Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Para Bellum - Collection
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Opdatering: 22. dec. 2023 kl. 16:45

Para Bellum Campaign:

- The rosters of Cyrenaica and Cyprus were expanded, to make these factions more interesting to play and differentiate them more between them and with Egypt, but maintaining a slight influence for historical reasons.
- Additionally, the bug where Egypt could not recruit war elephants was fixed.

Updated effects:

- Now you can spark the buildings with the incendiary artillery, and they will burn with big flames and smoke columns. In addition, depending on the material they can end up with a nice deflagration.
- The effects of artillery hits on terrain have been improved, with a new artillery impacts texture and raising dirt. Also the incendiary artillery effects on the terrain are improved, with the terrain burning, etc.
- The properties of many particles has been enhanced: now the blood will remain the whole battle duration; the smoke and fire effects, the dust raised by the troops, the desert wind or the snow in the blizzard, are no longer limited by the rendering distance.
- The dust effects now are adapted to each type of terrain (snow, grass, mud, desert).
- Volcanic eruptions on the campaign map.
- No FPS impact noticed, in comparison with the previous version.

IMPORTANT: This update requires to redownload and replace the Para Bellum - Effects movie.pack file of your Rome II data folder, available through the link in the Steam Workshpo mod description. It is required to update this file in the case you use any of these mods:
Para Bellum - Collection
Para Bellum - Effects
Rivers of Blood - Gore Edition
Rivers of Blood - Realistic Edition

Opdatering: 30. sep. 2023 kl. 2:02

Little update fixing some of the issues of the previous one:

Para Bellum - Campaign:
- Fixed public order bug and rebels attacking with only one unit.
- Limited the rebel armies' experience (no longer starting with silver chevrons).
- Complete revision of the rebel armies compositions for all factions and campaigns/DLCs, for more realism.
- Fixed "stop movement" armies effect bug.

Para Bellum - Population:
- Slightly softened the public order penalties.

Adjusted changes for the Difficult campaign submod.

Opdatering: 21. sep. 2023 kl. 12:31

Para Bellum - Combat:
- Historical unit names for all campaigns/DLCs: Most units include historical names and below, in the description, their name in English. Originally many units shared the short descriptions, now hundreds of entries have been revised and a unique tag has been included for each one, so all units can include the English name with info about their origin and if it is auxiliary or mercenary in the description below the historical name.
- Revision of the infantry classes, with a more realistic approach (melee is now called assault infantry and the spears as line infantry). The long-range missile troops (bows and slings) now belong to the ranged infantry, and I added a new "support infantry" class that includes the skirmishers and light troops that can eventually engage in melee to support the other classes.
- Support and ranged infantry units increase from 120 to 140 men per unit. In this regard, the ammunition quantity is adjusted, mostly for the slingers that they had too much, though it can be increased through the general skills (military logistics). Cavalry increased from 80 to 100, but now they will be a bit more easily frightened especially by large groups of infantry. These changes are also taken into account in the Population mod and the historical battles, though are not yet implemented in the initial armies of the campaigns.
- Fatigue now has direct effects on units' speed, morale, defensive and attack capabilities. They will now take a little longer to exhaust, but it will be convenient to relieve them before reaching this point.
- Slight adjustments to projectiles range and damage, which overall work better with AI, for example cavalry may decide not to do an initial charge but stay close to the ranged troops.
- Fixed the cavalry generals issue showing them as hoplitic infantry class.
- Fixed light hoplites missing rapid advance ability and adjusted their stats in relation to militia hoplites that were almost the same.
- Revised cataphract armor values for cavalry and elephants.
- War dogs charge, attack and defense adjusted.
- Added Heroes of Sparta unit (increased to 300 men and a cap of 1) to the WoS campaign through the last recruitment building, called Monument of Leonidas.
- Slight adjustments to the unit's experience.
- Elite units are now scare immune.
- And many other adjustments and details revised.

Para Bellum - Campaign:
- New religious buildings for the Iapygian culture, thanks to Pontifexum.
- Etruscan roster expanded for GC, including some of their RotR units (DLC required).
- Included Rhodian slingers and Cretan archers to their corresponding factions in GC and WoS campaigns and custom battles.
- Added Tarentine cavalry to Sparta and Lonchophoroi (light cavalry) to Syracuse, Epirus, Pergamon, Macedon, Athens and Sparta, for a more precise distribution among the GC Greek factions.
- Custom battles rosters expanded: Added the auxiliaries to Rome in the different DLCs and the inclusion of mercenaries in the factions related to their corresponding areas, mainly the Greeks, Successor Kingdoms and Eastern factions. Also RotR armies compositions improved, and Epirus changed African elephants to the Indian ones in the custom battles for historical accuracy (will be changed also in campaign in next updates).
- Fixed generals' star level effects.
- Revised and debugged scripts.
- Fixed Persian scalation script for WoS.
- Credits and aknowledgements updated.

Para Bellum - Inferface:
- Included 233 new HD images for the loading screens (now a total of 333), based on the best games artwork and artists depicting Antiquity, and much better, the variety of factions.
- New unit cards for several factions: Etruscans, Roman Marian and Imperial troops, Gaul and Celtic auxiliaries, and for the different eastern horse archers (Sarmatian, Iranian and Scythian).
- Many new units cards and some flags for RotR, taking advantage of the materials developed for the First Punic War mod.
- Fixed the three blank icons of the province details panel.

Para Bellum - Units:
- Reskinned barbarians by Pontifexum, including 72 new shield designs. In further updates, we'll include the extra historical units of Magna Germania with total compatibility.
- Reskin for the Roman Marian and Imperial troops. with 100 new shield designs for the infantry and 40 for the cavalry units. Also lots of new panoply elements and details were added to improve their appearance, like clothes, helmets, crests, feathers, etc.
- Fixed invisible trieres models in WoS campaign, now with more accurate hoplon designs for this timeframe.
- Fixed missing ears in some soldiers of the Pericles' unit.

Para Bellum - Factions:
- GC faction groups revised for more historical accuracy: Pergamon is now included into the Successor Kingdoms and Trapezos to the Black Sea Colonies.

Para Bellum - Effects:
- Removed tornado like visual effect in the ships when using the "row faster" stance.
- Also is recommended to redownload the Para Bellum - Effects movie.pack file from the description.

Para Bellum - Weather:
- Updated light .xml file with newest entries.

Para Bellum - Population:
- Improved compatibility between Para Bellum and vanilla, so the number of soldiers per unit unit is adapted depending on each case.
- Added more variety of effects icons.
- Debugged scripts, thanks to Luskainn for advice.

Para Bellum - Open Beta:
- Transferred to the campaign mod, with some adjustments, the War weariness mechanics, supplies, omens, expanded seasonal conditions now also available for all campaigns.
- Transferred also the resized battlefields.
The info of these new mechanics and changes was detailed in the previous update announcement, and shown when a new campaign is started.
- Alternative autorresolve calculations taking into account more variables like the new units classes.
- Alternative Marian and Imperial legionaries animations holding the pila.

Para Bellum submods:
- All Para Bellum submods have been updated to be compatible with the main mods update. But take into account that Ancient Combat is not updated yet for compatibility with this update.
- Released a submod to restore the English vanilla units names instead of the historical ones introduced in this update:

https://steamcommunity.com/sharedfiles/filedetails/?id=3039023482

Also this submod is recommended if you use the translation files to play in other languages.

- Translations files updated for all the languages:
https://onedrive.live.com/embed?resid=61A328681F8D6C4C%2170760&authkey=!ABDRYNgzz2XxHDU

Save games compatibility:
The update is not very likely to be save game compatible, and the recommended option is to start a fresh game, but if you want to finish your previous campaign here is a link to the repository of the old version:
https://onedrive.live.com/embed?resid=61A328681F8D6C4C%2192435&authkey=!AO8Nw_dgRjEDJmI
To apply it, download and place only the Para Bellum mods you were using in your game data folder, usually located in your \Steam\steamapps\common\Total War Rome II\data folder.
If later you want to change to the updated version, just delete these .pack files from the data folder.

Opdatering: 29. sep. 2022 kl. 16:36

Fixed the yellow tips texture bug of the spruce trees during winter.

Opdatering: 26. sep. 2022 kl. 16:44

Para Bellum - Weather update:

Special thanks to Celticus for letting me use the contents from his great mod Orbis Terrarum, a reference and an inspiration, to keep improving this one. In this update, I've included his trees and shrubs models and textures that improve the environment's look and detail.

- Added 1039 new weather themes of all kinds: mainly the day themes are from Orbis, improved with moving clouds, and night/rain/fog/snow from vanilla that includes lighting that fits well) for all seasons and climate regions (Atlantic, Mediterranean, Continental, desert, etc.), making a total of 2208 themes, twice the number of Orbis Terrarum or the previous version of Para Bellum Weather!
- Fixed sandstorm/blizzard effects, with 4 custom sandstorm themes added.
- Updated the grass vegetation textures: now they blend better with the ground textures and I´ve changed some types of plants to fit better in each climate: Atlantic, Mediterranean, etc.
- New agriculture wheat model/texture. And a variation of this texture that was bugged was removed.
- New ground textures to improve the appearance of the eastern landscapes.
- Restored campaign clouds. The clouds in the campaign maps are back, with adjusted brightness that fits the mod lighting, and adjusted transparency to allow a good view of the map.
- Debugged some files, reducing the mod size in some areas without losing quality.

Opdatering: 21. sep. 2022 kl. 14:24

Para Bellum - Effects update:
- New burned ground effect, fire textures, ashes, torches, ramming and sinking effects, etc.
- Thanks to Enkeli for letting me use and adapt his textures and fx files for this update.

This update requires to redownload the Para Bellum - Effects movie.pack and overwrite the previous one with the new version:
https://onedrive.live.com/download?cid=61A328681F8D6C4C&resid=61A328681F8D6C4C%2183772&authkey=ABAVfBDP3oJvjto
in the game data folder. For more detailed instructions check the mod description.

Opdatering: 16. sep. 2022 kl. 7:32

Fixed CTDs caused by chariots units of the generals and when loading Palmyra campaign/first battle.

Opdatering: 15. sep. 2022 kl. 10:38

Siege battles updated:

Added the gates as capture points bring some noticeable improvements: AI defends better the area, not just above the walls, they deploy better in the entrances and as they don´t send all their troops above, there is better performance overall (less likely to have laggy/jerky animations) and also the pathfinding works better.

It is more tactical and dynamic, as there are 5 capture points and you can win by holding 2 points and neutralizing another one for at least 15 minutes. But this is not easy because the AI will send reinforcements between the different areas, and act overall in a more dynamic way: they can even go out to fight or use your ladders to climb the walls again.

Also, the siege equipment ignition threshold has been slightly lowered, so it will be a good idea to spot the weak points of the walls for the assault or to invest in better siege equipment.

Also, I've ported the last combat system improvements from the Open Beta to the main mods (Para Bellum - Collection, Para Bellum - Combat and Ancient Combat). As the formation attack is removed for the reasons I explained when I applied this change, I´ve released a submod if someone wants to restore it. Though I don´t recommend it, here it is:
https://steamcommunity.com/sharedfiles/filedetails/?id=2863325380

Opdatering: 1. sep. 2022 kl. 15:47

Transferred features from Para Bellum - Open Beta:
-Corrected tunics colors for the greek/roman female spy porthole, changing the yellow tunic.
- Improved the appearance of generals for WoS and RotR (Italics, Romans, Greeks and Carthaginians).
- Increased the activation time of the row hard ability in the abilities with less than 60 seconds, and reduced to 60 seconds the recharge time in all of them.
- Fixed swords and axes weapon length.
- Fixed imposter models for the greek and carthaginian hoplons.
- Italic/etruscan/greek RotR cuirass, linothorax and tunics variety improved and minor fixes to the models to fit the new skins included with the Open Beta.
- New sarissa model. With more variations to come in future updates.
- New definitions and patterns for the Athenian peltas.

Other fixes:
- Bugged armours in some of ED units, fixed thanks to steinamuer Hans.
- Fixed missing ears in some soldiers of the Pericles unit.

Opdatering: 31. aug. 2022 kl. 15:59

- Terrain effects update:
Now the units stats (morale, speed, melee atack and defence, etc.) are influenced by the 12 types of terrain (shallow water, forest, thicket, mud, gras, etc.) so there are a total of 80 effects that can influence the battle's fate.
You can see the terrain type and its effects by hovering the mouse pointer over the ground, when no unit is selected.
- Updated Spanish translation.