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  1. Replies
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    Sticky: Re: Empire Realism - Feedback and General Discussion

    Should still work.. anyway there will be new version coming in next few weeks.
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    Re: NOOOOOOOOOOOOOOOOOOOooo...

    https://discord.gg/MAfCpBAS
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    Re: NOOOOOOOOOOOOOOOOOOOooo...

    you can join discord and download beta version there.. just provide feedback when you try it
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    Sticky: Re: Napoleon Empire Realism 7 - preview

    Preview 4 - Naval Game

    To complement improved Naval combat, Naval campaign game play will see changes as well. Most importantly, Ships will take a lot of time to build. Historically it took at...
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    Sticky: Re: Napoleon Empire Realism 7 - preview

    Preview 3 - NAVAL COMBAT

    Naval combat in NER 7.0 will introduce some gameplay tweaks which main focus is to improve the battles and make them more historically authentic. Ship speed and...
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    Sticky: Re: [Feedback & Discussion] Napoleon Empire Realism

    AI will keep 3 line column formation. Its not possible to make AI change formation except for some scripted situations.. anyway, staying in column is not a disadvantage - Unit stays unaffected by...
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    Sticky: Re: Napoleon Empire Realism 7 - preview

    Preview 2 - Combat Overhaul


    Infantry changes: This will be the most significant change of NER 7.0. Practically every aspect of combat was changed. Infantry units fight in historical column...
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    Sticky: Re: Napoleon Empire Realism 7 - preview

    Preview 1 - FATIGUE SYSTEM OVERHAUL

    In the past, NER used unique Cohesion system, which replaced vanilla fatigue system. While Cohesion worked relatively ok, it was a bit problematic to balance...
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    Re: Question about post installation of mod

    No. Mod is "movie" pack style, which means it applies automatically so it doesnt have to be added into the script.
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    Sticky: Napoleon Empire Realism 7 - preview

    What was originally planned as just small update, ended up being the largest gameplay update i did for this mod so far. NER v 7.0 will bring significant changes to gameplay. In next few days I will...
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    Sticky: Re: Empire Realism - Feedback and General Discussion

    Nope, my mistake. I was testing different unit sizes and forgot to change it back. I will post another update once i finish with some updates im doing for Napoleon Empire Realism mod.
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    Sticky: Re: Napoleon Empire Realism | Release: NER 6.1

    NER6.1 uploaded.
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    Sticky: Re: Empire Realism - Feedback and General Discussion

    6.1 uploaded, with requested fixes ;)
  14. Thread: R2TR4 Changelog

    by JaM
    Replies
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    22,361

    Sticky: Re: R2TR4 Changelog

    Version 4.00119:

    - Streamlined unit stats, stats now represent soldier skill based on tier they are from.
    - Melee weapons reworked to better simulate differences between them in tactical use, and...
  15. Thread: R2TR4 Changelog

    by JaM
    Replies
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    22,361

    Sticky: Re: R2TR4 Changelog

    Version 4.00118:


    - Added wider deployment zones
    - Fixed Veteran Army experience recruitment bonus
    - Adjusted Germanic Youths to use spear instead of sword
    - Adjusted AOR for Sicily, removed...
  16. Thread: R2TR4 Changelog

    by JaM
    Replies
    41
    Views
    22,361

    Sticky: Re: R2TR4 Changelog

    Version 4.00116:

    - Reworked Naval recruitment. each port now provides 1 ship building slot similarly to land recruitment. This way, whoever controls most ports in sea region, can muster large...
  17. Thread: R2TR4 Changelog

    by JaM
    Replies
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    22,361

    Sticky: Re: R2TR4 Changelog

    Version 4.00115:

    - Reworked military training buildings, made them more specific for their purpose.
    - Minor tweaks of Imperium levels. Added bonus to enemy morale in Caesar in Gaul campaign to...
  18. Thread: R2TR4 Changelog

    by JaM
    Replies
    41
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    22,361

    Sticky: Re: R2TR4 Changelog

    Version 4.00114:

    - Adjusted spacing for Roman Double and Triplex Acies formations. Second and third rank will be slightly farther back from first one, so by default, second rank wont throw...
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    Sticky: Re: Empire Realism - Feedback and General Discussion

    Thanks, ill look into it, it was some time i played this game, so having some feedback is always welcomed. I will try to adjust it in near future.
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    Sticky: Re: Empire Realism - Feedback and General Discussion

    Yeah, you summed it up good. Things like this are compromise between AI, game mechanics and historical authenticity... Having general an infantry unit, removes lots of exploits, besides presenting...
  21. Thread: R2TR4 Changelog

    by JaM
    Replies
    41
    Views
    22,361

    Sticky: Re: R2TR4 Changelog

    Version 4.00113:

    - Reworked Imperium penalties, Imperium levels are now based on campaign actual numbers of provinces and regions, providing a bit more "tailored" Imperium gameplay

    - Reworked...
  22. Thread: R2TR4 Changelog

    by JaM
    Replies
    41
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    22,361

    Sticky: Re: R2TR4 Changelog

    Version 4.00112:

    - Added food Foraging effects to armies. food is removed from local region (enemy or yours)
    - Minor tweaks to weapon lengths, as it wasn't matching changes to unit stats done...
  23. Thread: R2TR4 Changelog

    by JaM
    Replies
    41
    Views
    22,361

    Sticky: Re: R2TR4 Changelog

    Version 4.00111:


    - Recruitment system overhaul. Recruitment slots are now linked with number of regions player controls in a province. It represents simplification of population size. Should...
  24. Thread: R2TR4 Changelog

    by JaM
    Replies
    41
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    22,361

    Sticky: Re: R2TR4 Changelog

    Version 4.00110:


    Wrath of Sparta

    - Swapped icons for Skirtai and Light Spartan Hoplites as it fits these units better

    Rise of Republic

    - Tribesmen and Hillmen got club instead of sword....
  25. Thread: R2TR4 Changelog

    by JaM
    Replies
    41
    Views
    22,361

    Sticky: Re: R2TR4 Changelog

    Version 4.00109:

    - Reworked Roman military reforms. Imperial units (Segmentata equipped) are removed from Grand Campaign, as they just don't fit in timeline wise. Insead, these units are now...
  26. Thread: R2TR4 Changelog

    by JaM
    Replies
    41
    Views
    22,361

    Sticky: Re: R2TR4 Changelog

    Version 4.00109:

    - Reworked Roman military reforms. Imperial units (Segmentata equipped) are removed from Grand Campaign, as they just don't fit in timeline wise. Insead, these units are now...
  27. Re: Probable reasons why certain alliances or client states treaties aren't sustainable in the long term

    There are multiple other things deciding these, like reliability and aggresivenes of particular ally.. check it on diplomacy screen.. those who are unreliable will stab you more often.. loyal ones...
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    Re: Confirming some basic features for Rome 2

    Agents and generals can have more levels than 10.. in my mod for example i have 18 levels for them.. its not hardcoded..
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    Sticky: Re: [Release Announcement] R2TR v4.0 has been released!

    Depends how you play.. You have tools to mitigate discontent, but there are occasions when you might end up in terrible spot - for example, you might get into food deficit, which will generate...
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    Sticky: Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    Its funny, but after all those years modding this game, i still get some unique ideas how to improve it :)
  31. Thread: R2TR4 Changelog

    by JaM
    Replies
    41
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    22,361

    Sticky: Re: R2TR4 Changelog

    Beta 4.00108:


    CAMPAIGN GAMEPLAY CHANGES:

    - Further rework of Edicts, Removed from characters (too strong in late game, makes edicts way too common), instead, every faction has 1 Edict...
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    Sticky: Re: [Release Announcement] R2TR v4.0 has been released!

    Last new game i bought was Thrones of Britania, and i plan to make a mod for it at some point, as I really like Last Kingdom series, so wouldnt mind making a bit more gruesome and realistic combat...
  33. Re: Concern Over TW's Growing Lack of Interest in Historical Accuracy And Bad Battle Animations

    Ultimate Admiral Age of Sail was decent.. naval combat probably the best out there.. nothing comes close... land combat not as good, but still decent, so if they keep the same formulae, it will be a...
  34. Thread: R2TR4 Changelog

    by JaM
    Replies
    41
    Views
    22,361

    Sticky: Re: R2TR4 Changelog

    Beta 4.00106:

    - Fixed missing squalor bonuses from military barracks in Rise of Republic
    - Replaced Auxiliary Short Swords with Auxiliary Spear Warriors. Auxiliary Celtic units were too heavily...
  35. Thread: R2TR4 Changelog

    by JaM
    Replies
    41
    Views
    22,361

    Sticky: Re: R2TR4 Changelog

    Beta 4.00105:

    - Reworked how Growth works. Military barracks now reduce growth (population). Minor cities add +1 growth in total, while large cities are 1-4 based on level.

    - Fixed missing...
  36. Thread: R2TR4 Changelog

    by JaM
    Replies
    41
    Views
    22,361

    Sticky: Re: R2TR4 Changelog

    Beta 4.000103:

    Combat:

    - Reworked weapon bonuses, so they are more distinct for type of weapon (spear vs sword vs axe).
    - Reworked Charge mechanics and removed charge reflection bonus from all...
  37. Re: Concern Over TW's Growing Lack of Interest in Historical Accuracy And Bad Battle Animations

    More people play Rome 2 than Pharaoh.. why?? is anybody even surprised? CA shows not only lack of interest in historical accuracy.. they lost interest in what their player base actually wants......
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    Sticky: Re: [Release Announcement] R2TR v4.0 has been released!

    Hey DaVinci! sorry, didnt see your message due to me not being here at TWC that often these days.. i'm currently working on further updates to the mod, i had planned for quite some time.. Anyway,...
  39. Thread: R2TR4 Changelog

    by JaM
    Replies
    41
    Views
    22,361

    Sticky: Re: R2TR4 Changelog

    Beta 4.00099-102:

    - Added Better Sieges mod (huge thanks to AveMetal) Mod changes gates into Victory points, therefore AI will try to defend the area instead of just standing on top wall and get...
  40. Re: The Secret of Rome's Success: Manpower or Mobilisation?

    Well, 3rd century AD Roman Army was professional.. it relied on volunteers who wanted to be legionaries.. Republican Legions were "conscript" forces.. service was expected from all citizens who...
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