Total War: ATTILA

Total War: ATTILA

Ancient Empires 2.0 - Part 1 of 2
Philip  [开发者] 2018 年 6 月 26 日 下午 3:58
Preview upcoming update
A little sneak preview on what we are preparing for the next update

Startpos
- Culture changes: all playable factions will see major changes to the cultural make-up of their provinces. The new percentages will much more accurately represent existing cultures. This will reduce native discontent in some areas, and increase it in others, resulting in a more historically representative and balanced start (requires restart to take effect) 
- Further improvements to starting positions of several factions, improving on the changes introduced with 1.02. More balanced starting buildings for the Seleucids and fixes to food shortages for certain factions and missing starting technologies

Improvements
- The corruption bug has been fixed. Corruption now scales appropriately by empire size, from 0 to 30% at world domination. 
- Campaign AI: CAI now attacks settlements and forces hostile to it with greater resolve, cutting out the idle behaviour that was previously prevalent. It swiftly besieges nearby settlements during war, and is more inclined to attack hostile forces and prioritises defending border regions or contested areas over core territory. 
CAI spending: The CAI allocates funds more appropriately, focusing more on civil and economic infrastructure and somewhat less on military constructions. This should help the AI to build stable empires.
- Autoresolve: One of the lesser areas of the mod has received the attention it deserves. Auto-resolve has been changed to 1) reduce overall casualties from all types of engagements 2) reducing casualties sustained by melee units - which now survive engagements instead of being wiped out 3) improvements to auto resolve during siege battles, lending the defenders a smaller advantage for a more realistic outcome and reducing the need to play every battle
- New icons for several Eastern and Roman buildings
- Improved triggers for several common traits and ancillaries that will now only trigger on more specific events
- Several small balancing adjustments to the economy. Large update is planned. 
- Slightly reduced stats of most Roman units 
- Fix for Carthage native discontent and rebalancing for other factions in this area
- Fix for Egypt garrisons that are not appearing as thry should

This list represents in progress/completed changes and not the full changelog of the next update
最后由 Philip 编辑于; 2018 年 6 月 26 日 下午 4:02
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正在显示第 1 - 15 条,共 36 条留言
metafa 2018 年 6 月 27 日 上午 3:48 
Awesome. Your hard work much appreciated! Any rough ETA? This week, next, later?
Philip  [开发者] 2018 年 6 月 27 日 上午 4:36 
Some updates made it in over night, like CAI and autoresolve. Stealth patch by UMC haha. Startpos should be updated as well. The rest will be in very soon
metafa 2018 年 6 月 27 日 上午 4:38 
Cool! Thus the corruption thing in example is still coming?
GingerNuts 2018 年 6 月 27 日 上午 4:44 
The bakrtians gat al there units on their first capital (just tier 1), is it suppost to be like that?
Philip  [开发者] 2018 年 6 月 27 日 上午 4:49 
引用自 metafa
Cool! Thus the corruption thing in example is still coming?

Should also be in the update!
Philip  [开发者] 2018 年 6 月 27 日 上午 4:49 
引用自 Jesús
The bakrtians gat al there units on their first capital (just tier 1), is it suppost to be like that?

No. Will be adressed
GingerNuts 2018 年 6 月 27 日 上午 4:55 
ok thx! BTW love this ♥♥♥♥♥♥♥ mod, keep up the good work!
metafa 2018 年 6 月 27 日 上午 5:12 
引用自 Philip
引用自 metafa
Cool! Thus the corruption thing in example is still coming?

Should also be in the update!

+++
Marshal Momen 2018 年 6 月 27 日 上午 5:50 
hi thanks alot for the hard work , please dont make roman units much weaker becuse they should be far stronger than the barbaric units
Totalacores 2018 年 6 月 27 日 上午 7:24 
引用自 Sultan Momen of Almohad Empire
please dont make roman units much weaker becuse they should be far stronger than the barbaric units

Nonsense, romans in most cases were weaker warriors than everyone they faced, it came down to discipline, organization, tactics and leadership, and some cases of bribery, assassination, treachery. Dont let romans be overpowered ingame.
Marshal Momen 2018 年 6 月 27 日 上午 7:59 
引用自 Totalacores
引用自 Sultan Momen of Almohad Empire
please dont make roman units much weaker becuse they should be far stronger than the barbaric units

Nonsense, romans in most cases were weaker warriors than everyone they faced, it came down to discipline, organization, tactics and leadership, and some cases of bribery, assassination, treachery. Dont let romans be overpowered ingame.
lol funny dude you dont even know what are you saying , they are weak but disipline and organazid , well that called being strong in warfare terms if you are well trained and organazed then you are ♥♥♥♥♥♥♥ stong and stronger than your enemy , damn it
GingerNuts 2018 年 6 月 27 日 下午 6:31 
can we maybe get more killing animations? in every battle i fight every man is killed the same way: stapped in the sides. Just saying it would be cooler, but im not saying to make battles shorter, mayber just alittle bit cooler.
stevebullpasture 2018 年 6 月 27 日 下午 7:33 
Corinth seems to be the only bugged siege equipment option town left in Greece. Unable to build them.
Caesar's the Imperator 2018 年 6 月 28 日 上午 2:04 
yes co

引用自 stevebullpasture
Corinth seems to be the only bugged siege equipment option town left in Greece. Unable to build them.
yes it's true, I can't build siege engine while attacking corinth. when in battle the city is walled and cant get into it
Philip  [开发者] 2018 年 6 月 28 日 上午 4:05 
引用自 stevebullpasture
Corinth seems to be the only bugged siege equipment option town left in Greece. Unable to build them.

Got it, thanks. Have you noticed if Corinth doesn't have a main settlement building?
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