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Roma invicta march
Roma invicta march







  1. Roma invicta march mod#
  2. Roma invicta march mods#

  • Moderately increased edicts, agents, armies limits.
  • For reference to compare food consumption in building stages fromvanilla > Invicta: This means you'll still be having to plan out proper food provisioning, but you don't end up with your high-tier buildings requiring two farms each to maintain them. All entry-level buildings that use food still use the same amount of food, but the food inflation for each subsequent stage isn't as extreme. I'm not saying it's foolproof, but the AI should be at least a bit more reactive and competent.
  • Increased the penetration values of Scorpion and Polybolos bolts.
  • Ultimately, until CA get their act together, the most elite formations of the ancient world are going to act like garrison mobs whenever they attack, but this might help. This is largely untested, please check this out, can't guarantee the results right now.
  • Attempted to change some unit spaces to discourage 'mobbing' behaviour whenever melee combat occurs.
  • Ranges now vary between 130-165 for most bows, and up to 190 for longbows.
  • Further increased the range of all bows (proportional to their existing type's range) based upon feedback.
  • Reduced the upkeep cost for Slingers across the board whilst they received some buffs in the original release, they should be considered 'lighter' units than javelin-equipped forces, who have a lot more raw firepower than slingers, albeit with less range and far less ammunition.
  • Also minor buffs to Royal Spartans and Spartan Heroes. Their defence, armour and weapons are identical to those of standard hoplites, however Spartan Hoplites have better melee attack, morale and a bigger charge bonus. They're still recruitment limited, but now are superior hoplites.
  • Rationalised Spartan Hoplites, as they were mysteriously inferior to bog standard hoplites in every respect, cost more and were recruitment limited.
  • To keep melee balanced, all versus elephant boni (spears, pikes) have been increased by 10 and all other melee weapons in general have been given a +5 bonus versus elephants.
  • Hopefully fixed javelins effect versus elephants: elephants all have 10 (15 for armoured variants) armour on the elephants themselves, the 'mounts', which should help offset some of the extra damage added to javelins.
  • AI should (all going well) actually have no choice but to make variations on balanced proportions of units. New changes to basic army formation algorithms should hopefully make the 'skirmishers everywhere' composition not just unlikely, but impossible.

    roma invicta march

  • Hopefully fixed the AI army compositions.
  • Roma invicta march mod#

    I don't change any AI - this is currently beyond my expertise - so I would recommend using another AI mod to supplement Invicta - check the 'Compatibility' section, as this is only compatible with certain parts of Radious.

    roma invicta march

    Roma invicta march mods#

    This mod overhauls quite a lot of things in the Roman faction - but it should make the faction more challenging to play, not easier! It also changes gameplay universally in a few ways, that hopefully shouldn't be as intrusive as some of the popular mods of the moment, but should help have longer battles and overall a more enjoyable time, without making the game too easy. It has become much bigger as I work, however, and in the absence of basic fixes from CA, it may prove useful as well as interesting to some of you on the boards who desire some changes without major overhauls to the economy. This mod was originally my own personal attempt to fix and change various flaws in the vanilla game, as well as enhance some bits of gameplay that I didn't want changing as radically as is done in the Radious Mod.









    Roma invicta march