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Thread: [STIM] Silven Total Improvement Mod [Version 4.0] - DOWNLOAD HERE - Updated September 28th 2014

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    Default [STIM] Silven Total Improvement Mod [Version 4.0] - DOWNLOAD HERE - Updated September 28th 2014







    Welcome to Silven Total Improvement Mod


    This mod completely overhauls both the battles and campaign of Total War: Rome II, without making too many radical changes that break immersion or believability.
    Vanilla bugs and other vanilla gameplay decisions that don't make sense are removed or improved, while adding variety and flavor and improving AI Performance.
    Mod design decisions generally favor realism, but realism will always come second to gameplay and balance. < < < The Golden Rule.
    This mod is compatible with all campaign modes.
    All feedback, balance testing, and constructive criticism are all very welcome. So let's get to it!




    S.T.I.M. Changes:


    Combat:

    Combat Changes: Click Me!

    -Extensive Changes were made to how all mounted units work.
    The general flow: Lancer/Shock Cav will charge harder than Spear Cav, who will charge harder than Sword Cav, who will charge harder than Missile Cav, who will charge harder than most infantry.
    Cavalry have received the overhaul they desperately needed. A complete rework of the way Charge Damage is calculated was done. Diversity in charge values are present in all mounted units now.
    All Cavalry now have potential for dangerous charge damage, especially if performed to a flank or exposed rear. BEWARE Shock/Lancer Cav!
    Bringing spear units to the field and putting them in the right places is truly important now, as cav left unchecked will wreck havoc.
    Holding enemy units locked in a brawl with your own units and then swinging cavalry around to flank is truly a satisfying sight to behold now.
    However, you need to be sure that the cav you're sending in will be able to either finish the job, or manage their own in melee, as cav caught in a prolonged fight are vulnerable, especially against spears and pikes.
    -Extensive Changes were made to how all missile units work.
    All ranges were increased, diversity was given to bow type ranges, and hit chances were lowered and made more random.
    Longbows are actually longbows, the accuracy of the projectile decreases as range increases, each missile type actually has a slight niche now.
    Flaming arrows now do more damage than standard arrows, instead of less damage as in vanilla.
    Missiles now have high potential for damage against lightly armored targets, and greatly reduced effectiveness against heavily armored targets and testudos.
    Archers excel in taking down shock troops, and Slingers can actually excel as a strong counter to Archers since Slingers have a shield to help protect them against missile fire and Archers do not. Skirmishers retain their high-risk high-reward potential since they deal the most damage of any ranged unit, but have such short ranges.
    Further Details In Content Box Below.
    -All Transport Ships are now classed within their own distinct category, separate from Light, Medium, and Heavy Naval Ships.
    This means that all Transport ships have their own independent values of damage when ramming other ships, chance to catch fire, hit points, etc.
    Transport ships are now distinctly and clearly worse than all other ships.
    Ram damage is 1/4 that of Light Ships. Ship health is less than that of Light Ships.
    -Ability and Formation Adjustments that are much more intuitive and useful. Magic Abilities ground into dust.
    Further Details In Content Box Below.
    -Reduced the Massive Gap of Power between Low Quality and High Quality units.
    No longer will a single unit of Heroic Spear Nobles hold off and decimate 20 units of Levy Spearmen.
    At a certain point, skill stops meaning anything when you're simply outnumbered.
    -MASSIVE improvements made to Morale!
    Individual units won't break as early. They will be much more situation aware.
    If they have buddies all around them, their general is nearby, the overall battle looks like its going well, they will stay in the fight much longer even if they've personally taken a lot of casualties.
    On the flip side, if they find themselves separated from the main body, flanked, surrounded with no help in sight... If they notice the vast majority of their army has either fled or been destroyed, they too will turn tail and run in self-preservation.
    The importance of being attacked in an exposed flank or directly in the rear has been increased.
    The tactical placement of your units and the exploitation of the mistakes of the enemy are now at the forefront.
    Speaking of the importance of tactical decisions....
    -Added "Bonus vs. Large" and "Bonus vs. Infantry" stat to all unit card info panels so their strengths and weaknesses are now more transparent to the player.
    In vanilla there are an insane amount of units with a bonus in one area that isn't listed on the info card.
    This could have potentially led the player to believe that if a bonus wasn't listed, then no bonus exists.
    Now you'll know exactly how effective that cavalry unit with spears is going to be against that cavalry unit with swords
    -Global reduction in all land unit run and charge speeds.
    Roughly 10-15% reduction in running and charging speeds for infantry, horses, camels, and chariots.
    -Kill rate reduced by more than 50% by reducing hit chances, increasing armor values, and increasing shield defense values.
    Expect much more tactically oriented battles, not blitzkriegs. You will actually be able to maneuver, flank, and plan.
    -Unit Cohesion improved by decreasing the rank depth and spacing of select units.
    -Fatigue rates and effects increased when charging, in combat, and running.
    Very Tired and Exhausted Penalties scale harder, you'll really want to keep an eye on the fatigue of your units and cycle in fresh reserves.
    Also added a new effect not present in vanilla. A Melee Defence penalty when Very Tired and Exhausted is now present.
    -All Pikes now have bonuses against Cavalry and Elephants, which is still missing from vanilla for some reason.
    -Towers, Walls, and Gatehouses have had their health increased by 30%.
    -Capture Time for Maps with a Single Victory Point increased from 2.5 minutes to 3 minutes to accommodate for longer battle times.
    -Capture Time for Maps with Multiple Victory Points increased from 2.5 minutes to 4 minutes to accommodate for longer battle times.
    Missile Weapon Details. Read Me!!
    Spoiler Alert, click show to read: 


    Weapon New Ranges

    Longbows - - - - - - - - - - - - - - - - - - - - - - -180m
    Slings - - - - - - - - - - - - - - - - - - - - - - 160m
    Composite Bows - - - - - - - - - - - - - - -150m
    Recurve Bows - - - - - - - - - - - - - - - -150m
    Normal Bows - - - - - - - - - - - - - - - 140m
    Any Bow Using Flame Arrows- - - - - 130m
    Any Bow Using Poison Arrows - - - - 130m
    Any Bow Using Whistling Arrows - - -130m
    Mounted Bows - - - - - - - - - - - - 130m
    Any Bow Using Heavy Shot - - - 115m
    Mounted Heavy Shot - - - - - - 105m
    Javelins - - - - - - - - - - 80m

    Weapon New Miss Rates "Point Blank Range"

    The increased spread changes made by this mod apply to ranges BEYOND the ranges denoted below. When your units are firing at targets closer than this range, they become much more accurate. This effect was already in place in vanilla, I've just made the inaccuracy penalties that apply beyond this range more pronounced, which, when combined with the extended ranges turns missile units into what they should be, which is harassment enforcers. Not master snipers capable of single-handedly winning battles.


    -All bows and slings have a "Point Blank Range" of <50m where the inaccuracy penalties are greatly reduced

    -All Javelins have a "Point Blank Range" of <30m where the inaccuracy penalties are greatly reduced
    (although because of their short range, javelins are pretty accurate at all ranges. They should be used against advancing melee units, not opposing ranged units with superior range).

    -Artillery chance to hit halved at 225 meters instead of 300 meters



    Ability and Formation Details. Read Me!!
    Spoiler Alert, click show to read: 

    -All Roman Infantry now have Defensive Testudo, Attacking Testudo, and Shield Wall or Shield Screen.
    -All Spear Infantry that were missing Hoplite Phalanx or Shield Screen now have access to it.
    There were Merc and Aux variants that didn't have these when their standard variant did, as well as standard variants with nothing at all.
    -Mounted Units no longer have access to fire or whistle missiles.
    -Removed the following magic abilities:
    Counter-Cavalry Tactics, Draco, Flaming Spears, Frenzied Charge,
    Headhunt, Killing Spree, Precision Shot, Quick Reload, Rapid Advance,
    Stampede, Steady Retreat, Trample, Use The Whip
    -Increased remaining abilities cooldowns:
    All Commander Abilities with a cooldown less than 2.5 minutes increased to 2.5 minutes.



    Campaign:

    Campaign Changes: Click Me!

    -4 Turns Per Year.
    This comes with no need to manually mess with your startpos file.
    Experience all 4 seasons in a logical manner during the Grand Campaign.
    -Building Construction Times and Tech Research Times increased to support increased TPY.
    Construction Times have been increased on a gradient, ranging from 100% to 33% increase.
    As build times increase, the percentage of increase becomes smaller. Changes range from 2 turns becoming 4, to 12 turns becoming 16.
    Tech Research Times have been increased on a gradient, ranging from 100% to 20% increase.
    As research times increase, the percentage of increase becomes smaller. Changes range from 2 turns becoming 4, to 28 turns becoming 29.
    These changes should should drastically change the feel of your campaign. The passage of time will feel longer and more in depth, and hopefully, you'll feel more attached to your decisions and those of the AI.
    -Increased Garrison Qualities/Size For Every Single Faction.
    I went through all the factions with a fine-tooth comb and they all have balanced, equal increases to Garrisons.
    Increases never exceed 2 additional units to what Vanilla provides (with the exception of Rome, who receives 3 additional units), and the units never exceed Tier 2 units.
    The Settlement building has to match your factions culture before providing additional Garrisons.
    i.e, you won't get larger garrisons immediately after taking another cultures territory. You must first convert the settlement building to that of your own culture.
    -The Starving AI Crisis is over!
    All AI Factions now receive additional Food Income based on the Difficulty Slider set at the beginning of your campaign. Normal +3, Hard +6, VHard +9, Legendary +12.
    This translates to 3 "free" farms for the AI on Legendary.
    This solution will stop the constant self-starvation problem present in the AI, without giving the Player additional bonuses and making the Campaign Game incredibly easy and boring.
    -Script Put In Place To ENSURE The Long Term Survival Of Major Factions.
    Huge kudos to .Mitch. for pioneering the scripting on this. A large part of the reason many major AI factions seem to crumble so soon and often in the campaign, is because the autobattle calculations done by the game are often way out of whack. And sometimes even when it makes sense that a major faction should lose a particular battle, we don't want them to so early in the campaign.

    This new script will ensure that all major factions have an automatic and guaranteed edge against minor factions.
    The script will grant large bonuses to Major Factions when defending against Minor factions,
    and it will grant small bonuses to Major Factions when attacking Minor factions.
    If a Major Faction attacks or defends against another Major Faction, no bonuses will be applied, with the one exception of Rome.
    Rome will receive small bonuses when attacking or defending against another Major Faction.
    The script won't take effect if the player or his allies are in any way involved with the battle, or if the player is within range of seeing the battle.

    Overall, this means Major Factions should only be wiped out by other Major Factions and the odds of them successfully expanding should be elevated.
    Carthage will NEVER AGAIN be wiped out by Turn 30, and Rome will NEVER AGAIN be eternally confined to half of the Italian Peninsula.
    Again, this development comes from .Mitch. and his original version of it with different bonus values can be found here.

    In addition to the change mentioned above, all of the MAJOR factions (a total of 21) receive a hidden bonus to their income, ranging from 200 to 600 Denari.
    This might not sound like much, but this income receives multiplier benefits of the tax slider.
    These changes, combined with the food bonuses, will allow ALL factions to perform much better, while giving the MAJOR factions an edge.
    -A Number of Agent Actions Smacked In The Head With The Nerfbat.
    Not all actions were modified or nerfed, only a select few that were deemed OP and intrusive to the overall campaign play were reduced.
    Things like Incite Revolt (public order penalty), Harass Army (army attack/defense/morale penalty), and Poison Provisions (army man-count penalty) were nerfed, since some of these effects were way too strong and counter-intuitive to the balance of things.
    Note: All of these abilities are still in the game, because they're part of what make the Agent Mini-Game fun. They've just had the magnitude of their effects reduced.
    -Improved CAI Budget Allocation.
    The AI will now allocate less of its income towards agent actions, as well as keep less money "stored in the bank" for Agent actions.
    The resulting left over income is directed towards constructing buildings.
    Naval spending has also been lowered, and the left over income from this reduction is redirected to be used on Land Army spending.
    The AI will also keep more money "stored in the bank" for Land forces.
    -Marian Reforms for Roman Units stretched out and made more progressional.
    In vanilla, Legionaries, Vigiles, Veteran Legionaries, First Cohort, and Praetorians are all unlocked at the same time.
    There are now 3 separate techs that progressionally unlock new Roman Units.
    One tech sooner than the Vanilla tech that unlocked Legionaries, you will unlock Legionaries, and Vigiles.
    On the Vanilla tech that unlocked Legionaries, you will unlock Vet. Legionaries, First Cohort, Praetorians, and Legionary Cav.
    One tech after the Vanilla tech that unlocked Legionaries, you will unlock the remaining upgraded units (Leg. Cohort, Eagle Cohort, Praetorian Guard, Legatus, etc.)
    This is a small adjustment, but it will hopefully make the process of progressing through the reforms a bit more incremental instead of all at once.
    -Removed Forced March and Double Time.
    The button remains, but all of its effects have been removed, so there is no longer any reason whatsoever for the player to use it, and the AI will never use it.
    Say goodbye to pointlessly easy and endless ambush battles!
    -Increased Army and Navy Movement Ranges to correspond with the removal of Forced March and Double Time.
    In general, the increase in movement points is roughly 20%.
    But an all Cav army will move further than an army with infantry in it, who will move further than an army with artillery in it.
    Navy movement ranges were increased by 35%, and Army Transports were increased by 15%. So dedicated Naval Forces will move much further than Transports.
    -Campaign Map Zoom Limits Increased.
    You can now zoom out much further, as well as zoom in a bit more. Should help you see the grand scope of your empire a little more clearly when its grown to a large size, and also allow you to see the detail of the characters on the map more clearly.
    -Attrition when besieging changed from 15% to 12% for defenders, from 10% to 5% for attackers.
    This leaves both sides with armies to actually fight with in an assault, while still giving both parties incentive to try and end the siege sooner rather than later.
    -Attrition from disease changed from 20% to 12%
    -Attrition from desertion changed from 20% to 12%
    -Changed all of the Season Effects to values that make more sense.
    People mad that it's Spring and indifferent to a dry scorching Summer? No more!
    Dry summers improving agriculture and Temperate Springs decreasing agriculture? Not any more!
    -Replenishment Rates for damaged units reduced.
    Base percentage reduced to 4%.
    All other stackable variables reduced by 2-3%.
    Garrison Replenishment rates left the same, giving them a bit more weight as a result.
    -Army Cap based on Imperium changed to 2, 4, 6, 9, 11, 13, 15, 18
    This is hopefully a happy medium for the people that do and don't want these numbers changed.
    I find that it keeps the early-game challenge while reducing end-game tedium. It also helps keep the small factions turn time contribution at the same level.
    -Increased Agent XP Requirement for Leveling Up by 25%.
    Part of the effort to reduce the sometimes OP state of Agents. Also pairs well with the increase in TPY.
    -Champions passive unit training XP bonus reduced 50%.
    -Reduced Agent Action Success Percentages.
    The likelihood of a hostile action against you being successful will still increase as you increase the campaign difficulty, and
    the likelihood of actions that you make against the AI being successful will still decrease as you increase the campaign difficulty.
    So be cognizant of this when you choose your difficulty.
    -Increased Turns-To-Complete timer for all random missions by roughly a factor of 2.
    This is to accommodate the increased TPY provided by this mod. You should now have roughly twice as many turns to complete random missions generated during the campaign.
    -Introduced Recruitment Caps for the Best-of-the-Best Elite Units.
    Units with the very highest morale, very high attack and defense values, use of elite weapons, belonging to a faction with a large roster, high recruitment costs, high upkeep costs, exceptionally special individuals, etc etc; will now have a unit recruitment cap.
    These units are special, you shouldn't have access to more than this, nor should you need it.
    The benefits of this change obviously apply to the AI as well.

    Unit Recruitment Cap List
    Spoiler Alert, click show to read: 

    Units With Recruitment Cap Set To 20

    Afr_Elephants
    Afr_Numidian_Noble_Cav
    Gre_Aspis_Companion_Cav
    Gre_Hellenic_Cataphracts
    Gre_Heroes_Sparta
    Gre_Royal_Cav
    Gre_Royal_Guard
    Ita_Noble_Cav
    Mer_Afr_Elephants
    Rom_Praetorian_Cav
    Rom_Praetorians
    Thr_Nobles

    Units With Recruitment Cap Set To 10


    Afr_War_Elephants
    Aux_Ind_War_Elephant
    Gre_Royal_Spartans
    Ind_Armour_Elephants
    Ind_War_Elephants
    Mer_Ind_War_Elephants
    Rom_Praetorian_Guard


    -Chance for Field Battles at non-port minor settlements changed from 50% to 65%
    -Minimum allowed unit strength before disbandment changed from 5% to 15%
    -Adjusted Diplomacy Triggers for Diplomatic States like friendly, unfriendly, hostile, etc.
    Things were stretched out a bit and made a bit more progressional. Sudden jumps from "I love you!" to "Die in a fire!" should be less frequent now.
    -Tax rates effects smoothed and stretched out;
    Public Order penalties ordered Minimal to Extortionate changed from -1, -3, -5, -12, -20 to 0, -4, -7, -14, -21
    Growth Rate effects ordered Minimal to Extortionate changed from 0, 0, 0, -1, -3 to 3, 1, 0, -1, -3
    These changes will make the Extortionate tax rate, exactly that... Extortionate.
    Not to be used unless you have a truly stable/repressed empire. On the flip side, cutting your citizens a break will further encourage growth in your regions.
    -Increased Public Order Bonus for Player across all Difficulties.
    A small addition of 2 across the board, to help normalize the increased public order penalties provided by the Tax Rate change.






    Most Recent Changelog:

    Spoiler Alert, click show to read: 


    -----Version 4.0----- Click Here For More Specifics & Details

    -Updated For Perfect Compatibility with EE and all 4 campaigns.

    ---Battle Behavior
    -Fatigue Thresholds increased by roughly 10%.
    -Morale Formula reworked to be more fluid, dynamic, and responsive.
    -Transport Ship ramming damage reduced even further.
    -Slight Reduction to Charge Kill Rates, particularly in Cavalry.
    -Slight Increase in Melee Hit Chances.
    -Reduced Falx_Inf spacings
    by 0.1.

    ---Unit Adjustments
    -Global Reduction to Elephant Hitpoints by 200.
    -Changed all Melee Infantry rank depths from values ranging from 6 to 8, to a global 6.
    -Changed all Cavalry rank depths from values ranging from 2 to 6, to a global 4.
    -Ignored EE patch unit ability changes, as it got crazy with ability removals.
    -Global Increase to Melee Defence by 10 for every unit in the game.
    -Increased Ammo Pool for Cheiroballistra, Scorpion Artillery, and Polybolos Artillery.
    -Global Decrease to Charge Value by 10 for all Cavalry units.
    -Global Decrease to Charge Value by 5 for all Elephant units.

    ---Weapon Adjustments
    -Added 2 new bow types introduced by EE.
    -Removed Balkan Sword Bonus Vs Cav, Elephants, and Infantry.
    -Removed Falx and Rhomphaia Bonus Vs Infantry.
    -Increased Falx and Rhomphais Bonus Vs Cav and Elephants by 5.
    -Increased all Pike standard damage by 4.
    -Decreased all Pike Bonus Vs Cav and Elephants to 5, as the Pike Wall formation carries its own large bonus.
    -Increased Mounted Heavy Shot effective range from 100 to 105.
    -Artillery damage and AP damage values shuffled according to EE changes.
    -Artillery reload times adjusted according to EE changes. (times either remained the same or were made faster.)
    -Precursor Javelins reload times reduced (made faster) from 40 to 15.
    -Increased Javelin Bonus Vs Cav and Elephants from 0 to 5 for all except _light and _wooden javelins.
    -All Shields Defense Value reduced by 5.

    ---Campaign Behavior
    -Small adjustments to several seasonal effects.
    -All agent "Manipulate" action success rates reduced.
    -Reapplied hidden faction income bonus to include new factions and reduced effects to STIM values.
    -Added 19 New Major Factions to Major Faction Survival Script, across 3 different campaigns.
    -Removed rom_roxolani, rom_massagetae, and rom_scythia from Scripts Major Faction Array.
    -Increased Script bonuses during the circumstance of Major Attacker Vs Minor Defender.
    -Increased Script bonuses during the circumstance of Rome Vs Major Defender.
    -Improved Campaign AI budget spending and allocation policies.
    -Very small reduction to land replenishment rate.

    ---Mod Patching
    -Several redundant tables that no longer serve a purpose removed.
    -Reimported scripting.lua and startpos.esf to adjust zoom limits and Turns Per Year.
    -Army Cap increase carried over to EE campaign.
    -All Daughters of Mars FLC units (20 in total) updated and now included.
    -Matched Technology Research Times to EE changes, carrying over STIM time increases. (35 techs in total).
    -Updated over 100 units armour, weapons, animations, and shields to match EE.





    Permissions:

    No user or modder has permission to repost this mod, altered or not, on TWC or any other website without first consulting me through PM on TWC, and without first receiving my EXPRESS CONSENT through this medium. Please respect this wish and contact me first if you want to use this mod for anything other than personal use.

    Forum Rules On This Matter Can Be Found Here.







    Installation:



    STIM Is Now Available Through the Steam Workshop.
    Your preferred method of download is entirely up to you.
    Activating the mod will be done the same either way, which is simply ticking the mod "on" via CA's Integrated Mod Manager.
    Which ever method you are most comfortable with, I still recommend you check this thread regularly as this is the easiest place to post changelogs.


    DOWNLOAD VERSION 4.0 HERE [Stable & Working As Intended] [Available On Steam Workshop]

    If a new release is not working as intended, you can try rolling back to the previously known working version,
    which will be linked here for your convenience. Version 4.0 Is The Only Version of STIM currently working with TWR2 Emperor Edition.


    Download the .rar file provided in the Mediafire link above, unzip and extract the folder to any location. After extracting, READ THE README.
    Then take the .pack file and simply move it into your "steam\steamapps\common\Total War Rome II\data" folder.

    Load up the game using Steam, and activate the mod using the Mod Manager included in the pre-launch window provided by CA.


    If for some reason you can't get the mod to work, Troubleshooting Instructions are included in the downloaded Readme. READ THE README.

    Checking the tax rate slider is a quick way to check that the Mod is installed correctly and running. Extortionate tax should give a public order penalty of -21.



    Recommendations:

    DON'T FORGET TO CHANGE YOUR BATTLE DIFFICULTY IN THE GAME OPTIONS AFTER STARTING YOUR CAMPAIGN.
    This is a common mistake people often overlook.
    If you set the Campaign Difficulty to Very Hard or Legendary (which is recommended),
    The game will default your Battle Difficulty to Very Hard as well
    (which is NOT recommended).
    Battle Difficulty set to Very Hard will give the AI some pretty serious cheats during battle, and you might perceive units as unbalanced or unfair.
    Unless you're super-pro status, change the Battle Difficulty to Hard or lower.
    For Campaign Difficulty, I generally use Very Hard for factions that are inherently weaker during this time period (Barbarians, etc) and Legendary for factions that are inherently OP during this time period (Romans, etc).


    -Silven Total Expansion Pack - A Unit Roster Expansion Mod for All Cultures
    I highly recommend you check out my Unit Expansion Mod and use it alongside STIM.
    I aim to add at least 10 additional units for each culture in the game, totaling to over 50 additional units for the whole game.

    CHECK OUT THE SILVEN TOTAL EXPANSION PACK HERE.






    Compatibility:


    Version 4.0 is completely compatible with CA Patch Live15, also known as The Emperor Edition.
    Version 4.0 is completely compatible with all 4 campaigns. The Grand Campaign, Caesar In Gaul, Hannibal At The Gates, and Imperator Augustus.


    This mod is NOT compatible with any other campaign-changing mods.
    This mod is NOT compatible with any other battle-changing mods.

    This mod is POSSIBLY compatible with mods that make graphical changes only.
    This mod is PROBABLY compatible with mods that add additional units. They may not be balanced correctly with this mod, however.





    Last edited by Silven; October 01, 2014 at 07:35 PM. Reason: Version 4.0 Release

  2. #2
    Choki's Avatar Domesticus
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    Default Re: Silven Total Improvement Mod [Version 1.0]

    Nice job! If you could add some unit sizes, 0.50more would be great!

  3. #3

    Default Re: Silven Total Improvement Mod [Version 1.0]

    Seems to be a great mod. I must check it!

  4. #4
    Silven's Avatar Biarchus
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    Default Re: Silven Total Improvement Mod [Version 1.0]

    I've noticed quite a few downloads since uploading, but no feedback here on the forum. Hopefully that means all is well and everyone is enjoying the mod with nothing broken?

    @Choki I'll look into it.

  5. #5

    Default Re: Silven Total Improvement Mod [Version 1.0]

    I did some light testing. Combat seemed to be well balanced. I'll have to play a bit more to really get an opinion worth sharing though.

  6. #6

    Default Re: Silven Total Improvement Mod [Version 1.0]

    This really looks good. Will give it a go and will give feed back.

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  7. #7

    Default Re: Silven Total Improvement Mod [Version 1.0]

    This mod contains nice features all together ..However ...Testudo still dont work .. and 10-15 legionaries is about to die after every javelin volley

  8. #8
    Silven's Avatar Biarchus
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    Default Re: Silven Total Improvement Mod [Version 1.0]

    Quote Originally Posted by StylesM13 View Post
    This mod contains nice features all together ..However ...Testudo still dont work .. and 10-15 legionaries is about to die after every javelin volley
    Thanks, I'm glad you like the features! I plan to add many more, just waiting for more feedback as well as more of my own personal play testing.

    About the Testudo though, did you notice any difference when under fire from slingers or bows though? Because if it makes a marked improvement against these weapons, then I think I'm okay with javelin's still having good effect against them. A shell of Roman shields are going to be much more effective protecting against rocks than a giant thrown spear, after all.

  9. #9

    Default Re: Silven Total Improvement Mod [Version 1.0]

    Yeah ..there is maybe some improvement against arrows and slingshots ... but my cohort still suffers like 20 out of 80 men casualities till i get into melee with them.
    I can understand that a some kinds of heavy piercing javeling can get trough scutum and strike the legionary ...however.. testudo should be practicaly invulnerable against slingshots and heavily effective against archers... legionary could only die if the archer was lucky ... and hit the gap between shields which was a really tiny chance... still loosing one quarter of cohort in testudo to long ranged units..
    shamefull display

  10. #10

    Default Re: Silven Total Improvement Mod [Version 1.0]

    So I've been playing most of the morning and I have some feedback for you.

    I just lost a battle with the Etruscans, in fairness they did outnumber me two to one. I suffered general losses of 47%. Units stood to around 30% strength before things started looking bad, these were mostly Hestati and Italian spear mercs. Once it was clear I was losing the fight I started damage control and pulled out what units I could. The enemy army make up was well balanced, a few skirmish units, lots of spears, and some cav, though I can't say if all the cav was recruited or generals.

    On the campaign side of things I'm seeing some interesting things happening. I'm not sure if it is all from your mod or not though. The Etruscans, upon losing their western settlement on the Italian peninsula abandoned Italy all together and took up a well defended position on Corsica, that is where I lost the battle. They have been sending out armies from there periodically to find a hole where they can get a foothold on Italy. Thy seem to have 3 armies that are decently manned with a reasonable assortment of troops from what I can see as I mentioned earlier; though I can't speak to their fleet composition as I haven't encountered an actual fleet in combat as I have neglected my own somewhat. For my part I have 3 of 6 armies in the field, though no one of them is manned as well as I would like just yet. I am bringing in around 2k a turn, varying based on how many mercs I'm employing at any one moment. I control all of Italia and half of Magna Garcia. Food hasn't become a problem yet and I'm not seeing squalor yet. To sum it up, I have sufficient money, though no an over abundance, and a surplus of food.

    One thing that would be cool to see, I've seen it done or proposed in other mods, is to make the game 2-4 turns a year. Though if you do this you will have to remember to divide all the tech bonuses by 2-4, so as to compensate for the time shift. As well as the recruitment and construction times. Apparently it squeezes some extra longevity from the game and that is, generally, welcomed.

    One thing I did notice was skirmishers seemed to hold their own against heavy infantry fairly well. I had, on occasion used Velitats to hold a unit that was chasing them in place so my heavies could close with them. The skirmishers never have to fight long when I do it but they hold well enough for the task. More fighting will have to be done to see if this is true and if it is a problem in my estimation.

    One thing I noticed that seemed off was the Italian spear units, the non-Roman ones, don't have shield wall; I'm not sure about the sward units as I haven't fought them or recruited them as mercs or auxiliaries yet. I would think that people that fight against and alongside the Romans as often as the Italians did they would learn something as simple as a shield wall.

  11. #11

    Default Re: Silven Total Improvement Mod [Version 1.0]

    So I've been playing most of the morning and I have some feedback for you.

    I just lost a battle with the Etruscans, in fairness they did outnumber me two to one. I suffered general losses of 47%. Units stood to around 30% strength before things started looking bad, these were mostly Hestati and Italian spear mercs. Once it was clear I was losing the fight I started damage control and pulled out what units I could. The enemy army make up was well balanced, a few skirmish units, lots of spears, and some cav, though I can't say if all the cav was recruited or generals.

    On the campaign side of things I'm seeing some interesting things happening. I'm not sure if it is all from your mod or not though. The Etruscans, upon losing their western settlement on the Italian peninsula abandoned Italy all together and took up a well defended position on Corsica, that is where I lost the battle. They have been sending out armies from there periodically to find a hole where they can get a foothold on Italy. Thy seem to have 3 armies that are decently manned with a reasonable assortment of troops from what I can see as I mentioned earlier; though I can't speak to their fleet composition as I haven't encountered an actual fleet in combat as I have neglected my own somewhat. For my part I have 3 of 6 armies in the field, though no one of them is manned as well as I would like just yet. I am bringing in around 2k a turn, varying based on how many mercs I'm employing at any one moment. I control all of Italia and half of Magna Garcia. Food hasn't become a problem yet and I'm not seeing squalor yet. To sum it up, I have sufficient money, though no an over abundance, and a surplus of food.

    One thing that would be cool to see, I've seen it done or proposed in other mods, is to make the game 2-4 turns a year. Though if you do this you will have to remember to divide all the tech bonuses by 2-4, so as to compensate for the time shift. As well as the recruitment and construction times. Apparently it squeezes some extra longevity from the game and that is, generally, welcomed.

    One thing I did notice was skirmishers seemed to hold their own against heavy infantry fairly well. I had, on occasion used Velitats to hold a unit that was chasing them in place so my heavies could close with them. The skirmishers never have to fight long when I do it but they hold well enough for the task. More fighting will have to be done to see if this is true and if it is a problem in my estimation.

    One thing I noticed that seemed off was the Italian spear units, the non-Roman ones, don't have shield wall; I'm not sure about the sward units as I haven't fought them or recruited them as mercs or auxiliaries yet. I would think that people that fight against and alongside the Romans as often as the Italians did they would learn something as simple as a shield wall.

  12. #12

    Default Re: Silven Total Improvement Mod [Version 1.0]

    Mod not bad , better then radius in my opinion . Need to add 1.5 multiplier and 4 tpy , already done that

  13. #13
    Silven's Avatar Biarchus
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    Default Re: Silven Total Improvement Mod [Version 1.0]

    @StylesM13

    Yes, I agree with you. The idea is that slingers should have little to no effect, archers should have a minor effect, and javelinmen should be capable of causing moderate damage. The problem is with the way the game perceives damage using hitpoints. I've rebalanced this a bit by reducing the AP damage that slingers do and replacing that lost damage with normal Base Damage, but my main concern was that I didn't make the testudo overpowered. I don't want to make it an ability that you would use in all situations no matter what, as a result of the bonuses becoming too great. If I get more feedback from people voicing that it's not overpowered, I may buff it some more.

    @Disarray

    Wow! Thanks for the detailed feedback. Are you using Patch2 from CA? The campaign behavior has been improved a bit with it, and I'd imagine that some of the smarter CAI you're witnessing is coming from that. One of the big things they fixed was the AI no longer abandons its last settlement when you're knocking on their door.

    Glad to hear that things are generally balanced for you. When you say your velites held their own against heavy infantry, what unit were they fighting exactly? I'm playing as the Suebi currently and my skirmishers can't stay involved in melee for very long with anything. Also what difficulty are you playing on? How's the balance of your battles?

    As far as 2tpy and 4tpy, I mentioned that I recommend using it in the OP. There's a link to downloading and installing it as well. Including it in my mod would involve adding extra files to be installed in different locations in my download because the file that changes this is separate from the .pack file. If it's not considered "mod theft" I may add an optional file and readme in the download for installing it with my mod.

    @TarasLitvin

    Thanks, Radious has obviously made a very popular mod, but everyone's tastes are different.
    Increasing unit sizes beyond Vanilla Ultra presents a lot of problems currently, unfortunately. One of the biggest ones is accommodating all the troops onto transports, as well as pathfinding issues in walled sieges (which are already bad enough). And I'm currently not aware of any way to do it aside from manually changing each number for every single unit type to a specific number, which is A LOT of work. If a method pops up that involves a simple global multiplier I will certainly add optional downloads for it.


    Stay tuned everyone! I'll be releasing Version 1.1 soon and I need more of that sweet, sweet feedback.

  14. #14

    Default Re: Silven Total Improvement Mod [Version 1.0]

    I was playing on hard difficulty, selected from the campaign start. I think that carries into the battles as well as the campaign, but I'm not sure.

    The times I've used Velitates as a holding force it was against the Etruscans. I can't be 100% sure but I think I was fighting Italian spear infantry with them. I only used them to hold the line against them for 30 seconds, may be less but certainly not longer than that. Just until my Hestati could catch up to them; then my skirmishers disengaged.

    I am playing with the latest beta patch.

  15. #15

    Default Re: Silven Total Improvement Mod [Version 1.0]

    Quote Originally Posted by Silven View Post
    @StylesM13Increasing unit sizes beyond Vanilla Ultra presents a lot of problems currently, unfortunately. One of the biggest ones is accommodating all the troops onto transports, as well as pathfinding issues in walled sieges (which are already bad enough). And I'm currently not aware of any way to do it aside from manually changing each number for every single unit type to a specific number, which is A LOT of work. If a method pops up that involves a simple global multiplier I will certainly add optional downloads for it.
    I'm restarting again to go back to default Unit Sizes, I do prefer the bigger ones but the more coastal settlements I get the more and more annoying it gets. You can either up the transports to hold more men, of which half get stuck underground, or you can have multiple transport ships which doesn't allow the AI to disembark correctly giving the same result.

    As for a faster method using Open Office Calc (I'm sure MS Excel can do it similar) copy the column you want, in this case num_men from main_units (as well as max_men_per_ship if you don't want linked transports, and num_mounts from land_units table to increase horses to match) and paste into OOCalc, then in an empty cell type in 1.5, 2, 3 or whatever multiplier you want select it and copy it (this is just to put that number in the clipboard). Now highlight the column you copied from the table and right click (or edit ->) -> Paste Special. Select Multiply and ok. Then just copy the new values and paste back in the table in PFM.
    Last edited by StrikeQ; September 15, 2013 at 03:11 PM. Reason: Hard to format with forum issues
    Si Vis Pacem Para Bellum

  16. #16
    Silven's Avatar Biarchus
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    Default Re: Silven Total Improvement Mod [Version 1.0]

    @Disarray

    Ya this sounds pretty normal to me then. Velites aren't terrible as far as skirmishers go, and if they were fighting spearmen, spear units don't have very high attack values. Throw in the changes made by this mod, the fact that you're on Hard and not VH or LEG, and I wouldn't expect them to get too terribly damaged in under 30 seconds.

    Also forgot to ask you which Italian spear was it that you noticed missing shield wall? Mercs or Aux? I'll look into it.

    @StrikeQ

    Ya this is exactly why I'm avoiding unit size increases for the time being. I think it's gonna take some breakthrough idea by a veteran modder to come up with a solution for these problems. And in the meantime, I see these problems as game-breaking so I will likely avoid including them. And for the editing tip, how do you add a Multiply column header in the PFM? None currently exist.

  17. #17

    Default Re: Silven Total Improvement Mod [Version 1.0]

    Quote Originally Posted by Silven View Post
    @StrikeQ

    Ya this is exactly why I'm avoiding unit size increases for the time being. I think it's gonna take some breakthrough idea by a veteran modder to come up with a solution for these problems. And in the meantime, I see these problems as game-breaking so I will likely avoid including them. And for the editing tip, how do you add a Multiply column header in the PFM? None currently exist.
    You don't add anything to the tables in PFM. Here's a simplified step by step

    Step 1: Open the .pack in PFM and browse to the table. In this case we'll use main_units (db->main_units_table->main_units)
    Step 2: Find the column "num_men" and highlight all the values. Press CTRL + C to copy them
    Step 3: In OO Calc or MS Excel paste the values (So they show up in a column, each number on a different row. sometimes OO Calc would try to paste all in 1 cell separated by commas)
    Step 4: In an empty cell somewhere in OO Calc or MS Excel enter the number you want to multiply by
    Step 5: Highlight the cell where you entered the multiplier and press CTRL + C to copy it (puts the multiplier in the clipboard)
    Step 6: Highlight the column you pasted in Step 3
    Step 7: Right Click -> Paste Special (Or Edit Menu -> Paste Special) select the radio button next to "Multiply" and press OK
    Step 8: Highlight and Copy the newly modified values in MS Excel/OO Calc
    Step 9: In PFM highlight the column "num_men" again and press CTRL + V to paste the new values.
    Step 10: Save the .pack
    Si Vis Pacem Para Bellum

  18. #18

    Default Re: Silven Total Improvement Mod [Version 1.0]

    They were the mercs that I saw missing the shield wall but the Auxiliaries may be missing it too, but I've not recruited any yet.

  19. #19
    AbeS17's Avatar Foederatus
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    Default Re: Silven Total Improvement Mod [Version 1.0]

    Archers are awfully deadly. They are also very accurate even using flame arrows.

  20. #20

    Default Re: Silven Total Improvement Mod [Version 1.0]

    Is there any way to get the horse archer units to shoot sideways? To my knowledge, the main use of these units would be to run circles around your enemy firing sideways at them. As it is, they kind of run straight at the enemy, stop and shoot like a normal slinger/archer unit that has 4 legs instead of firing while moving :\

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