Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Data Venia (A submod overhaul for Divide Et Impera 1.2)
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Update: Jan 11, 2018 @ 3:07am

*Fixed wrong "increased-range" value from several general/admiral skills
*Added missing flying wedge to all new melee/shock cavalry units
*Lowered Falx damage a bit
*Increased price/upkeep of Galatian Elite Trocmii warriors
*Added scare all-ability to Celto-Iberian naked warriors
*Corrected stats on Thracian Cavalry to match the new meshes

Update: Jan 1, 2018 @ 5:00am

*Fixed Roman UI

Update: Jan 1, 2018 @ 4:23am

*Slightly slower infantry kill-rates for swords
*Updated CiG, HatG and MW supply script caps to match the ones used in GC
*Small buff to season supply multiplier (all campaigns)
*Meroe, Axum and Blemmyes now can correctly build all buildings
*Fixed several string typos

Update: Dec 31, 2017 @ 10:14am

*Updated to newest hotfix (1.2.2f).
*Temporarily removed AFP for functionality (AFP will make a come back in a future patch)
*All scripts updated
*All army-banners now use IVYS4UR's custom banner-art. This means that you can play with 41-units per army if you *want, without having to get any other mods.
*Agent Actions Icons and Color list view Icons by DeuxEx010101 are now included in the mod. More pleasing for the eye!
*Corrected Banditry effects for buildings
*Reapplied "Tributaries" to text
*Lots of various minor fixes across the database

Update: Dec 24, 2017 @ 4:16pm

*Updated to newest DeI patch (1.2.2).
*Added new cavalry passive; "Cavalry Advantage" that grants a minor bonus vs all infantry
*Weapon deadliness changes (3 for gladius, 2 for all maces, 2 for all axes, 1 for all non-gladius swords, 1 for lances)
*Slightly further ranges for most weapons (mainly spears/lances)
*Increased bonus against elephants and cavalry for all types of spears and lances (not pikes, they already have a decent bonus when in formation)
*All melee and shock cav received +2 to melee attack
*Slight frontal shield missile block reduction (-5%)
*All infantry precursors have slightly further reach
*Hoplites now move slightly faster
*Javelins now have slightly further reach
*Upped minimum hit-chance slightly
*All bows have slightly higher spread, spread becomes lower the better bows you use
*All footarchers and slingers now have slightly less base ammo (except for marines and garrisons - javelins, horse archers and siege engines are also unaffected)
*Several other weapon/armour tweaks for (hopefully) better balance
*Added missing wedge to several AoR cav-units
*Elephant changes - lowered armour of all elephants not wearing actual armour to a lower value (representing thick skin), slightly buffed armoured elephants value
*Fixed inconsistencies in the town yellow chain maintenance-values
*Fixed lots of wrong armour-values
*Slightly upped base regional supply values and the season multiplier (except for winter)
*Changed Makedonia & Venetia et Histria from "Average Fertility" to "High Fertility" for balancing purposes
*Fixed Ubii not being able to confederate with other germanic tribes in GC
*Barbarian ambush stance moderately buffed, nomad ambush stance slightly buffed (success chance and unit morale)
*Patrol stance nerfed (more negatives to unit stats if ambushed, campaign values untouched)
*Forts now cost 100% movement to build, for all cultures (for balance reasons)
*Replaced germanic temple (Asturo) maritime commerce to local commerce
*The old levy pike unit is back! Only available for Antigonidai, Epirotes, Pontus and Seleukidai from the normal barracks. Other pike-factions already got their own native "levy"-variants.
*And a lot more...

Update: Jun 24, 2017 @ 1:08pm

*Integrated "All Factions Playable" submod, you can now play nearly every faction!
*25% increase in relation bonus from releasing enemy troops
*50% increase in relation bonus from battle support
*Removed exhaustion effect from Second Wind - should help the AI who often use it before a battle begins
*Chariot charge/ride through damage buffed
*All ballista prices & upkeeps increased
*Weapon damage slightly increased for all melee weapons
*Slightly higher chance for barbarians and nomads to launch an successful ambush in ambush-stance
*Small buff to +po from patrol stance
*Pontus has received a new emblem and a different faction-colour

Update: Jun 17, 2017 @ 1:23pm

*All city cores got two less negative PO (tier 2 -2, tier 3 -6, tier 4 -10)
*More diplomacy tweaks:
Easier to get DA, harder to get MA, executing prisoners 2x negative, releasing prisoners 1.5x positive, enslavement 1.5x negative, slightly higher negative when subjugating, slightly less negative from tresspassing
*More unit stat corrections

Update: Jun 17, 2017 @ 1:57am

*Slightly easier to get access/DA/MA with friendly AIs (and between AIs)
*Slightly less morale from veterancy (0.1 lower multiplier)
*More unit stat corrections
*Fixed mistake in the roman emblem files

Update: Jun 13, 2017 @ 11:10pm

*Months hopefully fixed this time
*Lowered AI bonus recruitment slots from 3 to 2
*Increased chances that the AI wants military access if they like you
*Removed some pike formation restriction rules
*Some elephant prices slightly increased
*Hellenic chariot price slightly increased

Update: Jun 13, 2017 @ 7:48am

Months renamed, spring will now start in Mars
Several general skills have been altered slightly for consistency (more to come)
More unit fixes (this never seems to end, I always find more units with slightly wrong stats/meshes..!)