Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Four Turns Per Year Hardcore Mod
 This topic has been pinned, so it's probably important
Dresden  [developer] 22 Oct, 2013 @ 12:12pm
Changes to this mod - Feedback Requested
What specific changes would you like to see? Please post them here.

For example, if you want to see movement increased for navies or recruitment times adjusted then please post what you would like to see.

As an example: "I would like to see movement times of armies be 50% reduced instead of 75% reduced." Something like that with specifics so I can get a consensus of what people using this mod want to see in the next one.

Thanks!
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Showing 1-15 of 32 comments
Tzargotha 23 Oct, 2013 @ 5:57am 
50%-60% movement for armies, perhaps faster if roads affect movement. That is my biggest bugbear!
yutterh 24 Oct, 2013 @ 12:46am 
I agree with Tzargotha and i also feel recruitment time should be sped up for weaker and early units. So the armies can start coming in and also gives the weaker units an advantage over elites since they can be recruited faster in a pinch.overall though i love your mod amd feel you can do so much more with it.
Dresden  [developer] 24 Oct, 2013 @ 10:50am 
Thanks for the feedback, I am going to be looking at this mod soon. The movement changes won't be hard, the recruitment will take a lot longer but I think the levy idea is the right way to go.
Dresden  [developer] 24 Oct, 2013 @ 6:08pm 
Update v1.1 - leave feedback here and thanks.
♊ The Twin ♊ 24 Oct, 2013 @ 8:09pm 
mod was working fine earlier today. now the upkeep costs of units has become ridiculously high. most factions start out with -4000 income because of overpriced upkeep. Could this be because I am trying to run it with your toadies mod too? Sad, because I am really wanting to play with this mod, but....
♊ The Twin ♊ 24 Oct, 2013 @ 8:15pm 
lol, I just realized that you intentionally increased upkeep by x4. you realize that this will make the game unplayable because you will need an empire that stretches across the map just to maintain 1 stack. pretty lame. I hope you remove this ASAP.
Dresden  [developer] 24 Oct, 2013 @ 8:22pm 
Thanks for your feedback. I removed the Upkeep changes until I can balance them better. I might do 50% increase instead at some point.
♊ The Twin ♊ 24 Oct, 2013 @ 8:25pm 
mk thanks bro. I love your mods btw. Yeah, if you looked at it close, you might be able to make the game a bit harder, but x4 was crazy. Awesome quick responce.
Dresden  [developer] 24 Oct, 2013 @ 8:26pm 
Yeah x4 was way overkill, I apologize for that. Once again thanks for pointing it out!
Tzargotha 25 Oct, 2013 @ 8:11am 
Much better!
ubet 26 Oct, 2013 @ 4:36am 
Hi Dresden
,A thought could you on next update add the loose formation table change aswell, to this mod as loading both mods counter acts each other, and im getting lazy changing it all the time myself.I would think most would like the loose formation option anyhow. Also the Selucid naval movement doesnt seem to be affected by the movment reduction,I havent figured out why yet have you or anyone else noticed that.
Dresden  [developer] 26 Oct, 2013 @ 10:41am 
That is very odd about Seleucid movement, I will look into it. I can add loose formation if there is interest in that.
Albano 29 Oct, 2013 @ 2:00pm 
the experience of the spies, dignitaries and champion, grows too fast,

the spy has much ability to move per turn

thx por this mod
Dresden  [developer] 29 Oct, 2013 @ 3:25pm 
Agent movement should be reduced by 75%, but the spy does have more movement than most agents. I can change that.

Experience rate is a good idea to change, I will look into it. Thanks for your feedback!
ubet 31 Oct, 2013 @ 11:43pm 
Hi
As far as stats go for this mod i believe its close to spot on,I merge it with Meanigfull resources , better garisons and your AI food and Sack and liberation mod, Added the blood and loose formations mod, and what a game it is.

Cheers
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