Total War: ROME REMASTERED

Total War: ROME REMASTERED

Cultural Conquest - Expanded - Complete
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更新于:1 月 10 日 上午 4:54
作者:Milkerman

Faction Expansion 1.2:
-Changed mercenary shield values to be lower, now they shouldn't be unstoppable with missiles
-Merc Desert axeman shield value reduced from 24 to 2. So now it won't be able to resist every thing thrown at it
-Brutii and Scipii start with 6 ships each instead of 3 and 5 respectively

更新于:2024 年 12 月 17 日 上午 8:31
作者:Milkerman

Faction Expansion 1.1:
-Fixed some Captain cards for a few different factions
-Added timer to all unit refresh rates
-Changed the number of units initially added building a military building from a set value to an incremental value
-Notification added for Gothic Cavalry
-Fixed Mars temple randomly appearing in German building tree as a level 3 building
-Fixed description for level 4 and 5 barracks for barbarians
-Head hurler text fixed
-Added JaceX script for Senate Peace. Now when you peace out one Roman faction, you'll peace out all of them

更新于:2024 年 11 月 25 日 上午 1:51
作者:Milkerman

Faction Expansion Update:
-Cantabrian Cav now requires 40% instead of 30% religions, and is available one set of stables higher than before
-Celtiberians Lovers will no longer spread Boii culture
-Adopted Boii kids should no longer be Celtiberian sometimes
-Added Auleric faction, which is a Gallic faction
-Added Caledonia faction, which is a Briton faction
-Added Illyria faction, which is a Dacian faction
-Added Sarmatian faction, which is a Scythian Faction (Can horde)
-Scythia can now horde
-Barb cataphract now only need 50% culture, but also needs level 3 stables
-Barb Legionary now need level 4 barracks
-Celtiberians now start with city militia like they're meant to instead of barb infantry gaul
-Celtiberia can no longer horde, Aulerci can Horde in their place
-Celiberian now counts as an Iberian religion not as a Gallic
-Battle units recoloured for Celtiberia, Mediterranean League and Boii
-Notifications for unit availability added to:
*Government Building
*Barracks
*Archery Buildings
*Stables
*Markets
*Armoury
*Taverns
*Temples
-1 Battle Win needed, before the trait of General can be attained. Once it has been gained, it will grow as normal when you spend time in the field

**This update is not save compatible

更新于:2024 年 11 月 25 日 上午 1:47
作者:Milkerman

Mistake Update, nothing happened here

更新于:2024 年 11 月 25 日 上午 1:41
作者:Milkerman

Mistake Update, nothing happened here.

更新于:2024 年 7 月 31 日 上午 1:28
作者:Milkerman

Barbarian & Cities Update 1.4
-Julii family tree will no longer crash at game start

*If you weren't playing the Julii, it's save compatible, if you were, you'll need to start a new game

更新于:2024 年 7 月 27 日 上午 7:20
作者:Milkerman

Barbarian & Cities Update 1.3
-Fixed bug with everyone starting off as interested in Lysimachids

更新于:2024 年 7 月 27 日 上午 6:11
作者:Milkerman

Barbarian & Cities Update 1.2
-Updated description for cavalry stables and hippodrome for barbarians
-Updated the Rugii so that their capital starts off with 3 warbands, not 2
-Updated some wording for the Govenor Traits
-Added a new barbarian equivalent to the Governor Traits as the barbarians getting Governor titles felt unrealistic
-Fixed Ancillaries and Traits to do with religious buildings
-Added Conversion and Expertise Mechanics to Generals:
*All generals can now convert to another religion. This can only happen once per general. Afterwards, they'll become a XLover and will be obsessed with that culture
*Generals can also gain expertise in another faction by spending time in a city that has a foreign culture in it
*After they gain expertise, assuming they aren't already obsessed with another culture, they might become obsessed with the culture they are spending their time with


***This update is not save compatible

更新于:2024 年 7 月 20 日 上午 11:09
作者:Milkerman

Barbarian & Cities Update 1.1
-Fixed issue with all rebel settlements having full building capabilities
As a side note, if you edit the mod to play the rebels, it will not be possible to have level 5 cities

*This is save compatible, however, to see the effects of this, you'll need to start a new campaign
(I say this part crying as I was like 120 turns into a campaign when I noticed this bug)

更新于:2024 年 7 月 19 日 上午 10:02
作者:Milkerman

Barbarian & Cities Update
-Numidians no longer have slingers
-Numidian Javilenmen recruited from practice range now
-Spain can build Catapult range
-Practice range available at town level instead of large town
-Changed indpedence so it would take longer to trigger instead of pretty much always at 40 turns
-Barbarians can now build up to level 5 cities
-Paved Roads now require cities
-Highways require large cities
-All factions can build all roads now
-Certain barbarian factions can build level 4 and higher barracks, stables or archery range based on faction strengths
-Fiddled with how the battle winner traits work a bit
-The Governor traits at higher levels have a negative effect on Fighting
-The General Traits at higher levels have a negative effects to Governance
-New city growth system:
*When you begin a game, outside of certain specific cities, you can't make towns into cities, large cities, or huge cities
*As your empire grows, you will get events letting you know when you're large enough to grow your cities
*The larger your empire, the larger your individual cities can be
*Any cities you conquer from an empire that could already build huge cities, you can continue to build as though they were huge cities, however, your other cities will not be possible to grow until your empire is large enough

***This update is not save compatible