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)