Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Absolute Bronze - Age of Bronze Trade and Resources System - Beta ver 0.12.4
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Update: Jun 30, 2024 @ 8:46am

Absolute Bronze ver 0.12.4
Fixed CTD in battles caused by missing chariot animation
Added new 2-rider chariot bow animation variants for Mesopotamian factions.
Combat rules tweaks
Unit balancing adjustments

Update: May 25, 2024 @ 2:21pm

25.5.2024: Last Update - ver 0.12.3 . Finally the sub-mod is now compatible with the newest version of Age Of Bronze. Thanks Kelly who did the hard work of rebuilding dbs and startpos!

Update: Jan 22, 2024 @ 2:36pm

Update: Dec 17, 2023 @ 12:58pm

Update: Dec 17, 2023 @ 3:50am

17.12.2023: Last Update - ver 0.12.2 . Reworked the raiding'effect because it affected only stored reserves and not "fresh" imported or produced, so in previous version the raiding activity only affects storage and not the production function. Now the raiding activities will affect (indirectrely, by causing lack of raw resources) the production system too;

Update: Dec 15, 2023 @ 1:44pm

ver 0.12.1 update 15.12.2023
1) added recruitment cost to all recruitment tooltips;
2) some minor fixes;

Update: Dec 13, 2023 @ 3:23pm

ver 0.12 update 14.12.2023
1) Reworked No Replenishment effect if faction has zero bronze after armies' bronze upkeep (now if faction has bronze reserve then armies can replenish in owned or allied regions, but if faction has not bronze then they can't replenish) - for AI and human;
2) Now when a faction accumulates more than 5000 copper or tin, it begins to resell the unused surplus resources at 50% of the price, for AI and human;
3) Now when an army adopts raiding stance in a region producing or importing raw resources (tin and copper), the amount of the stolen resources (the 20% for each army raiding) will be subtracted from the reserves of the owning faction of the region and the same amount will be added to reserves of raiding faction. The system works differently for human and AI. For human it will be necessary simply to click on raiding button for each army; the script itself will manage the losing stance conditions for characters. For AI instead the script will track the ai characters behaviour and it will check raiding, when armies passed "slowly" or remains idle and fortified in owned faction's lands;
4) Added new buildings activating global market and industrial capacity and completed the db reworks;
5) A lot of rounding operations, local and major fixes and a rework of all the calculations to avoid any not coherent values;
6) Now units restrictions full working;
7) Decreased to 5 (instead of 20) the bronze upkeep for ai faction (to avoid armies permanently not replenishing);
Commenti pubblici degli utent

Update: Nov 28, 2023 @ 3:21pm

Update: Nov 28, 2023 @ 1:42pm

1) Added new scripting.lua to prevent rebel conquering regions bug;
2) Added more information in the recruitment tooltips if recruitment is disabled for reason different frome lack of bronze (insufficient money, food shortage or reached army unit cap);
3) Added more information in the queue tooltip when an unit's recruitment queue is stopped by lack of bronze;

(2 and 3 changes in new screenshots)

Update: Nov 12, 2023 @ 4:52am

-Fixed some buildings not showing the industrial capacity and global market effects