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Thread: [Released]Ninja's rework mods

  1. #1

    Default [Released]Ninja's rework mods

    link :

    http://steamcommunity.com/sharedfile.../?id=964046629
    Campaign mod

    http://steamcommunity.com/sharedfile.../?id=964046476
    Battle mod


    Total War: ROME II - Emperor Edition
    Ninja's rework mod



    This project is mainly focused on reworking Carthage faction, but as my work develops, I found out I was working on something bigger than I thought.
    Rework mod is divided in 4 mods - New Units, Battle mechanism rework, Grand Campaign factions rework, and diplomacy rework.

    You can pick any mod you like, or as I intended, install all 4 mods together.

    Please subscribe and enjoy! Any issues or bug, you can report by leaving a reply about it. (I'm coming here every once in a week at least)


    Essential - Campaign, Battle, Recruitment (Black)
    Optional - Civil War / No Civil War, Level-Experience Rework (White)






    1.0 Patch notes


    -----------------



    -------------------------------
    Ninja's rework mod 01 - units and battle mechanism


    - Added two fictional late unit for Carthage.
    - Carthaginian Guard : Heavy Infantry unit with average attack capability and impressive armour.
    - Immortal Guard : Very expensive Late Heavy Infantry unit with average attack capability and fearsome armour and health, but with fewer men per unit.
    - Carthage now can recruit Cretan Archers from Tier 4 skirmisher military building.

    - Reworked battle mechanism and unit spacing.
    - Units will move faster, especially when they are charging.
    - Morale overhaul : Adopted Shogun 2-styled morale system. Flank and rear must be secured to avoid routing.
    - Barbarian buff : Early Barbarian units are more numerous in numbers, and barbarian units will charge more rapidly.
    - Praetorian Guard : Reduced number with doubled health.

    note : if you don't like Shogun 2 styled combat, you can remove this one. Best for players who prefer fast and dynamic combat.


    -------------------------------

    Ninja's rework mod 03 - faction rework


    - Carthage overhaul : Carthage reworked.
    - Etrsucan League, Libya and Nova Carthage are removed from the Grand Campaign.
    - Carthage is in war with Arevaci and Edetani faction from the start. If war with them last long, Masaesyli or Gaetuli will strike Carthage from behind.
    - Bonus hidden income added to several factions for balancing reasons : Carthage, Rome, Suebi, Seleucid, Egypt.
    - Victory conditions are reworked, reflecting historical events and removing outrageous conditions. : Carthage, Rome.


    -------------------------------

    Ninja's rework mod 04 - diplomacy



    - Values of diplomatic events are reworked.
    - Minimum and maximum cap of diplomacy attitudes are greatly reduced.('300 to -300' from '1000 to -1000')
    - You can now reconcile with enemy faction by showing your goodwill(releasing prisoners, gifts). There will be no more permanent war.

    + Civil war is reworked. you won't have civil war in 'low chance' and 'medium chance' phase, and those phases are replaced with 'warning' phase.

    -----
    Ninja's rework mod 01 - units
    Removed from the workshop, combined with battle mechanism mod


    - Added two fictional late unit for Carthage.
    - Carthaginian Guard : Heavy Infantry unit with average attack capability and impressive armour.
    - Immortal Guard : Very expensive Late Heavy Infantry unit with average attack capability and fearsome armour and health, but with fewer men per unit.
    - Carthage now can recruit Cretan Archers from Tier 4 skirmisher military building.

    ----

    Special Thanks to


    DCinside Medieval game gallery
    http://gall.dcinside.com/mgallery/bo...ts/?id=aoegame

    구호기사(Knight Hospitaller)
    http://pelando.tistory.com







    Please, go ahead and try! This is my very first public mod making.


    ninja's rome 2 mod.zip
    Last edited by Torment1234; July 14, 2017 at 03:33 AM.

  2. #2

    Default Re: [Released]Ninja's rework mods

    20 April 2017

    1.01 patch notes :



    Battle mechanism


    - Adjusted morale values accordingly.
    - Barbarian melee units will have more messy in formation, and better in charge speed.
    - Some Barbarian melee units have higher charge bonus and slightly lower melee attack.


    Factions


    - Bonus hidden income to faction capital added to following factions for balancing reason : Greek factions, Black sea factions, Nomadic factions, Successor Kingdoms, Gallic factions.
    - Suebi faction's hidden income is slightly reduced.



    Diplomacy

    - Civil war reworked : Civil war will come with a warning, instead of chance. There will be no more civil war in 'low chance' and 'medium chance' phase.
    - In 'High civil war chance' phase, you will have civil war only but soon and definitely during this phase.
    - Fame(Imperium) buffed : You will have more armies and edicts in all Imperium levels, and you will have few more agents in lower level Imperium.
    - Lowered fame(Imperium) needed for civil war.




    20 April 2017

    1.02 patch notes :




    Battle mechanism


    - Morale values are rebalanced. Ranged infantry without melee capability has 20-25, Early melee infantry has 35-40, Elite infantry has 60+.


    - As in response of reworked charge mechanism and barbarian infantry, pilum and javelin will have slightly longer range and damage.
    If you are playing barbarian faction, you can consider turning off fire-at-will for maximized charging damage.
    If you are playing civilized factions, such as Rome, you can use your pilums to kill off unarmoured barbarian infantry before contact.
    Last edited by Torment1234; April 20, 2017 at 07:21 AM.

  3. #3

    Default Re: [Released]Ninja's rework mods

    21 April 2017
    1.03 patch notes


    - Now Battle mechanism mod is combined with new unit mod.
    - New unit mod is removed from the steam workshop.




    New units


    - Carthage Guard and Immortal Guard has slightly higher melee attack.
    - Immortal Guard has proper elite unit morale.



    Battle mechanism


    - Melee Infantry morale values are slightly revised.
    - Most Rome and Carthage melee infantry units have slightly increased hit point.


    As result of battle test, numerous and fast barbarian infantry units looks like bit overpowered.
    More civilized factions buff will follow, but only in few values.
    Now, (As Julius Caesar described them in <Commentarii de Bello Gallico>) Civilized melee units will perform best in prolonged melee, and barbarian melee units will perform best in charging and blitzkrieg tactics.
    Last edited by Torment1234; April 20, 2017 at 11:50 PM.

  4. #4

    Default Re: [Released]Ninja's rework mods

    26 april 2017
    1.05 patch notes

    Battle


    - Decreased morale penalty inflicted by casualties in early phase, and some other sources.
    - Attrition : removed attrition from besieging/blockading attacker forces.


    Field battle is far more fun than siege, we all know that. And Rome 2 siege AI is broken.
    Also, attrition by besieging encouraged autoresolve steamrolling, which robs all the fun away from the Grand Campaign.


    Therefore I removed attacker attrition penalty to encourage more field battle by 'Sally forth'.
    This is mod for saving some fun in broken game, after all.

  5. #5

    Default Re: [Released]Ninja's rework mods

    22 May 2017
    Future patches


    When DEI test play is done, Battle features will be DEI compatible mod, or modified DEI mod(if possible) in near future.

    Update : Won't do any DEI compatibility. DEI was opposite of what I want to make.
    Next version with new features will come in June-July.
    Last edited by Torment1234; May 28, 2017 at 08:19 AM.

  6. #6

    Default Re: [Released]Ninja's rework mods

    Patres et Conscripti, 1.06 update is here. But patch notes are coming...later. Too many changes to write down.

  7. #7

    Default Re: [Released]Ninja's rework mods

    6 June 2017
    1.06 patch notes

    http://steamcommunity.com/sharedfile.../?id=907406490
    Steam Workshop Link



    Battle

    Battle animations : Powered by Warcry Battle Mod

    - Morale Rework : Penalty by attack / exposure of both flanks and rear is increased.
    Other overall morale penalties are decreased.
    Land unit morale values were reworked, closer to vanilla morale values.


    - Barbarian Units (Celtic, Germanic) : Charge bonus is significantly increased. Weapon damage is slightly increased.
    - Civilized Faction Units : Hit point is increased.
    - Cavalry Units : Hit point is significantly decreased.


    - Tier 4 Units : Each Faction will have 'Heroic' units, which have 120-160 morale.


    - General Units : Numbers and costs of normal Cavalry / Infantry units that can be general have been halved.
    (Cav : 40, Inf : 80) Elephant and Chariot units are not affected.

    - Fatigue Rework
    : Fatigue levels were reworked, based on that of Shogun 2.
    Movement speed reduction caused by fatigue is increased.

    Modder Comment : I have decided that I have failed on reworked morale system in 1.05 patch.
    I increased tactical importance of flank and rear, and decreased other penalties.
    Also, unit morale values are now closer to vanilla values, only without that absurd 30 'base morale' bonus.


    As were Shogun 2 Hero units, each faction will have heroic units which won't rout in dire situations.
    And considering historical background and balance, Cavalry units had excessive sustainability.
    I thought it is both historically inaccurate and hurting balance of the game, so I decreased Cavalry units' hit point.




    - Rome : Gladiator units have significantly increased charge bonus.
    Legionary units now have Shield Wall ability.


    Modder Comment : Admit it. Gladiators were cool but useless.
    And legionaries needed some buff for they were outnumbered by barbarian units which often strikes them from flank and rear.
    I gave them Shield Wall ability as a reimbursement. It is an experiment and can be revoked.




    - Sparta : Spartan units were modified in accordance of their social classes.
    Spartan : Overall stats were increased. They are slow but versatile, hardest infantry.
    Perioikoi, Helot : Weaker and cheaper than units in same tier.


    Modder Comment : Many players told me that Sparta could use some buff, mainly from their speed.
    I thought Sparta with speed could threaten the balance, so I gave them more versatility or more efficiency.



    Pike Units : Now have highest hit point in its class.


    Modder Comment : Pike Units have limited capability from unique game design of TW series.
    They were really way too weak and could use some buff.



    - Unit recruitment ratio - Reduced percentage of missile infantry units in most situations.

    Modder Comment : Slaughtering armies filled with Javelinmen and Slingers ain't funny.




    Factions


    - AI agent action success chance is decreased on every difficulty.
    - AI public order cheat is reduced.
    - Other AI cheats on every difficulty level have been reworked.


    Modder Comment : AI factions were obsesssed with leveling agents, no matter how small they are. It caused great frustration in late game.


    - On every difficulty level, both AI and player get additional land unit recruitment slot. (3 -> 4)



    - Income Rework



    Greek factions, Carthage, Rome : Synergy effects of income from agriculture buildings are significantly increased.
    Eastern factions : Towns(Trade) will slightly increase income from all sources in the same province.


    Faction Traits


    Carthage - Hannoids : Administration trait -> Replaced : Agarian Reform : +90% wealth from agricultural buildings


    Rome - House of Junia : Agrarian Wisdom: +60% wealth from agricultural buildings
    Imperator - Lepidus : Same as above


    Modder Comment : Civilized Factions will have significant advantage in agriculture and trade.
    If player invest in agriculture, player will have great income without worrying about food supply.
    Changes can be revoked if it make agriculture op.




    Carthage - Magonids : Phoenician Prowess -> Replaced : Tyrannical Government : +20% wealth from maritime commerce buildings
    Imperator - Lepidus : Same as above


    Carthage - Barcids : Pioneers : +15% -> +20% movement range for all armies and fleets


    Modder Comment : I wanted to reduce the importance of navy.
    And for Baal's sake, Hannibal Barca crossed the Alps. And his movement range is same as Roman Legions? Nonsense!





    - Sack : 50% -> 200% of regional GDP
    - Loot : 125 -> 175% of regional GDP
    - Damage by sack / loot is slightly decreased.


    Modder Comment : While Civlized factions have increased wealth from development,
    Barbarian factions would take their wealth to build their economy.
    Barbarian factions now can conquer barbarian regions and sack wealthy civilized regions,
    and Civlized factions should prepare for their horde armies.



    - Slave markets rework


    Barbarian : Very low slave population effect(*1), Very high slave wealth(*2), High income, Low agriculture/industry buff
    Eastern : Somewhere in between Greek and Barbarian market.
    Greek factions, Carthage : High slave population effect, Medium slave wealth, Low income, High agriculture/industry buff, Decreased public order penalty(-3, -6)
    Rome : Medium slave population effect, High slave wealth, Low income, High agriculture/industry buff, Greatly decreased public order penalty(-2, -4)


    *1) : 'Reduces slave population decline' effect
    *2) : 'Slaves' bonus effect percentage in provincial income screen












    Diplomacy


    - Irrational 'last stand' and 'total war' phase AI is modified.


    - AI will try harder to upgrade their treaties.


    - Highest / lowest value of diplomatic attitude is now 350 / -350.


    - Civil War Phase(Vanilla : High Civil War Chance) : Civil War Chance is increased to 50% from 25% in every difficulty level.














    (*Battle + Faction mods are essential for this patch)


    - Suebi Rework


    Germanic trait : Marauder : +75% income from looting
    Unit Upkeep : Increased by 50% - 100%. Late units have higher upkeep
    Hex Bearers : Now recruitable in 3,4 Tier Building of Artisan - Bronze Chain.


    - Other looting bonus faction traits : +50-60% income from looting. None of them is higher than Germanic tribes.


    - 'Warrior Society' Trait Rework

    Barbarian Armies : Reduces recruitment cost for land units


    Celtic Tribes : -10%
    Britannic Tribes : -15%
    Gallic Tribes : -20%


    Barbarian Horde : Additional recruitment slots for the armies


    Germanic Tribes : +2


    Modder Comment : Unlike Gallic Tribes which turned into agricultural people later, I reworked Germanic Tribes as marauders.
    Now Germanic factions must find good provinces to sack and make big money to run the economy.
    You will often see negative income per turn while looking for enemy province to sack with your horde armies.
    And Barbarian faction traits were reworked, to make them more 'horde-like'.


    It gave me 30000+ talents for sacking poor minor settlements in early stage of development, so I kept nerfing it to reach current value.
    But PLEASE let me know if you feel like income from looting is too high.






    PLEASE SUBSCRIBE, RATE AND ENJOY!

    REPORT ANY ISSUES YOU HAVE WITH MY MODS!

    --

    Current Bug 1 : Starting Generals still have normal unit size, but this needs too much and grindy work to do...Arrrgh

    Slowly working on 'Hotfix' of 03 - Faction mod, because of this bug.
    Consider these two mods are one. And it will include some further victory condition change.

    Comment 1 : Currently testing Suebi Grand Campaign. Not that bad, but I think their faction trait needs further buff.
    Their income from looting is very good, but unit upkeep is far more expensive. I loved how its 'marauder economy' working so far.
    Last edited by Torment1234; June 07, 2017 at 11:54 AM.

  8. #8

    Default Re: [Released]Ninja's rework mods

    6 June 2017
    1.061 patch notes

    http://steamcommunity.com/sharedfile.../?id=907406490
    Steam Workshop Link

    03 - Factions


    Barbarian Research point : added research points to the following building chains :

    Artisan
    City (Provincial capital)
    Craftsmen


    Added point is 2 - 8%.


    Modder Comment : Barbarian factions had very low research points.
    But unlike their civilized rivals, I don't think their tech is about civilization or advanced technology.
    Having advanced tech does not make them civilized faction. Then, why slower?
    Therefore, I added some research points to those building chains so Barbarian factions can have almost same research efficiency as civilized factions.




    AI Agent actions : Success chance is greatly decreased in all difficulty level.

    Modder Comment : It was not enough.
    Last edited by Torment1234; June 09, 2017 at 01:03 AM.

  9. #9

    Default Re: [Released]Ninja's rework mods

    11 June 2017
    Hotfix

    http://steamcommunity.com/sharedfile.../?id=907406490
    Steam Workshop Link

    02 - Battle

    - General Bodyguard Unit bonuses now applies to new General Bodyguards with half size.

  10. #10

    Default Re: [Released]Ninja's rework mods

    18 June 2017
    Hotfix



    04-Diplomacy

    Bug - Lag in diplomacy screen(whenever AI shows 'response' quotes).
    Keys causing this issue was found and removed. Now, diplomatic attitude value stacks up to 1000(-1000) like in vanilla.

    FYI : In 1.07, 04-diplomacy will be merged with 03-factions mod because now they share few keys for balancing reasons.
    Trying to remove boring steamrolling work in late game in 1.07 Grand Campaign(maintain difficulty and challenging AI in late game)
    Last edited by Torment1234; June 18, 2017 at 10:50 AM.

  11. #11

    Default Re: [Released]Ninja's rework mods

    Hi Ninja! Thanks for sharing your work with TW fans! I'm very interested in your mod, seems awesome by your descriptions, only one question: Does unit packs works with? I mean are they balanced for the mod?

  12. #12

    Default Re: [Released]Ninja's rework mods

    Thank you for your support. And yes of course. I bought Unit pack DLC only for modding purpose.

    One of basic principles of my rework mod is buffing Barbarian unit while keeping civilized faction units strong enough.
    I greatly increased charge bonus for barbarian units, and increased hit points for civilized units(mostly, melee infantry).
    And that changes apply to DLC units also.

    But thing is, I don't have some faction DLCs like Pirates and Nomad tribes, and Female units('#equality', dude!) DLC.
    Also, I need some opinion and reports desperately. I need to know what people feel about the mod.

    (I think I gotta buy those faction DLCs, even though I don't want any)

    + Sorry for leaving 'late' reply. I was very busy working...
    I can assure you tho, from now, I'll work on those mods for R2 and S2 and they will be here until the end of July.
    Last edited by Torment1234; June 24, 2017 at 03:51 AM.

  13. #13

    Default Re: [Released]Ninja's rework mods

    I wrote detailed preview about 1.07 patch twice and lost it by accidentally closing the window.
    Sons of Dis! No more!

    1.07 is about Campaign rework, mostly for late game.
    I'm trying my very best to remove boring steamrolling from the Grand Campaign.
    Mostly by Imperium effects.

    I will merge 04-diplomacy and 03-factions mod because they now share some tables.
    but I will leave diplomacy mod for those who wants only the Civil war and diplomacy changes.
    But know that it won't be updated anymore.

    1.07 version will be uploaded as NEW MOD.

  14. #14

    Default Re: [Released]Ninja's rework mods

    Quote Originally Posted by Torment1234 View Post
    Thank you for your support. And yes of course. I bought Unit pack DLC only for modding purpose.

    One of basic principles of my rework mod is buffing Barbarian unit while keeping civilized faction units strong enough.
    I greatly increased charge bonus for barbarian units, and increased hit points for civilized units(mostly, melee infantry).
    And that changes apply to DLC units also.

    But thing is, I don't have some faction DLCs like Pirates and Nomad tribes, and Female units('#equality', dude!) DLC.
    Also, I need some opinion and reports desperately. I need to know what people feel about the mod.

    (I think I gotta buy those faction DLCs, even though I don't want any)

    + Sorry for leaving 'late' reply. I was very busy working...
    I can assure you tho, from now, I'll work on those mods for R2 and S2 and they will be here until the end of July.
    Understood, so do you plan to make them more unique (Pirates and Nomads) too? It would be fantastic if all faction were given more 'historical' flavor. And it wasn't late, thanks

  15. #15

    Default Re: [Released]Ninja's rework mods

    I do not have PaN DLC, and I do not have any insight on those factions at all. SUGGESTIONS, AND I WILL BE ETERNALLY GRATEFUL, SIR!

  16. #16

    Default Re: [Released]Ninja's rework mods

    1.07

    Having more, unexpected changes.

    Campaign - will be rework about lategame steamrolling and expanding empire. Also many faction traits.



    Battle

    HP system rework

    Greatly reduced overall unit HP, and reduced ranged weapon damage accordingly.
    As I said, I see Shogun 2 battle as 'completed' battle system and want R2 to be the same.

    Shogun 2 heavy infantry unit spends approximately 1 min to rout its equal.
    In Rome 2? Maybe 5+ mins. Maybe 10+ mins. I don't like this at all.
    Not only morale rework, but full-scale unit hp rework is also needed.

    I would like to make R2 battle into only 10-20% slower Shogun 2 battle, as a result.
    In melee, units will kill much faster than vanilla.

    Also, in 1.07 beta, units have equal HP.
    Only the units from high tier or special units like Cataphracts gets higher HP.
    Units get two HP values - one from its battle entity, one from its unit stat.


    Infantry HP

    Battle entity - equally 20, regardless of their weight. Spartan gets 25.

    Unit stat HP

    Infantry - 10 (30)
    Tier 2-3 Heavy Infantry - 15 (35)
    Tier 4 'Heroic' Infantry - 20-30 (40-50)


    Cavalry HP

    I always thought Rome 2 Cavalry units had excessive sustainability. And I found the reason.
    They get 2 battle entity HP values combined - one from mount, one from infantry entity.

    So I adjusted the value accordingly. As a result, they are now much less sustainable.

    Battle entity - equally 5 for their mounts. Cataphracts get 10.

    Unit stat HP

    Cavalry - 0 (25)
    Tier 4 Heavy Cavalry - 5 (30)
    Cataphracts - 10 (40)
    General Bodyguard - 10 (35)


    Elephants, Chariots HP

    Their HP is the same, and they could be OP because of reduced ranged weapon damage.

    I think I have to compensate for ranged weapon, by increasing their vs elephant damage and reducing Chariot HP.
    I need to see if it works in custom battle.

  17. #17

    Default Re: [Released]Ninja's rework mods

    1.07 WILL BE UPDATED AS NEW MOD, UNSUBSCRIBE OLDER VERSION.

    1.07 Mods have, literally, TONS OF changes. Detailed patch notes will come later. (Have mercy, Domine!)

    http://steamcommunity.com/sharedfile.../?id=964046629
    Campaign mod

    http://steamcommunity.com/sharedfile.../?id=964046476
    Battle mod


    Brief information of 1.07 is here.


    Battle

    - Battle speed : Units will kill much faster. My motto is 'much faster than Rome 2, slower than Shogun 2', so remember that.
    Specifically, I greatly increased damage inflicted by melee weapons and ranged weapons and reworked HP system completely.
    I think battle speed is reasonable, but please, leave a reply if you feel there is a problem.

    - Morale : Slightly reduced penalties from - attack from the rear / flanks. They are now killing faster, so in order to keep battle speed reasonable, I reduced it.

    - Battle entity : Reduced Barbarian units' charge speed. They were overly fast.
    Reduced 'Heavy' units' acceleration and increased their charge distance as a reimbursement.
    (They start charge from increased distance, but they need more time to reach maximum charge speed)
    Increased Very Heavy Cavalry - Super Heavy Cavalry HP.

    Heavier units have greatly increased entity mass. They may penetrate enemy line if their charge is successful enough.



    Campaign

    - Imperium rework : To reduce late game steamrolling, I gave great bonus in low level Imperium effects, and made penalties of high level Imperium greater.
    'Empire' factions will have new faction traits reducing these penalties.

    - Difficulty handicap effects : Reworked. Details will be here soon.

    - Victory Conditions : I'm still working in order to make victory condition reasonable.
    Economy victory conditions are not '1.07' yet. I need to run test Grand Campaign. Until then, please remember that and wait for hotfix.

    - Diplomacy : Reworked. Details will be here soon.
    Problem : I found AIs prefer being client states too much. I'm aware of it, and trying to fix this.
    I intend to greatly emphasize the strategic value of Client states / Vassals.

    - Cultures : Negative effects(Cultural Aversion) and Positive effects(Cultural Affinity) is reworked.
    Detailed info will follow.
    Last edited by Torment1234; July 04, 2017 at 06:33 AM.

  18. #18

    Default Re: [Released]Ninja's rework mods

    Working on details accordingly after my first Grand Campaign test play as Suebi.

    Known issues :


    - Enemy agents : Still terrible with -50% to their success chance nerf. I think their number is cause of frustration, not only success chance.
    I will reduce AI agent cap in 1.71.

    - Imperium : It offers good challenge in late game, but not enough. Further upkeep penalty is needed.
    And to slaughter annoying AI agents in late game, I will add little critical success chance bonus of agent action to lv 7-8 Imperium effect.
    Also, Maximum numbers of Armies in low level Imperium will be reduced. AIs are having too many legions.

    - Economic Victory : Victory conditions will be adjusted accordingly.
    Barbarian factions : Less money to the treasury, slightly more income per turn.
    Civilized factions : Less income per turn, (maybe) more trade routes.
    I feel 'At least one of strategic resource' is terrible and tedious, making unwanted steamrolling AGAIN.
    But honestly, I have no idea what will happen if I remove it from startpos.esf. Shame.

    +UPDATE : I checked this. It is working fine without resource condition.
    In 1.071, strategic resources victory condition will be removed from every single one of factions except : Rome, Carthage

    - Units : Rome is training too many Cavalry units, looks like a bug.
    Will fix it if I can, or revert it back to original until I find what's going on in 1.71.
    I made various new unit combination for Roman legions, and I think it is malfunctioning.

    - AI handicap/cheat : AI research speed cheat made AI train more tier 3-4 units as I intended, offering more challenges in late game.
    But kinda too fast. I will reduce it slightly.

    - Vassal/Client states : I will give this option to Celt / Germanic / Gallic factions.
    They don't have this option, it is historically inaccurate and not funny.

    - Barbarian research bonus : I gave research points to few barbarian buildings, but I think bonus was too high.
    Will reduce it slightly.

    - Force level : Required experience for Army / Fleet level will be reduced.

    - Killing Spree! : Battle speed was slightly faster than I intended. I will adjust it accordingly.
    Last edited by Torment1234; July 06, 2017 at 10:06 AM.

  19. #19

    Default Re: [Released]Ninja's rework mods

    1.072 VERSION
    14 JULY 2017


    I got lost in so many changes I made.

    Details :

    Campaign


    - Imperium effects are adjusted accordingly. Reinstated 'bonus to the Player's influence' effects.

    Note : Overall Imperium effects were very satisfying.
    It keeps good challenge until endgame.
    I removed player's influence effects, but I realized it was essential.
    Without the effect, it was too easy to maintain player's influence in mid level without risking civil war.





    - Agent Hell : AI agent success chance is even more lowered.
    AI, Player agent cap is reduced.

    Note : Agent availability key is not working. I had no choice.



    - Forced March : Now grants 0% movement range bonus.
    It effectively stopped AI from committing suicide by forced march stance.

    - Economic victory condition : Now '1.07'.

    Strategic Resources are removed from every factions' victory condition, except : Rome, Carthage.

    Income per turn: Rome, Carthage - 30000, Civilized factions : 25000
    Barbarian tribes : 20000, Suebi : 15000 (due to increased upkeep)


    Note : Rome and Carthage is 'Empire', I wish their campaign to be 'Long Campaign' in Shogun 2.
    But for any other factions, I hope they make simple 'Short Campaign' like it was in Shogun 2.




    - AI Cheat :
    AI gets slightly higher upkeep.
    AI gets more recruitment slots and less recruitment cost.
    AI movement range is slightly shorter than the Player, both for armies and fleets.

    Note : I thought it might be better challenge if AI gets faster recruitment
    rather than 4-5 doomstack from every factions. The change is reversible.




    - Cursus Honorum : Commander abilities added in level 5-7.

    Barbarian : War Cry(Group)
    Civilized factions : Second Wind(Group)

    Barbarian goes Burst damage and Morale Shock, Civilized guys hold their ground.
    These abilities need really high level, so players don't get to see it in real battle so often.

    Rome : Morale bonus for Proconsul(Level 5+) - Reduced from 15% to 10%

    Public order bonuses are greatly nerfed from every faction.

    Overall unique CH bonus list

    Carthage : Merc regen boost, lv 4-7

    Celts : Morale bonus in friendly territories, lv 5-7

    Eastern : Ammo bonus, lv 5-7

    German : Global Public Order bonus(minimal), lv 5-7
    Looting income bonus, lv 2-7

    Athene : Research bonus, lv 5-7

    Sparta : Melee defence bonus for this general's army, lv 5-7

    Hellenic : Local cultural conversion bonus, lv 5-7

    Nomad : Army movement range bonus, lv 2-7
    Battle running speed for this general's army, lv 5-7

    Egypt : Global public order bonus(minimal), lv 5-7

    Rome : Morale bonus for this general's army, lv 5-7


    - 'Great Camp Following' Trait gets more upkeep bonus.


    Garrison : Added for tier 3-4 towns and cities.

    Barbarian factions - Have most powerful garrison units.
    Tier 4 elite infantry units included.

    Civilized factions(Hellenistic, Eastern) - Added few more existing garrison units.
    Mainly tier 2-3 units.

    Rome - Added only couple of Vigiles units.
    Only few Legionaries are added in Garrison Colonia.

    Note : I think Barbarian tribesmen are mainly capable of combat, and their towns should be also combat effective.
    For Rome, their cities and towns were not protected by walls until the Crisis of the 3rd Century.
    I think Roman Legions should guard Rome from the border, not the inside of individual settlements.

    I buffed Fortification stances for two reasons : More siege weapons in battlefield, and historical strategy.




    Battle


    - Running speed, Charge speed of Cavalries are lowered by 10-15%.


    Note : Many feedback were pointing it out. They were too fast. Even I started to feel same.


    - Formation abilities :

    Form Shieldwall
    Vanilla : Melee defence +15%, Shield defence +25%, Shield Armour +20%, Bracing x3
    Modded : Melee attack -15%, Melee defence +30%, Shield defence +40%, Shield Armour +40%, Bracing x3, Morale + 6



    Hoplite Wall
    Vanilla : vs Infantry +5, Melee defence +25%, Shield defence +25%, Bracing x4
    Modded : vs Infantry +10, Melee defence +40%, Shield defence +50%, Bracing x4, Morale+6



    Shield screen
    Shield defence +25%, Morale +8 to Vanilla effects


    Pike Wall
    Morale +8 to Vanilla effects


    Note : Morale boost is simple compensation to their flank penalty.
    Shieldwall was op, so I'm trying atk nerf.



    - Aux, Merc Gallic / Celt warriors : Numbers increased to 200.

    - Tower arrows are greatly nerfed.

    Note : Annoying, and my towers are killing my own men.
    Also, we are getting more fortification battles.

    - Siege Weapons : 'Defensive' siege weapons have reduced range.
    Siege weapons have increased range.



    Recruitment mod



    - Elite Auxiliary units : Changes are moved into Battle mod.
    Many changes are postponed due to bugs.



    Agent Level / Experience mod


    - Agents were getting 30+ skill points. Reduced it...lul
    Last edited by Torment1234; July 14, 2017 at 03:51 AM.

  20. #20

    Default Re: [Released]Ninja's rework mods

    16 July 2017

    Hotfix

    Battle


    Pike massacre : Phalanx should be invulnerable from any attack or charge from the front, but they turned into killing machines somehow.
    They were way too lethal after 1.07.

    - Greatly reduced weapon damage / AP damage of Pikes.
    - Pike wall ability now reduces melee attack(Accuracy of melee attack) greatly, but has greater vs Cav, Elephant bonuses.




    Campaign


    Carthage Faction Traits

    - Barcid - Punic faith : Value of diplomatic penalty is reduced by 15, now -15 (It was too greater than intended penalty)
    - Hanno - Statesman : Value of diplomatic bonus is increased by 5, now 55
    - Fixed tooltips for these traits.
    Last edited by Torment1234; July 16, 2017 at 03:49 AM.

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