Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Volcano Battle Mod
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Update: 5 Mar, 2014 @ 2:50pm

Change XIX.

-Adjust the reload rate of the heavy pilum (reduced in half), because it was taking too long to between volleys -- it is still longer than the light pilum however, but it was excessively long before.

-Reduced the reload rate of the javelin precursor by 1/2, to avoid the strange situations where a unit will run forward on a charge and go through the motions of throwing the javelin, but nothing is thrown. I may reduce it further in the future.

Update: 27 Feb, 2014 @ 2:01pm

Syncronization update.

Update: 27 Feb, 2014 @ 12:32pm

Change XVIII.

-Streamlined the projectiles_tables for maximum capatibility.

-Increased the reload rate of the tower based scorpion (bolts) to a more realistic level, and one that now matches the actual scorpion field artillery unit.

-Adjusted all ship based artillery to be a little more realistic in reload rate and accuracy bonus. Accuracy bonus is half that of land based artillery, and reload rate is slightly faster than land based artillery (to reflect better trained ship crew).

-Specified a more realistic reload rate for the new "poison artillery" ammunition (beehive, carcass, scorpion, snake, etc).

-Specified a more realistic reload rate for naval explosive pot ammunition.

Update: 26 Feb, 2014 @ 1:18am

Change XVII.

-Added flammible projectiles back to ballista and onager ship artillery. Not sure why CA removed them in a recent patch, probably in an attempt to fix their broken naval battles, or maybe it was by mistake (CA still left land based onager and ballista capable of firing flaming shot, just not the ship version of these weapons).

Note that this mod is intended to be used with my Naval Battle Mod.

Update: 19 Feb, 2014 @ 10:45pm

Change XVI.

-Made an adjustment to allow Socii Hastati throw pila whenever they want to (fire-at-will), just like ordinary hastati. The reason for this change is of course because these infantry were trained in the same way as Roman hastati infantry.

Update: 18 Feb, 2014 @ 2:31am

Change XV.

-As much as I hate the torch burning down iron gates, I reduced the previous reload time by 1/3, because the AI is just too stupid otherwise. Once (if?) CA ever fixes the siege ladder problem (the ladders are only used once), then I will change it back to "60", until then the torch reload rate is now 40, which is 3.33x the original level.

Now the reload is just long enough to be painful to the besiger, but not so long that the AI loses its entire army to the brain dead gate attacks.

Update: 18 Feb, 2014 @ 12:38am

Change XIV.

-Added a small to moderate bonus for the scorpion vs. elephants. These massive bolts were basically the anti-elephant weapon of the day, and they had no bonus before. This should better reward using massed volley fire of scorpions versus elephants now. This bonus may increase in the future, at the moment it is a prudent and safe amount.

-Enacted a campaign unit cap on elephant units of 20 units. This level is quite excessive, and only exists to prevent that faction that has an income of > 100,000 per turn from recruiting multiple full elephant armies (at which point you earn so much income that your elephant death-ray armies wipe out the entire world). You can still recruit 20 of each different type of elephant, so you can actually end up with even more than that (from mercenaries, and armored, non-armored and war elephant recruitment), but again this limit only exists to keep things from getting ridiculous. Think of this limit more as an elephant population.

Update: 17 Feb, 2014 @ 4:36pm

Change XIII.

-Small update to conform with the "Beasts of War" DLC add-on.

Update: 16 Feb, 2014 @ 11:55pm

Change XII.

-Increased the recharge rate of the "Second Wind" ablility by 2x (and may increase it further in the future). With the longer battles and more realistic fatigue, I disliked how the Second Wind ability (my personal favorite general ability!) was just too powerful because it recharged too quickly. The result was a battle where one general could keep his entire army fully rested, nearly irregardless of how much he was exerting his forces. Now a commander must pick and choose who to remove fatigue from, which means that management of reserves is still the key to success.

Update: 15 Feb, 2014 @ 3:14pm

Change XII.

-Cut ship turn speed/rate in half. This was done because ships could turn on a dime before, which wasn't very realistic. Now the turn arc is more realistic, and slower, again to control some of the gamey "ship mosh pit" behavior when everything can turn and nudge/ram each other in close quarters.

-Further tweaks to ship acceleration and deceleration speeds (now 1/4th original values). This was done because after some extensive play, it is deemed that the ships stop and gain speed too quickly, which results in gamey situations where you just keep rapidly ramming each other again and again from the stopped position. Ships can still do this, but it won't be with as much damage as before (it is still better to use another ship to move in and ram from a distance - allowing it to gain speed for a full impact - or withdraw the ship that is in close quarters for another ramming pass.