Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Para Bellum - Collection
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Update: Jun 26, 2021 @ 9:53am

Fixed mercenary veteran hoplites pool and improved the sea units replenishment ratio.

Update: Jun 23, 2021 @ 2:41pm

Morale stats bug corrected.

Update: Jun 23, 2021 @ 1:48am

Missions reward increased and Hotfix for previous patch.

Update: Jun 20, 2021 @ 2:28pm

- Added Skidvar´s fantastic script mods: Random Personalities, Starting Ranks, Changing Capitals and Supply lines, to add new mechanics to the campaign.
- Revised political power system values, so now it is more important to keep an eye on the opposing parties and keep a balance.
- Increased mercenary pools and levies from client states (compatible with the population system), so now you can recruit an important amount and variety of troops from your client states.
- Revised AI priorities and tasks order.
- Historical events chronicle also added to HatG, CiG and IA campaigns.
- Improved AI construction rate, to allow better garrisons and sooner development of custom cities like Carthage, Alexandria, etc., that includes custom models since tier III.
- Fixed the ladders issue in some siege sceneries.
- Improved autoresolver system, now it takes into account the hoplitic infantry class .
- Translations updated.
- Slaves/revolts chances fine tuned.
- New campaign map image.
- Other tweaks to allow more realistic development and better survival chances for the major factions.

Update: May 23, 2021 @ 1:03pm

Para Bellum Campaign:
- Diplomacy balanced, to allow powerful factions to increase their initial persistence chances.
- Added Wonders of the Ancient World mod mechanics, thanks to Minion-J, with an enhanced map.
- Translations updated.
- Minor fixes to match the updated different parts.

Update: May 23, 2021 @ 12:33pm

Para Bellum Combat:
- Falcatas removed from desert kingdoms factions and set only to iberian/celtiberians.
- Lancers weapons damage slightly rebalanced.
- New icons for unit classes.
- Minor fixes to match the updated different parts.

Para Bellum Factions & Population:
- Minor fixes to match the updated different parts.

Para Bellum Weather:
- Solved CTD issue while loading certain battle maps.

Update: May 18, 2021 @ 9:37am

Para Bellum Campaign:
- Revised economy: Reduced the capital bonus income as much as possible. To balance, now the low tier buildings provide a bit more of income. This way is easier to develop strong economies in other regions also, and don´t rely so much on the capital, adding a nice strategic factor, and I think that could help to guarantee the initial persistence of factions like Rome or Carthage.
- Removed squalor from agriculture buildings, that didn´t make much sense.
- Fauna populating the battlefield maps is increased in quantity.
- Historical battles rework: all except Alesia and Teutoburg are rebalanced and include more accurate army compositions. The Nile map is extended so you can see the pyramids up close.
- Historical events chronicle added to the main campaign messages. All credits go for the EB, DeI and RTR III teams.
- Increased traffic in trade routes between 100-200%. Credits for Boicote.
- Better zoom in and out levels for all campaigns.
- Updated the translation files -> check mod description.

Para Bellum - Weather:
- New GEMFX profile based on the previous one, in this case includes Ambient Light effects and a slight Blur that can be activated with the F2 key, and combines flawlessly with the Low Depth of Field in-game option. Available in the description.
- Raphia historical battle includes a new lighting theme.

Para Bellum - Combat:
- Elephants hotfix to the previous update: as their power was increased, to balance their life was reduced, and increased the variety of weapons hurting them (by default only javelins worked fine).
-Slightly increased lancers cavalry charge against other cavalries, now with a deadlier initial impact.
- Hitpoints reduced in accordance to the armour type, to avoid useless first volleys of projectiles.
- Slight increase to the morale in certain circumstances, to hold better under pressure.

Update: Apr 29, 2021 @ 9:33am

Battle AI update

Overall improvement of the AI behaviour in the battlefield, now it should:

- Use better formations, and terrain in their favour.
- Infantry attacks along the battle line, not just focuses on the flanks. Also they hold better the position so the result is more realistic with pikes/hoplites armies.
- Exchange of projectiles prior to the infantry attack.
- Cavalry properly flanks, making charges persistently.
- Projectiles protects themselves better behind enemy lines.

So the overall result is more realistic and difficult to beat as consequence of the better tactical approach of the AI.

Other fixes:
- Slightly reduced the weapons damage to increase the battles length.
- Slightly reduced the projectiles fire rate to have volleys during all the battle, though this value increases with experience.
- Elephants are now a big trouble: its charge is improved and the number of units increased (and price proportionally), from 6 to 10 and units with 12 to 20. Now you will fear the power of these beasts as described by ancient sources...

Update: Apr 4, 2021 @ 1:03pm

Combat part updated:

- Improved the pike phalanx combat, lasting longer.
- Fine tuned knockbacks pushes, also applied to heavy projectiles like soliferra or heavy pila.
- More variable knockdown timeframe after charges.

Thanks to Bran Mac Born and Kam for their tips! And don´t forget to check their respective top notch overhauls, Wars of the Gods and Divide of Impera!

Update: Mar 24, 2021 @ 6:31am

- Restored historic unit names, but with the option to check quickly the original name in the unit info panel.

- New icons for a few faction groups (Germanic tribes, Etruria, Helvetii, Persian Empire, African and Arabian kingdoms) in the campaigns menus.

- Slightly improved the phalanx animations, where the matched combat sword duels overrode the spear kill animations.