Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
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Update: 30 Jul, 2021 @ 9:14pm

v4.0030:

- Added "Motivated" ability to all infantry and cavalry units to allow them to rally in battle.
- "Good Discipline" renamed to "Disciplined"
- small tweaks to morale system
- Army stances reworked. Laying siege,Mustering or Force marching now increase unit upkeep.
- Force Marching decreases amount of ammo unit has available while in that stance.
- Garrisoned and fortified armies upkeep slightly reduced. Combat penalties removed for raiding armies and navies.
- Added global morale bonus for defending force (+10), reduced global morale bonus for fighting in own territory (15 to 10). Defending in own territory now provide combined bonus of 20, while defending in enemy territory effect cancels each other out.
- Created separate effect and description for enemy movement reduction, enemy replenishment and enemy public order caused by own or friendly army in local region, so it wont confuse player why there are negative movement bonuses for certain stances..

- Carthage City will now provide 2 extra shipbuilding slots to owner.
- Heavy Javelins (thrown before charge by heavy infantry) now stagger enemy they hit causing disruption in their ranks
- Heavy Javelins now reduce shield defense value to 50%
- Light Javelins have their effect reduced to 80% and do not cause stagger (they were usually 0.2-0.4kg heavy, while Pilum was around 1-1.5kg)(edited)

- Heavy Javelin effects on target clear up after 5 seconds, Light Javelin effects clear up after 15 seconds (same as arrows and slingshots) Heavy Javelins are supposed to deal shock right before contact, while light javelins were used for skirmishing therefore have different effect length on target comparable with other skirmisher weapons.

Update: 29 Jul, 2021 @ 9:21pm

v4.00291 quickfix:

- removed morale penalty for captain death for AI

Update: 29 Jul, 2021 @ 8:23pm

v4.0029

- Slightly increased armor for middle class units with helmet
- increased weapon damage by +4 to compensate higher armor values
- adjusted unit UI for armor, ship speed and weapon damage new max values
- adjusted character attribute bonuses, first two levels now don't provide any bonuses.
- authority morale bonus increased
- zeal enemy morale decrease penalty increased
- various custom characters got their trait bonuses adjusted (added bonus authority, subterfuge and zeal where appropriate)
- modified armor, weapon and shield upgrade bonuses. bonus is lower, but upgrade costs less money
- modified ancillaries, skills and traits to provide armor bonuses consistent with upgrade values
- increased amount of ammo for archers (20) and slingers (30)
- slingers rate of fire increased, slingshot damage reduced
- created separate entity for Germanic horse runners, faster than typical skirmishers as they were usually able to run with cavalry into combat (they have speed similar to cavalry "walking" speed)
- added 10% morale bonus for defending force when fighting in own province (both player and AI)
- Base replenishment reduced slightly, bonus to replenishment for units that are locally recruitable
- minor adjustments to AI diplomacy deal evaluation
- minor adjustments to AI armies and navies composition

Update: 28 Jul, 2021 @ 10:03pm

beta 28

- Reduced amount of bonuses provided by attributes, each attribute (authority, subterfuge or zeal) now provide single primary passive bonus.
- General aura radius doubled, as aura radius is now not linked to attribute
- Generals are now weaker against agents due to losing passive bonuses to agent attacks (agents attached to generals are therefore more important, as well as passive traits)
- Passive traits and ancillaries bonuses against agent action increased to compensate
- Celtic Spearmen now cheaper to recruit than Celtic Swordsmen of same quality
- Reduced morale bonuses from traits and skills (army and generals)
- Reverted morale decrease for all units (morale now back +10 points), at the same time morale base value decreased
- Low tier melee units boosted in stats up one level
- Initial adjustments for ship cost and upkeep based on ship type

Update: 27 Jul, 2021 @ 11:22pm

beta 27

- increased effect time for arrows and slingshots from 5 to 15 seconds
- increased morale penalties for being hit by ballista, onager or scorpio, but decreased effect time to 2s. This way, artillery will either break the morale with the hit or effect dissipates.
- added cohesion bonus to Pike Wall formation stage 1-4. Pikemen will get disordered less while in first few stages, but will lose that bonus once pike wall effect enters stage 5
- Pike Wall stages extended to 90 seconds
- Pikemen formation made tighter
- removed First Strike from all weapons as it was causing issues to unit not be able to hit enemy with higher value
- morale of all units decreased by 10 points.
- General Authority attribute morale bonuses adjusted to compensate unit morale decrease
- Morale base value for all morale calculation increased by 10 points

Update: 27 Jul, 2021 @ 5:59am

beta 26

- removed fire-pot biremes
- created separate battle entity for all marines, now should be slightly smaller therefore should move easier through openings while boarding. at the same time, smaller entity makes marines slightly more resistant in melee and harder to hit with missiles.
- Increased anti-infantry bonus for pike wall formation.

Update: 27 Jul, 2021 @ 1:38am

beta 25:

- Increased minimal hit chance for melee attacks (from 1% to 5%)
- Increased melee speed for pikes
- Reduced accuracy for scorpios
- Scorpio bolt damage increased, removed anti-infantry and anti-cavalry AP bonus to compensate. removed ability to damage buildings.
- Scorpio Fire-Bolt damage reduced, removed extra penetration, ability to ignite buildings kept
- Fire arrows base damage reduced by 1/3, added small AP bonus (fire projectile ignores armor, but wont kill soldiers from single hit, fire arrows now mostly useful for harassing enemy or igniting buildings and towers)
- Slightly increased combat speed for all ships (except for transports)
- Athenai Trireme now faster and more maneuverable than other Greek or Persian Triremes in Wrath of Sparta campaign
- Bireme got Hitpoints increased from 1000 to 1500. Should be superior to Hemiolia
- Adjusted public order penalties for Liberation, Sacking, Razing and Occupying settlements
- Slightly reduced cost of promoting generals
- Carthaginian Cavalry renamed to African Heavy Cavalry. (unit is available to Lybia, therefore it didnt make sense for Lybia to be able to recruit Carthaginian citizens into its army)
- Carthaginian Noble Cavalry renamed to Poeni Noble Cavalry (unit only available to Carthage)
- Increased faction mercenary pool for Carthage
- Further improved Numidian cavalry speed and maneuverability on battlefield.

Update: 10 Jul, 2021 @ 9:00pm

beta 24

- Republican Consular Maniples name shortened to "Consular Maniples"
- Consular Maniples unit icon changed so they are easier to recognize
- Adjusted starting bonuses for playable factions, mostly increasing minor bonuses to have more effect to make choices interesting.
- Enslaving captured soldiers now provides 50% bonus, releasing and killing 25% bonus from their upkeep. (Releasing or killing means soldiers are striped of their possessions, weapons and armors, enslavement provides extra cash when they are sold to slave traders)
- Adjusted multipliers for political actions costs
- Fixed Roman reforms, and unit availability post reform
- Adjusted ship resistance to fire based on ship size.

Update: 8 Jul, 2021 @ 11:10pm

beta 23

- adjusted AI spending threshold, added more towards army and navy recruitment and less towards agent actions. also AI should keep funds allocated for military recruitment longer to manage to recruit required units.
- moved hidden subsistence faction bonus from "player only" to both AI and player for Carthage and Rome. (should boost AI Rome and Carthage factions in grand campaign)
- increased ramming speed, minimal and maximum turning rate for combat ships
- adjusted AI task prioritization to defend own regions, regionless faction to try to recapture lost region, etc
- adjusted fame levels for grand campaign, modified amount of available armies from each level, so gaining imperium wont effectively double player strength, but is instead continuous improvement. (no jump from 4 armies to 8, but instead 4 to 6 to 8...)
- moved Consular Maniples into tier 2 military barracks

Update: 6 Jul, 2021 @ 9:48pm

beta 21

- Fixed stats for Carthaginian Lonchophoroi units, should now use lonchae javelins as melee weapons
- Adjusted Carthaginian garrison units, Sacred Band will now be present as elite garrison force in walled cities
- Increased stats for Carthaginian Citizen Militia units
- Lonchophoroi units added as garrison force to Carthaginian cities
- Adjusted garrison ships types for Carthage
- Carthaginian recruitment expanded from town main building
- Carthaginian combat ships available from military port and harbor (expanding ship selection for Carthage)
- Fixed missing garrison ships for Italic factions
- Replaced garrison artillery units for melee units for barbarian factions (historically they did not have access to artillery weapons)
- Removed heavy combat ships from Illirians (they were practically pirates, they did not specialize in large scale naval battles) , admirals will now use quadriremes.
- Adjusted various campaign effects for factions,wonders, hidden bonuses etc
- Forced March stance now causes attrition at the end of the turn (so you take loses once, not for every action point spent). replenishment is suppressed while in forced march stance.
- Illirian recruitment expanded from town main building, they should now have more diverse recruitment options at the start
- Increased number of marines on Bireme from 60 to 80 ( so its on pair with Hemiolia crew)
- Reduced number of marines on board of Penteres/Quinquereme to 120men (same as Quadrireme)
- Roman Quinquereme number of marines increased to 160men (Romans usually added legionary detachments to support boarding action)
- Artillery ships moved to Tier 4 Military port for every faction
- Moved Roman Quinquereme to Tier 3 Military port, moved Roman Hexareme to Tier 4.
- Adjusted Roman Tier 2 Military port garrison to be represented by 2 Triremes instead of 2 Quinqueremes
- Adjusted morale impact for scared units
- Reduced frightening range for elephants
- Slightly increased wavering time to give player chance to rally troops in time
- Commander cavalry units ranks set to 3
- Added 1 recruitment point to all barracks buildings