Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Volcano Battle Mod
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Update: 20 Feb, 2021 @ 5:56pm

Change LX.

-Corrected the amount of hit points for infantry, horses, camels, dogs and boars. At some point CA must of changed this in a late patch, and now this mod is consistent with that change.

Update: 22 Sep, 2020 @ 1:33pm

Change LIX.

-Increased the acceleration value of ships so that it helps prevent the occasional issue where AI ships get stuck when landing troops.

Update: 18 Mar, 2020 @ 9:27pm

Change LVIII.

-Corrected a problem where elephant units had the wrong number of mounts. Most elephant units either had too many mounts, or not enough, the latter resulting in some units have having an elephant present in battle at all.

Update: 13 Mar, 2020 @ 4:35am

Change LVII.

-Reduced the "bonus" attack and defense for naval boarding from 10x to 2x. The standard game used a massive multiplier to speed up naval combat, which is no longer necessary with my changes to naval combat. Longer boarding battles allows you to effectively "gang up" on enemy ships when you outnumber them, and allows you to actually use the skirmisher and support ships time to fire on the enemy while assault ships are boarding them.

Update: 3 Oct, 2018 @ 3:18pm

Change LVI.

-Corrected an inconsistency with Roman Velites unit training level in the Grand Campaign.
-Corrected an inconsistency with Roman Leves unit shield type in the Grand Campaign.

Update: 22 Sep, 2018 @ 4:37am

Change LV.

-Carried over several minor unit "balance" related changes and adjustments made by CA in the recent patch.

Update: 20 Sep, 2018 @ 2:58am

Update: 28 Aug, 2018 @ 11:24pm

Change LIV.

-Made significant changes to ship acceleration and deceleration, now they are 1/16 of the original values. This was done to once and for all address my pet peeve of repeated ramming. This makes naval battles more clumsy, and more about knowing when to ram and when to board. Essentially you should try to weaken ships by fire, then ram when they are seriously weakened. If ramming doesn't sink the ship then escape to ram again, or board and attempt to ram from another ship.

-Doubled the hit points of all ships to make them less prone to sinking from a single ramming.

NOTE: The changes above are someone drastic from previous behavior, but these changes make naval battles much more realistic and deliberate for the time period. It also makes the naval battles last a bit longer as well, often turning into a prolonged melee between marines (which is something that couldn't happen before with all the repeated mosh-pit rammings).

Update: 27 Aug, 2018 @ 4:38am

Change LIII.

-Reduced the trail behind projectiles by 1/2.

-Made changes to the Wrath of Sparta units so that bow, sling and javelin units deal less damage, due to the early period of warfare and to place greater importance on the hoplites, rather than battles always devolving into a contest of who can get behind the other with skirmishers and lay waste. The key to winning hoplites battles is technology and upgrading your units and generals to be more effective (as well as flanking maneuvers with other hoplites units course).

-Over adjusted "normal" bows so that they aren't so armor piercing, and so that recurve and long bows have more armor piercing ability (in the original game all bows had the same armor piercing value).

Update: 20 Aug, 2018 @ 5:31am

Change LII.

-Corrected an error in the Empire Divided campaign where the mercenary Syrian armored elephant units had 2x as many elephants and no javelin man on top.