Here's the last hotfix, I hope:
http://files.filefront.com/Hotfix+11.../fileinfo.html
1. Pikemen have been backed off a bit....before they were underpowered, then they were almost invincible. The middle road I've chosen is more realistic.
2. In light of a number of discussions in a couple other forums about unit availability in the event of a rebellion.....and based on a problem I have observed, I've moved a number of non_AOR units into the core buildings and out of the barracks buildings. This is to fix a now known issue where a CTD can be caused by the slave faction not being able to produce a unit in region being the building to do so is damaged or destroyed. A 'core' building CAN be damaged (rarely), but it cannot be destroyed.
The second reason is because I witnessed a case where, if you went into a faction's lands and 'razed' a city to punish them or just to get money, but not necessarily to hold the region, the faction AI would retake the region and then produce the only units available to it in that region unit a barracks could be built. The result was armies of 'Colonists' and 'Governors'. Now, the Colonists are 'slightly' more expensive than the cheapest unit in any faction, and each faction will have at least one decent 'levi' unit to build in the event that the barracks are destroyed.
3. Removed almost all experience points from all units except slave and Free People units, Triarii, 1st Cohorts and Veteranii. All units are '0', none are more than '1', and they don't change anymore from building to building.
4. Reduced cost of some core and 'military' buildings...increased cost of health and infrastructure buildings.
5. Made some adjustments to Barbarian units which had too high moral and defense. Nothing major, just a few tweaks.
6. More economic tweaks.






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