Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Divide et Impera Part 1
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Opdatering: 30. nov. 2017 kl. 9:46

Battle Changes
Due to extensive testing we were able to track certain parts of the battle engine that did not work as we wanted to or thought that we do not have sufficient control:
- Hit chance. This value is calculated like this: (Melee Attack + Base Hit chance) - Melee defence = Hit chance. Final value can't go below minimum hit chance and above max hit chance. This meant that before if a unit had 40 melee attack (so around elite status), 15% base hit chance and was attacking a unit of medium quality (60+ defence), the overall calculation was 55-60=-5. As you can see, this meant that pretty much most units would get negative hit chance. But, since minimum hit chance was at 10% no matter what, most units would hit that 10% most of the time, meaning that overall melee and defence stats did not matter (And also explained why falx unist were that good as they were able to hit above 10%).
- In new stat system, minimum hit chance got lowered to 5% while overall unit melee attack was increased and melee defence lowered. This means that unit stats matter a lot more.
- Overall defence, while lowered, matters a lot more now as the values rely more on personal defence than on shield defence as before. Due to errors in combat calculations, shields seem to be also included for flanking combat and were not affected by fatigue, making an exhausted unit not that much of a weaker target.
- Flanking and fatigue are much more important as the penalties for them are applied correctly.
- Cavalry charges should work better and be more consistent as their hit chance and damage will be correctly applied
- Certain units, especially those with small shields and with two handed weapons, have good starting defence but since personal defence skill is lowered by fatigue they tend to suffer more than units with good shields. This means that certain shock units will be very good at early stages of combat but if the line will hold, the roles might reverse.
- Units of marines slightly nerfed, few slightly buffed.
-Added Formation Attack to some Roman units (For testing purpose, not yet added for all, please report how it works) - with changes I made in past few months Formation Attack seems to behave a lot better
-Added more realistic spacing for most of ranged infantry, overtime it will be tweaked to be more unit specific (like some being more disciplined, some in more spaced out order), please report how it performs

Reforms Fixes (thanks to Litharion!)
- Fixed reforms bug where global reforms wouldn't trigger when the player loaded or had a battle at the reform's turn. This should also fix factions that rely on global reforms like Armenia and Odryssia.
- Fixed Multiplayer desync bug when reforms hit.
- Fixed a bug where the second player's reforms wouldn't always work, especially when that player was the same culture as the host.
- These fixes will not fix bugged save games that have already passed reforms.

Population System (Thanks to Litharion!)
- Naval recruitment changed: The closest port region is now used for replenishment and recruitment instead of the capital unless there is no port.
- City names now added for unit recruitment so you can see what city the unit is drawing population from.

Government & Politics
- Added multiple new government types for various factions.
- Changed starting governments for some factions based on their political traditions.
- Changed government effects.

Other Changes/Fixes
- Added compatibility for the new Politics & Power beta. See this thread for more information.
- New campaign (Empire Divided) works with DeI but does not have our building system, units or AOR system for now.
- Added banditry and plagues (sanitation/squalor) to all campaigns. Various new building effects impact these. Building effects may change or be further balanced in the future. Save games will have negatives from this, be warned!
- Added new DLC UI skin as Roman base UI for other campaigns.
- Updated and fixed faction trait display UI at faction selection screen. Also added more information there about the faction's political tradition and starting challenge.
- Fixed UI displaying wrong Manpower when cancelling recruitment.
- Various improvements to population script functions.
- Removed various reform units from civil war army spawns.
- Added region name display for mercenary recruitment.
- Fixed Spartan hoplites missing from Macedonian Wars roster.
- Added new model for the Roman Cardiophylax (chestplate) from Stealth4Health - thanks for allowing us to use it!
- Changed Caledones negative faction trait to help improve starting situation.
- Lowered battles required for political rank advancement.
- Fixed Late Bactrian Cataphracts missing legs.
- Disabled Pontos' Ariobarzanes character spawn since he is a starting character.
- Fixed Syracuse chapter 8 mission having wrong technology requirement.
- Fixed wrong size of starting Arevaci bodyguard unit (new campaign only)
- Fixed faction unique Rosemarl building not being buildable.
- Fixed some German rebellion units being incorrect (were vanilla units/stats)
- Fixed Sparta main building displaying incorrect population bonuses.
- Fixed starting Arverni generals having old units as bodyguard options (new campaign only)
- Fixed late Oathsworn having 2 stamina abilities.
- Fixed starting Iceni spy missing name.

Credits
- Thanks to Stealth4Health for allowing us use of his new Roman Cardiophylax model

Opdatering: 4. sep. 2017 kl. 16:30

*Save game compatible unless otherwise noted

Battle Changes
- Pikes and Hoplites are less likely to punch a hole through lines.
- Cavalry should have an easier time disengaging from hoplite infantry.
- Cavalry unit hitpoints increased by 5.
- Cavalry vs cavalry charge made less lethal.
- Shock Cav has a bit lowered attack and defence values. They are also now a bit worse vs other cav, a bit better vs infantry.
- Shock cavalry deals more kills to spear/sword cavalry on charge but takes higher casualties as combat goes on
- All cavalry units have proper stats when dismounted
- Indian Heavy Swordsmen slightly nerfed but still stand out above most other infantry units
- Bosphoran Thorax Swords slightly weaker, Elite Thorax Swords slightly better.
- Heaviest cataphracts more useful when punching through heavy infantry

Other Fixes
- All core Numidian cavalry now have 120 men, javelin type infantry all have 200 men.
- Land Supply Units now have 120 instead of 60 men per unit, defence heavily buffed (They should suffer less due to autoresolve now)
- Fixed first spawning Syracuse family member being a repeat of starting character (Hiero II)
- Fixed new Getae roster missing naval and supply units.
- Fixed Pontic Galatian sword unit with bugged skins.
- Fixed Sogdian units with missing hats, incorrect beards.
- Fixed Atropatkan general missing legs.
- Fixed Arverni clubmen missing javelin models in combat.
- Fixed sarmatio-dacian elite archer unit missing legs.
- Fixed various unit population size assignments.
- Fixed Athenian militia hoplites missing swords in combat.
- Fixed some incorrect textures in some Pontic thorax units.
- Fixed germanic berserker weapon bug.
- Fixed missing arms on an Armenian general.
- Fixed tier 3 major trade ports missing edict buff.
- Fixed bad texture for some red Hellenic helmets.
- Fixed multiple infantry units having cavalry wedge formation.
- Fixed Numidian javelin AOR unit size.

Opdatering: 16. aug. 2017 kl. 16:22

Battle Changes
- Changes to how fatigue affects morale and tweaks to morale system
- Towers slightly nerfed.
- Added new shield wall ability for some new barbarian units.
- Hoplites and shieldwall should be a bit better vs pikes
- Tweaks to certain formations (like testudo).
- Slight nerf to Gastrephetes unit.
- Added guerilla deployment ability to multiple German units.
- Added hide in grass and campaign stealth to all guerilla type units.

Barbarian overhaul
- British overhaul - All southern british factions get the new units. Some older units added as factional mercs and to custom battle roster for GC Iceni. For DLC campaigns they are in their normal roster.
- Arverni overhaul - Only Arverni faction gets new units (GC, CiG and IA campaigns). Other gallic factions retain old roster to add variety to AI factions. Reform changes (new reform units) won't be locked in save games.
- Dacian overhaul - Only Getae GC and Dacian IA faction gets new units. Other Dacian factions retain old roster to add variety to AI factions. New reforms added. Requires 100 turns and 10 battles with Rome for player, 130 turns for AI.
- Numidian overhaul added, retained its Legionary imitation unit.
- Galatian overhaul added. They have one Legionary imitation unit and two Greek-style units, one in Thureos and one in Thorax reforms (won't be locked in save games).

Historical Character System
- Factions other than Carthage and Rome now have historical characters who will spawn into the player's family as time progresses.
- These characters will include information on their historical circumstances and family lineage.
- For factions without many historical references, they will get family members who are not based on actual historical figures.
- Submods will be available for Rome/Carthage depending on what family you choose to play.

Population Economics
- Added/Fixed the population system's impact on region economics.
- High foreign populations reduce subsistence income, low total populations reduce total income.
- Higher relative class 1 (noble) and class 2 (citizen) populations will increase agriculture and industrial income, respectively. Note: these ratios are relative to the total citizen number (class 1-3), not the total population number. So, foreigners do not count against these ratios when determining class 1 and class 2 bonuses.

Balancing/Changes
- New Hellenic standards for all Greek standard bearers. Also, special standards added for Seleucids, Macedon and Egypt. Thanks to the Hegemonia team.
- Updated skill icons with newer versions so that they properly match the various skill trees. Thanks to ImpMontezuma.
- Changed Commercial stimulation edict interaction with slave forum building to properly increase effect.
- Fixed some Grand Campaign Desert and Alpine factions not having immunity to special supply issues in those region types.
- Fixed some African factions not properly using the Nomadic supply system. Playable faction impacted by this is Masaesyli.
- Added supply ship recruitment to some arabian and ethiopian factions that were missing them.
- Added some factional mercenaries (including elephants) to Seleucids in Mac Wars campaign.
- Updated pike shields from Solitudo with new positioning on arm.
- Updated Battle/Campaign tips background images on main screen.
- Roman Polybian allied cavalry now upgrade to Legionary Cav (may not in some save games)
- Added 2 new Armenian AOR units.
- Added faction unique tier 5 buildings to technology trees so they are easier for the player to recognize.

Other Fixes/Changes
- Fixed Armenia missing access to Rhodes special capital chain and some special ports.
- Fixed starting spartan generals having wrong bodyguard option (new campaign only)
- Removed inaccurate sentence in 244 BC year in history message.
- Fixed 2 Seleucid units being wrong population class.
- Fixed early Triarii units missing swords in combat.
- Fixed incorrect influence text for some factions in politics screen.
- Fixed a few AOR unit cards having old entries.
- Fixed 2 Suebi units having wrong unit cards.
- Fixed a Baktria region missing proper region tags for AOR recruitment there (new campaign only)
- Pontic hoplites now upgrade to thorax spear unit at reforms.
- Fixed Seleucid thorax royal guard description name.
- Fixed some ancillaries not properly triggering after critical successes (thanks valky for the bug report)
- Fixed maedi peltast AOR unit missing from thracian roster.
- Fixed shielded archers having wrong reload animation.
- Fixed Trapezos not being able to confederate with other pontic factions.
- Fixed some special ports not having supply ship recruitment.
- Fixed incorrect building effect on tier 4 Athena temple and unique Ptolemaic tier 5 temple.
- Fixed Thracian thorax cav missing stamina ability.
- Fixed Macedonian wars olympic winner general spawns having bugged ages.
- Fixed Dahae starting army having wrong army tradition settings.
- Fixed Dart slingers and Carthage archers having shield animations but no shields.
- Fixed Early Principes having defensive testudo formation.
- Fixed incorrect pop unit size for 4 Lugii units.
- Fixed Etruscans missing admiral bodyguard options.
- Fixed mistake in Parthian chapter mission 7 (new game only)
- Fixed incorrect name for tier 3 normal major Carthage city.
- Fixed Carthage being able to build two versions of the tier 4 minor town medicus buildings. May cause some blank building slots in save games.
- Fixed Carthage tier 4 medicus building missing population effects.

Credits
- Culture Identity Unitpacks (CIU) for some models and textures. Thanks to Avetis and Miri82.
- EB/EB2 for unit names, parts of their descriptions, ideas and amazing research
- OSP Project for the new helmets
- Hegemonia mod for the wonderful new Hellenic standards. Thanks to fixa and Melcor.
- Solitudo and Maetharin for the updated pike shield.
- ImpMontezuma for the new skill icons.

Opdatering: 22. juni 2017 kl. 18:54

1.2.1c
Battle Changes/Fixes
- Slightly more deployables given.
- Siege equipment made a bit more durable.
- Barricades are now more durable and available to have two rows (depending on how you stretch them)
- Multiple fixes to unit sizes, attributes and stats
- Some stamina and unit weight classes updates
- Small buff to cavalry shield defence
- Small decrease to autoresolve bonus for ranged units
- Small decrease to long pike shield defence bonus from formation (x3 to x2.5)

Balancing Changes/Fixes
- Increased diplomatic bonus from supporting allies in battle, gifts and most other diplomatic agreements.
- Removed Empire Maintenance cost from some buildings.
- Added food or upkeep penalties to some minor public field buildings to compensate for removal of EM penalty.
- Added Empire Maintenance reduction to some higher tier sewer buildings.
- Unlocked forum food building for Seleucids and Baktria.
- Removed liberate money reward since it doesn't work.

Other Fixes
- Fixed Merc Greco-Libyan pikes missing new shields.
- Fixed Iberian mercenary unit name
- Fixed Pontic bronze shield pike units having some missing textures.
- Fixed some later Year in History messages having the wrong image
- Fixed AOR Insubrian cav unit missing from recruitment entries.
- Fixed Macedon and Pontus having some wrong starting general options (new campaign only)
- Fixed an Imperial auxiliary unit being recruitable in Marian reforms (new campaign only)
- Fixed some factions having ballista bastion recruitment in custom battle.
- Fixed Taksashila only AOR hoplite unit (Baktrian province) missing from their roster.
- Fixed Atropatkan general missing legs.
- Fixed some Pontic units being in wrong barracks tiers, added their Bronze shield to thureos reforms.
- Fixed Sinope faction having wrong starting units (new campaign only)
- Fixed special Sparta tier 5 barracks missing effects.
- Moved Scordisci Cauaros unit down one level in barracks recruitment.

Opdatering: 8. juni 2017 kl. 13:53

1.2.1b

Battle Changes/Fixes
- Spear units have increased mass value, meaning that cavalry will have a harder time tossing them around and breaking their formation
- Cavalry mass revisited, for example a non cataphract shock cavalry unit might have the exact same stats as a full cataphract unit but due to lower mass will have a harder time breaking through infantry formation
- AI scythed chariot should be a bit better
- Small tweaks to morale, units should be able to come back from rout a bit more
- Small tweaks to various weapons
- Small improvements to hoplite phalanx
- Many fixes for wrongly assigned entries of units (animations, equipment, attributes, etc)
- Marian and Imperial Legionnaires have bonus vs charging units now, making them stand out more. It is better to let them eat the charge.
- Roman gladius slightly more effective vs infantry
- Arrow towers now fire with higher arc meaning they will not burn down own walls and will be more likely to hit enemies, rather then kill their buddies (especially since you can't order them to stop)
- Reduced matched combat precentage, improving combat engine a lot in various places (flanking, surrounding, hoplites/pikes)
- AI hoplites should not be able to walk through players units but they will try to push them back instead
- Surrounded and heavily outnumbered units should perform worse now, especially in case of being able to kill enemy

Balancing Changes
- Further increased sea sickness effect for transported land units on water (lowered stats).
- Pontic subcultures can now confederate, thanks to Ygraine for the idea.
- Slight reduction to extreme winter army movement negative.
- Slight reduction to AI bonus income based on difficulty level to help with starting situations.
- Small increase to tier 4 building basic growth bonuses.

Other Fixes
- Fixed a bug where razing a Hellenic major city could remove the primary city building.
- Fixed an issue where sometimes training and military academy buildings would not be an option in some regions.
- Fixed Arabian levy unit having an unused bow model.
- Changed Chalkaspides description indicating they were an elite unit.
- Fixed wrong starting AI bonus units given to Seleucids and Ptolemies at highest difficulties.
- Changed Spartan Helot javelin and spear units to main city building recruitment.
- Fixed Bastarnae faction being wrong culture.
- Fixed emergent faction Sinope name being same as starting faction.
- Moved Roman auxiliary Sarmatian cataphracts to more eastern provinces (Lugii, Sarmatia)
- Changed some Thracian recruitment priorities.
- Fixed some training technology effects not properly working.
- Fixed an ancillary with a vanilla portrait.
- Fixed Mercenary pike unit having old shields.
- Fixed Taksashila female spies missing names.
- Fixed a missing name for a Bithynian starting general (new campaign only)
- Fixed Pontic cavalry unit having wrong population size.
- Raiding now decreases public order a bit more.
- Fixed special tier 5 Athens port missing supply ship recruitment.

Opdatering: 25. maj 2017 kl. 18:25

Update Notes 1.2.1a May 25

Battle Changes/Fixes
- Added text to phalanx abilities to explain single vs. double click attack orders.
- Tweaks to barbarian spacing.
- Added charge defence for Iphicratean Peltastai.
- Minor tweaks to units stats (like too small ammo).
- Fixed formation for Leukaspidai AOR unit.
- Fixed anti cav bonus of short pikes.
- Fixed wrong attribute groups for some spear units.

Balancing Changes
- Lowered CAI war declaration chances for friendly+ factions.
- Lowered diplomatic negative faction traits a bit for some factions.
- Changed Pergamon faction trait to a positive diplomatic bonus with Greek factions to help starting situation.
- Reduced supply usage for AI nomads.

Other Fixes
- Moved Chalkaspides unit down one tier in barracks levels.
- Fixed Egyptian karian and galatian spear units descriptions.
- Fixed incorrect starting unit size for a Seleucid unit (new campaign only)
- Fixed Ptolemaic thorax pike unit and Machimoi unit unlocking early.
- Fixed Silver Shield pikes being locked in early reforms (new campaign only)
- Re-added Basilikoi Peltastai to Seleucid roster
- Fixed various units being wrong population class/size.
- Fixed 2 gallic factions having too high starting treasury (new campaign only)
- Fixed AOR spartan hoplite unit missing from Greek AOR population pool.

Opdatering: 21. maj 2017 kl. 14:04

Updated to 1.2, see our TWC forum for details on all the changes.

http://www.twcenter.net/forums/showthread.php?736490-1-2-General-Plans-and-Previews-Collection

Opdatering: 21. maj 2017 kl. 14:02

Opdatering: 3. maj 2017 kl. 19:00

Opdatering: 5. feb. 2016 kl. 0:56