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Thread: Archi's Rome II Mods - Discontinued

  1. #1
    Archimonday's Avatar Senator
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    Default Archi's Rome II Mods - Discontinued



    Letter of Resignation



    Hi folks. I've decided to ask the moderators to delete this thread as I will be discontinuing my work on this mod. Life is simply too busy, and I'm between a rock and a hard place. I've removed the non-working files from here and the Steam Workshop to stop any confusion. I apologize to anyone who was enjoying my work, I simply have no time to work on it anymore.

    Cheers

    - Archimonday
    Last edited by Archimonday; February 18, 2014 at 11:45 AM.

  2. #2

    Default Re: ArchiMod: Rome 2

    when will you release it?

  3. #3
    Biggus Splenus's Avatar Primicerius
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    Default Re: ArchiMod: Rome 2

    Glad to see some increasing large variety in battle mechanics out and about
    | R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |

  4. #4
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    Default Re: ArchiMod: Rome 2

    [null]
    Last edited by Archimonday; September 23, 2013 at 02:10 PM.

  5. #5
    Archimonday's Avatar Senator
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    Default Re: ArchiMod: Rome 2

    OP Updated, with attached files now! Apologize for the delay.

  6. #6
    Archimonday's Avatar Senator
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    Default Re: ArchiMod: Rome 2

    Update the attachments for Sep 26th 2013. Check Original Post for Attachments.

    Changes Include:

    -12 Turns Per Year for Campaign
    -25% reduction in Campaign Action Points for all Army Units
    -Various Small Unit Tweaks
    -Recruitment Cost Adjustments for Unit Tiers
    -Recruitment Times adjusted for Unit Tiers

    Future Hopefuls:
    -Removal of Army ability to turn into transport fleet automatically, Army must be attached to constructed fleet
    -Navy Recruitment Costs
    -Navy Recruitment Times
    -Fix tendency of AI to demand more money the richer your faction is.
    -Fix AI over-reliance on attacks from sea.

  7. #7
    McCarronXLD's Avatar Senator
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    Default Re: ArchiMod: Rome 2

    Very interesting will keep an eye on this! Great job on the in depth descriptions.
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  8. #8
    Archimonday's Avatar Senator
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    Default Re: ArchiMod: Rome 2

    OP Update with new attachments for version 0.53.

    Changes:

    -Unit Morale Standardized for Tiers
    -Heavy Infantry Missile Attacks now reverted to Rome I Total War style (Pilum, Javelin, etc.) Units will now have a "fire at will" button available, and will stand still to throw their missiles.
    -Dismounted Stats for Cavalry Adjusted to appropriate Infantry Tiers
    -Ship Recruitment Times adjusted for Campaign (Light: 5 Turns, Medium: 8 Turns, Heavy: 15 Turns)
    -Misc Unit Stat Fixes (Units out of Tier or Category)

    Future Hopefuls:
    -Removal of Army ability to turn into Transport Fleet
    -Navy Recruitment Cost
    -Agent Progression Overhaul
    -Technology Overhaul

  9. #9
    Archimonday's Avatar Senator
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    Default Re: ArchiMod: Rome 2

    Going to code and test a new idea, I'll explain it here:

    Supply and Demand system for Campaign Economy.

    In most economies as old as time itself the demand for certain goods has fueled the industry for supply.

    By taking Squalor (an attribute that typically lowers public order) and flipping it on its head, we create Supply and Demand. Whereby public order will decrease over-time as demand increases, then to supplement that demand you will have to construct buildings (which typically add squalor) to increase the Supply.

    In a more advanced sense perhaps modifications in population when supply is not enough, creating negative growth, and other penalties. The idea will expand as I work on it.

  10. #10

    Default Re: ArchiMod: Rome 2

    Quote Originally Posted by Archimonday View Post
    Going to code and test a new idea, I'll explain it here:

    Supply and Demand system for Campaign Economy.

    In most economies as old as time itself the demand for certain goods has fueled the industry for supply.

    By taking Squalor (an attribute that typically lowers public order) and flipping it on its head, we create Supply and Demand. Whereby public order will decrease over-time as demand increases, then to supplement that demand you will have to construct buildings (which typically add squalor) to increase the Supply.

    In a more advanced sense perhaps modifications in population when supply is not enough, creating negative growth, and other penalties. The idea will expand as I work on it.
    This sound awesome.

    Please tell me does your cai mod address the cai spamming of archers and suicide attacking with less than half stalk armies?




  11. #11

    Default Re: ArchiMod: Rome 2

    I started a new Roman campaign using your cai pack so far i have been very impressed with it. The Etruscan's put up a hell of a fight which i have never seen before, they actually invaded me on multiple occasions with large balanced armies. Will post more when i get a chance to play more, but from what i have seen so far would recommend this to anyone.

  12. #12

    Default Re: ArchiMod: Rome 2

    Quote Originally Posted by Whiskeyjack View Post
    I started a new Roman campaign using your cai pack so far i have been very impressed with it. The Etruscan's put up a hell of a fight which i have never seen before, they actually invaded me on multiple occasions with large balanced armies. Will post more when i get a chance to play more, but from what i have seen so far would recommend this to anyone.
    Guess this is the answer I needed.




  13. #13
    Archimonday's Avatar Senator
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    Default Re: ArchiMod: Rome 2

    Original post updated with new links. Attachments just weren't working so I had to upload to gamefront. There is the risk of the links failing, please notify me if that is the case. Enjoy!


    Known Bugs:

    *Fire arrows falling out of sky

    Changes:

    -Trade Resource Priorities Modified (More valuable trade items are of highest priority, influencing diplomacy and war)
    -Diplomacy Priorities Modified (Demands of tribute, calls for peace when being defeated, accepting trade offers, offering client state status, and a few more)
    -A few kv_rules values edited for battles (Cavalry bonus vs infantry removed, missile bonuses edited.)
    -Autoresolver rebalanced (to better mimic the battle tweaks, and to fix it, was broken)
    -Budget Allocations Edited to mimic other AI priorities (Lots of $$$ for armies and navies now)
    -AI Strategic Priorities adjusted (Attempt to make them more aggressive, attacking forces, cities, and in-cases of being defeated: rogue armies don't just sit and starve to death)

    WIP

    -Techology Research Times and Building Requirements
    -Building Construction Times and Costs
    -Army and Navy Upkeep
    -Adding light spear units (Like Rorarii) to low level building recruitment pools, for countries like Rome and Greece
    -Unit Adjustments (Some countries require certain units to move up or down a tier to compensate for their recruitment times)

  14. #14

    Default Re: ArchiMod: Rome 2

    Please don't use gamefront it hates me, mediafire, 4 shared anything but gamefront please.




  15. #15
    Archimonday's Avatar Senator
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    Default Re: ArchiMod: Rome 2

    Got the attachments working too.

  16. #16

    Default Re: ArchiMod: Rome 2





  17. #17

    Default Re: ArchiMod: Rome 2

    Is the latest update save game compatible?

  18. #18
    Archimonday's Avatar Senator
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    Default Re: ArchiMod: Rome 2

    In order to get 12 turns a year, you'd have to start again, but everything else should kick in after a number of turns.

  19. #19

    Default Re: ArchiMod: Rome 2

    Any chances to make a 1 turn per year?




  20. #20
    Archimonday's Avatar Senator
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    Default Re: ArchiMod: Rome 2

    Now that all this Patch 4 shenanigans is over, and Patch 5 is out. The mod works for me again, which means I can continue working on it. Some peoples Patch 5 Rome 2 crashes, I know that, but I think that is on CA's side this time.

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