Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Vae Victis Part 1 v.612
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Update: 24 Aug, 2015 @ 5:21am

v.612

1. Reworked Etruscan units
2. Infantry no longer turn on the spot or react immediately to orders
3. reduced acceleration and deceleration
4. barbarian mustering stance no longer increases upkeep
5. garrisons fixed
6. fixed some entity values
7. Removed below water damage for some weapons that werent meant to have it
8. Reasonable populace mod from Attila TW mechanic added: http://www.twcenter.net/forums/showthread.php?690282-A-Reasonable-Populace
9. Cimbri Cav and Carthage Citizen Cav (early) armour and stats fixed, were not listed as cavalry.
10. Fixed Parthian mounted standard bearers
11. movment in own territory is now 20% quicker
12. Cavalry Overhaul
13. Spotting and hiding overhaul
14. Hotfix for common crashes implemented UPDATE: This has been properly fixed now (i think)
15. Thracian Rhomaphaia units fixed missing melee weapon
16. Fixed missing melee weapons for getae archers and horse archers
17. Arab Foot Archers bow placement fixed
18. added small AP damage to melee weapons to improve unarmoured vs armoured melee
19. Removed bonus vs cav from hastati melee weapon
20. small first strike bonus added to spears (though it doesnt really have much impact on combat results)
21. Armenian peltasts can now skirmish properly
22. fixed missing etruscan axemen axes
23. Infantry commander untis can no longer get the horse upgrade
24. Ptoemaic pantadapoi javelinmen now have melee weapons
25. Principes camillan no longer throw invisible spears
26. Fixed parthian draco standard to show properly now
27. Fixed animations for parthian cavalry officers
28. Reworked unit attributes
29. General Morale Script
30. Barbarian Looting Script
31. Nerfed pikes
32. Fixed clipping on Getic General Cav
33. Removed naval abilities from several arabian cavalry
34. Size of eugeni levies increased to melee unit size
35. Fixed numidian skirmishers to now be able to skirmish
36. Halved pike turn speed
37. Fixed text of 2 region effects not being displayed properly
38. changed ai food bonus to be lower
39. Added small starting food for players based on difficulty level
40. Lowered looting income for non barbarians
41. increased number of levies recruitable from client stats/vassals/satrapies from 1 to 3

Update: 11 Apr, 2015 @ 7:56am

Change Log v.611

1. 2 new Arabian helmets added to existing Arabian units
2. Smaller Achaean shield model added to achaean thureos units
3. Added armoured horses mod
4. Ptolemaic elephant mahout skin changed to eastern skin from african skin
5. Fixed wrong weapon allocated to Ligurian unit
6. Fixed Armenian officer animation so they no longer stand on the horse
7. Reverted Saba icon back to vanilla
8. Fixed thracian cavalry unit card
9. Removed vanilla units from thracian roster
10. Remove vanilla units from Illyrian custom battle rosters
11. Removed remaining vanilla units from Cisalpine and Raeti factions
12. change to ligurian starting army (switched cavalry with infantry)
13. Fixed Armenian garrisons
14. Added Draco standard to parthian officers
15. Changed hoplite animation
16. Fixed armour of venetic guard
17. Further improvements to AI recruitment
18. Fixed cisalpine recruitment
19. Fix to unit encumbrance calculation for shields
20. Fixed Arabian ui not being displayed properly
21. Further tweaks and corrections to various unit stats
22. Fix to oscii subjegation crash
23. Autoresolve tweak
24. Added larger hoplon model replacing smaller hoplon model
25. Added more new Arab faction icons and new arab culture group icon
26. English names of arabian units fixed
27. Aetolian Rebels units changed to Aetolian Units
28. More factional variety added to generic greek rebel roster
29. Achaean Slingers fixed missing equipment
30. Apuani warriors missing shields fixed
31. Illyrian skirmish cav now have correct animation
32. Added 2 new axe models to nth italian and illyrian axe wielding units
33. Reworked Etruscan roster to be more historically accurate including new shield patterns and models
34. Garrison fixes
35. New unit spacing system (Celticus))
36. Increased base chance to hit and defence values (due to how it affected the ai and autoresolve) base hit chance from 20% to 40% (same as vanilla) and defence +25%
This will result in possibly slightly quicker combat and also more variation in unit kill speeds
37. Minimum chance to hit reduced from 10% to 5%
38. Mounted defence has been lowered by 25% (vs 25% increase to dismounted defence) making fighting dismounted more appealing and cav easier to kill in combat.
39. Fixed scutari cavalry unit stats
40. Added imposter models to some venetic units
41. Removed germanic patterns from eugeni levies shields
42. Added unit abilities to cisalpine units
43. Fixed Cisalpine factions attributes
44. Fixed illyrian cavalry shield colour
45. Significant reduction in elephant HP to correlate with reduced jav damage from previous patch
46. Camel HP reduced to match slighlty less than horse HP

Update: 22 Feb, 2015 @ 2:27pm

Update: 31 Dec, 2014 @ 6:07am

Public Order from cultural differences reduced by 50%

Update: 17 Dec, 2014 @ 5:53pm

Update: 17 Dec, 2014 @ 4:47pm

1) Imperium gains from battles:
- Cap increased from 10 to 15
- Famous defeats now give -4 imperium
2) Reduced cultural conversion rate by 75% (0.1 to 0.25). It should now take longer to spread your culture
3) Removed effects from missiles
4) Javelins no longer cause a shockwave
5) Slight increase in naval replenishment in sea regions where the naval ship can be recruited from +2% to +4%
6)Increased raidable amount of trade route from 70% to 85%
7) Changes to army recruitment for ai (Greek, Germanic)
8)Greek cav now recruitable from lvl 2 and on wards main building chains
9) Reverted non overhauled greek factions to vanilla army compositions
10) Starting roman levy unit now correctly has 240 men instead of 24 men
11) Spartan Character Nikon can no longer use vanilla royal spartans as bodyguard unit
12) Increased the debuff to defence when a unit is outnumbered
13) Added loose spacing to all missile infantry
14) Removed tech requirement for Chatti Youths
15) Increased AI prioritising of cavalry when creating armies
16) Carthage, Egypt, Seleucid should use more mercenaries in their armies from a max of 25% to 50%
17) Added custom campaign ai behaviour for Rome. It should now act differently to other factions in almost all areas. Rome will be less forgiving and more willing to back stab as well as more willing to trade and go to war.
18) Further improvements to the missile weapon damages and more variation between different levels of missile weapons
19) added second type of sling ammunition. Short range sling ammunition now does slightly more damage but has a lower trajectory and better accuracy.
20) reduced missile units strength in auto resolve calculation
21) Cretan archers now have their correct bow stats (Composite with broadhead arrows rather than weaker self bows). Cost and upkeep has been increased accordingly.
22) New cultural system
23) Fixed name of greek peltasts

Update: 23 Nov, 2014 @ 12:18pm

Update: 21 Nov, 2014 @ 7:10am

Update: 19 Nov, 2014 @ 9:42am

1. Reduced AI recruitment slots for very hard and legendary difficulties from 4 to 3 and 5 to 4 respectively
2. Increased base income from all settlement main stuctures
3. Corruption occurs sooner and stronger: corruption now starts from 2 regions instead of 1, corruption mid point reduced from 40 to 35 regions (province capitols count as 2) and the corruption at that mid point is increased from 55% to 70%
4. Small trade resource price change from 5 to 1, hopefully will result in more variable trade pricing.
5. added missing ai table for new cultures
6. tweaks to AI priorities and aggressiveness
7. Reduced building costs by 25% (to encourage the ai to build more) and increased build times by 2 turns per building
8. pugio model should now display properly
9. replaced bodyguard unit in athenian starting army with a regular hoplite unit as was intended
10. removed side arms for romans and greeks due to a bug with hoplite formation and shield wall
11. Fixed Parthian cavalry melee weapons not showing
12. Changed name of Dahae to Volci and fixed the general to be celtic instead of nomadic and changed custom battle available units
13. Corrected text for early Roman units from Camillian to Camillan
14. Fixed raiding impact on public order
15. Reduced AI construction costs to encourage more development
16. Bithynian Basilikoi Peltasts now have skirmish mode
17. Added some missing textures
18. fixed extra large garrisons (if you find any 20 unit garrisons please post on the bug forum so i can fix them as well)
19. fix for some roman garrison units
20. Reduced number of heavy infantry in Greek garrisons and replaced with lighter troops
21. Removed new coloured kill bars in battle
22. Added artillery to roman custom battles
23. Galatian and thracian bithynian guard units category changed from melee cavalry to melee infantry
24. Aetolian light peltast armour corrected. was incorrectly 22 now is correct amount of 9
25. Cavalry counter tactics now multiplies bonus v cav by 4 instead of 3 and adds 6 bonus vs elephants instead of multiplying by 6
26. removed food cost of recruitment until we overhaul the food system further
27. Changed starting culture for Parthian starting province to 50% Estern, 50% Nomadic (Culture is on a province basis not regional, that province has 2 regions, 1 nomadic, 1 eastern hence the 50/50 split)
28. Added missing javelin model to parthian hillmen
29. Removed buggy custom ability from parthian cav archers
30. Changed Bithynia's culture back to eastern to match their religious buildings.
31. Fixed some unit voices (greek hoplites and some bithynian units)
32. Fixed starting gaellaci army which still had vanilla units and also increased size (for the x2 size version)
33. Vanilla royal spartans available for a spartan general changed to mod's spartan bodyguard unit
34. Campaign map now switched to Idreaus' Greek map
35. Removed head hunt from germanic clubmen
36. Removed frenzied charge from germanic unit abilities
37. Added hoplite recruitment to greek main chain. Barracks buildings for greeks will now increase xp of recruited hoplite units instead
38. Spartan Citizen Cavalry moved from allied barracks to main barracks
39. Fixed Carturges Gaedann animation, melee weapon should now appear
40. Corrected Botroas armour and stats
41. Carthage elephants now available from lvl 2 main barracks and upwards
42. Tweaked unit height and unit spacings
43. A number of Iberian infantry are now unlocked via the tech tree (this is temporary till we get our scripts up and running again)
44. Added additional Carthaginian general option
45. Add iberian and celtiberian units to military chain
46. Replaced all transports for x2 module with largest hellenic ships to increase capacity from 200 to 238
47. Fixed all unit upgrades to be the difference in the units recruitment costs + 20% of the difference
48. Recruitment now gives a -3 to growth instead of -10
49. Reworked mercenary upkeep and recruitment costs
50. Change tech for cataphract unlock from ammunition to kataphractoi
51. Cataphracts now not recruitable from level 1 city culture buildings. Now recruited from level 2 and up royal palace city culture buildings and level 3 and up heavy stables
52. Tweaks to auto resolve values (need lots of feedback to determine if this is really an improvement)
53. Parthian Horse Archers now recruitable from main settlement chain
54. Added +1 recruitment slot to level 1 military buildings for Romans and Greeks
55. Small increase to transport movement range from 4400 to 4550 (normal ships have 5000 movement points so are still faster)
56. Replaced Krete's starting army skirmishers with cretan archers
57. Replaced 1 of Rodos' starting hoplites with rodisian slingers
58. Cretan archers and Rodos slingers now available from level 2 main barracks instead of level 3
59. Increased xp gain rates by 1/3
60. Carthage can now recruit sacred band unit as a general (this unit will upgrade to a cavalry unit with the first reform)
61. Tweaked appearance, armour and stats of the following units: Aquiani Auxilia, Batavi Cavalry Auxilia, Briton Cavalry Auxilia, Brtion Infantry Auxilia, Delmatian Inf Auxilia, Gallic Cav Auxilia, Gallic Inf Auxilia, Thracian Inf Auxilia, Cohors Evotcati, Cohors Evocati Imperialis, Cohors Reformata, Prima Cohors Reformata, Cohors Imperialis, Prima Cohors Imperialis
62. Increased all roman unit caps for camillan and polybian eras by ca 25% and made levy unit cap equal to other camillan infantry (increased unit caps is mostly to help the ealry Roman AI)
63. Created a new system for determining unit qualities (The AI uses these to determine which units to recruit. Our new stats system screwed with my old qualities system which is why all the AI armies were so bad)
64. Fixed pike animation so that shields now display when not in formation
65. Greek pike officers now have pikes when in formation instead of holding air
66. Added 4 rows of pikes pointing forward instead of 3
67. Removed Spartan unit caps for campaign due to garrison units taking away from the recruitment limit. It will be put back in a later update most likely (without garrisons affecting it)
68. Carthaginian Sacred Band now have a unit cap of 5
69. Fixed bug where late germanic archers had only hald the unit with bows
70. Aestii temporarily made Germanic till we look at them again
71. Added naval units to Germanic fation custom battles
72. Aestii custom battle units now germanic units instead of celt
73. Aestii campaign recruitable units now germanic only
74. Aestii starting units changed to germanic mod units
75. Aestii culture changed from nomadic to germanic so that its buildings can spread its cutlure
76. Reduced number of celtic units available to each faction. Now only factions that start in the area of the unit will be able to recruit units (eg Only Belgae factions can recruit Belgae Spearmen). This is not exact, but just for some units that were restricted.
77. Changed which stats display for some unit types
78. Fixed bonus v cav and bonus v elephant damage (it was switched)
79. Renamed Bonus vs Large/Elephants/Infantry to AP vs Cavalry/Elehants/Infantry
80. Fixed cavalry counter tactitics ability
81. Removed loose spacing for greek pike units and some hoplite units
82. Tarantine Cav can now skirmish
83. Reduced military xp gain from champions and other sources (halved)
84. Reduced starting xp from character skills ( level 1 = +1, 2= +1, 3= +2 from level 1 = +1, level 2 = +2, 3 = +3)
85. Missile Units defending in a siege will now get a 100% bonus to ammunition (not sure if this will affect garrison units as well)
86. Reduced growth required for 1st additional building slot to vanilla levels to help those regions starting with only the main slot get started
87. Reduced barbarian tech level bonus replenishment to match other tech level replenishment levels

88 to 139 did no fit, see forums for full log

Update: 31 Oct, 2014 @ 1:58pm