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Thread: Features And Change Log

  1. #1
    Magnar's Avatar Artifex
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    Default Features And Change Log

    I'll be slowly adding to this list all the way up to v2.4. It will be quite large when done because we have already changed so many aspects of the game and will change even more to come.

    Features
    Battle
    - New terrain cursors. All terrains have their own cursor and tooltip.
    - Unit names are in original language and english names in short description
    - Magic Abilities Removed
    - Reworked battles, morale is much more important.
    - Morale,fatigue reworked
    - Terrain effects overhauled
    - Morale overhauled
    - Fatigue overhauled
    - Naval Combat Overhauled (Mass, Speed, Acceleration, Damage etc etc changed to realistic values)
    - Increased unit size options
    - Slowed Combat
    - Transport Nerf
    - Artillery removed for factions that did not use artillery
    - Rome 1 style pilum throw for roman units
    - Increased artillery ammunition
    - Increased gate and wall HP
    - All units have realistic weights
    - Missiles tweaked to reduce accuracy
    - Experience much harder to gain but gives larger bonuses
    - Historical Unit Names in local languages (english names in short description)


    Campaign
    - Increased base siege holdout time for province capitols on 4tpy
    - Reduced siege attrition on 4tpy
    - multiple tpy modes have increased research and build times and costs
    - Army stances overhauled. Much more cultural variation and effects
    - The most complex and dynamic seasons overhaul
    - Food and Public Order changes. Higher level buildings easier to reach
    - Much lower income
    - More resources
    - Trade with larger empires is more beneficial
    - Diplomacy improvements
    - Agents tweaked
    - Tech trees tweaked and some tech links added
    - Campaign AI changes
    - New system for AI unit value determination based on unit equipment and ability.
    - More options when conquering settlements
    - Increased consumption of resources by larger factions
    - custom army templates (AI should recruit more realistic armies)
    - More historical region and faction names
    - slower recruitment for player
    - lower replenishment rates
    -higher difficulty campaigns should be harder
    - increased garrison sizes

    Rosters Overhauled:
    Rome
    Etruscan
    Iberian
    Celtiberian
    Punic
    Gaul

    Overhauls to be added next update:
    Athens
    Sparta
    Epirus
    Syracuse
    Rome improved
    Bithynia
    Rhodos
    Knossos
    Parthia
    Germanics

    Included Mods
    - Talents Traits and Toadies
    - All factions Playable
    - Meaningful Resources
    - Historical Unit Heights

    This is also the new home of the change logs starting from now : see post 2.
    Last edited by Magnar; September 17, 2014 at 12:44 PM.

  2. #2
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    Default Re: Features And Change Log

    v2.3341 17/9/14 - Empire Edition Update

    Changes to difficulty levels to make it harder on harder levels
    Increased AI discounts to unit recruitment and upkeep
    Reduced building costs for AI for all difficulties greater than easy up to a 30% reduction
    Added small food bonus to AI food
    Reduced recruitment to +1 on legendary and +3 on easy (vanilla is +3 for all levels)
    increased max number of regions for max and mid corruption levels

    Increased max corruption from 95% to 99% (you'll need characters and tech to reduce it)

    Recruitment changes
    Base recruitment reduced from 3 to various levels below that depending on difficulty
    non siege military buildings all give +1 or +2 to recruitment
    some cultures military buff buildings dont give + to recruitment
    iron settlement level 2 and 3 add +1 to recruitmen slots
    Garrison settlements add recruitment points

    Reduced replenishment rate for management tech levels to 1% per level

    Base building costs increased (4tpy is now x3 instead of x2). AI gets a discount

    Changes to the prerequisites and order of some techs

    tripled garrison sizes for all factions.

    required experience per level for all agents and generals increased x3

    reduced bonuses from experience. Experience required stays at an increased limit.
    Some other minor tweaks

    NB: Some of the above changes will only take effect for new campaigns. Your old campaigns should be playable though the effects may not be as intended

    v2.334 29/8/14
    Text changes (many more faction name and region name changes will follow, this is just the start)
    Faction names
    CELTIC

    Ebdani -> Iwerni
    Caledones -> Wotadini
    Iceni -> Trinovantes
    Veneti -> Cenomani-Veneti
    Namnetes -> Veneti
    HELLENIC
    Knossos -> Krete

    Regions
    Crete -> Krete
    Namnentum -> Darioritum


    v2.333 28/8/14
    - Added custom army templates so the AI recruits more realistic and balanced armies (Balbor)
    -fixed pictones not being able to recruit at the start of the game
    -added correct unit qualities for socii units
    - corrected incorrect unit classes for some Celtic units
    -Reduced budget allocation for building construction to below 32k (as this was an integer value which can only go up to ca 32k. It was previously 50k and may have been causing problems for the AI.)

    Change log 28/5/14 v2.33
    -English Names Added to unit short description
    -New terrain cursors added, now all battle terrain has its own cursor
    - Removed vanilla units from Iberian and Etruscan factions custom battle rosters
    - Increased man deceleration to reduce blobbing
    - Morale, Fatigue, Battle mechanic changes
    -Changed name of main campaign to Magnar Mod Campaign
    -Reduced siege attrition for attackers and defenders for 4tpy
    - Increased siege time for province capitols for 4 tpy
    - Removed remaining magic abilities
    -tiered roman abilities so they get more as they get upgraded
    -reduced ai morale shock due to general death/fleeing relative to player. Player neg morale is worse than AI due to AI not knowing how to use their general
    -increased some spacing to reduce blobbing
    - armour protects against missiles better
    -minor spacing adjustments
    - reduced siege and besieged attrition for 4tpy module
    -Reduced Artillery accuracy
    -Increased artillery reload time and ammo
    -missile unit ammo increased to 32 for archers, 40 for slingers, foot skirmishers 4-9, cav skirmishers 8-12
    Last edited by Magnar; September 17, 2014 at 03:42 PM.

  3. #3
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    Default Re: Features And Change Log

    i think that feature list is pretty much complete now, ive not put every single number that i chaged but its a decent summary of all the things that have been modded and released in the mod so far

  4. #4

    Default Re: Features And Change Log

    I can send over the improved default AI army recruitment ratios if you'd like to include it?
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  5. #5
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    Default Re: Features And Change Log

    Quote Originally Posted by Balbor View Post
    I can send over the improved default AI army recruitment ratios if you'd like to include it?
    wait till i start putting the next update test pack together first.

  6. #6

    Default Re: Features And Change Log

    Cool, as soon as the test packs are ready I'll send it over. Most of the effected tables can be table fragments, the exception is the vanilla 'cdir_military_generator_template_ratios_tables' which needs overriding with a modded version to remove the unrealistic armies.

    just for your reference I'm going to name the new unit group key's as follows

    magnar_land_infantry_pikemen
    magnar_land_infantry_elite
    magnar_land_cavalry_chariot

    Roman's will be

    roman_land_infantry_heavy (for Principes, both Camillan & Polybian)
    roman_land_infantry_light (for Hastati)
    roman_land_infantry_eliet (for Triarii) etc

    etc.
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  7. #7
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    Default Re: Features And Change Log

    sounds good

  8. #8
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    Default Re: Features And Change Log

    just made an update to the steamworkshop version with the following changes (Moddb and sourceforge will be updated when more changes are made)

    v2.333
    - Added custom army templates so the AI recruits more realistic and balanced armies (Balbor)
    -fixed pictones not being able to recruit at the start of the game
    -added correct unit qualities for socii units
    - corrected incorrect unit classes for some Celtic units
    -Reduced budget allocation for building construction to below 32k (as this was an integer value which can only go up to ca 32k. It was previously 50k and may have been causing problems for the AI.)

  9. #9
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    Default Re: Features And Change Log

    change log added for faction/region name changes

  10. #10
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    Default Re: Features And Change Log

    updated change log on 2nd post for EE version update

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