Changed UI value scale for some stats for better display. Pikes should have a bit better morale now. Various stat and animations fixes and changes. Oddzielnie można ściągnąć także testowy plik zawierający poprawki niektórych bugów itp. Fixed incorrect recruitment settings for Massalian hoplites and Thorax hoplites. Fixed bug where returning general to statesmen would level up his rank. Added armor to Thracian peltasts, improved shields of an AOR unit. Fixed iberian garrison swords missing javelin models. Fixed minor townships variants being too high priced. Fixed Edetani and Lusitani missing AOR unit permissions. Fixed Rorarii missing in roman custom battle roster. Fixed a Massilian unit missing from reforms. Fixed special ports not properly acting as supply line centers. Fixed pergamon ascelpius building missing effects Fixed some minor faction character/navy skills
Reverted Pella back to a normal major city for now due to a strange battle map bug (new campaign only). Fixed various african factions using eastern naval units, fixed their descriptions. Fixed stats for Massilian heavy marines. Removed some vanilla naked troops from celtic rosters. Fixed Atropatkan roster missing ballista entries, fixed some mistakes in their recruitment entries Fixed a sword attribute group having the wrong hide type associated (grass instead of forest) Fixed incorrect text for one of Chiefdom government type's influence levels. Changed starting Syracuse general name (new campaign only) Changed Syracuse ruling party name to Hieronid. Fixed Pergamon thorax hoplites missing phalanx ability. Fixed Panormos emergent faction using Rome army names. Lowered amount of battles required to level up political rank. Increased navy cap by 1 at higher imperium levels. Increased army cap by 2 at higher imperium levels. Small increase to income at lowest imperium levels to help small faction starts. Small reduction to foreign culture PO negative at lowest imperium levels.
Small reduction to attrition while sieging for attacker. Lowered imperium diplomacy penalties a bit for lower/mid imperium levels. Changed bonus ammunition effects to only affect missile units. Increased starting hellenic culture slightly in narbonensis (new campaign only) Increased starting celtic culture in germania minor (new campaign only) Added 2 new loading screens (thanks Tene!) Changed Eastern forum market building to be a food building since they already have the spice market building. This will affect AI in save games (hopefully for the better) Lots of changes to campaign AI settings, see this thread for details: Units in woods have slightly better cover from projectiles Arrow towers have slightly more arrows per volley and bigger range Levy and regular barbarian units have much more chaotic spacing They do not use phalanx but run very fast and have good charge. Ekdromoi Hoplites function as "Chase" hoplites, which was their historical role. Added base armour of 1, increased armour value of 2 to 3 - for balance sake it is easier to manage damage if there is any armour present at all.
#EMPIRE TOTAL WAR CIVIL WAR MOD 2.5 MODS#
You can use these mods together with Empire Total Factions and the Additional Units Mod (which are good mods).- Scordisci units slightly buffed in some places, assigned proper hoplite/pike behaviour to phalanx using units If you use the combined battle and campaign AI mod, I suggest using this version (to reduce the risk of the Ottoman turn bug):
#EMPIRE TOTAL WAR CIVIL WAR MOD 2.5 MAC#
You may want to try Bran Mac Born's Battle AI: or his combined battle AI and campaign AI mod. (Modders can't edit the AI itself but can indirectly affect the choices the AI makes). If you find battles less challenging than they should be, because the AI deploys cannon in fixed positions with a limited arc of fire (so you can simply move your whole army out of their arc of fire, making the enemy artillery useless) you could use Removed Gabionades: (2015)&p=14561461&viewfull=1#post14561461Īnother way to make battles more challenging is to use an AI mod. If you get lag during sieges, one solution is Shokh Hates Sieges (this won't remove the few forts which exist at the game start it prevents all factions from fortifying cities): !-(A-next-level-no-fortification-mod)&p=14375006&viewfull=1#post14375006