Recruit cost for Mardian Horse Archers and Hippotoxotai Medopersikoi are the same but the values aren't (MHA have better stats).
Also that force march The AI is using it all the time so the player can easily defeat the AI army.
Also #2: AI agents are using poison on player army all the time.
Also #3: My FM was sitting in city for the most time of my campaign get trait saying that he was drinking with sailors too much (suggesting that he was a admiral, which isn't true).
But in overall I have a great time playing this mod I returned to R2TW after looong time.
Thank you!
"najłatwiej i najpiękniej nie gnębić drugich, ale samemu nad sobą pracować, żeby być możliwie jak najlepszym" Sokrates
The steam workshop still lists the current version as 0.9.0.2, when will 1.0 come out for workshop?
Thanks for making this mod! When I go into custom battles some of the factions do not have any generals available for the commander slot?
Hi, thanks for making this great mod! I played VV, DEI, but this mod very atmospheric. I back again to this mod. Any news about new update?
Definitive CAC version 1.1 is now released Savegame compatible with previous CAC version (except for mercenary changes).
Enjoy!
Installed Changes:
Revised Carthaginian factional mercenaries.
Gallic Gaesatae added to Insubres factional mercenaries.
African Veterans is now a full size unit with decreased stats, whereas Carthaginian Thorakitai now has increased stats.
Three Cottian Kingdom units added to Ambrones – upgradeable to them via technology tree.
Roman cities have decreased corruption effects and now match Greek buildings effect. This should let Rome be less hampered by Corruption.
Major and historical influential factions have increased hidden funds to help survival when played as AI. Special emphasis has been put on Rome.
Lybian Mercenary Army spawned in Carthage is reduced in size.
Melee weapon stats increased which reduces battle length a little bit and makes more cavalry vulnerable when engaged in a melee with well-equipped opponents.
Pike Phalanx formation removed from units with long spears such as Seleucid Agyaspides.
Added Mistophoroi Korsoi to Cartage and Mexl Rasnal.
Name Change to Alexander the Great and Alexander of Epirus in the Alexander campaign.
A few revised Faction Campaign Traits to the main campaign.
Overhauled Faction Campaign Traits to Augustus campaign and Hannibal at the Gates campaign.
Palmyra renamed Tadmor in Augustus campaign.
Other minor changes as well.
Last edited by Iutland; October 23, 2015 at 01:06 PM.
Thank you. GJ
Updated CAC version 1.2 is now released Since all campaign startpos files are completely rebuilt, you will need to start a new campaign for full effect.
Enjoy!
Installed Changes:
All campaigns (startpos files) are completely rebuilt, entirely using the Assembly Kit, which means:
- All CAC-playable factions have victory conditions added or changed compared to vanilla Rome 2
- All factions have buildings from the start of the campaign compared to earlier version of CAC. This means that factions such as Venetkens, Kushan Empire, Hashmannim and Parni now have starting buildings.
Hashmannim roster is edited
Carthaginian roster is edited (including mercenaries)
Minor corrections to the following rosters: Maurya Samraj and Yueh-Chih
Corrected the Ptolemaic broken Tech Tree
Some minor reported and unreported bugs were corrected
Other very minor changes included
Thank you for update guys . I hope that in future you will supplement some factions rosters.
You're welcome il Pitta and I have dicussed the expansion of selected unit rosters but haven't decided anything yet. It may be a subject for the next release (no sooner than 7 to 9 months from now)?
You're welcome Bobbyr I previewed the suggested mod and it will not be straightforward task to make it compatible. However, we have noted the request.
Cheers
iutland
How many factions you will can make (maybe 2 or 3)? I would like to see expansion rosters for makedonia and pontos.You're welcome il Pitta and I have dicussed the expansion of selected unit rosters but haven't decided anything yet. It may be a subject for the next release (no sooner than 7 to 9 months from now)?
It's clear. Nice to hear it. I wish you success.We haven't decided if we will do it yet, and the number of new units could be 20, 50 or 150. It all depends on what we decide to do. Makedonia and Pontos could be candidates for an expansion.
Playing Rome, with the 4 turns per year submod, steam version: Roman infantry pila seem to be incredibly overpowered compared to the killing power of just about everything else in the game. Where, for example, Velites seem to need to spend all their ammo firing at the enemy's back to make a dent in the enemy numbers, the hastati volley can easily take out a quarter to half of a healthy and reasonably armored enemy infantry unit charging at them before contact is met. Same thing for principes and I imagine the later Roman units. It's to the point that I wonder if there wasn't a a typo in the state somewhere, even if only because it's not in line with the rest of the mod.
Magnar Plays Magnar Mod: https://www.youtube.com/playlist?lis...r7s7EZQXeu3yaC
Magnar Tutorials: https://www.youtube.com/channel/UCtd..._n1Y7DrBtVK-1A
My Youtube Channel: https://www.youtube.com/channel/UCtd4sdZYB_n1Y7DrBtVK-1A