feb, 2021 @ 4:51am