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Thread: Mod Contents and Record of Changes

  1. #1

    Icon5 Mod Contents and Record of Changes

    Conflictus Antiquarum Culturarum version 1.2 production release notes listed below. Further expansion of the mod contents will happen over time.

    Version 1.2.1 (Production Release) update includes:
    Spoiler Alert, click show to read: 
    Installed Changes:

    • Fixed missing tech research in Emperor Campaign for Romans and Ptolemaic
    • Equites Singulares can no longer be recruited in building lines – only General’s Bodyguard
    • All CAC campaign scripts that spawn units no longer respawn the units
    • UI unit stats range adjusted
    • Offset on some Roman shield patterns corrected
    • Iberian and Celt-Iberian temple lines are corrected
    • Missing UI cards corrected for generic WoS units
    • Siege Tower research time for Ptolemaic lowered to a reasonable level
    • Agent action effects lowered by approximately 2/3

    Version 1.2 (Production Release) update includes:
    Spoiler Alert, click show to read: 
    Installed Changes:
    All campaigns (startpos files) are completely rebuilt, entirely using the Assembly Kit, which means:

    • All CAC-playable factions have victory conditions added or changed compared to vanilla Rome 2
    • All factions have buildings from the start of the campaign compared to earlier version of CAC. This means that factions such as Venetkens, Kushan Empire, Hashmannim and Parni now have starting buildings.

    Hashmannim roster is edited
    Carthaginian roster is edited (including mercenaries)
    Minor corrections to the following rosters: Maurya Samraj and Yueh-Chih
    Corrected the Ptolemaic broken Tech Tree
    Some minor reported and unreported bugs were corrected
    Other very minor changes included

    Version 1.1 (Production Release) update includes:
    Spoiler Alert, click show to read: 
    Installed Changes:
    Revised Carthaginian factional mercenaries.
    Gallic Gaesatae added to Insubres factional mercenaries.
    African Veterans is now a full size unit with decreased stats, whereas Carthaginian Thorakitai now has increased stats.
    Three Cottian Kingdom units added to Ambrones – upgradeable to them via technology tree.
    Roman cities have decreased corruption effects and now match Greek buildings effect. This should let Rome be less hampered by Corruption.
    Major and historical influential factions have increased hidden funds to help survival when played as AI. Special emphasis has been put on Rome.
    Lybian Mercenary Army spawned in Carthage is reduced in size.
    Melee weapon stats increased which reduces battle length a little bit and makes more cavalry vulnerable when engaged in a melee with well-equipped opponents.
    Pike Phalanx formation removed from units with long spears such as Seleucid Agyaspides.
    Added Mistophoroi Korsoi to Cartage and Mexl Rasnal.
    Name Change to Alexander the Great and Alexander of Epirus in the Alexander campaign.
    A few revised Faction Campaign Traits to the main campaign.
    Overhauled Faction Campaign Traits to Augustus campaign and Hannibal at the Gates campaign.
    Palmyra renamed Tadmor in Augustus campaign.
    Other minor changes as well.

    Version 1.0 (Production Release) includes:
    Spoiler Alert, click show to read: 
    General changes:
    Additional people names are added to the game for factions such as Arab names, Iberian names etc.
    Campaign Selection maps are reworked.

    Campaign changes:

    Faction Group and Faction traits are reworked, primarily for the main campaign.
    Carthage and Rome has increased hidden income to help survival against neighboring factions.
    Germanic factions have “researchable” morale effect to stand out compared to Celtic factions later on.
    Equites Singulares are now available as General units in CiG as they should be.
    Many more minor changes to the campaign settings including bug fixes of reported and not reported bugs.

    Battle changes:

    Pdguru Roman unifom textures, faces and horse textures are included in CAC.
    Eblani faction strength and unit quality lowered to be less than Brittoi factions.
    Unit heights are more varied for lower quality units.
    Germanic units have more blue eyed men than before.
    Roman maniple units have 8 rows compared to 6 in 0.9. Unit posture looks better.
    Heavy horses has approximately 40% less health (hitpoints) compared to 0.9, which should make them more vulnerable now (and also adds more realism).
    Western Germanic riders are now superior in quality compared to Celtic Light Cavalry as they were supposed to be.
    Many more minor changes to the battle settings including bug fixes of reported and not reported bugs.

    Version 0.9 (Final Beta) includes:

    Spoiler Alert, click show to read: 
    General changes:
    CAC is compatible with Rome II Patch 17 Emperor Edition (2.2).
    Caesar in Gaul (CiG) DLC campaign is fully integrated into CAC 0.9.
    Hannibal at the Gates (HatG) DLC campaign is fully integrated into CAC 0.9.
    Wrath of Sparta (WoS) DLC campaign is fully integrated into CAC 0.9.
    Load screen images are updated and numbers are extended.


    Campaign changes:
    Main campaign script fixed to eliminate the first turn lag.
    Additional campaign scripted events added to represent rebellions.
    Emporion, Libyan, Samnium, Tarbelli and Sardi faction rosters reworked for HatG.
    All WoS faction rosters are extensively modified including new units.
    All three DLC campaign has additional playable factions compared to vanilla.
    Roman and Hellenic General skins are updated. More Barbarian and Eastern skins are added.
    Campaign event images are updated and many new ones are added.
    Army/Navy stances have updated effects that IMO are more suitable.
    Tax effects are updated, which makes it possible to use higher tax levels with less or no growth as a consequence but public order penalty is not as high as before.
    Siege equipment capture percentage increased. Barbarian factions should thus be able to capture more siege equipment.
    Many more minor changes to the campaign settings including bug fixes of reported and not reported bugs.

    Battle changes:

    General update of battle settings including BAI such as:
    Unit stats balancing
    More diverse unit spacing and training
    Increased bonus to wedge formation
    Arrows have an increased armour penetration
    Minor update of unit cost and upkeep
    New naval transports used from Patch#17
    Increased protection from arrows in Hoplite and Pike formation
    Important bug fix included, because long pikes and long spears were ineffective in CAC since 0.6.
    Many more minor changes to the battle settings including bug fixes of reported and not reported bugs.

    Version 0.8 (Initial Beta)
    Spoiler Alert, click show to read: 
    General changes:
    CAC is compatible with Rome II Patch 16 Emperor Edition (2.1) and Wrath of Sparta DLC once CAC 0.8 is released.

    Augustus/Emperor DLC campaign is fully integrated into CAC 0.8.

    Mercenaries are completely overhauled and adapted to CAC. Changes are integrated into the Main Campaign and the Augustus/Emperor DLC campaign. In the process additional CAC-Mercenaries were enabled and vanilla ones disabled.

    Campaign changes:
    Main campaign script updated with additional (copied) units added to facilitate all scripted reforms.

    Additional rosters and units added to the Augustus/Emperor campaign, which means that we have now included more than 550 CAC specific land units and more than 1000 CAC specific units in total.

    The Augustus/Emperor features a revised start setup mainly concerning Roman factions. Marcus Antonius will get a surprise in Gaul four turns into the campaign!

    Some factions have changed their main culture such as Kushan Empire, Hashmannim, etc. and they will have to construct the level-1 city or town from the outset. This is a TWeak startpos editing side-effect.

    More factions are made playable in this campaign compared to vanilla. Noticeable are Hashmannim and Kushan Empire.

    Religious building lines are completely reworked for all cultures/religions in all campaigns:

    • Roman extended to 12 different deities
    • Hellenic extended to 12 different deities
    • Punic extended to 10 different deities
    • Celtic extended to 12 different deities
    • Egypt extended to 8 different deities
    • Germanic extended to 7 different deities
    • Iberian extended to 7 different deities
    • Thracian extended to 7 different deities
    • Dacian reduced to 1 deity
    • Mauryan/Kushan added 1 deity
    • Jewish added 1 deity
    • Reto-Ligurian added 6 different deities
    • African added 5 different deities
    • Berber added 5 different deities
    • Baltic added 7 different deities
    • Berber added 5 different deities
    • Illyrian, Nomad and Eastern deities’ effects are reworked



    All religious building effects are reworked and differentiated amongst the deities, meaning that two deities for the same culture/religion should not have the same campaign effects.

    Land and Naval Garrison units are completely reworked and some specific garrison units are added to some of the factions.

    Additional campaign map general models are added and some are reworked since 0.7.

    All units are now reverted back to one-turn recruitment.

    Elite and Pike unit AI recruitment is modified for better army balance.

    Starting buildings are adjusted for BASILEION TOU KIMMERIKOU BOSPOROU in main campaign per request.

    Roman Volones unit recruitment is capped.

    Existing campaign objectives are adjusted for main campaign.

    Warships have increased campaign map movement points.

    Roman port buildings have better recruitment options.

    Many other minor changes and bug fixes in the campaign play settings.

    Battle changes:
    Elephants are harder to kill. Changed per request.

    Horses has reduced hit-points (health). Changed per request.

    Many earlier CAC units are updated with new items released since Rome 2 patch#14.

    Additional VINC.XXIII Shield textures are included.

    Many more minor changes to the battle settings including bug fixes of reported and not reported bugs.

    Version 0.7.1 (Final Alpha version patch)
    Spoiler Alert, click show to read: 
    Changes:
    Three new specific Garrison Units added to Rome in Main Campaign:
    Plebs, Custodes, Custodes Veterani

    Four specific “Elite” Garrison Units added to Rome in Main Campaign, which are dependent on the actual time period:
    Volones Hastati --> Volones Cornelii --> Cohors Volonium --> Cohors Urbana

    Unit Accuracy differentiated even further than previously.

    Experience rate to unit accuracy is lowered.

    Greek Barracks can recruit all “barracks” type Hellenic units.

    Building effects for new buildings adapted to CAC.

    Resistance effect on unit replenishment lowered considerably.

    Specific Garrison clone units added to Dacian Tribes and Parni.

    Campaign movement range for Spies increased.

    Replaced Icon for Illyrian and Italic Faction Group

    Bug Fixes:
    Garrison unit bugs fixed but needs final verification.

    Unit assignment to Faction rebellion armies fixed.

    Seleucid Spy type is fixed, which was linked to Macedonian subculture. Macedonian subculture disabled as a consequence and factions reverted back to Greek subculture.

    Fixed Parthian Elephant recruitment bug from Nomadic building lines.

    Fixed Parthian Reform text.

    Fixed Aedui campaign intro text.

    Missing traditions to Hellenic fleets should be fixed (related to new subcultures).

    Fixed missing Thracian Levies model.

    Fixed missing horses for Roman Generals in Augustus campaign.

    Version 0.7 version (Final Alpha Version):
    Spoiler Alert, click show to read: 

    General changes:

    CAC is compatible with Rome II Patch 15 Emperor Edition (2.0)

    Campaign changes:
    More than 25 new scripted historical events added to the main campaign, where most involves Military or Civil reforms. The scripted events are briefly described in the preliminary CAC manual.

    Triballoi, Axum, Frisia and Al Anbat made playable in the Main Campaign.

    Kretikoi/Neokretikoi (Rhodos, Crete, Cyprus) Unit rosters completed

    Thracian Unit roster completed.

    Dacian Unit roster completed including unit reforms.

    Bithynia Unit roster completed.

    Seleucid Unit roster completed including unit reforms.

    Pergamon Unit roster completed.

    Baktrian Unit roster completed including unit reforms.

    Medopersian Unit roster completed.

    Kappadokian Unit roster completed.

    Black Sea Greek Unit roster completed.

    Caucasian Unit roster completed.

    Armenian Unit roster completed including unit reforms.

    Pontic Unit roster completed including unit reforms.

    Maurya Samraj Unit roster completed.

    Arabian Unit roster completed.

    Axum Unit roster completed.

    Blemmye Unit roster completed.

    Kushite Unit roster completed.

    Hashmannim Unit roster completed including unit reforms.

    Baltic Unit roster completed.

    Saka Unit roster completed.

    Scythian Unit roster completed.

    Sarmartian Unit roster completed.

    Daha/Parthian Unit roster completed including unit reforms.

    Tocharian/Kushan Unit roster completed including unit reforms.

    Startpos Area of Recruitment (AoR) fully implemented for modified factions.

    Many new Subcultures added that enables the Player or AI to make new confederations such as Pontic League, Kartvelian Kingdom, Hellenic League etc.

    Jewish and African religions added.

    New Regional effects added to the main campaign and the Special Properties are the following:
    · Food - essential for everyday life and ensures population growth
    · Coinage - ensures increased trade and taxes but increases the local corruption
    · Engineering - the world’s great achievements are due to intelligent and visionary engineers
    · Knowledge - know more than your opponent and you already have the advantage
    · Religion - common people needs to believe in something to see the bigger meaning of life
    · Marine trade - quicker than overland trade routes but attracts pirates
    · Local Trade - increases the regional wealth and attracts foreigners as well
    · The Silk Road - spanning from Europe to China and makes the civilizations interact on an economic level
    · Local Rebels - and resistance makes your soldiers become battle hardened
    · Heavy Infantry - is better trained in this region
    · Light Cavalry - is better trained in this region
    · Heavy Cavalry - is better trained in this region
    · Horse Skirmishers - are better trained in this region
    · Missile Infantry - is better trained in this region
    · Toll and Taxes - are collected in abundance in this region
    · The Desert - your local troops will become familiar in this environment
    · Fragrant - are sold on the marketplace to the highest bidder
    · Roads - increases the movement speed but are expensive to build and maintain
    · Pirates - flourish in this area and increase your regional revenue but it comes at a price
    · Wealth - is always sought by the people and improves the happiness when taxes are lowered
    · Bronze - this region contains Tin and Copper deposits making it possible to produce better armour
    · Mercenaries - are attracted to this region seeking booty and fame
    · Elephants - are traded in this region and some are even trained as War Elephants
    · Textiles - are produced in this region and used by Warriors and Commoners
    · Craftsmen - are flourishing here and produces better goods and weapons
    · Construction - and design on a grander scale is commonplace in this region
    · Natural Pigments - are sold on the marketplace in this region to the rich and wealthy
    · Naval Base - all that is needed is a natural harbour and strategic location to build up your regional navy

    The effects give mainly regional advantages and disadvantages to the owing faction.

    Building recruitment is modified so almost every land unit (Barracks recruitable type) is recruitable from Barracks type buildings at tier level 2. The Barracks type buildings offer an increasing unit training bonus effect thus encouraging the player to improve the building type as the game progresses.

    Main campaign Startpos completely modified for all factions:
    · Starting units represents CAC units
    · General models and General names modified, where necessary
    · New General models for Caucasian, Reto-Ligurian, Baltic, Maurya Samraj, Hashmannim etc. added.
    · New buildings from Emperor Edition replace the old building line.
    · Great number of minor changes to Main Campaign startpos, including diplomacy settings.
    · Seleucids now control a greater area than previously.
    · Sardes and Khorasmii are emerging factions representing Hashmannim and Tocharians respectively.
    · Some factions have changed their main culture such as Venetkens, Parni, Bithynia and they will have to construct the level-1 city or town from the outset. This is a TWeak startpos editing side-effect.

    Garrison forces generally overhauled and balanced but not on an equal basis.

    Siege artillery has normal movement range and naval vessels have increased movement range compared to CAC 0.6.
    Internal borders are removed from the campaign map graphics.

    Many new event images added.

    Many other minor changes and bug fixes in the campaign play settings.

    Note!
    CAC version 0.7 is not adapted to make it fully compatible with Caesar in Gaul and Hannibal at the Gates DLCs. This will happen in the coming CAC versions.
    CAC version 0.7 do not include rework of Mercenaries. This will happen in CAC 0.8.

    Battle changes:

    Bow ranges and damage updated.

    Texture modifications to ship models.

    Unit voice over corrected for some units.

    Many earlier CAC units are updated with new items released since Rome 2 patch#11.

    Transport ships and smaller ships are made even more vulnerable to ramming from larger naval vessels (compared to CAC 0.6) and should actually sink after being rammed by a Hepteres size ship. AI transport ships use boarding tactics to counter this.

    VINC.XXIII Italian Shield textures are used for Italian native units.

    Many more minor changes to the battle settings including bug fixes of reported and not reported bugs.


    Version 0.6 preview version (Alpha#2 release):
    Spoiler Alert, click show to read: 
    General changes:
    CAC is compatible with Rome II Patch 11

    CAC includes language support for Czech, French, German, Italian, Polish, Russian, Spanish and Turkish (Turkish probably not compatible with Hannibal at the Gates DLC) languages using included UPCs (part of the installer)

    Campaign changes:

    Iberian Peninsula, Italics and Illyrians, Arabian Kingdoms, African Kingdoms, Celtic Tribes and Daco-Thracian Faction Groups activated (added) for main Campaign play.

    Approximately 55 new factions playable in the Main Campaign and are distributed among the different faction Groups.

    Syrakousai (Syracuse) Unit roster completed

    Athenai (Athens) Unit roster completed.

    Lakedaimon (Sparta) Unit roster completed including unit reforms.

    Massalia Unit roster completed.

    Makedonia Unit roster completed.

    Apeiros (Epirus) Unit roster completed.

    Ptolemaike Basileia (Ptolemaic) Unit roster completed including unit reforms.

    Kyrenaike Pentapolis (Cyrenaica) Unit roster completed.

    Numidian (Masaesyli) Unit roster completed.

    Gaetuli Unit roster completed.

    Libyan Unit roster(s) completed.

    Illyrian Unit roster(s) completed.

    Startpos Area of Recruitment (AoR) implemented for modified factions.

    Startpos editing/modding implemented for modified factions including starting units and General units.

    Great number of minor changes to Main Campaign startpos, including diplomacy settings.

    Dranghiane and Sagartia swapped regions. Arachosia got additional reions and renamed Maurya Samraj to represent the Western most part of the Maurya Empire. For now it is only a placeholder for later modification.

    Garrison forces generally overhauled and a siege attack should be much more challenging now when attacking modified factions. Mobs should not be present anymore as Garrison troops.

    Corruption effect expanded, as a parameter, whenever cities and factions develop.

    Campaign difficulty settings and CAI settings updated, which should eliminate unwanted effects in the last version (including the CAI task management causing it to leave a city undefended).

    Forced march should not trigger an ambush automatically.

    Naval units can no longer replenish while at sea. Return to port instead.

    Hidden income bonus removed for minor factions.

    All new factions have added faction traits and some existing vanilla factions have modified traits.

    Major important and rich cities like Alexandria are more developed from the campaign outset than other poorer cities/regions.

    Richer factions have higher starting funds and declining cities/factions like Sparta has less.

    Campaign map range increased/modified for cavalry units and agents compared to 0.5.

    Only Eastern factions can have Satrapies, while others have Client states (bug fix).

    Champions cannot delay construction.

    CAI army composition percentages modified.

    Roman Cornelian and Marian reforms back at their proper positions in the tech tree after the patch11 mess-up.

    Many other minor changes and fixes in the campaign play settings.

    CAC is adapted to make it fully compatible with Caesar in Gaul and Hannibal at the Gates DLCs. The DLCs are only slightly modified for now but all CAC specific unit rosters are adapted to the DLCs.

    Battle changes:

    Projectile stats tweaked based on feedback in the forum. Slingers now have longer range to make them more valuable while Archers are more deadly but with shorter range compared to slingers.

    Melee weapon stats tweaked and with more diverse stats than before.

    Shield stats tweaked and with more diverse stats than before.

    Body armour stats tweaked and with more diverse stats than before. Units with more than one type of body armour now have an armour value that is less than the value of the best type of armour in the unit.

    This should make the stats between the units more authentic and diverse compared to CAC 0.5.

    Unit Stats UI (Battle and Campaign play) shows new entries such as shield armour and protection. Some of the existing entries are removed from the UI.

    Pikemen significantly less deadly compared with CAC 0.5 (no more antique tanks on the battlefield) but still very deadly head-on. Pikes are also shown while the Pike units are stationary are walking.

    Gates will burn a little bit sooner after torch attack compared with CAC 0.5, just to give the AI a chance.

    Transport ships and smaller ships are more vulnerable to ramming from larger naval vessels and should actually sink after being rammed by a Hepteres size ship. AI transport ships use boarding tactics to counter this.

    Many more minor changes to the battle settings including fixes of reported and not reported bugs.

    Version 0.5 preview version (Alpha#1 release):
    Spoiler Alert, click show to read: 

    Campaign changes included:
    Continental Celtic Faction Unit roster(s) completed.

    Carthaginian Faction Unit roster completed.

    Roman Unit roster completed and is the most comprehensive so far with many interesting units. The Roman Auxiliary units are also heavily modified.

    Iberian Factions Unit rosters completed.

    Germanic Factions Unit rosters completed.

    Briton and Eblani Factions Unit rosters completed.

    Startpos Area of Recruitment (AoR) implemented for modified factions.

    Startpos editing/modding implemented for modified factions including starting units and General units.

    2 Turns Per calendar included with corresponding changes to building times, building growth bonus, building cost, research times, agent skill level vs. time, unit recruitment times (special units) and also unit recruitment cost.

    Fictive Nova Carthago faction replaced by historical Bastetani faction.

    The extinct Etruscans are replaced by the Celtic Boii faction. The existing playable Boii faction is renamed Boihaemum.

    Starting regions changed for Carthage, Rome, Roxolani and Scythia.

    Starting diplomacy settings modified to resemble the Rome II campaign starting date.

    Many faction names and settlement names are modified for historical correctness. This also implies that some lesser factions (tribes) may be replaced by more important factions.

    Technology effects are heavily modified for balancing and relevance.

    Unit availability via researchable reforms are expanded with reference to vanilla Rome 2 for most rosters. As an example Rome will go through Cornelian reforms followed by Marian reforms and Augustean reforms. Even Auxiliary units are upgraded via researchable reform for more professional legions.

    General diplomacy settings are heavily modified to hopefully allow for a more interesting campaign.

    Building effects modified primarily to lower squalor and starvation influence on gameplay (including AI).

    Character trait effects are reduced overall for balancing purposes.

    Campaign map general attrition and siege attrition modified. Furthermore smaller ships will be exposed to attrition while not in littoral waters.

    Onagers removed from all factions except Rome and Fire pot ships are also removed.

    Campaign map zoom limits extended to get a closer look at your characters and also to provide a better strategic view of the campaign map. Activate during campaign intro movie via the ESC key (also removes FoW temporarily for the first turn).

    Many other CAI changes are included in order to hopefully improve the gameplay.

    Battle changes included:
    Battle aspects are completely modified and will hopefully not resemble vanilla.

    Battles will last considerably longer and with far more casualties. Unit fatigue influences a unit’s ability to survive and prevail in combat. Therefore fresh reserves can actually tip the balance against better opponents if committed at the right place and the right time.

    “Hammer and anvil” can effectively be used in battle to win a battle as flank and rear attacks will have an influence when attacking an opponent, but don’t expect the unit to rout right away!

    Projectiles, armour and melee weapon stats are heavily modified for more historical correctness and are more diverse than vanilla. Fantasy projectiles such as flaming javelins and flaming arrows from horse archers are removed. Pilums and javelins can be fired from a standstill by a unit during defence.

    More variables are included in the calculation of a particular unit’s hit-points compared with vanilla resulting in more diverse battle stats.

    Siege engines and catapults are less effective against city walls so expect more casualties during siege battles.

    Torch attack against gates are much less effective than vanilla. This is a placeholder implementation until those silly torches are removed by CA.

    All units’ appearance (“uniform”) for each modified faction is reworked and is still an ongoing process. So far the western most factions are reworked. Campaign map Generals appearance is also modified.

    All factions’ uniform colours are modified and less saturated compared to vanilla colours.

    Most factions are playable in custom battle.

    Units’ fantasy abilities are disabled and the effects of the remaining ones are modified.

    Shield patterns modified for Romans, Italics, Hellenics and Carthage. Custom made wooden shield added to East Germanic units.

    Naval battle stats and speed modified for more realism. Note that transport ships are very vulnerable when facing warships.

    Many more minor changes to the battle play in the quest for the optimum game experience.

  2. #2

    Default Re: Mod Contents and Record of Changes

    The first images presents the playable factions in the Main Campaign.

    • Senatus Populusque Romanus / Imperium Romanorum
    • Qart-Hadasht
    • Greek States: Syrakousai (DLC req.), Massalia, Sardis, Lakedaimon (DLC req.), Athenai (DLC req.), Apeiros (DLC req.), Basileion Bosphoron Kimmerion, Cypros and Kyrenaike Pentapolis
    • Eastern Empires: Maurya Samraj, Kartli, Aria, Kappadokia, Pontos, Hayq, Parni, Dranghiane, Parthava and Persis
    • Germanic Tribes: Sweboz, Himroz, Guthiuda, Lougoi, Bastijanthai and Heruskoz
    • Nomadic Tribes: Uvarazmiya, Wenetos, Skuda (DLC req.), Raokhshna (DLC req.), Masgut (DLC req.) and Tis-Saka-it
    • Iberian Peninsula Tribes: Ilergetes, Areuakoi (DLC req.), Lusitani (DLC req.), Turdetani and Cantabri
    • Brittanic Tribes: Caledones, Trinovanti and Eblani
    • Italics and Illyrians: Venetkens, Daorsi, Raeti, Ambrones and Boii
    • Successor Kingdoms: Pergamon, Makedonia, Media, Atropatene, Baktriane, Ptolemaike Basileia and Arche Seleukeia
    • Arabian Kingdoms: Mascat and Saba
    • African Kingdoms: Meroe, Numidia, Gaetuli and Garamantia
    • Celtic Tribes: Insubres, Bituriges Vivisci, Scordistae, Boihaemum, Tylis, Galatia, Taurisci, Arverni, Aedui, Artrebartes, Nervii and Carnutes
    • Daco-Thracian Tribes: Daoi, Basileion Odryson, Bithynia and Biephi


























    The next images shows the reworked campaign map General models, applicable for all reworked factions:




    The next image shows the reworked Carthaginian roster in CAC:


    The next image shows the playable factions in custom battle. Note that not all vanilla units are available such as the ones from BoW DLC:


    The next two images presents the decreased and increased zoom levels available during campaign play. Activate by pressing the ESC key during campaign intro "movie":




    The next two images shows the relocation of the Roxolani and Scythian factions for a more historical correct starting position. Note that the Cimmerian capitol is thus relocated as well:




    The next couple of images shows the starting positions of Carthage and the altered Iberian start setup:




    The next image shows the modified start diplomacy settings with Rome as an example:


    The next five images shows the availability of increasingly better units for the Romans via military reforms to resemble the actual composition of the Roman armies in the game time frame. For now the reforms are researched as technologies and in the future we may build in script dependencies. However we do not intend to make all events script based thus making the game flow much more predictable and less dynamic. The timing of the reforms should hopefully correlate, +/- x-number of years, with the actual historical events. All other factions (if applicable) will have also have better units available via reforms/research-technologies although to a lesser degree than our fellow Romans


    Cornelian reforms:


    Marian reforms:


    Augustean reforms:


    Augustean Auxiliary Infantry:


    Augustean Auxiliary Cavalry:

  3. #3

    Default Mod Contents and Record of Changes

    This is a small visual presentation of the new contents in CAC 0.6 Alpha#2. For more details consult the change-log.

    The first images presents the playable factions in the Main Campaign.

    Greek States: Syrakousai (DLC req.), Massalia, Sardis, Lakedaimon (DLC req.), Athenai (DLC req.), Apeiros (DLC req.), Basileion Bosphoron Kimmerion, Cypros and Kyrenaike Pentapolis

    Eastern Empires: Maurya Samraj, Kartli, Aria, Kappadokia, Pontos, Hayq, Parni, Dranghiane, Parthava and Persis


    Germanic Tribes: Sweboz, Himroz, Guthiuda, Lougoi, Bastijanthai and Heruskoz


    Nomadic Tribes: Uvarazmiya, Wenetos, Skuda (DLC req.), Raokhshna (DLC req.), Masgut (DLC req.) and Tis-Saka-it


    Iberian Peninsula Tribes: Ilergetes, Areuakoi (DLC req.), Lusitani (DLC req.), Turdetani and Cantabri


    Brittanic Tribes: Caledones, Trinovanti and Eblani


    Italics and Illyrians: Venetkens, Daorsi, Raeti, Ambrones and Boii


    Successor Kingdoms: Pergamon, Makedonia, Media, Atropatene, Baktriane, Ptolemaike Basileia and Arche Seleukeia


    Arabian Kingdoms: Mascat and Saba


    African Kingdoms: Meroe, Numidia, Gaetuli and Garamantia


    Celtic Tribes: Insubres, Bituriges Vivisci, Scordistae, Boihaemum, Tylis, Galatia, Taurisci, Arverni, Aedui, Artrebartes, Nervii and Carnutes


    Daco-Thracian Tribes: Daoi, Basileion Odryson, Bithynia and Biephi


    The next images shows the reworked campaign map General models, applicable for all reworked factions:




    The next images shows the new Pikemen animation and the difference in length of Long Spears/Doru, Short Sarissas and Long Sarissas:


    The next images shows the newly enabled Infantry Flying Wedge formation for certain "Barbarian" units:

    More to follow

  4. #4

    Icon3 Mod Contents and Record of Changes

    We want to give you a preview of what to expect in CAC version 0.7

    Most units that are not upgradeable via a technology research are made available using a modified campaign script. This means that a certain point in time your Advisor will give you a notification of the event (scripted) and what has "happened". The scripted restrictions is of couse time and sometimes coupled with ownership of specific regions, research of technologies etc. In these cases the advisor will notify what the requirements are for getting access to the new units. This information will also be included in the CAC unit guide.

    The first picture shows the Dacian reform of King Burebista (in-game date is just for test purposes):


    The next image shows the Scripted event that represents the migration of the Cimbri and Teutones from the Jutland peninsula. They will show up with three full stacks in Noreia in 113 B.C. They will be quite a handful for any opponent



    The naval unit textures has also got a very small facelift:




    The Thracian factions roster is completed and this image depicts the Celto-Thracian Warriors:


    Bithynia is completed and please note that it is not an Eastern faction as portrayed in vanilla Rome2. Bithynia is represented by the Hoplitai Bithynoi:


    Finally the Dacian factions roster is completed. They are represented by the Komatai Spearmen:



  5. #5

    Default Re: CAC version 0.7 Preview

    Next up is presentation of four more scripted reforms:

    Kleomenes military reform of Lakedaimon society, which takes place around 227 B.C and gives access to Diskilioi and expands the AoR of Hoplitai Lakedaimonioi.


    This is followed by the Nabides reform in around 207 B.C, which liftes the former AoR restriction and gives access to many Kretikoi land and naval units.


    For Makedonia we have the Amphipolis miltary reform around 205 B.C, which gives access to Chalkaspides, Thrakioi Klerouchoi and Illyrian naval vessels.


    The fourth presentation is the Ptolemies access to the Roman Garrison units left in Egypt by Roman General Aulus Gabinius around 55 B.C.


    Then we have started the process of replacing in-game event images by other artistic and fitting ones:





  6. #6

    Default Re: CAC version 0.7 Preview

    Quote Originally Posted by sanjayraj85 View Post
    hey guys.can u look at rome 2 total realism mod naval overhaul.i liked naval warfare in it instead of auto resolve i used to play it.can u consider doing those changes
    I don't get your point, naval warfare is already "overhauled" in CAC 0.5 onwards?

    All the naval stats are overhauled and we actually revised the equipment onboard the ships and added new ones. I have tried to illustrate it with three Ptolemaic vessels.

    The first one shows the Assault Octeres, which is equipped with a Scorpion and a Heavy Tower, whereas the vanilla ship is not equipped with anything.


    The next shows the Assault Hexeres, which is equipped with a Scorpion and and a Light Tower, whereas the vanilla ship is not equipped with anything.


    The final one shows the Artillery Hexeres ship. We used the sixes to carry heavy artillery because we found the fives (Penteres) to be too small to carry a Ballista etc.


  7. #7

    Default Re: CAC version 0.7 Preview

    Quote Originally Posted by Baerke Hinn Gauzki View Post
    Who knew that summer and beer could slow down progress? Take your time mate, we'll all wait and I think you deserve having a chill summer for all this great work!
    Thank you. I think it is split even between cold Pilsners and glasses of cold Rosé

    Anyways I'm just back from vacation and will post a presentation of the contents I added in June, while il Pitta has been working on the Seleucid and Oriental faction rosters.

    The first change concerns all Regions on the campaign map. Each of them now has a special property that has certain pros and cons effects for the owning faction. These effects are in most instances only regional or provincial.
    I came up with the idea for a CAC implementation after Phalangitis made his Meaningful Unique Provinces mod, which is a very novel idea from him. The implementation in CAC is different with smaller effects on a broad scale and it covers all regions.

    The Special Properties added are the following and I have included a presentation of a few of them to visualize the in-game effect:

    Food - essential for everyday life and ensures population growth

    Coinage - ensures increased trade and taxes but increases the local corruption

    Engineering - the world’s great achievements are due to intelligent and visionary engineers

    Knowledge - know more than your opponent and you already have the advantage

    Religion - common people needs to believe in something to see the bigger meaning of life

    Marine trade - quicker than overland trade routes but attracts pirates

    Local Trade - increases the regional wealth and attracts foreigners as well

    The Silk Road - spanning from Europe to China and makes the civilizations interact on an economic level

    Local Rebels - and resistance makes your soldiers become battle hardened

    Heavy Infantry - is better trained in this region

    Light Cavalry - is better trained in this region

    Heavy Cavalry - is better trained in this region

    Horse Skirmishers - are better trained in this region

    Missile Infantry - is better trained in this region

    Toll and Taxes - are collected in abundance in this region

    The Desert - your local troops will become familiar in this environment

    Fragrants - are sold on the marketplace to the highest bidder

    Roads - increases the movement speed but are expensive to build and maintain

    Pirates - flourish in this area and increase your regional revenue but it comes at a price

    Wealth - is always sought by the people and improves the happiness when taxes are lowered

    Bronze - this region contains Tin and Copper deposits making it possible to produce better armour

    Mercenaries - are attracted to this region seeking booty and fame

    Elephants - are traded in this region and some are even trained as War Elephants

    Textiles - are produced in this region and used by Warriors and Commoners

    Craftsmen - are flourishing here and produces better goods and weapons

    Construction - and design on a grander scale is commonplace in this region

    Natural Pigments - are sold on the marketplace in this region to the rich and wealthy

    Naval Base - all that is needed is a natural harbour and strategic location to build up your regional navy










    After CAC v0.5 there were request to make all units available at lower building tier levels because it would enable more realistic army compositions. With the Unit Availability Scripting introduced in CAC v0.7 it is now possible to restrict certain units to a later time period, which is independent from the building tier level.

    Therefore I have made almost every land unit (Barracks recruitable type) recruitable from Barracks type buildings at tier level 2 with increasing experience levels at higher building tier levels. The Barracks type buildings offer an increasing unit training bonus effect thus encouraging the player to improve the building type as the game progresses.



    Next presentation will hopefully be the Seleucid roster

  8. #8

    Default Re: CAC version 0.7 Preview

    As you may have noticed CAC version 0.7 is now released. Below is the changes in this version and further down are a few screenshots of the latest contents.

    General changes:

    CAC is compatible with Rome II Patch 15 Emperor Edition (2.0)

    Campaign changes:
    More than 25 new scripted historical events added to the main campaign, where most involves Military or Civil reforms. The scripted events are briefly described in the preliminary CAC manual.

    Triballoi, Axum, Frisia and Al Anbat made playable in the Main Campaign.

    Kretikoi/Neokretikoi (Rhodos, Crete, Cyprus) Unit rosters completed

    Thracian Unit roster completed.

    Dacian Unit roster completed including unit reforms.

    Bithynia Unit roster completed.

    Seleucid Unit roster completed including unit reforms.

    Pergamon Unit roster completed.

    Baktrian Unit roster completed including unit reforms.

    Medopersian Unit roster completed.

    Kappadokian Unit roster completed.

    Black Sea Greek Unit roster completed.

    Caucasian Unit roster completed.

    Armenian Unit roster completed including unit reforms.

    Pontic Unit roster completed including unit reforms.

    Maurya Samraj Unit roster completed.

    Arabian Unit roster completed.

    Axum Unit roster completed.

    Blemmye Unit roster completed.

    Kushite Unit roster completed.

    Hashmannim Unit roster completed including unit reforms.

    Baltic Unit roster completed.

    Saka Unit roster completed.

    Scythian Unit roster completed.

    Sarmartian Unit roster completed.

    Daha/Parthian Unit roster completed including unit reforms.

    Tocharian/Kushan Unit roster completed including unit reforms.

    Startpos Area of Recruitment (AoR) fully implemented for modified factions.

    Many new Subcultures added that enables the Player or AI to make new confederations such as Pontic League, Kartvelian Kingdom, Hellenic League etc.

    Jewish and African religions added.

    New Regional effects added to the main campaign and the Special Properties are the following:
    · Food - essential for everyday life and ensures population growth
    · Coinage - ensures increased trade and taxes but increases the local corruption
    · Engineering - the world’s great achievements are due to intelligent and visionary engineers
    · Knowledge - know more than your opponent and you already have the advantage
    · Religion - common people needs to believe in something to see the bigger meaning of life
    · Marine trade - quicker than overland trade routes but attracts pirates
    · Local Trade - increases the regional wealth and attracts foreigners as well
    · The Silk Road - spanning from Europe to China and makes the civilizations interact on an economic level
    · Local Rebels - and resistance makes your soldiers become battle hardened
    · Heavy Infantry - is better trained in this region
    · Light Cavalry - is better trained in this region
    · Heavy Cavalry - is better trained in this region
    · Horse Skirmishers - are better trained in this region
    · Missile Infantry - is better trained in this region
    · Toll and Taxes - are collected in abundance in this region
    · The Desert - your local troops will become familiar in this environment
    · Fragrant - are sold on the marketplace to the highest bidder
    · Roads - increases the movement speed but are expensive to build and maintain
    · Pirates - flourish in this area and increase your regional revenue but it comes at a price
    · Wealth - is always sought by the people and improves the happiness when taxes are lowered
    · Bronze - this region contains Tin and Copper deposits making it possible to produce better armour
    · Mercenaries - are attracted to this region seeking booty and fame
    · Elephants - are traded in this region and some are even trained as War Elephants
    · Textiles - are produced in this region and used by Warriors and Commoners
    · Craftsmen - are flourishing here and produces better goods and weapons
    · Construction - and design on a grander scale is commonplace in this region
    · Natural Pigments - are sold on the marketplace in this region to the rich and wealthy
    · Naval Base - all that is needed is a natural harbour and strategic location to build up your regional navy

    The effects give mainly regional advantages and disadvantages to the owing faction.

    Building recruitment is modified so almost every land unit (Barracks recruitable type) is recruitable from Barracks type buildings at tier level 2. The Barracks type buildings offer an increasing unit training bonus effect thus encouraging the player to improve the building type as the game progresses.

    Main campaign Startpos completely modified for all factions:
    · Starting units represents CAC units
    · General models and General names modified, where necessary
    · New General models for Caucasian, Reto-Ligurian, Baltic, Maurya Samraj, Hashmannim etc. added.
    · New buildings from Emperor Edition replace the old building line.
    · Great number of minor changes to Main Campaign startpos, including diplomacy settings.
    · Seleucids now control a greater area than previously.
    · Sardes and Khorasmii are emerging factions representing Hashmannim and Tocharians respectively.
    · Some factions have changed their main culture such as Venetkens, Parni, Bithynia and they will have to construct the level-1 city or town from the outset. This is a TWeak startpos editing side-effect.

    Garrison forces generally overhauled and balanced but not on an equal basis.

    Siege artillery has normal movement range and naval vessels have increased movement range compared to CAC 0.6.
    Internal borders are removed from the campaign map graphics.

    Many new event images added.

    Many other minor changes and bug fixes in the campaign play settings.

    Note!
    CAC version 0.7 is not adapted to make it fully compatible with Caesar in Gaul and Hannibal at the Gates DLCs. This will happen in the coming CAC versions.
    CAC version 0.7 do not include rework of Mercenaries. This will happen in CAC 0.8.

    Battle changes:
    Bow ranges and damage updated.

    Texture modifications to ship models.

    Unit voice over corrected for some units.

    Many earlier CAC units are updated with new items released since Rome 2 patch#11.

    Transport ships and smaller ships are made even more vulnerable to ramming from larger naval vessels (compared to CAC 0.6) and should actually sink after being rammed by a Hepteres size ship. AI transport ships use boarding tactics to counter this.

    VINC.XXIII Italian Shield textures are used for Italian native units.

    Many more minor changes to the battle settings including bug fixes of reported and not reported bugs.
    ________________________________________________________________________________________________________________________________________________________________________________

    The first three images shows the new Campaign Map Generals added to new subcultures






    The next image shows the possibility of new subcultures, which now divides the Spanish cultures into Iberian and Celtiberian.


    The next three images shows the expansion of the Seleucids from the game outset.







  9. #9

    Default Mod Contents and Record of Changes

    The time has come to reveal the contents of upcoming update to CAC, which is also the initial beta version

    Version 0.8 (Initial Beta) includes:

    General changes
    CAC is compatible with Rome II Patch 16 Emperor Edition (2.1) and Wrath of Sparta DLC once CAC 0.8 is released.

    Augustus/Emperor DLC campaign is fully integrated into CAC 0.8.

    Mercenaries are completely overhauled and adapted to CAC. Changes are integrated into the Main Campaign and the Augustus/Emperor DLC campaign. In the process additional CAC-Mercenaries were enabled and vanilla ones disabled.

    Campaign changes

    Main campaign script updated with additional (copied) units added to facilitate all scripted reforms.

    Additional rosters and units added to the Augustus/Emperor campaign, which means that we have now included more than 550 CAC specific land units and more than 1000 CAC specific units in total.

    The Augustus/Emperor features a revised start setup mainly concerning Roman factions. Marcus Antonius will get a surprise in Gaul four turns into the campaign!

    Some factions have changed their main culture such as Kushan Empire, Hashmannim, etc. and they will have to construct the level-1 city or town from the outset. This is a TWeak startpos editing side-effect.

    More factions are made playable in this campaign compared to vanilla. Noticeable are Hashmannim and Kushan Empire.

    Religious building lines are completely reworked for all cultures/religions in all campaigns:
    • Roman extended to 12 different deities
    • Hellenic extended to 12 different deities
    • Punic extended to 10 different deities
    • Celtic extended to 12 different deities
    • Egypt extended to 8 different deities
    • Germanic extended to 7 different deities
    • Iberian extended to 7 different deities
    • Thracian extended to 7 different deities
    • Dacian reduced to 1 deity
    • Mauryan/Kushan added 1 deity
    • Jewish added 1 deity
    • Reto-Ligurian added 6 different deities
    • African added 5 different deities
    • Berber added 5 different deities
    • Baltic added 7 different deities
    • Berber added 5 different deities
    • Illyrian, Nomad and Eastern deities’ effects are reworked


    All religious building effects are reworked and differentiated amongst the deities, meaning that two deities for the same culture/religion should not have the same campaign effects.

    Land and Naval Garrison units are completely reworked and some specific garrison units are added to some of the factions.

    Additional campaign map general models are added and some are reworked since 0.7.

    All units are now reverted back to one-turn recruitment.

    Elite and Pike unit AI recruitment is modified for better army balance.

    Starting buildings are adjusted for BASILEION TOU KIMMERIKOU BOSPOROU in main campaign per request.

    Roman Volones unit recruitment is capped.

    Existing campaign objectives are adjusted for main campaign.

    Warships have increased campaign map movement points.

    Roman port buildings have better recruitment options.

    Many other minor changes and bug fixes in the campaign play settings.

    Note!

    CAC version 0.8 is not adapted to make it fully compatible with Caesar in Gaul, Wrath of Sparta and Hannibal at the Gates DLCs. This will happen in CAC version 0.9.

    Battle changes:

    Elephants are harder to kill. Changed per request.

    Horses has reduced hit-points (health). Changed per request.

    Many earlier CAC units are updated with new items released since Rome 2 patch#14.

    Additional VINC.XXIII Shield textures are included.

    Many more minor changes to the battle settings including bug fixes of reported and not reported bugs.



    The following images illustrates some of the added contents


    Kushan Empire is playable


    Charecene is playable


    A nasty surprise awaits Marcus Antonius in Gaul


    Complete overhaul of mercenaries


    Roman deities


    Hellenic deities


    Punic deities


    Jewish deity


    Celtic deities


    Egyptian/Hellenic deities


    Thracian deities


    Arab deities

  10. #10

    Default Re: CAC 0.8 and 0.9 Preview (CAC Beta versions)

    Here follows a short presentation of the 0.9 contents

    Version 0.9 (Final Beta) includes:

    General changes:
    CAC is compatible with Rome II Patch 17 Emperor Edition (2.2).
    Caesar in Gaul (CiG) DLC campaign is fully integrated into CAC 0.9.
    Hannibal at the Gates (HatG) DLC campaign is fully integrated into CAC 0.9.
    Wrath of Sparta (WoS) DLC campaign is fully integrated into CAC 0.9.
    Load screen images are updated and numbers are extended.

    Campaign changes:
    Main campaign script fixed to eliminate the first turn lag.
    Additional campaign scripted events added to represent rebellions.
    Emporion, Libyan, Samnium, Tarbelli and Sardi faction rosters reworked for HatG.
    All WoS faction rosters are extensively modified including new units.
    All three DLC campaign has additional playable factions compared to vanilla.
    Roman and Hellenic General skins are updated. More Barbarian and Eastern skins are added.
    Campaign event images are updated and many new ones are added.
    Army/Navy stances have updated effects that IMO are more suitable.
    Tax effects are updated, which makes it possible to use higher tax levels with less or no growth as a consequence but public order penalty is not as high as before.
    Siege equipment capture percentage increased. Barbarian factions should thus be able to capture more siege equipment.
    Many more minor changes to the campaign settings including bug fixes of reported and not reported bugs.

    Battle changes:

    General update of battle settings including BAI such as:
    Unit stats balancing
    More diverse unit spacing and training
    Increased bonus to wedge formation
    Arrows have an increased armour penetration
    Minor update of unit cost and upkeep
    New naval transports used from Patch#17
    Increased protection from arrows in Hoplite and Pike formation
    Important bug fix included, because long pikes and long spears were ineffective in CAC since 0.6.
    Many more minor changes to the battle settings including bug fixes of reported and not reported bugs.


    De Bello Gallico (Caesar in Gaul) DLC campaign selection:


    Secundum Bellum Punicum (Hannibal at the Gates) DLC campaign selection:


    Archidamian War (Wrath of Sparta) DLC campaign selection:

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