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Compile's not the right term, but you get the idea.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=102702499
its super OP if u use small unit size XD instant kill
At higher levels the towers (houses?) are absolutely murderous, and you do NOT want to let them just sit there and fire on you. You want to either burn them or capture them.
My mod is now active, and I've credited you in the descripton of each. Thank you very much...
As I said, I'm hopeless at modding with this system (I did a bit of stat tweaking in the original Rome, but that was much easier!)...
You need a tool that can modify the Rome 2 database tables and save them in .pack file format. Best case scenario you limit your mod pack file to just one table that you modify. That way there's the smallest possible chance of conflicts with mods, as they can modify other tables without interfering with your work (and vice versa).
I can't mod at all by the way (just tried and failed miserably)...
@Neon Crayon: the changes are not consistent because of the reasoning cited above. Forum posts suggested that upgrading to a slower firing tower was felt to be wasteful, so I sought to keep the rate of fire the same between the three manned structures (arrow, matchlock, rifle) and the lethality of the weapon used differentiate between them instead. I know it's not realistic that they all have the same rate of fire.
The most logical solution would be to modify the tower rate of fire AT least to match the unit scaling used in the game.
Of course, I still consider that the base rate is still low, but that's just my personal opinion.
Previously, you could pretty much ignore towers. Now they're a much bigger factor and upgrading forts to strongholds (and beyond) is truly meaningful.
If you assault a high tier castle, or have a castle mod - as I do in that screenshot - that tends to up the crank up the defensive emplacements, a relatively middle tier castle can have some multi-level towers that compound this mod's effect.