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Thread: Things that need to be fixed by mods

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  1. #1

    Default Things that need to be fixed by mods

    Here is a list of (mostly campaign) changes that I've discovered, that need to be fixed by mods



    • artillery (esp that of ships) accuracy divided by three
    • defensive might of WRE increased (not likely to revolt internally)
    • Increased WRE access to foederati (auxiliaries)
    • Ostrogothic subjugation by huns at start of campaign
    • steppe mercenaries not available in europe. (until v. late tech)
    • ostrogoths and visigoths not allies at start
    • All "english" regions to rebel as Britain faction, not roman rebels
    • AI not destroying settlements anywhere near as often as they currently do.
    • AI resettling desolate lands


    PS in the meantime, if anyone knows of a specific mod that fixes any of these, please let me know.
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  2. #2
    Viva Espana!'s Avatar Semisalis
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    Default Re: Things that need to be fixed by mods

    Just eliminate razing entirely, at this point. It's utterly borked.

    Also super important: giving/demanding territory.
    "To admit defeat, is to commit a heresy against the Emperor." - Imperial Proverb.
    "Well... that was unexpected." - Last words of Chaos Lord Ulakar the Undefeatable.

  3. #3

    Default Re: Things that need to be fixed by mods

    All in one mod or in separate mods? Most of it isn't too bad, not sure about the AI stuff though.

  4. #4
    Julio-Claudian's Avatar Senator
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    Default Re: Things that need to be fixed by mods

    Mods like the DeI battle mod fix artillery for the most part, not sure about ships though, haven't even had a naval battle lol.

    And there are several mods which increase garrisons, though it's universal. I use dmboss' 'Army Buff' mod and the WRE is actually surviving well.

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