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this game is crazy all i seem to be doing is fighting slaves and rebels and its not fun cant stand it really almost ready to change games.
RIP
-Gave more money to the ai (ai is quite dumb so it needs this)
-I believe I succesfully reduced the diplomatic spam
-Increased money for sacking looting and razing. I found myself never using this options so I buff them and now it is worth it.
-Increased armies per imperium by 1 in 2 imperim levels. I found egypt in my game (land from lybia to siria) with only 2 armies and 1 fleet and it was actually because the Imperium limitation so I ease a bit on that. Now they inmediatly started to build the 3rd one.
I believe this change will make medium to big nations feel more powerful wich I like.
Deleted "closer deployment zones" (thanks to kam2150 for the heads up)
Reintroduced the short pike to the 3 hellenic units (2 macedon 1 egypt), probably need some rebalancing, as of now I'm testisng it with 18dam - 2ap while normal pikes have 18 and 1.
bug fixed (table wasn't being read)
increased the amount of money you can ask for in diplomacy
sally out wasn't a 100% thing now it is
more money when looting, sacking and winning battles, also more slaves.
Implemented the mod "closer deployment zones". Props to the creator
and more little changes I can't remember
More balance tweaks, mostly projectiles.
I hit the sweet spot with this update in respect to projectiles I think :D
-I want to believe that if now you reject an offer that offer will have more cooldown, but honestly don't expect it to work.
This is probably the last version so don't expect any more big updates for the time being though I would probably shadow update some tweaks here and there
-A lot more money after winning battles. Now you will think about free the captives I promise.
-Last version I implemented -AI improvement: Better & Rebalanced Campaign AI- but in this update I removed the majority of it, though I learned a lot in the process.
-Tweaks in the kv_rules and projectiles tables. Shields are better against projectiles, projectile dispersion reduced, accuracy, 1/3 of the damage reduction.. etc. BUT. I doubled the ammo of every inf range unit. What I want to acomplish here is to keep the overall damage and impact but in a prolonged time, like I said before I don't want my velites to fight for 3 min and then sit in the back line. I tested and it works well as far as I've seen. There is probably more testing and tweaking necesary though.
Wait an hour or so. I'm about to update this mod with the (luckily) final version
It shoulden't be too hard to port it to vanila right? it's mostly just KV tables and ability tweaks
Props to the creator. Really good mod go check it out.
-Tweaked some kv_rules and made shields more useful against projectiles and overall nerf ranged a bit. I felt that playing as rome I could win battles before getting to melee, this nerf will amend that I believe. I plan on nerfing projectiles even more but increase the ammo so javelinmen and other skirmishes dont feel useless after the first 3min of the engagement. I want range units to have the same impact but in a more prolonged time, this I think would also make battles feel more alive.
-Final melee combat tweaks on kv_rules, on entity mass.. etc + the adition of the animations table from the mod: No Matched Combat(dead mod)
I'm very happy with the current combat
AI improvement: Better & Rebalanced Campaign AI https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1494382256
This mod seems to be a must as of now
couple of tweaks in kv_rules
added the sally out feature (see description)
fixed a DEI bug where Antesignani unit didn't have swords
-Managed to remove missions and family dilemmas.
-Quite a few tweak in balance. Mass revisited for almost every unit. Acceleration of every unit should feel more natural.
-couple of tweaks in kv_rules should make battles feel a bit quicker (barely noticeable) and better looking.
-Pike and hoplite combat tweaked again, I'm quite happy with the state of this units right now.
-Fiddle with CAI building and budget allocation to make the ai adjust for the mod. Now the AI should recruit more armies and the balance of power won't be so much in the player's favour.
-Rank depth revisited.
12 -> 14 except for pikes
8 -> 10
7 -> 8
-Tweaked building cost, recruitment, upkeep and corruption. Most of it through Imperivm level.
-Tweaked number of armies and navies per imperivm level. This is balanced for 41u/armies.
-Small nerf to hoplites and pike formation.
-Increased matched combat for better looking battles and also it makes the cav a bit better wich I like. DEI vanilla cav seemed a bit too underwhelming.
-Modded cai budget allocation to fit this overhaul properly. Seems to be working well.
I might release it as a standalone mod later on.
-Tweaked income bonus:
4000 for Egypt, Macedon, Seleucid
3500 for Carthage and rome
2000 for Challengers and 1500 for the rest
I believe this needs to be updated