Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Volcano Battle Mod
Showing 81-90 of 97 entries
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Update: 12 Feb, 2014 @ 1:59am

Change XI.

-Corrected elephant mount count, now 8 instead of 6. This corrects the "floating rider" issue.

Update: 11 Feb, 2014 @ 12:22am

Change X.

-Updated for capatibility with the "Epirus and Elephant" patch.

Update: 7 Feb, 2014 @ 1:17am

Change IX.

-Reduced torch reload time from 5x to 3x the original level. This was done because the AI is still completely brain dead when it comes to siege attacks even in Patch 9.

(They will use their ladders once, then after the initial units with ladders are destroyed they will not use the ladders again -- they will resign to throw torches at the gates for the rest of the battle. If only CA would fix this...)

Update: 5 Feb, 2014 @ 12:43pm

Change VIII.

-Slightly increased the accuracy of non-ship type smaller ballistas as it was felt that their primary advantage over the giant ballista and onagers (accuracy vs. power) was not differentiated enough.

-Corrected a few accuracy value errors with some minor faction's artillery units.

Update: 3 Feb, 2014 @ 11:22pm

Change VII.

-Compatability update for Patch 9.

Update: 3 Feb, 2014 @ 11:13pm

Update: 29 Dec, 2013 @ 12:02am

Change VI.

-Adjusted the size of elephant units from 6 mounts to 8 mounts, which is a number divisible by four, which allows the elephant units to be downscaled properly to smaller unit size settings in battles (ultra = 8, large = 6, medium = 4, small = 2).

-Adjusted the number of mounted soldiers by an appropriate amount now that there are two more elephants in each unit (8 & 16).

-Because there are two more elephants in each unit now (8 vs 6), adjusted the upkeep cost accordingly to reflect two more elephants being added.

Update: 24 Dec, 2013 @ 12:21am

Change V.

-Reduced all javelin and pilum damage values by .75, which was done because it was felt that javelin/pilum units were still too deadly.

-Reduced all slinger armor penetration (AP) by about 1/2 (not a uniform adjustment). This was done because technically sling shots have no armor penetration capability at all, but it must have some to represent hitting exposed areas on armored soldiers (such as their faces), however it was felt their armor penetration capability was too high before; slingers should get higher diminishing returns on heavily armored soldiers. Slinger AP values are (new/old):

Hand = 1/1
Stone = 2/4
Stone, improved = 3/5
Stone, lead = 4/6

-Raised pilum armor penetration value from 12 to 15 so that it is now 1.5x the normal javelin AP value (10). This is because it was felt it needed more AP to better stand it apart from normal javelins, since pilum were made specifically to penetration shields.

Update: 24 Dec, 2013 @ 12:03am

Syncronization update.

Update: 22 Dec, 2013 @ 12:54am

Change VI.

-Reverted number of elephants back to 6 (from Change V's 8). This is because it was found that 6 seems to be the perfect/sweet spot between over doing it. The right amount to wreak havoc if used properly, versus a complete excess which allows careless use with still effective results.

-Added 100 bonus hit points to war elephant units instead of the previous 50 (as it was thought that 50 was not enough to differentiate the two). This change with the better morale should provide a good incentive to actually purchase war elephants instead of non-war elephants so that it instead becomes more of an issue of cost.