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Thread: Magnar Mod v2.32 (Updated 27/03/14) - Patch 15 Compatible

  1. #1
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    Icon2 Magnar Mod v2.32 (Updated 27/03/14) - Patch 15 Compatible





    Magnar Mod Description:
    So what is Magnar Mod all about?

    Here at Magnar Mod our driving principle is historical accuracy and realism above all else. We aren't pretending to try and make this the most historical Rome 2 mod out there, in fact we will only be content if and when we make this mod perfectly aligned to history in every way.

    The road to perfection is long and hard, but luckily we are crazy enough to try. Our focus at the moment is on researching and making historical unit rosters for every faction from scratch while starting the task of adjusting all the settings under the hood to make those more historical as well. It will be a long but epic process, so check back often!

    We have already overhauled the rosters of a number of factions and cultures, including Rome, Carthage, the Gauls and the Iberians. All factions are playable and will get personal attention. New textures are being made for every unit that will reflect the actual equipment they used, with a look that is based whenever possible on academic historical sources. The colors of our fabrics are muted so much you would think that the ancients did not use synthetic dyes for their clothes. The same type of bronze armour has different details depending on whether it is made in Italy or Greece. Not everything is perfect yet, but given infinite time and resources we can promise we will certainly get there.

    Battles in Magnar Mod are already different from vanilla. Experience gain is hard to come by but has a much larger effect on fourteen different unit stats compared to a small effect on five stats in vanilla. Your men will have to deal with increased terrain and weather effects while on the battle field. Morale has been tweaked to force you to use smart tactics. Someday this mod may become so realistic that you will be too scared to fight at all.

    There are large changes on the campaign map as well. Tweaks have been made to trade and to the AI in many areas already. Army stances are now unique for each culture. A barbarian army moves slower because it has to forage and pillage for supplies, but that pillaging means that your upkeep is lower while in enemy lands. We are optimizing this mod to be played at four turns per year. Our so-far-relatively-in-depth system of seasonal weather as well as terrain and climate zones are used every turn to modify eighteen things from agricultural income to unit replenishment and upkeep. Hint - no army wants to be in the Alps in winter!

    If you love real history, check back regularly. If you play our mod and find something that is not historically accurate, please yell at us. If we are right, we will throw the appropriate history books at you (or at least cite them). If we are wrong, we will put your name onto an in-game texture for the world to see! (well, we would do that for you, but it would make those textures historically inaccurate so we actually won't).

    We hope that in time this mod not only becomes very, very historically accurate, but that it will be challenging and maybe even fun to play. Your encouragement is appreciated.


    Also Available on Moddb
    http://www.moddb.com/mods/magnar-mod

    Like us on Facebook
    www.facebook.com/magnarmod

    sourceforge version:
    http://sourceforge.net/projects/r2ma...e.rar/download

    For languages other than english please use UPC as well to have new unit names show up

    http://www.twcenter.net/forums/showt...ted-31-10-2013

    see below for download
    link to Magnar Mod on steam workshop http://steamcommunity.com/sharedfiles/filedetails/?id=187163830

    -see change log for more info

    Included Mods:
    Prometheus ts - Realistic Heights Mod
    Helbent and Dresden - Trait Talents and Toadies(NB: some small changes to this mod have been made: points for generals/lvl are lower and xp thresholds for agents and generals are higher)
    Xilo's Meaningful Resources
    izanagi11's All factions Playable
    Meneros - for allowing us to use the armours in his Meneros' Overhaul (only 1 armour currently included)


    Installation Instructions

    Spoiler Alert, click show to read: 

    Required:
    Magnar Mod (this is the base mod file)
    xXX unit size module (increases unit sizes and or unit stats, adds new roman units and other roman features)
    xTPY module (increases turns per year and build/research times, adds new roman units to the starting garrisons)
    Optonal:
    Script Pack (see Script Thread for download and instructions)


    Steam Workshop Version:
    1) Subscribe to the Magnar Mod modules you want
    2) Launch the game launcher
    3) Click Mod Manager button
    4) Ensure the modules you wish to play with are ticked
    5) Away you go

    Sourceforge Version:
    1) Download the Magnar all in one .rar.
    2) Place/Extract it to Rome 2 data folder
    3)Launch through a mod manager

    Optional instead of using a mod manager
    4) goto : user/appdata/roaming/the creative assemble/rome 2/scripts
    5) Edit/Create text file user.script
    6) Enter the modules you wish to play eg:
    mod Magnar_Mod;
    mod Magnar_Mod_x2_unit_module
    etc
    etc
    7) Launch the game without launching the mod manager.
    8)Away you go
    NB: If you launch the mod manager it will clear your user.script file so it will have to be created again (or replaced with a backed up version )



    Change log
    Spoiler Alert, click show to read: 

    Change Log v2.32
    Naval Overhaul added
    changes to ai spending priorities to give slightly more varied ai personalities
    reduced growth requirement for tier 3/4 settlement slots.

    Change Log v2.311
    Fix for client state money bug

    Change Log v2.31
    hit hasiera in roman garrison
    socii latin principes given spear unit classification, was melee
    fix etruscan names display bug
    correct socii names
    remove ballista from etruscan custom general option
    fix socii helmets
    fix etruscan tunic variety and removed samnite flag
    fix samnite tunic varriety
    Reduced transport campaign movement points 2500- 2200
    Increased warship movement points 2500-2700




    Change Log v2.3
    Faction Overhauls added:

    Iberian
    Celtiberian
    Socii
    Auxilia
    Etruscans

    Scripts Added:
    Punic War
    Iberian Reform
    Etruscan to Socii

    Major Gameplay overhauls:

    Season Effects
    Culturally Specific Army Stances

    Minor Gameplay changes:

    Reduced reinforcement radius for settlements
    Removal of Barbarian Siege equipment
    Forced march and double time changes
    Agent build time delay nerfed
    building costs for 4tpy reduced from 3x vanilla to 2.5x vanilla
    cap on ai construction budget increased to above the cost of most expensive building cost
    reduced desertion attrition from 15 to 10 %
    Reduced all unit movement points to be more 4 tpy centered.
    Increased roman starting income to 6000 from 4000.
    Removed pilum from Camillian Principes

    Bug Fixes:

    An attempted fix of money bug
    Fixed some unit names not being displayed correctly
    A number of other minor fixes

    Change log v2.205 patch 9 version
    -Increased morale loss for unit losses
    -reduced maximum chance to hit
    -reduced match animation chance from 100% to 60%


    Change log v2.2
    -elephant mass and height reduced to realistic levels
    -chariot mass reduced
    -added All factions playable ( izanagi11) http://www.twcenter.net/forums/showt...-2013)-Patch-8
    -added Meaningful resources (XiLo) http://www.twcenter.net/forums/showt...gful-Resources
    -carthage overhaul - see overhaul thread
    -reduced bonus income to minor factions 800 -> 400
    -increased corruption for larger empires
    -reduced max battle zoom
    -halved auto resolve spear bonus vs cav
    -added resource effects to mr new resources (not sure if active)
    -campaign crash fixed

    Change log v2.112
    -Reduced base income, increased all other incomes to compensate
    -added effects to raiding, recruiting, garrisoning and sieging army stances. You may actually want to raid now
    -some auto resolve changes
    -attrition changes
    -small diplomatic changes
    Change log v2.112

    -fixed
    x2 starting army versions, correct army sizes should now be there.
    -reduced cost of buildings in 4tpy version from x3.5 to x2.75
    Change log v2.111

    -Fixed Gaemile Liguariae not displaying on battlefield
    -Fixed assigned unit weights
    -fixed assigned unit training levels
    -fixed unit attribute categories
    -Added technology requirement for Cingetorix general unit

    Change log v2.11
    -Added affects to units for terrain and fatigue. These will now play a much large role in deciding combat, so pick where you fight carefully.

    Magnar Mod number of terrain affects:21 Vanilla terrain affects:1
    Magnar Mod number of fatigue affects:11 Vanilla terrain affects:3

    -Increased stat bonus from experience and added more stats buffed by experience.

    Magnar Mod number of experience affects:14 Vanilla terrain affects:5

    Change log v2.1
    -Celtic roster overhaul. See other thread for full details
    -Made patch 7 compatible
    -increased starting armies option re-added

    Change log v2.03
    -Add loose formation for all non missile infantry and for cavalry
    -Increased building costs for multiple TPY 2tpy = 50% increase cost, 4tpy = 150% increase cost
    -Slight reduction in melee hit %
    -Change camel/horse (less varied) hp
    -Change some bonuses for different army stances
    -Add sack option to all factions and vassal option to barbarian culture
    -Further reduction of mercenary maintenance
    -If possible, add defence against agents to fortify stance (done)-fix roman order for barrack lvl 3 + 4-Add TTT mod
    -Change carthage faction bonus to hopefully help it stay alive longer
    -reduce pub order penalty for higher lvl farms
    -reduced movement cost of fortifying army

    Change log v2.02
    -Increased javelin damage
    -Reduced javelin accuracy
    -Change of some roman tech effects
    -Increase of some units spacings for less blobbing
    -Reduced fatigue from combat
    -Review of enitities mass ( horses mass adjsuted for historical accuracy (1 mass = 1 kg), man mass adjusted for BMI range 20-26 with avg height of 1.8m + guestimate of equipment from 5kg 40kg)
    -review of wepaon bonus dmg
    -Reduced mercenary maintenance/increase recruit cost
    -Increased farm food bonus
    -Fix for principes shield UI
    -Increased xp thresholds for all (ie units, agents, generals)
    -Increased bonus for units from xp ( 3x xp req/lvl for x2 bonuses, so at the same lvl of xp units are worse off but can reach a higher maximum)
    -Reduced varriance of unit hp
    -Give armour value to cataphract horses
    -Added anti squalour to main barracks line
    -Added lvl 3 trade port to Carthage instead of lvl 2 military port
    -increased battle camera zoom

    Change log v2.01
    Fixed the following bugs:
    -Garrison units are no longer included in the Roman unit cap and now have a separate 'Praesidum' (Garrison) unit for each of the units used in garrisons
    -Fixed wrong stats for Cohors Evocata Imperialis
    -Added unit qualities for new units so ai can build them properly
    -Principes Camillian should now correctly throw pilum in battle
    -The correct general options should now be given when a general dies. (was only giving the vanilla options before)

    Change log v2
    Reworked roman faction:
    -New units replace the old roster with more historical accuracy and recruitment changed
    -New units are now used in Garrisons
    -Unit caps and AOR extended
    -Technology tree for reforms reworked a little.
    -More garrison units from manipular/cohort barracks
    Change log v1.101

    fixed chariot bug for x2 unit additional.


    Change log v1.1
    Campaign: (Big change in campaign ai/diplomacy!!!)
    Diplomacy reworked.
    -Ai will now accept peace after large defeats more easily.
    -Money has larger impact and limit on negotiations
    - a bunch of other stuff to make it more better
    ai reworked
    -build priorities to favour food a little more
    -will defend its cities more
    -higher priority to regional/province events
    -bunch of other stuff.

    Food: Reduced for main building chain to stop the ai from starving itself

    Battle:
    Reduced accuracy for all ranged units by a little


    Change log v1.093
    Removed extra '0' from epiros generals unit in x1.5 startpos'
    Change log v1.092
    General skill points reduced to 1/ lvl for early levels
    General xp required for later level increased and skill points/lvl stays at 2.
    Reduced food consumption of Capitol city lvl buildings from 4 to 2 (to avoid certain nations starting off negative food)
    Change log v1.091

    Fixed averni unit in x2 startpos
    Attempted fix for recruiting units in fully grown provs (needs confirmation)

    Change log v1.09
    updated startpos files to patch 2
    added x2 startpos files

    Change log v1.08
    Magnar half arsed blood effects replace with Close Combat missile impact effects (cos they are better ) -credits to Luntik for letting me include it
    AOR (Area of Recruitment introduced for Roman faction)

    Change log v1.07

    Increased naval replenishment

    Increased HP for walls


    Change log v1.06

    Battle:
    Gladiators throw in charge
    Naval unit size decreased to vanila sizes
    Transports have 2 ships/unit
    Dust clouds size reduced and colour changed to red (to simulate blood)
    Removed flaming javelins.
    Change log v1.051
    Happiness removed from resources

    Change log v1.05

    - Added Magnars Ridiculous Roman
    -Abilities module ( note war cry just makes the romans yell and i thought it was amusing. Open square adds no bonuses but its interesting. Some of these will be removed later, but thought id give a large choice at the start and you guys can help me choose which ones to keep.) Campaign: -Big reduction to replenishment rates.
    -Increased happiness effects from maj victory/defeat Minor settlements should now give 15% chance for a field battle
    -Increased pop cost of recruitment to 500 to see if it does anything (Let me know pls)
    -Increased ai military building construction (at the cost of education) -Changed weightings to ai war consideration
    -Changed values to make ai more aggressive and declare war more often... hopefullly AI forcasts further ahead (hopefully better decisions are made)

    Change log v1.041
    -Fixed Pontus chariot bug for 2x units additional


    Change log v1.04

    Additions: -Increased technology and build times for 2/4 tpy versions
    Battle: -Reduced fatigue for - walking (-2)and - keeping tight formation (from 6 to 4) - idle (by -2 for each terrains idleness)
    Campaign:
    -Made slight increase to Hellenistic Hoplite Barracks lvl 2 (hopefully encourages ai to build it more)
    General: -Changed file structure for better user customisation (Unit sizes/tpy/base files are the 3 components so you can pick and choose the way you want to play) -New installation instructions

    Change log v1.03

    Added: -Prometheus ts's Realistic Heights Mod
    Campaign:
    -Increased the chance of an ambush for certain terrains -Increased value assigned to melee units which will hopefully have the ai put more of them in their armies -Increased the % of income the ai should spend on its army (hopefully provides bigger battles) -Reduced % ai spend on Navies and Agents (and assigned it to armies) -Increased minimum new army size to hopefully stop the ai running around with small armies -Increased the time horizon analysis by 40% (will hopefully lead to better ai - let me know if it affects turn length) -Increased size of army before it can be split from 5 to 18 (not sure if this is used but thought id test it out anyway)
    Battle: -Main Roman sword(princepes/hastati) units can now throw javelin without charge (unfortunately this means they cant throw it in charge anymore ) -nb this does not affect gladiators -This should hopefully give a incentive to rome to keep more of a formation) -Pilum - reload rate reduced from 40 to 15 Slightly reduced running fatigue -Increased slightly the spacing of barbarian units and the variation in barbarian spacing (not tested) -Reduced slightly the spacing of pikes -Reduced all melee wep damage and ap damage by 10% -Increased row depth of roman units from 8 to 15(only for x1.5 and x2 versions) should now deploy as a square in 1.5. -Increased the armour value of some armour types that were not increased before
    Fixes: -Fixed an Iceni starting army that didnt have correct unit sizes

    Change log v1.021 -Fixed Pontus chariot bug on v x1.5 and v x2.

    Change log v1.02 -Added a normal unit size version added a 2 turns / year version
    Battle: -Unit run speed increased 10% - should also affect fatigue of armies running towards each other as faster speed = less time running doubled cool down time on nearly all unit abilities added first strike to pears, long spears, lance, pike. (was not used before so needs testing to confirm it does something) -doubled capture points for flags naval base moral -increased naval moral penalties increased for rear attacks, admiral fleeing naval moral bonus for rear secure increased -land battle morale increased for secure flanks, winning combat significantly -changed number of elephants/chariots/ war dogs to be inline with version (1,1.5,2)
    Campaign: -Increased all starting armies/garrisons for playable factions and Seleucid to 1.5 - this will hopefully give the major factions a slight initial bonus against surrounding smaller factions and give them a little booster. -added starting armies and garrisons for playable factions + Seleucid -reduced negative cultural modifiers greater than 10 by 1/3 increased campaign unit caps on some units (does not affect total number of armies) -Forced march speed bonus increased by 50%
    attempted campaign ai changes: (needs testing) -ai should now spend greater proportion of its money on the army -armies should have more units changed balance of armies from : to: art 10% 5% cav 20% 25% melee inf 40% 45% range inf 30% 25% -increased number of over strength units ai will recruit per army -increased ai bias towards maintainable army from .6 to .7 -Changed region defense priorities: from : to: borders 10% 20% (hopefully results in more pitched battles) grouping no change reserves no change settlement 51% 41% slots no change
    Bug fixes: -Added a work around for double unit size cav not having the correct number of mounts

    Magnar Mod v1.01 Not mentioned but in previous release as well: -Increased unit bonuses from xp lvls and made lvls harder to reach.
    Adjustments to previous changes:
    -
    Morale penalty for flank attack reduced to from 25 to 15 (native is 10) morale penalty for rear attack reduced from 35 to 30 (native is 25) fatigue from running reverted to vanilla, till i can figure out how to stop the ai always running when player is defending.(fatigue thresholds are still lower)
    New Changes:
    -Battle Changes: -removed fire arrows for horse archers -increased battle camera zoom -increased range of arrows/slings (sliners/long bow range = 180 which is more realistic based on historical estimates, non long bows fire shorter distances) -reduced ap of stone slings and increased by 1, ap of lead slings -increased ammo for slingers and archers -damage of ranged inf/cav reduced at long and extreme ranges
    -Campaign Changes: -General Bonuses from command stars increased. -double benefit of ancillaries -doubles points per lvl for generals -reduced squalor by 25-50% -reworked food consumption - main city buildings require more and other buildings require less (temple + military/ arena require double food of other buildings) -campaign movement of units changed - now light ships are faster than heavy on campaign map and cav move faster than art -reduced replenishment of units from - food surplus from 20 to 10. should now take longer to recover from serious losses. - base replenishment rate reduced from 8 to 5 -slight increase for campaign ai desire for war -increased funds slightly for rebels, hopefully they can grow larger faster now -increased movement cost of land army becoming a navy (should now take art 1 turn to become navy as they would require heavier ships to be made) -doubled benefit of ancillaries (if we can only have 1 we may as well have it do something)
    Not confirmed working features
    -Recruiting units should now costs population, so will impact province population growth
    Magnar Mod v1 -
    Unit sizes are increased by 50% for all units. -unit hp/morale/defense/armour are all increased for longer battles -movement speed decreased for all infantry -Terrain now impacts units more (cav/elephants move slower through forest, missile inf now move faster than melee units through forest) -weather now impacts missile units more (lowers damage and reload speed), the worse the weather the greater the reduction. -greater morale penalties for a number of events, attacking from behind/flank,loss of general and a number of others units defend flanking attacks worse -fatigue increased,eg units in combat will tire 3 times faster and other activities will tire them faster. -Fatigue levels are reached faster and have a greater impact on fighting ability and morale -elephants are a little stronger but more susceptible to terrain, -armour of aux elephants changed from cloth to leather. -pike units in pike formation move slower -reduced ammo for javelin units to 6 from 10. and a bunch of other stuff -transport units are nerfed, lower turn rates/hp/mass (see Magnar_Naval_Mod)

    *note has not been extensively tested so feedback wanted

    Downloads

    Spoiler Alert, click show to read: 

    The mod files are now too large to upload on this forum, you can now find them here : http://sourceforge.net/projects/r2ma.../Magnar%20Mod/

    They are all included in the all in one zip. 3 Modules must be used or it will crash.


    credits:
    Spoiler Alert, click show to read: 

    -to all those helping on the schemas
    pnutmaster PietroMicca Daniu Jinarik and anyone else ive notmentioned

    -To those who let me include their mods
    Prometheus ts (Realistic Heights Mod )
    Helbent and Dresden (TTT mod)
    Xilo's Meaningful Resources
    izanagi11's All factions Playable
    Meneros - for allowing us to use the armours in his Meneros' Overhaul (only 1 armour currently included)

    -To the eb team
    a number of unit names and designs, ideas as well as some reforms are inspired by Europa Barbarorum.

    -Team Members and roles - If you feel generous please rep them and if you wish to join us, please send a PM to Magnar.
    Team Lead:
    Magnar

    Researchers:
    Roach - The Greeks/Macedon
    Splenyi - Macedon
    Mr Crapsley - Celts
    Owain - Celts/Massalia
    Psycho - Celts
    Huskarlor - Germans
    Friidorotta - Bithynia/Armenia
    Brevmi - Arabia
    Finnmcule - Pergamon

    General Modders:
    Flycaster
    Balbor
    Dietre
    Regosso

    Textureres
    miri82 (also iberian overhaul)
    KLA
    Acuru
    Guy D

    Unit Cards:
    Miri82

    Startpos:
    Johny G

    past members
    Jade Falcon
    Aodh Mor
    chickenfetus
    kielbaldo
    Mahgnus
    rosa-dos santos
    rafkos

    If I've missed anyone please let me know.


    Last edited by Magnar; September 17, 2014 at 07:44 PM. Reason: updated with v2.32

  2. #2
    Slashas's Avatar Miles
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    Default Re: Magnar Mod

    Did you edit all units by themself or did you find a multiplier?

  3. #3
    Magnar's Avatar Artifex
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    Default Re: Magnar Mod

    Comprehensive list of changes for v2.0


    Unit Changes
    All vanilla roman land units deleted except:
    Roarii
    Plebs
    Vigiles
    All artillery

    New Roman land units added (by reform period)

    Camillian: (starting roster and unit caps)

    Equites Romani (Camillian) Unit Cap: 5
    Hastati (Camillian) Unit Cap: 10
    Principes (Camillian) Unit Cap: 10 (uses spear as main weapon)
    Triarii (Camillian) Unit Cap: 9
    General (Camillian) Unit Cap: none
    Leves (Camillian) Unit Cap: 6

    Garrison Units:
    Hastati Praesidium (Camillian) Unit Cap: none
    Principes Praesidium (Camillian)Unit Cap: none
    Leves Praesidium (Camillian) Unit Cap: none

    Recruitment Buildings:
    All camillian infantry are recruit able from the main city/town build building chain only in Italy
    Equites are recruit from level 2 farms only in Italy
    General is recruited in the same way as vanilla
    All Praesidium units are only found in garrisons

    Polybian: (requires Cohort Organisation to be researched)
    Units
    Equites Romani (Polybian) Unit Cap: 9
    Hastati (Polybian) Unit Cap: 14
    Principes (Polybian) Unit Cap: 14
    Triarii (Polybian) Unit Cap: 14
    Velites (Polybian) Unit Cap: 10
    General Unit Cap: none

    Garrison units
    Hastati Praesidium (Polybian) Unit Cap: none
    Principes Praesidium (Polybian) Unit Cap: none
    Velites Praesidium (Polybian) Unit Cap: none

    Upgrade tree once Cohort Organisation is researched

    Equites Romani (Camillian) ------> Equites Romani (Polybian)
    Hastati (Camillian) ------> Hastati (Polybian)
    Principes (Camillian) ------> Principes (Polybian)
    Triarii (Camillian) ------> Triarii (Polybian)
    General (Camillian) ------> General
    Leves (Camillian) ------> Velites (Polybian)

    Garrison Units:
    Hastati Praesidium (Camillian) ------> Hastati Praesidium (Polybian)
    Principes Praesidium (Camillian)------> Principes Praesidium (Polybian)
    Leves Praesidium (Camillian) ------> Velites Praesidium (Polybian)

    Recruitment:
    Same as camillain recruitement

    Marian: (requires Remuneration Reform to be researched)

    Unit Roster

    Prima Cohors Reformata Unit Cap: 9
    Cohors Evocata Reformata Unit Cap:20
    Cohors Reformata Unit Cap: 60



    Garrison units

    Cohors Praesidium Reformata Unit Cap: none


    Upgrade tree once Remuneration Reform is researched

    Equites Romani (Polybian) ------> Cohors Evocata Reformata
    Hastati (Polybian) ------> Cohors Reformata
    Principes (Polybian) ------> Cohors Reformata
    Triarii (Polybian) ------> Cohors Evocata Reformata
    Velites (Polybian) ------> Cohors Reformata

    Garrison Units:
    Hastati Praesidium (Polybian) ------> Cohors Praesidium Reformata
    Principes Praesidium (Polybian)------> Cohors Praesidium Reformata
    Velites Praesidium (Polybian) ------> Cohors Praesidium Reformata

    Recruitment:
    Prima Cohors Reformata recruitable from lvl 3+ cohort barracks only in Italy
    Cohors Reformata recrutiable from main city building chain only in italy
    Cohors Evocata Reformata recruitable from main city chain anywhere

    Augustan: (requires Professional Soldiery to be researched)

    Unit Roster

    Prima Cohors Imperialis Unit Cap: 12
    Cohors Evocata Imperialis Unit Cap: 30
    Cohors Imperialis Unit Cap: 80
    Cohors Praetoriani Unit Cap: 4
    Alae Praetoriani Unit Cap: 2
    Legatus Unit Cap: none


    Garrison units

    Cohors Praetoriani Praesidium Unit Cap: none
    Cohors Praesidium Imperialis Unit Cap: none

    Upgrade tree once Remuneration Reform is researched

    Cohors Evocata Reformata ------> Cohors Evocata Imperialis
    Cohors Reformata ------> Cohors Imperialis
    Prima Cohors Reformata ------> Prima Cohors Imperialis
    General (Polybian) ------> Legatus


    Garrison Units:
    Cohors Praesidium Reformata ------> Cohors Praesidium Imperialis


    Recruitment:
    Prima Cohors Imperialis recruitable from lvl 3+ cohort barracks only in Italy
    Cohors Imperialis recrutiable from main city building chain only in italy
    Cohors Evocata Imperialis recruitable from main city chain anywhere
    Cohors Praetoriani level 4 main capital city building only in italy
    Alae Praetoriani level 4 capital city building only in italy


    Building Changes (further changes will come)

    Garrison for all Manipular barracks chain increased. (This building is now more for garrisons than recruiting although some units can still be recruited here)

    Technology Changes:
    Links for the Reforms line (read military management) have been changed. Each section now requires all techs in that section to be researched before starting the new section.

    Armour:
    Added a new armour type for hastati as they now have mixed armour the new armour type is an average.

    Faction Colour:

    Changed roman faction colours and added a few more custom unit uniform colours.
    Last edited by Magnar; October 24, 2013 at 04:04 AM. Reason: Preview

  4. #4
    Magnar's Avatar Artifex
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    Default Re: Magnar Mod

    oh and credits to all those who have been working on the schemas to make this possible
    PietroMicca
    Daniu
    Jinarik
    and all the others.

  5. #5
    gary's Avatar Domesticus
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    Default Re: Magnar Mod

    interesting mate
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
    campaigns

    (India.1930) (Norway 1940) (Fontenay le Pesnil) (North-West Europe1944-45) (Argoub Se!lah)
    (Sicily, 1943 Salerno) (Minturno) (Anzio Gemmano Ridge)
    "Burma, 1942"
    My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.

  6. #6
    Magnar's Avatar Artifex
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    Default Re: Magnar Mod

    Am working on some campaign stuff to add to it now, eg varying army/navy speeds. (atm art move as fast as cav on campaign map), re working the food/squalor system ( main city building will require more food but other upgrades will require significantly less, havent decided on best way to re work squalor yet but will have something done before tomorrow), increasing benefits from experienced generals and unit experience levels (but making the levels harder to get to) and what ever else i can think of before i put it up tomorrow.

  7. #7

    Default Re: Magnar Mod

    great mod,will test out now. about campaign stuff any way to make AI more aggressive?

  8. #8
    Magnar's Avatar Artifex
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    Default Re: Magnar Mod

    Havent had a look at the ai too much just yet, will probably look at it in the next few days though.

  9. #9

    Default Re: Magnar Mod

    Sounds great can't wait to test this out

  10. #10

    Default Re: Magnar Mod

    Okay here some feedback after 2 hours of custom battles with different nations:

    The changes you did are fine soo far, the only thing I could imagine is a bit to harsh, is the penalty for flanking or attacks in the rear. I agree, these attacks should have an higher impact on the moral, especially on non elite soldiers, and this is the case.
    But in almost every battle I was able to steamroll the AI on Hard by setting up an extreme left or extreme right flank with an almost overstretched center, and steamrolled the enemy army from the extreme flank. The BAI simply cant handle this, especially in combination with the fatigue changes. If I were defender, the enemy was very exhausted as he arrived my battle line. I think for Multiplayer battles the fatigue and the penalties for rear and flank attacks are fine, but I fear for singleplayer campaign they will only benefit the player...

    Otherwise, great work, and a real improvement compared to vanilla. Liked the battles and elite troops are still figthing on if the are sourrounded, at least if not their general died shortly. Another very good thing is, routed troops have a real chance to come back to battle, in a battle as rome vs carthage, this saved my day.

  11. #11
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    Default Re: Magnar Mod

    Thanks for the feedback. Then I guess i should change the flanking/rear assault morale penalty until i start editing the ai.

  12. #12
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    Default Magnar Mod v1.01

    As i cant edit my above post, here is the latest version of Magnar Mod.

    In this version i've continued with battlefield adjustments and started modding the campaign aswell.

    Magnar_Mod v101.rar

    change log :
    Not mentioned but in previous release aswell:
    Increased unit bonuses from xp lvls and made lvls harder to reach.

    Adjustments to previous changes:
    Morale penalty for flank attack reduced to from 25 to 15 (native is 10)
    morale penalty for rear attack reduced from 35 to 30 (native is 25)
    fatigue from running reverted to vanilla, till i can figure out how to stop the ai always running when player is defending.(fatigue thresholds are still lower)

    New Changes:

    -Battle Changes:
    -removed fire arrows for horse archers
    -increased battle camera zoom-increased range of arrows/slings (sliners/long bow range = 180 which is more realistic based on historical estimates, non long bows fire shorter distances)
    -reduced ap of stone slings and increased by 1, ap of lead slings
    -increased ammo for slingers and archers
    -damage of ranged inf/cav reduced at long and extreme ranges
    -Campaign Changes:
    -General Bonuses from command stars increased.
    -double benifit of anciliaries
    -doubles points per lvl for generals
    -reduced squalor by 25-50%
    -reworked food consumption - main city buildings require more and other buildings require less (temple + military/ arena require double food of other buildings)
    -campaign movement of units changed - now light ships are faster than heavy on campaign map and cav move faster than art
    -reduced replenishment of units from - food surplus from 20 to 10. should now take longer to recover from serious losses.
    -
    base replenishment rate reduced from 8 to 5-slight increase for campaign ai desire for war
    -increased funds slightly for rebels, hopefully they can grow larger faster now
    -increased movement cost of land army becoming a navy (should now take art 1 turn to become navy as they would require heavier ships to be made)
    -doubled benifit of anciliaries (if we can only have 1 we may aswell have it do something)

    Not confirmed working features
    -Recruiting units should now costs population, so will impact province population growth

    NB: Any and all feedback appreciated

  13. #13
    Magnar's Avatar Artifex
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    Default Re: Magnar Mod (Updated 9/9/13) -Double unit size version added

    Double unit size version of the mod

    Garrison and starting armies sizes have not been changed... yet still looking for their files, so if anyone knows please let me know.

    Magnar_Mod 2xunits.rar

  14. #14
    Deathcake's Avatar Tiro
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    Default Re: Magnar Mod (Updated 9/9/13)

    sounds very interesting and thorough. Good job, thanks
    I'll give it a whirl next campaign start, should be in a couple of days

  15. #15

    Default Re: Magnar Mod (Updated 9/9/13) -Double unit size version added

    Cool, keep working on it. Downloaded 2x version.
    "Tests with Photoshop CS4"

    C'est la petite Gilberte, Gilberte de Courgenay,
    elle connait trois cent milles soldats et tout les officiers.

    mazel is mer wi gelt

  16. #16
    Blackwolfpt's Avatar Civis
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    Default Re: Magnar Mod (Updated 9/9/13) -Double unit size version added

    Thank you for your hard work.

    Just wondering if you have a version with only the 50% more troops and the transport ships to match the number of people per unit.

  17. #17
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    Default Re: Magnar Mod (Updated 9/9/13) -Double unit size version added

    Yes the normal version has 50% more units and transports to match. Also i think i've figured out how to mod starting armies, so if it works my next update tomorrow should have starting armies doubled and 50% for their respective versions.

  18. #18
    Blackwolfpt's Avatar Civis
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    Default Re: Magnar Mod (Updated 9/9/13) -Double unit size version added

    I meant a version with only those changes, the 50% more units + transport ships.

  19. #19
    Slashas's Avatar Miles
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    Default Re: Magnar Mod (Updated 9/9/13) -Double unit size version added

    My macedonian hoplites move crazy slow, when I tell them to run, they just walk slightly faster, and when I use rapid advance they still walk, but weirdly fast for walking lol. When They charge the speed is good and they run though!

  20. #20
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    Default Re: Magnar Mod (Updated 9/9/13) -Double unit size version added

    ah, no sorry. Ive only got the one with the lot mod, or the transport nerf mod which has its own thread (Magnar Naval Mod)

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