30th May
- ap cost moving water to land -> 99 to 1499
- roman faction colors -> green to red [hopefully] [for some reason rome had a lot of green shields.]
- shield wall added to many barbarian units.
- Shield wall added to missile/melee units such as peltast or agrianian axes [ Upon reading some greek/macedonian history I came to realize these were mixed type units.]
- Increased archer range to 10 more than slingers
28th May
- Made Transports be able to move farther on the campaign map in hopes that AI will use them more. [Also to allow Ardiei to and conquer port cities]
- Illyrian ships have a 160 men on board regardless. They are a seafaring people as such this should be represented.
Being pirates they must be able to raid coastal towns which is not possible with low men units.
27th May
-tweak to missile combat. - 6 damage to all missile weapons.
-Towers in sieges fire faster
-Gates take twice the time of a tower to capture. (after all there are two towers in a gate)
Today there was the Getae update. Mod was updated.
This will make defending easier but attacking that much more difficult.
We all need a challange some time =P
This should make skirmishing units not have such an impact on the overall outcome of the battle but still be valuable and make good damage on the enemy.
26th May
-Some new axe and pike animations. Not much but it's nice to have.
-Lowered tier 4 food requirements and squalor for quite a lot of buildings from 10 to 6 and 12 to 8. (Damaged squalor is still the same.)
-Did the same with food requirements where damaged building will also require more food.
-Changes in recruitment settings to make it more strategical.
Base recruitment is 1.
For Hellenic, Romans, and Eastern factions it will go as follows:
+1 recruitment slot for every major town in the province.
+1 recruitment slot for every military building in the province. For Barbarian faction it will go as follows:
+1 recruitment slot for every town of level 2 and for every major town level 1 or 2 in the province.
+2, +3 recruitment slots for level 3 and 4 major town respectively and +2 for every town level 3 and 4.
Goal is to have barbarian factions feel a bit different in the campaign play as well allowing them to recruit more units per town (in fully developed regions can go up to 10 units per turn where in fully developed Civilized regions it's 6 units per turn [ one military building in ever town ] if math is done for a 4 region province)
I usually only have 2 military building per region. So I would be able to recruit 4 units if I were Civilized but if I had lv 2 towns and a lv 3 major town I would be able to recruit up to 6 units per turn if I were Barbarian.
Allowing the Barbarians to field more units and be stronger versus civilized factions. Where numbers will try to overcome the formations. Please give some feedback =D
25th May
Hi today I decided to add some AI diplomatic changes.
The goal is to make the AI smarter in its choices considering its wars and allies.
The AI will be more likely to trade or try to reach an agreement depending on the type of faction or leader.
24th May
- More cavalry! ranged Cav will be increased for 120 men, melee Cav 100 men.
- More Ranged units! All ranged infantry will get 200 men per unit. |