Page 25 of 25 FirstFirst ... 152122232425
Results 721 to 744 of 744

Thread: Rome 2 Patches, Hotfixes, Betas and Such (patch 17 live!)

  1. #721
    Member Member hoom's Avatar
    Join Date
    Oct 2002
    Location
    The country that replaced Zelix
    Posts
    1,937

    Default Re: Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    How does it take 20MB to add some achievements? That seems bizarre.
    Edit: oh, I guess they need to package it with other achievements & resend the whole file or something...
    maybe those guys should be doing something more useful...

  2. #722

    Default Re: Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    Speaking of achievements...what the heck is "MWNL2"...and what is significant about winning a battle during 12-15 Feb? I get the feeling that there is some sort of event or milestone happening to which I am utterly oblivious...

  3. #723
    Stranger in a strange land Moderator Hooahguy's Avatar
    Join Date
    Jun 2007
    Location
    The Fortress
    Posts
    11,851

    Default Re: Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    Quote Originally Posted by Bramborough View Post
    Speaking of achievements...what the heck is "MWNL2"...and what is significant about winning a battle during 12-15 Feb? I get the feeling that there is some sort of event or milestone happening to which I am utterly oblivious...
    I told you over steam already but Ill say again for anyone else: it stands for Make War Not Love 2. Its a competition between Total War and Company of Heroes and whichever side wins gets free DLC or something. TW lost last time but this is a rematch.
    On the Path to the Streets of Gold: a Suebi AAR
    Visited:
    A man who casts no shadow has no soul.
    Hvil i fred HoreTore

  4. #724

    Default Re: Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    lol yeah, I had posted the question before we chatted on steam.

    Interestingly...I'm playing quite a bit of R2 right now, almost daily (via steam) for a couple of hours at least. Yet somehow news of this contest completely escaped me. I guess that's a symptom of never going over to TWC perhaps. Or maybe the fact that I'm a stranger to Twitter.

  5. #725
    Infinite Jest Member easytarget's Avatar
    Join Date
    Oct 2011
    Location
    Poulsbo, WA
    Posts
    1,272

    Default Re: Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    I've read the announcement and still don't know how exactly the competition between COH2 and R2 works. Is this battles fought and won by each side?

  6. #726
    Stranger in a strange land Moderator Hooahguy's Avatar
    Join Date
    Jun 2007
    Location
    The Fortress
    Posts
    11,851

    Default Re: Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    Nope, from what I can tell whichever side gets more battles or hours or whatever in the said time wins. Theres actually some drama going on about it now because there was a post in the COH forum about a way to cheat by setting up 2v1 matches or something with an elite level AI ally and a low level AI enemy and then walk away. Ah well, apparently CA was promising to give us the Black Sea colonies DLC and some DLC called Longbeards for Attila for free.
    On the Path to the Streets of Gold: a Suebi AAR
    Visited:
    A man who casts no shadow has no soul.
    Hvil i fred HoreTore

  7. #727

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    Awesome thanks so much helped a lot!

  8. #728
    Member Member Crandar's Avatar
    Join Date
    May 2014
    Location
    Alpine Subtundra
    Posts
    920

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    Well, it seems that Toon Total War's mod has been taken down, in twcenter, because of copyright issues.
    itleonard blamed him for not asking his permission to use some of his files.
    Hopefully, him mod will remain intact in Steam or get re-uploaded in twcenter, considering it was a rather practical mod to use, wasn't it?
    Last edited by Crandar; 05-05-2015 at 12:26. Reason: I'm certain, now.

  9. #729
    Stranger in a strange land Moderator Hooahguy's Avatar
    Join Date
    Jun 2007
    Location
    The Fortress
    Posts
    11,851

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    His all-in-one mod for Rome 2?
    On the Path to the Streets of Gold: a Suebi AAR
    Visited:
    A man who casts no shadow has no soul.
    Hvil i fred HoreTore

  10. #730
    Member Member Crandar's Avatar
    Join Date
    May 2014
    Location
    Alpine Subtundra
    Posts
    920

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    Quote Originally Posted by Hooahguy View Post
    His all-in-one mod for Rome 2?
    Yes, that one.

    Fortunately, he has re-upload them in his recently created site.

  11. #731
    Stranger in a strange land Moderator Hooahguy's Avatar
    Join Date
    Jun 2007
    Location
    The Fortress
    Posts
    11,851

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    So CA has put out the beta for patch 17, which I must admit was rather unexpected. And its a big patch too, with some rather nice changes!

    Link

    Spoiler Alert, click show to read: 

    Total War ROME II – Patch 17 Beta

    The beta version of patch 17 for Tota War: ROME II - Emperor Edition is now available to download.
    With this beta we’re aiming to solve some technical issues with the Mac version and some residual campaign and battle issues. This incorporates a large number of balance changes across the different playable factions in ROME II for both Mac and PC versions. These include alterations to unit rosters, building and resource effects, garrison compositions, culture and faction traits in all campaigns, and more.
    To opt into the beta, follow these steps:

    • RESTART STEAM
    • In Steam games library, right-click “Total War: ROME II – Emperor Edition” and select “Properties”.
    • In the Properties window, select the “BETAS” tab.
    • Select “patch_17_beta -from the “Select the beta you would like to opt into:” drop-down box.
    • “Total War: ROME II – Emperor Edition” will then update

    Technical and Performance Issues


    • Texture quality is now based on the available memory on the machine instead of the graphics settings selected
    • Improved the games automatic detection of graphics settings based on Mac hardware
    • Increased the default screen resolution aspect ratio from 4:3 to 16:9 on Mac
    • Optimised campaign memory usage in the Mac App Store version of the game, by loading less campaign character / general models into campaigns where they are not needed
    • Fixed a bug where preferences including campaign difficulty were not being saved correctly in the Mac App Store version of the game
    • The difficulty slider on the faction selection screen will now set the difficulty correctly in the Mac App Store version of the game
    • Fixed some unintentional motion blur while looking at the sky in battles on Mac
    • Fixed a crash when changing the Unlimited Video Memory option while in battle on Mac
    • Fixed a bug where the game would not launch in windowed mode, and stalled before the legal screen on certain iMacs
    • Fixed erroneous unit banner shadows on Mac during battle, which looked like black crosses, and could fill the screen when zoomed in

    Buildings


    • Tier III and IV Toutatis temples now give correct +4 bonus to Celtic cultural influence
    • Fix for multiple issues where some effects for buildings were better when damaged

    Campaign


    • Corrected sub-culture of Colchian civil war faction
    • Dahae are now set to the correct military group in the Imperator Augustus campaign
    • Added hidden agent security bonuses in cities for Black Sea factions
    • Added missing faction mercenaries for Arevaci and Lusitani
    • Swapped Formidable Swordsmen army tradition for the Ardiaei to Formidable Spearmen, and Light Cavalry Masters for Cavalry Masters
    • The Dignitary Civil Administration skill now works correctly
    • Added Sarmatian Royal Lancers as a general’s unit option for the Roxolani
    • Increased chance of subjects, incidents, dilemmas, and missions occurring

    Units


    • Fixed Persian Light Archers and Elite Persian Archers weights from medium to very light and very light to medium respectively
    • Correct Thracian Peltast weight to very light
    • Changed Picked Peltast weight to medium
    • Mercenary Horse Skirmishers cost changed to 390 to match non-mercenary version of the unit
    • Corrected shield type for Bactrian Hillmen
    • Auxiliary and Mercenary Parthian Horse Archers given correct weapon to match missile damage of non-mercenary version
    • Illyrian Thureos Spears changed to match the 360 mentioned in previous patch notes
    • Weight of Legionary Cavalry is consistent across all variants of that unit and cost adjusted to 620 to match Imperator Augustus version of unit
    • Naked Warriors and Naked Spears unit variants now all have the medium weight
    • Auxiliary and Mercenary Bactrian Light Horse changed from light to medium to match regular version of the unit
    • Removed unit caps from elite naval units
    • Fix for some units being put into incorrect unit sets which prevented them from getting various bonuses (Illyrian Noble Hoplites not getting spearmen related bonuses for example)
    • Added Hoplite Wall ability to Auxiliary Greek Hoplites to match the regular version of the unit
    • Added precusor javelins to Mercenary Spear Band to match the regular version of the unit
    • Illyrian Slave Javelinmen weight changed from medium to very light
    • Fix for some bonuses not being hooked up correctly to unit sets, which prevented some units from gaining the correct bonuses
    • Fix for some bodyguard units not being hooked up to bodyguard unit bonuses

    Recruitment/Custom Battles


    • Colchian Nobles now recruitable from tier IV barracks
    • Scythian Hoplites recruitable from tier III barracks
    • Axe Warriors recruitable from tier III barracks for Massilia
    • Fix for Cimmeria not being able to recruit Penteres naval units
    • Fix for Painted Ones and Naked Warriors not being recruitable from tier III proving grounds
    • Fix for Raiding Horsemen not being recruitable from tier IV horse recruitment buildings
    • Rhodos can now recruit Rhodian Slingers in the campaign
    • Removed Scorpion units from custom battles, Tylis given correct Dacian Cheiroballista
    • Swapped Germanic ships in Massilia custom battle roster for correct Greek ships
    • Swapped some Peltast ships to correct Milita Hoplite ones for Athens and *Syracuse in custom battles, also made them recruitable in campaign
    • Added in Bactrian Hillmen ship to Baktria for custom battles
    • Seleucid Eastern Spearmen added to Seleucid custom battle roster
    • Added missing ships to tier III and IV military ports for Armenia
    • Fix for Axemen for Colchis not being recruitable from tier III barracks
    • Thracian Peltasts changed to be recruitable from all Artisan buildings
    • Corrected naval units available for Parthia in custom battles
    • Changed Thracian Warriors to be available from tier II bronze buildings and up
    • Greek Slingers removed from Seleucid roster leaving them with Eastern Slingers
    • Raiding Hemolia added to Colchis custom battle roster Eastern Spearmen *Firepot Dieres removed from Colchis roster as they have Peltast Fireport Dieres as well
    • Added in Polybolos for Egypt in custom battles
    • Fix for some factions in custom battle not being able to use Cheiroballista or Polybolos in siege defences

    Garrisons


    • Fix for Odrysian Kingdom, Nervii, Arevaci, Tylis, Galatia, Suebi and Ardiaei losing garrison units when upgrading to tier III horse recruitment building
    • Fix for Nervii having no garrisons for tier III and IV bronze buildings
    • Fix for missing naval garrison units for Cimmeria
    • Fix for missing garrison units from tier III and IV light barracks for Cimmeria
    • Removed Thorax Hoplites from garrisons to fix issue where Athens and Sparta were gaining an extra unit in their garrisons
    • Fix for Tylis losing garrison units when upgrading from tier II to tier III Bronzeworker
    • Added Spartan Pikemen as an elite unit for Spartan garrisons
    • Added Tribal Garrison unit to Odrysian Kingdom garrisons
    • Fix for Getae garrisons decreasing in size when certain unit upgrades were researched
    • Added Sword Followers to Boii garrisons from tier III and IV bronze buildings
    • Fix for Colchis early barracks garrisons being stronger than other factions
    • Celtic Slingers replace Celtic Bowmen in garrisons
    • Added Kartli Axemen Tetreres to tier III and IV military port garrisons
    • Egyptian Slinger Trieres added to tier IV harbour garrison for Egypt
    • Greek Milita Hoplite Dieres added to tier II harbour garrisons for Athens, Macedon, Syracuse
    • Replaced Thracian Warriors with Thracian Peltasts in some garrisons
    • Persian Cavalry swapped for Eastern Horse Archers for some Armenian garrisons to prevent unit doubling
    • Armoured Horse Archers swapped for Parthian Horse Archers for some garrisons to prevent unit doubling
    • Fix for garrisons of tier III/IV infantry barracks for Armenia and Parthia being reversed
    • Median Cavalry removed from Seleucid infantry building garrisons
    • Persian Cavalry removed from infantry building garrisons
    • Swapped Iberian Skirmishers for Iberian Slingers in city/town garrisons
    • Added missing Steppe Axes Dieres, Tetreres and Hexeres to garrisons
    • Added Lusitani Noble Raider to level IV military port garrisons
    • Eastern Archers added to Media Atropatene roster to fix garrison issues
    • Added Dacian Spears to Odrysian Kingdom unit roster

    UI


    • Added a new theme selection option to the title screen.

    Campaign


    • Reduced zone-of-control size for forces and cities from 5 to 3.5
    • Adjusted ruling political party influence boost granted by higher level Imperium to confer more of an effect; the text for these bonuses have been changed as well
    • All resource building chains now give a global bonus to all regions:
      • Amber: trade tariffs (faction)
      • Dyes: happiness (all provinces)
      • Grain: food (all regions)
      • Leather: manufacturing (all regions)
      • Iron: shield/armour/weapons upgrades (all provinces)
      • Horses: horse upgrades (all provinces)
      • Lead: sanitation (all provinces)
      • Marble: building cost reduction (all regions)
      • Timber: ship hull upgrades (all sea regions)
      • Silk: commerce (all regions)
      • Wine: happiness (all provinces)
      • Glass: research (faction)
      • Olives: agriculture (all regions)
      • Gold: mining (all provinces)



    Cultural and Faction Trait updates

    GRAND CAMPAIGN
    Rome

    • Cultural Traits:
      • Legions: +2 recruitment slots in all provinces
      • Marching Orders: +15% movement distance for all armies


    • House of Julia
      • Barbarian Subduers: +20% melee attack during battles against Barbarian tribes
      • Romanisation: +4 to cultural conversion


    • House of Junia
      • Agrarian Wisdom: +30% wealth from agricultural buildings
      • Founding Fathers: Public order bonus (maximum of +4) from presence of Latin culture


    • House of Cornelia
      • Cultural Assimilation: -50% public order penalties due to presence of foreign cultures
      • All Will Serve: -50% upkeep cost for all auxiliary units

    Carthage

    • Cultural Traits
      • Mercenary Armies: -25% mercenary upkeep costs
      • Phoenician Trade Heritage: +15% wealth from all commerce buildings


    • Barcid Dynasty
      • Pioneers: +15% movement range for all armies and fleets
      • Loyal Troops: +15% morale for all mercenary units


    • Hannonid Dynasty
      • Statesmen: Major diplomatic bonus with all factions
      • Administrators: +5% tax rate


    • Magonid Dynasty
      • Iron Fists: -50% resistance to foreign occupation
      • Phoenician Prowess: +3 experience ranks for ship recruits

    Balkan Tribes

    • Cultural Traits
      • Mercenary Armies: +50% mercenary upkeep costs
      • Promise of Loot: -50% mercenary recruitment costs


    • Odrysian Kingdom
      • Looters: +100% income from sacking and raiding
      • Deadly Aim: +2 experience ranks for missile recruits


    • Getae
      • Fierce Independence: +20% melee attack in own or allied territory
      • Our Gods: Public order bonus (maximum of +8) from presence of Balkan culture


    • Ardiaei
      • Pirates: +250% income from raiding
      • Expert Seafarers: +2 recruitment slots in all ports


    • Tylis
      • Plunderers: +150% income from sacking
      • Live by the Sword: +2 experience ranks for infantry recruits

    Gallic Tribes

    • Cultural Traits
      • Gallic Horsemanship: +20% melee attack for all cavalry
      • Warrior Society: +2 public order for every war


    • Boii
      • Migratory Urges: -75% to building conversion costs
      • Conquerors: +15% morale for all units during battles in foreign territory


    • Arverni
      • Gallic Craftsmanship: +20% wealth from all industrial buildings
      • Tribal Hegemonists: Moderate diplomatic bonus with all Barbarian tribes


    • Nervii
      • Ambushers: +50% chance of successfully launching an ambush
      • National Courage: +20% melee attack in own or allied territory


    • Galatia
      • Plunderers: +100% income from raiding and sacking
      • Gallo-Graeci: Moderate diplomatic bonus with all Hellenic factions

    Successor Kingdoms

    • Cultural Traits
      • Successor Conflicts: Major diplomatic penalty with all Hellenic factions
      • Alexander's Legacy: -50% resistance to foreign occupation


    • Seleucid
      • Satrapies: Increased number of levy units available from satrapies
      • Royal Estates: +20% wealth from agricultural buildings


    • Egypt
      • Ptolemaic Enlightenment: +20% research rate
      • Nile Valley: +1 food in all regions


    • Macedon
      • Thessalian Pride: +20% charge bonus for all cavalry units
      • Barbarian Subduers: +20% melee attack during battles against Barbarian tribes


    • Baktria
      • Silk Road: +20% wealth from all commerce buildings
      • Multiculturalism: Public order bonus (maximum of +8) from presence of other cultures

    Greek States

    • Cultural Traits
      • Independence: +20% melee defence during battles in own or allied territory
      • Classical Heritage: +4 to cultural conversion


    • Massilia
      • Great Traders: +20% wealth from all commerce buildings
      • Local Dominance: Minor diplomatic bonus with all factions


    • Sparta
      • Helot Repression: -50% slave unhappiness
      • Spartiate Warriors: +3 experience ranks for Spartan infantry recruits


    • Athens
      • Cultural Centre: +20% wealth from culture
      • Naval Prowess: +3 experience ranks for Athenian ship recruits


    • Epirus
      • Village Confederation: +20% wealth from minor settlements
      • Guardians of Dodona: Public order bonus (maximum of +4) from presence of Hellenic culture


    • Syracuse
      • Archimede's Eureka: +20% research rate
      • Flowering Culture: +20% wealth from culture

    Iberian Tribes

    • Cultural Traits
      • Scouts: Increased chance for all characters to discover hidden agents and armies
      • Warrior People: +4 public order from presence of an army in a province


    • Lusitani
      • Ambushers: +50% chance of successfully launching an ambush
      • Mighty Warriors: +2 experience for all infantry recruits


    • Arevaci
      • Horsemanship: -20% recruitment cost for all cavalry units
      • One People: Major diplomatic bonus with all Iberian factions

    Nomadic Tribes

    • Cultural Traits
      • Horde: +3 recruitment slots in home province
      • Marauders: +50% income from raiding and sacking


    • Roxolani
      • Peregrine Conquerors: +20% melee attack during battles in foreign territory
      • Migrant Traders: +15% wealth from all commerce buildings


    • Massagetae
      • Pastoral Lifestyle: +40% wealth from livestock buildings
      • Tribal Ferocity: +15% morale in own or allied territory


    • Royal Scythia
      • Archery Masters: +25% ammunition for all units
      • Scythian Craftsmanship: +15% wealth from all industrial buildings

    Eastern Empires

    • Cultural Traits
      • Great Marksmen: +25% ammunition for all units
      • Secret Police: Increased security against agents in all provinces


    • Parthia
      • Cavalry Masters: -25% recruitment cost for all cavalry units
      • Multiculturalism: -25% public order due to presence of foreign cultures


    • Armenia
      • Proud People: +20% morale for all units during battles in own territory
      • Bridge Builders: Minor diplomatic bonus with all Hellenistic and Eastern factions


    • Pontus
      • Shrewd Operators: -50% all agent action costs
      • Philhellenes: Moderate diplomatic bonus with all Hellenic factions

    Black Sea Colonies

    • Cultural Traits
      • Rulers of Foreign Lands: -50% public order penalties due to presence of foreign cultures
      • Greek Hearts: +15% morale when fighting in own or allied territory


    • Pergamon
      • Great Builders: -25% building construction costs
      • Town Growth: +4 growth in all regions


    • Cimmeria
      • Bosporian Fertile Lands: +25% wealth from agricultural buildings
      • Nomadic Archers: +25% ammunition for all units


    • Colchis
      • Trade Crossroads: +15% wealth from all trade agreements
      • Golden Legacy: +2 Hellenic cultural influence in all provinces

    Brittanic Tribes

    • Cultural Traits
      • Heroic Culture: +20% charge bonus in battles when attacking
      • Warrior Society: +2 public order for every war


    • Iceni
      • Pastoral Ways: +20% wealth from all agricultural buildings
      • Cultural Aspirations: Moderate diplomatic bonus with all non-barbarian tribes

    Germanic Tribes

    • Cultural Traits
      • Terrors of the Night: Can always choose to fight night battles
      • Warrior Society: +2 public order for every war


    • Suebi
      • Tribal Conquerors: +20% melee attack during battles against Barbarian tribes
      • Marauders: +100% income from raiding and sacking


    IMPERATOR AUGUSTUS CAMPAIGN

    Romans

    • Cultural Traits
      • Legions: +2 recruitment slots in all provinces
      • One Ruler: All Roman factions share a major diplomatic penalty with all other Roman factions


    • Lepidus' Rome
      • Agrarian Wisdom: +30% wealth from agricultural buildings
      • Administrators: +5% tax rate


    • Octavian's Rome
      • Barbarian Subduers: +20% melee attack during battles against Barbarian tribes
      • Romanisation: +4 to cultural conversion


    • Antony's Rome
      • Cultural Assimilation: -50% public order penalties due to presence of foreign cultures
      • All Will Serve: -50% upkeep cost for all auxiliary units


    • Pompey's Rome
      • Expert Seafarers: +2 recruitment slots in all ports
      • Pioneers: +15% movement range for all armies and fleets

    Eastern Empires

    • Cultural Traits
      • Great Marksmen: +25% ammunition for all units
      • Secret Police: Increased security against agents in all provinces


    • Parthia
      • Cavalry Masters: -25% recruitment cost for all cavalry units
      • Multiculturalism: -25% public order due to presence of foreign cultures


    • Armenia
      • Proud People: +20% morale for all units during battles in own territory
      • Bridge Builders: Minor diplomatic bonus with all Hellenistic and Eastern factions

    Balkan Tribes

    • Cultural Traits
      • Mercenary Armies: +50% mercenary upkeep costs
      • Promise of Loot: -50% mercenary recruitment costs


    • Dacia
      • Fierce Independence: +20% melee attack in own or allied territory
      • Our Gods: Public order bonus (maximum of +8) from presence of Balkan culture

    Successor Kingdoms

    • Cultural Traits
      • Greek Hearts: +15% morale when fighting in own or allied territory
      • Alexander's Legacy: -50% resistance to foreign occupation


    • Egypt
      • Ptolemaic Enlightenment: +20% research rate
      • Nile Valley: +1 food in all regions

    Brittanic Tribes

    • Cultural Traits
      • Heroic Culture: +20% charge bonus in battles when attacking
      • Warrior Society: +2 public order for every war


    • Iceni
      • Pastoral Ways: +20% wealth from all agricultural buildings
      • Cultural Aspirations: Moderate diplomatic bonus with all non-barbarian tribes

    Germanic Tribes

    • Cultural Traits
      • Terrors of the Night: Can always choose to fight night battles
      • Warrior Society: +2 public order for every war


    • Marcomanni
      • Tribal Conquerors: +20% melee attack during battles against Barbarian tribes
      • Marauders: +100% income from raiding and sacking


    CAESAR IN GAUL CAMPAIGN

    Roman

    • Cultural Traits
      • Legions: +2 recruitment slots in all provinces
      • Marching Orders: +15% movement distance for all armies


    • Rome
      • Paragons of Civilisation: +15% morale during battles in neutral or enemy territory
      • Romanisation: +2 to cultural conversion

    Gallic Tribes

    • Cultural Traits
      • Gallic Horsemanship: +15% melee attack for all cavalry
      • Warrior Society: +2 public order for every war


    • Arverni
      • Gallic Hegemonists: Major diplomatic bonus with all Celtic tribes
      • Champions of Gaul: +15% melee attack during battles in own or allied territory


    • Nervii
      • Ambushers: +50% chance of successfully launching an ambush
      • Bravest of the Belgae: +15% morale during battles in own or allied territory

    Germanic Tribes

    • Cultural Traits
      • Terrors of the Night: Can always choose to fight night battles
      • Warrior Society: +2 public order for every war


    • Suebi
      • Invaders from Germania: +20% melee attack during battles in neutral or enemy territory
      • Marauders: +100% income from raiding and sacking


    HANNIBAL AT THE GATES CAMPAIGN

    Carthaginians

    • Cultural Traits
      • Mercenary Armies: -25% mercenary upkeep costs
      • Trade Heritage: +15% wealth from all commerce buildings


    • Carthage
      • Strategic Effort: +15% movement range for all armies and fleets
      • The Great Enemy: Major diplomatic penalty with all Latin factions

    Romans

    • Cultural Traits
      • Legions: +2 recruitment slots in all provinces
      • Marching Orders: +15% movement distance for all armies


    • Rome
      • Carthago Delenda Est: Major diplomatic penalty with all Punic factions
      • Agrarian Wisdom: +30% wealth from agricultural buildings

    Greek States

    • Cultural Traits
      • Independence: +20% melee defence during battles in own or allied territory
      • Classical Heritage: +4 to cultural conversion


    • Syracuse
      • Archimede's Eureka: +20% research rate
      • Flowering Culture: +20% wealth from culture

    Iberian Tribes

    • Cultural Traits
      • Scouts: Increased chance for all characters to discover hidden agents and armies
      • Warrior People: +4 public order from presence of an army in a province


    • Lusitani
      • Ambushers: +50% chance of successfully launching an ambush
      • Mighty Warriors: +2 experience for all infantry recruits



      • Arevaci
      • Horsemanship: -20% recruitment cost for all cavalry units
      • One People: Major diplomatic bonus with all Iberian factions


    WRATH OF SPARTA

    Greek States

    • Cultural Traits
      • Slaves: -85% reduction in unrest caused by slaves but also income generated by them
      • Slaves: 50% reduction in slave population decline


    • Athenai
      • Wooden Wall: +2 recruitment slots in all ports
      • Dreams of Empire: -10 happiness in all regions


    • Sparta
      • Helots: +100% wealth from slaves
      • Spartiate: +3 experience ranks for all Spartan units


    • Boiotian League
      • Rising Military: +15% morale for all units
      • Rival of Athens: Moderate diplomatic penalty with all Ionian factions


    • Korinthos
      • Love of Aphrodite: +4 growth in all regions
      • Maritime Heritage: +15% ship battle speed

    On the Path to the Streets of Gold: a Suebi AAR
    Visited:
    A man who casts no shadow has no soul.
    Hvil i fred HoreTore

    Member thankful for this post:



  12. #732
    Member Member Crandar's Avatar
    Join Date
    May 2014
    Location
    Alpine Subtundra
    Posts
    920

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    I was also surprised.
    My guess is that after the release of Belisarius DLC, they had some free time to fix the pressing issues of Mac, together with some minor tweaks.

    However, the feedback from the beta-testing is mostly negative. Apart from the regular ranting concerning outdated mods, it seems that the new patch has caused a significant decrease of performance.
    Let's wait and see, perhaps Creative Assembly will fix the problems, when the actual patch is released.

  13. #733
    Stranger in a strange land Moderator Hooahguy's Avatar
    Join Date
    Jun 2007
    Location
    The Fortress
    Posts
    11,851

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    Ive been hearing the same thing as well regarding a massive framerate hit, though otherwise Ive been hearing positive things. Maybe CA will fix the framerate issue and all will be good. Which reminds me I ought to get back to my AAR.
    On the Path to the Streets of Gold: a Suebi AAR
    Visited:
    A man who casts no shadow has no soul.
    Hvil i fred HoreTore

  14. #734
    Member Member hoom's Avatar
    Join Date
    Oct 2002
    Location
    The country that replaced Zelix
    Posts
    1,937

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    Hooray!
    But uh is that a 1.4GB patch O_o

    The patchnotes don't seem to indicate need to be that big...

    Texture quality is now based on the available memory on the machine instead of the graphics settings selected
    This struck me as likely to hurt performance for people who don't already run max settings.
    maybe those guys should be doing something more useful...

  15. #735
    Infinite Jest Member easytarget's Avatar
    Join Date
    Oct 2011
    Location
    Poulsbo, WA
    Posts
    1,272

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    Sounds a bit like the return of the incredibly stupid approach CA took with S2 when no matter what graphics settings you picked the game decided for itself where to set them.

    Forcing users to manually edit the VRAM setting in the preferences file just to get max settings back. I'd really love to hear CA try and rationalize why they think taking this choice away from the user, in the case of S2 w/o telling them, is a good a idea.

    But honestly, who cares at this point, CA and the TW franchise in particular jumped the shark (much like this phrase itself) awhile ago in my opinion and I don't believe they honestly know themselves what to do with a franchise that has basically played itself out, witness the floundering exhibited by taking on a fantasy subject with Warhammer.

    I mean seriously, how many times can you actually make the same game and expect people to buy it? Personally I could care less if CA ever made another TW title. There's so much else out to play from indies that at least try occasionally do something creative, so wtf would I just keep playing the same game?! Rhetorical question of course, I won't and I'm not.

  16. #736
    Stranger in a strange land Moderator Hooahguy's Avatar
    Join Date
    Jun 2007
    Location
    The Fortress
    Posts
    11,851

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    Patch 17 is now live, link to patch notes.

    Spoiler Alert, click show to read: 

    Total War: ROME II - Emperor Edition – Patch 17

    Technical and Performance Issues


    • Audio mods will need to be updated from Patch 17 forward, to support Wwise v2014.1.3 a guide and example can be found here:http://wiki.totalwar.com/w/Wwise_-_Audio_Modding
    • Texture quality is now based on the available memory on the machine instead of the graphics settings selected
    • Improved the games automatic detection of graphics settings based on Mac hardware
    • Increased the default screen resolution aspect ratio from 4:3 to 16:9 on Mac
    • Optimised campaign memory usage in the Mac App Store version of the game, by loading less campaign character / general models into campaigns where they are not needed
    • Fixed a bug where preferences including campaign difficulty were not being saved correctly in the Mac App Store version of the game
    • The difficulty slider on the faction selection screen will now set the difficulty correctly in the Mac App Store version of the game
    • Fixed some unintentional motion blur while looking at the sky in battles on Mac
    • Fixed a crash when changing the Unlimited Video Memory option while in battle on Mac
    • Fixed a bug where the game would not launch in windowed mode, and stalled before the legal screen on certain iMacs
    • Fixed erroneous unit banner shadows on Mac during battle, which looked like black crosses, and could fill the screen when zoomed in
    • Improved Heat Haze effects in battle when distortion effects are enabled in Mac versions.

    Buildings


    • Tier III and IV Toutatis temples now give correct +4 bonus to Celtic cultural influence
    • Fix for multiple issues where some effects for buildings were better when damaged
    • Changed the building cost reduction bonus for the Marble Chain to be restricted to the province only, and made Happiness Bonus global to prevent the player from make money from constructing buildings.

    Campaign


    • Corrected sub-culture of Colchian civil war faction
    • Dahae are now set to the correct military group in the Imperator Augustus campaign
    • Added hidden agent security bonuses in cities for Black Sea factions
    • Added missing faction mercenaries for Arevaci and Lusitani
    • Swapped Formidable Swordsmen army tradition for the Ardiaei to Formidable Spearmen, and Light Cavalry Masters for Cavalry Masters
    • The Dignitary Civil Administration skill now works correctly
    • Added Sarmatian Royal Lancers as a general’s unit option for the Roxolani
    • Increased chance of subjects, incidents, dilemmas, and missions occurring

    Units


    • Mercenary Horse Skirmishers cost changed to 390 to match non-mercenary version of the unit
    • Corrected shield type for Bactrian Hillmen
    • Auxiliary and Mercenary Parthian Horse Archers given correct weapon to match missile damage of non-mercenary version
    • Illyrian Thureos Spears changed to match the 360 mentioned in previous patch notes
    • Weight of Legionary Cavalry is consistent across all variants of that unit and cost adjusted to 620 to match Imperator Augustus version of unit
    • Auxiliary and Mercenary Bactrian Light Horse changed from light to medium to match regular version of the unit
    • Removed unit caps from elite naval units
    • Fix for some units not being hooked up to the correct unit sets which prevented them from getting various bonuses (Illyrian Noble Hoplites not getting spearmen related bonuses for example)
    • Fix for some units being put into incorrect unit sets which prevented them from getting various bonuses (Illyrian Noble Hoplites not getting spearmen related bonuses for example)
    • Added Hoplite Wall ability to Auxiliary Greek Hoplites to match the regular version of the unit
    • Added precusor javelins to Mercenary Spear Band to match the regular version of the unit
    • Corrected inconsistencies between different versions of Cappadocian Cavalry
    • Gorgo's Skirmishers rapid volley ability swapped for quick reload
    • The following units displayed weight now matches the weight of the entity used by the unit:
      • Bactrian Light Horse (light)
      • Ambushers (light)
      • Briton Scout Riders (light)
      • Libyan Peltasts (medium)
      • Late Libyan Hoplites (medium)
      • Axe Warriors (medium)
      • Celtic Warriors (light)
      • Galatian Spears (medium)
      • Gallic Hunters (very light)
      • Gallo-Thracian Infantry (medium)
      • Levy Freemen (light)
      • Naked Spears (light)
      • Naked Swords (light)
      • Naked Warriors (light)
      • Spear Warriors (medium)
      • Tribal Warriors (very heavy)
      • Veteran Spears (very heavy)
      • Armoured Spears (heavy)
      • Heavy Bowmen (light)
      • Heavy Skirmishers (light)
      • Heavy Spears (medium)
      • Dacian Skirmishers (light)
      • Horse Skirmishers (very light)
      • Noble Horse Archers (very heavy)
      • Elite Persian Archers (very light)
      • Pontic Swordsmen (heavy)
      • Nubian Spears (light)
      • Egyptian Pikemen (medium)
      • Bloodsworn (light)
      • Club Levy (light)
      • Hex-Bearers (light)
      • Horse Runners (very light)
      • Night Hunters (light)
      • Round Shield Swordsmen (light)
      • Spear Brothers (light)
      • Spear Levy (light)
      • Spear Wall (light)
      • Spearwomen (light)
      • Sword Masters (medium)
      • Wodanaz Spears (light)
      • Germanic Youths (very light)
      • Agrianian Axemen (medium)
      • Cimmerian Heavy Archers (light)
      • Levy Thureos Spears (light)
      • Light Hoplites (light)
      • Light Peltasts (very light)
      • Massilian Cavalry (medium)
      • Militia Hoplites (very heavy)
      • Periokoi Hoplites (very heavy)
      • Picked Peltasts (light)
      • Royal Peltasts (heavy)
      • Scythian Hoplites (heavy)
      • Spartan Hoplites (super heavy)
      • Spartan Pikemen (super heavy)
      • Spartan Youths (medium)
      • Lusitani Guerillas (medium)
      • Lusitani Spearmen (medium)
      • Painted Warriors (medium)
      • Scutarii Spearmen (medium)
      • Scutarii (medium)
      • Illyrian Thureos Spears (light)
      • Mercenary Leopard Warriors (light)
      • Mercenary Kushite Shieldwomen (light)
      • Mercenary Numidian Noble Cavalry (medium)
      • Mercenary Parthian Horse Archers (light)
      • Eagle Cohort (heavy)
      • First Cohort (heavy)
      • Gladiatricies (light)
      • Spear Gladiatricies (light)
      • Hastati (medium)
      • Steppe Spearmen (light)
      • Saka Cataphract Horse Archers (very heavy)
      • Thracian Peltasts (light)

    Recruitment/Custom Battles


    • Colchian Nobles now recruitable from tier IV barracks
    • Scythian Hoplites recruitable from tier III barracks
    • Axe Warriors recruitable from tier III barracks for Massilia
    • Fix for Cimmeria not being able to recruit Penteres naval units
    • Fix for Painted Ones and Naked Warriors not being recruitable from tier III proving grounds
    • Fix for Raiding Horsemen not being recruitable from tier IV horse recruitment buildings
    • Rhodos can now recruit Rhodian Slingers in the campaign
    • Removed Scorpion units from custom battles, Tylis given correct Dacian Cheiroballista
    • Swapped Germanic ships in Massilia custom battle roster for correct Greek ships
    • Swapped some Peltast ships to correct Milita Hoplite ones for Athens and *Syracuse in custom battles, also made them recruitable in campaign
    • Added in Bactrian Hillmen ship to Baktria for custom battles
    • Seleucid Eastern Spearmen added to Seleucid custom battle roster
    • Added missing ships to tier III and IV military ports for Armenia
    • Fix for Axemen for Colchis not being recruitable from tier III barracks
    • Thracian Peltasts changed to be recruitable from all Artisan buildings
    • Corrected naval units available for Parthia in custom battles
    • Changed Thracian Warriors to be available from tier II bronze buildings and up
    • Greek Slingers removed from Seleucid roster leaving them with Eastern Slingers
    • Raiding Hemolia added to Colchis custom battle roster Eastern Spearmen *Firepot Dieres removed from Colchis roster as they have Peltast Fireport Dieres as well
    • Added in Polybolos for Egypt in custom battles
    • Fix for some factions in custom battle not being able to use Cheiroballista or Polybolos in siege defences

    Garrisons


    • Fix for Odrysian Kingdom, Nervii, Arevaci, Tylis, Galatia, Suebi and Ardiaei losing garrison units when upgrading to tier III horse recruitment building
    • Fix for Nervii having no garrisons for tier III and IV bronze buildings
    • Fix for missing naval garrison units for Cimmeria
    • Fix for missing garrison units from tier III and IV light barracks for Cimmeria
    • Removed Thorax Hoplites from garrisons to fix issue where Athens and Sparta were gaining an extra unit in their garrisons
    • Fix for Tylis losing garrison units when upgrading from tier II to tier III Bronzeworker
    • Added Spartan Pikemen as an elite unit for Spartan garrisons
    • Added Tribal Garrison unit to Odrysian Kingdom garrisons
    • Fix for Getae garrisons decreasing in size when certain unit upgrades were researched
    • Added Sword Followers to Boii garrisons from tier III and IV bronze buildings
    • Fix for Colchis early barracks garrisons being stronger than other factions
    • Celtic Slingers replace Celtic Bowmen in garrisons
    • Added Kartli Axemen Tetreres to tier III and IV military port garrisons
    • Egyptian Slinger Trieres added to tier IV harbour garrison for Egypt
    • Greek Milita Hoplite Dieres added to tier II harbour garrisons for Athens, Macedon, Syracuse
    • Replaced Thracian Warriors with Thracian Peltasts in some garrisons
    • Persian Cavalry swapped for Eastern Horse Archers for some Armenian garrisons to prevent unit doubling
    • Armoured Horse Archers swapped for Parthian Horse Archers for some garrisons to prevent unit doubling
    • Fix for garrisons of tier III/IV infantry barracks for Armenia and Parthia being reversed
    • Median Cavalry removed from Seleucid infantry building garrisons
    • Persian Cavalry removed from infantry building garrisons
    • Swapped Iberian Skirmishers for Iberian Slingers in city/town garrisons
    • Added missing Steppe Axes Dieres, Tetreres and Hexeres to garrisons
    • Added Lusitani Noble Raider to level IV military port garrisons
    • Eastern Archers added to Media Atropatene roster to fix garrison issues
    • Added Dacian Spears to Odrysian Kingdom unit roster
    • Corrected Baktria multiculturalism bonus to be 8 rather than 4.

    UI


    • Added a new theme selection option to the title screen.

    Campaign


    • Reduced zone-of-control size for forces and cities from 5 to 3.5
    • Adjusted ruling political party influence boost granted by higher level Imperium to confer more of an effect; the text for these bonuses have been changed as well
    • All resource building chains now give a global bonus to all regions:
      • Amber: trade tariffs (faction)
      • Dyes: happiness (all provinces)
      • Grain: food (all regions)
      • Leather: manufacturing (all regions)
      • Iron: shield/armour/weapons upgrades (all provinces)
      • Horses: horse upgrades (all provinces)
      • Lead: sanitation (all provinces)
      • Marble: now provides a happiness bonus in all provinces
      • Timber: ship hull upgrades (all sea regions)
      • Silk: commerce (all regions)
      • Wine: happiness (all provinces)
      • Glass: research (faction)
      • Olives: agriculture (all regions)
      • Gold: mining (all provinces)

    Cultural and Faction Trait updates

    GRAND CAMPAIGN
    Rome

    • Cultural Traits:
      • Legions: +2 recruitment slots in all provinces
      • Marching Orders: +15% movement distance for all armies


    • House of Julia
      • Barbarian Subduers: +20% melee attack during battles against Barbarian tribes
      • Romanisation: +4 to cultural conversion


    • House of Junia
      • Agrarian Wisdom: +30% wealth from agricultural buildings
      • Founding Fathers: Public order bonus (maximum of +4) from presence of Latin culture


    • House of Cornelia
      • Cultural Assimilation: -50% public order penalties due to presence of foreign cultures
      • All Will Serve: -50% upkeep cost for all auxiliary units

    Carthage

    • Cultural Traits
      • Mercenary Armies: -25% mercenary upkeep costs
      • Phoenician Trade Heritage: +15% wealth from all commerce buildings


    • Barcid Dynasty
      • Pioneers: +15% movement range for all armies and fleets
      • Loyal Troops: +15% morale for all mercenary units


    • Hannonid Dynasty
      • Statesmen: Major diplomatic bonus with all factions
      • Administrators: +5% tax rate


    • Magonid Dynasty
      • Iron Fists: -50% resistance to foreign occupation
      • Phoenician Prowess: +3 experience ranks for ship recruits

    Balkan Tribes

    • Cultural Traits
      • Mercenary Armies: +50% mercenary upkeep costs
      • Promise of Loot: -50% mercenary recruitment costs


    • Odrysian Kingdom
      • Looters: +100% income from sacking and raiding
      • Deadly Aim: +2 experience ranks for missile recruits


    • Getae
      • Fierce Independence: +20% melee attack in own or allied territory
      • Our Gods: Public order bonus (maximum of +8) from presence of Balkan culture


    • Ardiaei
      • Pirates: +250% income from raiding
      • Expert Seafarers: +2 recruitment slots in all ports


    • Tylis
      • Plunderers: +150% income from sacking
      • Live by the Sword: +2 experience ranks for infantry recruits

    Gallic Tribes

    • Cultural Traits
      • Gallic Horsemanship: +20% melee attack for all cavalry
      • Warrior Society: +2 public order for every war


    • Boii
      • Migratory Urges: -75% to building conversion costs
      • Conquerors: +15% morale for all units during battles in foreign territory


    • Arverni
      • Gallic Craftsmanship: +20% wealth from all industrial buildings
      • Tribal Hegemonists: Moderate diplomatic bonus with all Barbarian tribes


    • Nervii
      • Ambushers: +50% chance of successfully launching an ambush
      • National Courage: +20% melee attack in own or allied territory


    • Galatia
      • Plunderers: +100% income from raiding and sacking
      • Gallo-Graeci: Moderate diplomatic bonus with all Hellenic factions

    Successor Kingdoms

    • Cultural Traits
      • Successor Conflicts: Major diplomatic penalty with all Hellenic factions
      • Alexander's Legacy: -50% resistance to foreign occupation


    • Seleucid
      • Satrapies: Increased number of levy units available from satrapies
      • Royal Estates: +20% wealth from agricultural buildings


    • Egypt
      • Ptolemaic Enlightenment: +20% research rate
      • Nile Valley: +1 food in all regions


    • Macedon
      • Thessalian Pride: +20% charge bonus for all cavalry units
      • Barbarian Subduers: +20% melee attack during battles against Barbarian tribes


    • Baktria
      • Silk Road: +20% wealth from all commerce buildings
      • Multiculturalism: -100% public order penalties due to presence of foreign cultures

    Greek States

    • Cultural Traits
      • Independence: +20% melee defence during battles in own or allied territory
      • Classical Heritage: +4 to cultural conversion


    • Massilia
      • Great Traders: +20% wealth from all commerce buildings
      • Local Dominance: Minor diplomatic bonus with all factions


    • Sparta
      • Helot Repression: -50% slave unhappiness
      • Spartiate Warriors: +3 experience ranks for Spartan infantry recruits


    • Athens
      • Cultural Centre: +20% wealth from culture
      • Naval Prowess: +3 experience ranks for Athenian ship recruits


    • Epirus
      • Village Confederation: +20% wealth from minor settlements
      • Guardians of Dodona: Public order bonus (maximum of +4) from presence of Hellenic culture


    • Syracuse
      • Archimede's Eureka: +20% research rate
      • Flowering Culture: +20% wealth from culture

    Iberian Tribes

    • Cultural Traits
      • Scouts: Increased chance for all characters to discover hidden agents and armies
      • Warrior People: +4 public order from presence of an army in a province


    • Lusitani
      • Ambushers: +50% chance of successfully launching an ambush
      • Mighty Warriors: +2 experience for all infantry recruits


    • Arevaci
      • Horsemanship: -20% recruitment cost for all cavalry units
      • One People: Major diplomatic bonus with all Iberian factions

    Nomadic Tribes

    • Cultural Traits
      • Horde: +3 recruitment slots in home province
      • Marauders: +50% income from raiding and sacking


    • Roxolani
      • Peregrine Conquerors: +20% melee attack during battles in foreign territory
      • Migrant Traders: +15% wealth from all commerce buildings


    • Massagetae
      • Pastoral Lifestyle: +40% wealth from livestock buildings
      • Tribal Ferocity: +15% morale in own or allied territory


    • Royal Scythia
      • Archery Masters: +25% ammunition for all units
      • Scythian Craftsmanship: +15% wealth from all industrial buildings

    Eastern Empires

    • Cultural Traits
      • Great Marksmen: +25% ammunition for all units
      • Secret Police: Increased security against agents in all provinces


    • Parthia
      • Cavalry Masters: -25% recruitment cost for all cavalry units
      • Multiculturalism: -25% public order due to presence of foreign cultures


    • Armenia
      • Proud People: +20% morale for all units during battles in own territory
      • Bridge Builders: Minor diplomatic bonus with all Hellenistic and Eastern factions


    • Pontus
      • Shrewd Operators: -50% all agent action costs
      • Philhellenes: Moderate diplomatic bonus with all Hellenic factions

    Black Sea Colonies

    • Cultural Traits
      • Rulers of Foreign Lands: -50% public order penalties due to presence of foreign cultures
      • Greek Hearts: +15% morale when fighting in own or allied territory


    • Pergamon
      • Great Builders: -25% building construction costs
      • Town Growth: +4 growth in all regions


    • Cimmeria
      • Bosporian Fertile Lands: +25% wealth from agricultural buildings
      • Nomadic Archers: +25% ammunition for all units


    • Colchis
      • Trade Crossroads: +15% wealth from all trade agreements
      • Golden Legacy: +2 Hellenic cultural influence in all provinces

    Brittanic Tribes

    • Cultural Traits
      • Heroic Culture: +20% charge bonus in battles when attacking
      • Warrior Society: +2 public order for every war


    • Iceni
      • Pastoral Ways: +20% wealth from all agricultural buildings
      • Cultural Aspirations: Moderate diplomatic bonus with all non-barbarian tribes

    Germanic Tribes

    • Cultural Traits
      • Terrors of the Night: Can always choose to fight night battles
      • Warrior Society: +2 public order for every war


    • Suebi
      • Tribal Conquerors: +20% melee attack during battles against Barbarian tribes
      • Marauders: +100% income from raiding and sacking


    IMPERATOR AUGUSTUS CAMPAIGN

    Romans

    • Cultural Traits
      • Legions: +2 recruitment slots in all provinces
      • One Ruler: All Roman factions share a major diplomatic penalty with all other Roman factions


    • Lepidus' Rome
      • Agrarian Wisdom: +30% wealth from agricultural buildings
      • Administrators: +5% tax rate


    • Octavian's Rome
      • Barbarian Subduers: +20% melee attack during battles against Barbarian tribes
      • Romanisation: +4 to cultural conversion


    • Antony's Rome
      • Cultural Assimilation: -50% public order penalties due to presence of foreign cultures
      • All Will Serve: -50% upkeep cost for all auxiliary units


    • Pompey's Rome
      • Expert Seafarers: +2 recruitment slots in all ports
      • Pioneers: +15% movement range for all armies and fleets

    Eastern Empires

    • Cultural Traits
      • Great Marksmen: +25% ammunition for all units
      • Secret Police: Increased security against agents in all provinces


    • Parthia
      • Cavalry Masters: -25% recruitment cost for all cavalry units
      • Multiculturalism: -25% public order due to presence of foreign cultures


    • Armenia
      • Proud People: +20% morale for all units during battles in own territory
      • Bridge Builders: Minor diplomatic bonus with all Hellenistic and Eastern factions

    Balkan Tribes

    • Cultural Traits
      • Mercenary Armies: +50% mercenary upkeep costs
      • Promise of Loot: -50% mercenary recruitment costs


    • Dacia
      • Fierce Independence: +20% melee attack in own or allied territory
      • Our Gods: Public order bonus (maximum of +8) from presence of Balkan culture

    Successor Kingdoms

    • Cultural Traits
      • Greek Hearts: +15% morale when fighting in own or allied territory
      • Alexander's Legacy: -50% resistance to foreign occupation


    • Egypt
      • Ptolemaic Enlightenment: +20% research rate
      • Nile Valley: +1 food in all regions

    Brittanic Tribes

    • Cultural Traits
      • Heroic Culture: +20% charge bonus in battles when attacking
      • Warrior Society: +2 public order for every war


    • Iceni
      • Pastoral Ways: +20% wealth from all agricultural buildings
      • Cultural Aspirations: Moderate diplomatic bonus with all non-barbarian tribes

    Germanic Tribes

    • Cultural Traits
      • Terrors of the Night: Can always choose to fight night battles
      • Warrior Society: +2 public order for every war


    • Marcomanni
      • Tribal Conquerors: +20% melee attack during battles against Barbarian tribes
      • Marauders: +100% income from raiding and sacking


    CAESAR IN GAUL CAMPAIGN

    Roman

    • Cultural Traits
      • Legions: +2 recruitment slots in all provinces
      • Marching Orders: +15% movement distance for all armies


    • Rome
      • Paragons of Civilisation: +15% morale during battles in neutral or enemy territory
      • Romanisation: +2 to cultural conversion

    Gallic Tribes

    • Cultural Traits
      • Gallic Horsemanship: +15% melee attack for all cavalry
      • Warrior Society: +2 public order for every war


    • Arverni
      • Gallic Hegemonists: Major diplomatic bonus with all Celtic tribes
      • Champions of Gaul: +15% melee attack during battles in own or allied territory


    • Nervii
      • Ambushers: +50% chance of successfully launching an ambush
      • Bravest of the Belgae: +15% morale during battles in own or allied territory

    Germanic Tribes

    • Cultural Traits
      • Terrors of the Night: Can always choose to fight night battles
      • Warrior Society: +2 public order for every war


    • Suebi
      • Invaders from Germania: +20% melee attack during battles in neutral or enemy territory
      • Marauders: +100% income from raiding and sacking


    HANNIBAL AT THE GATES CAMPAIGN

    Carthaginians

    • Cultural Traits
      • Mercenary Armies: -25% mercenary upkeep costs
      • Trade Heritage: +15% wealth from all commerce buildings


    • Carthage
      • Strategic Effort: +15% movement range for all armies and fleets
      • The Great Enemy: Major diplomatic penalty with all Latin factions

    Romans

    • Cultural Traits
      • Legions: +2 recruitment slots in all provinces
      • Marching Orders: +15% movement distance for all armies


    • Rome
      • Carthago Delenda Est: Major diplomatic penalty with all Punic factions
      • Agrarian Wisdom: +30% wealth from agricultural buildings

    Greek States

    • Cultural Traits
      • Independence: +20% melee defence during battles in own or allied territory
      • Classical Heritage: +4 to cultural conversion


    • Syracuse
      • Archimede's Eureka: +20% research rate
      • Flowering Culture: +20% wealth from culture

    Iberian Tribes

    • Cultural Traits
      • Scouts: Increased chance for all characters to discover hidden agents and armies
      • Warrior People: +4 public order from presence of an army in a province


    • Lusitani
      • Ambushers: +50% chance of successfully launching an ambush
      • Mighty Warriors: +2 experience for all infantry recruits




    • Arevaci
      • Horsemanship: -20% recruitment cost for all cavalry units
      • One People: Major diplomatic bonus with all Iberian factions


    WRATH OF SPARTA

    Greek States

    • Cultural Traits
      • Slaves: -85% reduction in unrest caused by slaves but also income generated by them
      • Slaves: 50% reduction in slave population decline


    • Athenai
      • Wooden Wall: +2 recruitment slots in all ports
      • Dreams of Empire: -10 happiness in all regions


    • Sparta
      • Helots: +100% wealth from slaves
      • Spartiate: +3 experience ranks for all Spartan units


    • Boiotian League
      • Rising Military: +15% morale for all units
      • Rival of Athens: Moderate diplomatic penalty with all Ionian factions


    • Korinthos
      • Love of Aphrodite: +4 growth in all regions
      • Maritime Heritage: +15% ship battle speed

    Last edited by Hooahguy; 08-20-2015 at 17:15.
    On the Path to the Streets of Gold: a Suebi AAR
    Visited:
    A man who casts no shadow has no soul.
    Hvil i fred HoreTore

    Member thankful for this post:



  17. #737
    Member Member hoom's Avatar
    Join Date
    Oct 2002
    Location
    The country that replaced Zelix
    Posts
    1,937

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    I guess thats the last patch then
    http://wiki.totalwar.com/w/Total_War...I:_Patch_Notes doesn't say anything about a Patch 18.

    I wonder if those unit weight changes are just display or if heavy units will be able to push back light units now?

    I'm not super keen on removal of Elite unit caps, if anything there needs to be a bunch of added unit caps for Elite units.
    maybe those guys should be doing something more useful...

  18. #738
    Member Member hoom's Avatar
    Join Date
    Oct 2002
    Location
    The country that replaced Zelix
    Posts
    1,937

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    For the record Power & Politics update patchnotes https://www.totalwar.com/blog/empire...r-politics-faq
    Spoiler Alert, click show to read: 
    I want to keep Rome II as it is, despite the update!

    If you want to avoid this update to keep your mods working or you just want to stay on the version on Total War: ROME II you’ve been playing up until now, follow these steps:

    Open Steam and select Total War: Rome II in your library
    Right click Rome II and select properties
    Open the ‘Betas’ tab
    In the drop down menu, select the ‘patch_17’ option
    Steam will download your update and the name of Total War: ROME II on your Steam library will end with [patch_17]


    Power and Politics Patch Notes


    The new political system builds up on the old one and introduces several new elements. The main goals are:



    To allow the player to exercise direct impact on the campaign gameplay through the political system.
    To allow for well-defined civil wars through the new loyalty statistic and party areas of influence.
    To add variety in gameplay for different factions and/or government types.



    Political parties, influence and loyalty

    Each political party in your empire will have two main properties – influence and loyalty. Influence is carried over from the old system and loyalty shows how satisfied they are with the ruling party.
    Loyalty will increase or decrease as a direct result from political or campaign actions.
    Low loyalty for any party will result in a chance for a secession or civil war.
    New parties may spawn within your political system, based on your imperium level and government type.
    A new edict has been added to the game, available to all cultures: Party Loyalty – provides +10 loyalty to the political party controlling the province.



    Political parties areas of influence

    Each political party in your empire will control a number of provinces, depending on their influence. The more influence a party has, the more provinces it will control. The exact provinces under the control of each party are automatically assigned by an algorithm that tries to keep all its territories close together.
    In case of a secession or civil war, the new faction that spawns will control the provinces that were included in the areas of influence of the seceding parties.
    The party areas of influence can be seen from the new filter available in the map screen in the campaign UI.



    Political party leaders, important characters, and traits

    Political parties have traits that modify the way they gain or lose loyalty. Each party has two traits.
    Each political party now has a leader. The leader has one additional trait that acts like a party trait. Therefore, there are three traits in total that affect a party’s loyalty (2 built in the party and 1 more from the leader).
    All political characters now have an additional political trait that would take effect only if they became the leader of their party. You can still see the political traits of characters that are not members of the ruling party, so you can plan how to develop them.



    Government types and reforms

    There are 4 possible government types: Kingdom, League (Union for Barbarian factions), Republic, and Empire, each of them providing different bonuses and penalties (public order, number of edicts, etc.). The Empire archetype provides slightly better bonuses than the other 3, and it is generally the goal of the player to reach that government type, although reforms can be made between all government types at any time.
    Each faction can reform their government type at the cost of money and several turns of instability. Reforming a government is done from the Government Overview section in the Politics or Summary tab in the Faction screen.
    The Empire government type is available to all cultures; however, the other 3 types are available only to some cultures. For example, barbarians can only reform between Empire, Kingdom and Union (no Republic).
    The faction leader is now excluded from the Cursus Honorum system (Secure Promotion). Instead, he now has a unique trait that depends on the player’s government type.



    Secessions and Civil Wars

    Parties with low loyalty have a chance to start a secession. In case of secession, the territories under the area of influence of the party break off from your empire, creating a new faction in a war with you.
    Secessions may turn into civil wars, where all parties join either on your side or on the side of the separatists.
    Parties that start a secession or civil war are removed from your political system.



    New political actions

    There are a number of new political actions that can be done from the Characters tab in the Faction screen in the UI. Some of them now have direct effect on the campaign gameplay and utilize the previously underused statesmen (political characters that are not currently commanding an army).
    There are a few new actions that can be taken against entire parties. They are available from the Politics tab in the Faction screen in the UI.
    Some of the old political actions have been rebalanced. For example, Secure Promotion can now be used on characters from the non-ruling party as well, as a way to increase their party loyalty.



    UI/UX Changes and Improvements

    The Factions screen now remembers the last tab opened by the user and it is automatically selected the next time the Factions screen is opened.
    Actions taken from the Characters or Politics tab in the Faction screen no longer close the Faction screen, so players can continue performing political actions without having to reopen it.
    The Records and Statistics tabs have been combined into a single tab.
    The Character tab in the Faction screen received an overhaul and a “Hire Statesman” option has been added so players can now recruit statesmen directly.
    An “Open Character Profile” link has been added to the Character portrait on the campaign map that leads to the Character tab, with the character selected. Similarly, a link on the character portrait in its profile leads to the general on the campaign map.
    Support for 4K resolution has been added to the game.
    UI scaling is now supported.
    The web encyclopaedia has been replaced by in-game unit and building information screens.
    General and agent skills are now seen in a tree view.
    A Campaign filter has been added to the multiplayer/custom battles. Players can now use playable factions from all campaigns in custom and multiplayer battles.
    Increased the Grand Campaign maximum camera zoom height.
    Added an indicator for active edicts in the province list.



    Bug Fixes and Balance Changes

    Reduced the number of senators gained or lost from subject dilemmas.
    Fixed effects given to some damaged buildings that were more beneficial than the undamaged ones.
    Fixed several issues with starting positions of characters and armies in legacy campaigns.
    Fixed bonuses from iron and lumber settlements to match their description.
    Fixed buildings that unlocked certain units at lower levels but didn’t allow them at higher levels.
    Fixed mercenary and auxiliary units that were missing abilities enabled for the original units or had vastly different statistics from the original units.
    Fixed unit cards for several units to represent their actual mass.
    Fixed several units that had incorrect action points or vision range for their type.
    Fixed buildings that provided less garrison units after being upgraded.
    Fixed several general skills and army traditions that were providing wrong bonuses.
    Fixed the time windows during which several historical characters would appear to better match their real birth and death dates.
    Decreased the effectiveness of the Poison Wells and Poison Provisions spy actions.
    Changed the effects of grain settlements. They now provide food to regions in their current province and adjacent provinces instead of faction-wide.
    Fixed a problem with an unnamed army in the Hannibal at the Gates campaign.
    Fixed several visual/UI issues (overlapping text boxes, text being cut out, spilling out, black screen when changing resolution and others)
    Corrected various grammar and spelling issues in the UI.
    Changed the colour of several effect icons to indicate whether they provide positive or negative effects.
    Changed the conditions for the “Hold Your Ground!” achievement. To achieve it, the player needs to successfully defend an encampment without losing more than 10% of their starting force.
    Fixed a problem that resulted in duplicate mercenaries being available in some regions in the Hannibal at the Gates campaign.
    Disbanding an army no longer wounds agents attached to armies.
    Players can no longer exceed their agent cap by manipulating enemy agents.
    The Historical Battles of Alesia and Carthago have been rebalanced.
    Several issues that were causing crashes have been fixed.
    Fixed several effects that provided incorrect bonuses (melee defence, melee attack, shots per minute, and range).
    Fixed an issue that was causing incorrect loading screens to be displayed.
    Fixed a problem that prevented several factions in the Grand Campaign and Hannibal at the Gates from having a civil war.


    And Desert Kingdoms/Female Leaders & hotfix patchnotes https://www.totalwar.com/blog/desert...ms-patch-notes
    Spoiler Alert, click show to read: 

    Hotfix – 20/03/18

    – Fixed an issue that caused Assembly Kit to fail processing a campaign.

    – Improved the AI behaviour when defending wall breaches.

    – Improved the AI behaviour when defending gate breaches.

    – Fixed an issue that changed the diplomacy relations with AI factions on old save games.

    – Fixed Zenobia’s VO for Diplomacy in Empire Divided.

    – Adjusted the skin tone for some of the faction generals (Celtic, Illyrian, Iberian)

    – Fixed a problem with Teuta’s model and textures

    – Fixed incorrect spawning window dates for historical characters in Wrath of Sparta

    New features



    Female Leaders

    Following in Zenobia’s footsteps, Cleopatra and Teuta are now fully playable as faction leaders and generals, along with custom visuals and voice-over.

    Teuta has been added as the leader of the Ardiaei in the Grand Campaign.
    Cleopatra has been added as the leader of Egypt in the Imperator Augustus campaign.

    Major female characters have been added to all campaigns and all factions. In some cultures, such as Roman and Greek, women occupy social/political roles, while in others, women may be generals and lead armies.
    For cultures where women do not hold public offices, there is a special Cursus Honorum path that follows the increase in the influence of women in politics.
    There are special events (dilemmas) which portray the trials and tribulations associated with women coming to power in ancient times. Often, tradition and prejudice stood in the way. Such events allow the player to recruit female leaders, or gain other bonuses from parties that would normally oppose such a decision.
    Important historical female characters will spawn via special incidents at various times throughout various ROME II campaigns:

    Historical Queen Campaign Faction
    Berenice III ROME II Grand Campaign Ptolemaic Egypt
    Cleopatra II ROME II Grand Campaign Ptolemaic Egypt
    Berenice IV ROME II Grand Campaign Ptolemaic Egypt
    Cleopatra Thea ROME II Grand Campaign Seleucids
    Berenice Phernophorus ROME II Grand Campaign Seleucids
    Olympias II ROME II Grand Campaign Epirus
    Laodice ROME II Grand Campaign Pontus
    Laodice IV ROME II Grand Campaign Pontus
    Erato Imperator Augustus Armenia
    Musa Imperator Augustus Parthia
    Amanitore ROME II Grand Campaign Kush
    Shanakhdakheto ROME II Grand Campaign Kush



    Faction leaders of opposite gender can now marry as a diplomatic action, significantly strengthening the relations between the two factions.
    The basic marriage action now has political implications.



    New Resource: Spices

    The Spices resource has been added to the Eudaemon and Charmuthas regions of the Arabian Peninsula. Spices give a large bonus to tariff income from trade agreements.



    Merge Units button:

    A new button allowing the player to merge two selected units of the same type into one has been added to the game.



    Guard Mode:

    The Guard Mode stance has been reintroduced into battles and players can now again put units into Guard Mode, keeping them in position and preventing them from chasing down enemies.

    Guard Mode is disabled when units are on walls.



    Mod Filter:

    A new Mod Filter tool has been introduced to help players disable all their mods after a new patch is applied to prevent them from breaking the game.



    Factions removed from the Grand Campaign:

    The following factions have been removed from the Grand Campaign due to the addition of The Sabaean Kingdom and The Kingdom of Kush:

    Meroe
    Blemmys
    Himyar

    Those factions can still spawn in the game if the player liberates their original regions.


    BUG FIXES

    Performance improvements

    Removed Ctrl+F1 as a shortcut to take a screenshot. This was undocumented and causes the game to freeze for second which would make it look like an issue.

    Optimised the rendering of waypoints in battle

    Fixed an issue causing pathfinding spikes when selected player units are on walls during sieges

    Fixed an issue causing pathfinding spikes when units are close to walls in sieges

    Fixed an issue where selecting a character on the campaign map and then using the mouse to scroll the map would cause the framerate to drop



    Unit Animations Fixes:

    Fixed issues on club and axe-wielding units sometimes using animations that are meant to be used only with swords (beheadings, stabs, etc).

    Fixed the issues with dismembering animations being overused. Enabling Blood and Gore DLC will bump them up in frequency only when a killing blow is executed

    Fixed an issue where Admirals would not be present on their ships.



    Government Types in Wrath of Sparta:

    Changed the government types of Athens and Korinthos in the Wrath of Sparta DLC from Kingdom to Politea, and the government type of the Boiotian League from Kingdom to League.





    Starting political party traits:

    Most rival political parties will now always start with a certain set of traits to better represent the current political situation and prevent strange cases like the rival party of the Iceni hating easterners, even though they would probably have no way of even knowing them.



    Send Diplomat fixes:

    Fixed an issue causing the Send Diplomat feature to cause incorrect outcomes that could never result in a critical success. Now with a critical success, the player will get a whole region from the target faction.



    Champion Trait: Striking:

    The champion trait Striking has been fixed to actually hurt the enemy army.



    Scipio Africanus:

    Scipio Africanus is once again available in the Hannibal at the Gates campaign.



    Achievement Fixes:

    The Seize the Initiative achievement will now unlock if the player manages to attack an enemy army in encamped state and win the battle with less than 15% casualties.

    The Pontifex Maximus achievement will now correctly unlock when a player constructs a level 5 cultural building as Rome.



    Shield Decal Fixes:

    Fixed some units missing shield decals, mainly for Odryssian Kingdom spears.






    Empire Divided:

    New additions

    Move Capital Dilemma:

    A new dilemma has been added for all Roman factions upon capturing Rome, asking them if they want to move their faction capital there.

    New Saxoni Ships:

    Three new naval units have been added to the Saxoni roster in both campaign and custom battle:

    Assault Raider (Geoguth Warriors)
    Medium Assault Raider (Duguth Spearmen)
    Heavy Raider (Gedriht Swordsmen)



    New Saxoni Admiral option:

    The Heavy Raider (Gedriht Swordsmen) can now be recruited as a bodyguard unit for Saxoni Admirals.

    Bug Fixes

    Gallic Empire client states:

    Fixed an issue with all the Gallic Empire’s client states not recruiting any medium or high tier units.



    Tetricus’ Spear:

    Fixed Tetricus’ model in battle to hold a spear while on a chariot



    Eastern Barbarian city center artillery fixes:

    Fixed a bug with cities in eastern Barbarian cultures displaying more artillery slots in the building tooltips then there actually were.



    Multiple Visual Updates on Roman units:

    Multiple units from the Roman factions have had their models update for better historical accuracy. These units include: Gallic Legionaries, Gallic Imperial Guard, Gallic Longsword Cohort, Heavy Gallic Spearmen, Spear Warriors, Palmyrene Cohors, Palmyrene Veteran Legionaries, Palmyrene Legionaries, Armoured Pikemen, Heavy Palmyrene Skirmishers, Palmyrene Spearmen, Palmyrene Legionary Cavalry, Palmyrene Palace Guard, Roman Legionaries, Roman Cohors, Roman Evocati Cohors, Herculiani, Roman Praetorian Guard, Roman Praetorian Cavalry.



    Unit Voice Line fixes:

    Fixed several issues of units not using the correct voice lines, including Germanic Pikes, and some of the Alani units.



    Known Issue:

    The Status Quo achievement is not currently attainable


    How to opt in to the roll back build



    I want to keep Rome II as it is, despite the update!

    If you want to avoid this update to keep your mods working or you just want to stay on the version on Total War: ROME II you’ve been playing up until now, follow these steps:



    Open Steam and select Total War: Rome II in your library

    Right click Rome II and select properties

    Open the ‘Betas’ tab

    In the drop down menu, select the ‘patch_18’ option

    Steam will download your update and the name of Total War: ROME II on your Steam library will end with [patch_18]


    Edit: another hotfix today is supposed to improve seige AI.
    https://forums.totalwar.com/discussi...s-minor-update
    Spoiler Alert, click show to read: 
    We have fixed an issue where the siege AI would not defend walls correctly. We were made aware that the AI fixes we had implemented had some unforeseen knock on effects in other areas of battle AI behaviour that we didn’t anticipate.

    We’re now more aware of what the issues are and will use this opportunity to fine tune the AI changes ready for the next campaign pack that we mentioned not so long ago, in the What The Teams Are Working On Blog.
    Last edited by hoom; 03-27-2018 at 12:51.
    maybe those guys should be doing something more useful...

  19. #739

    Default NET INCOME 143000 GOLD PER TURN AS SUEBI GERMAN,DOES ANYONE GOT ANY HIGHER THAN THIS?

    now i have net income =143,000 gold per turn= as Suebi German and 4,279,000 gold treasuries in the coffer with 16 warband(army/legion) at command(with a lot of expensive =sword master= in them...) =with no cheating=,this is my personal record in 3/third games (sparta,romans then suebi germans) ,does anyone got any higher than this?


    please show out,dun be shy!!


    me personal found out that in =rome 2= barbarian factions can earn more than civilize factions,i am playing =arverni celts= that got 20 percent industrial income bonus,i am curious may that =arverni celts= will achieve more income? or better records???

    actually i try to remind you guys,it seems that germans are the cheapest troops that barbarian factions can offer!!and after reading = the art of war of sun sze=,=孫子兵法=,the =commencing war/battles= section=作戰篇=,i found out the whole section it try to tell is the whole war is relating to cost of production,cost of supplying,cost of transportation,totally about cost of logistics,logistics,logistics!!!that means the most part of cost of war!!! that means all war is about money!!! especially the modern warfare that cost more!!!
    In all warfare,speed is the key!

  20. #740
    REX POLONIAE Moderator KLAssurbanipal's Avatar
    Join Date
    Dec 2006
    Location
    Poland
    Posts
    758

    Default Re: NET INCOME 143000 GOLD PER TURN AS SUEBI GERMAN,DOES ANYONE GOT ANY HIGHER THAN T

    Please delete Caps Lock from thread's title.

  21. #741
    Travelling Knight Content Manager Nigel's Avatar
    Join Date
    Jul 2003
    Location
    Twynham Castle
    Posts
    1,026

    Default Re: NET INCOME 143000 GOLD PER TURN AS SUEBI GERMAN,DOES ANYONE GOT ANY HIGHER THAN T

    Impressive income, guineawolf. You have probably conquererd most of the known world by now. What difficulty level are you playing?

    I am far away from that in my games. In my current Carlemagne campaign, I was feeling quite good when at one time my income was 5,000 and my treasury was around 50,000. And I am just doing a casual play-through on normal difficulty. But who knows, I may decide to give it a push and at least try to break my own personal record.


    What you say about Sun Sze's chapter, war beeing all about costs and logistics, sounds pretty reasonable to me. I have read similar conclusions from other strategists, too.
    .... and you may want to change the text in your signature then
    Last edited by Nigel; 08-12-2018 at 11:35.

  22. #742

    Default Re: NET INCOME 143000 GOLD PER TURN AS SUEBI GERMAN,DOES ANYONE GOT ANY HIGHER THAN T

    Quote Originally Posted by Nigel View Post
    Impressive income, guineawolf. You have probably conquererd most of the known world by now. What difficulty level are you playing?

    I am far away from that in my games. In my current Carlemagne campaign, I was feeling quite good when at one time my income was 5,000 and my treasury was around 50,000. And I am just doing a casual play-through on normal difficulty. But who knows, I may decide to give it a push and at least try to break my own personal record.


    What you say about Sun Sze's chapter, war beeing all about costs and logistics, sounds pretty reasonable to me. I have read similar conclusions from other strategists, too.
    .... and you may want to change the text in your signature then
    actually i found out another player that got 348,000 gold net income per turn (perhaps in empire divided campaign?) in www.totalwar.com rome2 general discussion section...

    ah yeah..i am playing at normal difficulty....

    actually ,all warfare is about cost and logistics,but the main key to victory of war is your speed in every sector!!!=(兵貴神速!)避實擊虛="avoid the strong and attack the weak!" you might kill your enemy instantly by attack (dead spot!/killing spot?)what is not defended by your enemy if you are fast enough!!!=(attack what they do not defended(actually is not prepared!),do as what they do not expected!!!)=攻其無備,出其不意!!!attack with "speed" ASAP(as soon as possible!)/AFAP(as fast as possible!) be4 enemy get alerted and prepare the defensive!!!

    talking about speed/fast!
    prepare in speed,move in speed,attack in speed,defend in speed....and a lot more!!!
    try to read "art of war of sun sze" it is being insisted requested by military academy(of Westpoint of USA it seems??i only sure it is a military academy of USA...) to those apprentice of war/officers have to qualify in knowledge about "art of war of sun sze" then can graduate from (Westpoint?i oredi not so sure...)...

    now i am curious...are you reading Karl von Clausevitz of Germany??? i am considering he is the best strategist in the west!!
    Last edited by guineawolf; 08-14-2018 at 15:02. Reason: add more content about art of war!!
    In all warfare,speed is the key!

  23. #743
    Member Member hoom's Avatar
    Join Date
    Oct 2002
    Location
    The country that replaced Zelix
    Posts
    1,937

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    Ancestral Update & Hotfix now live.

    Ancestral Beta patchnotes https://www.totalwar.com/blog/total-...cestral-update
    Spoiler Alert, click show to read: 


    The long-awaited Family Tree for ROME II is here! The free Ancestral Update introduces this community favourite feature along with numerous tweaks, fixes, and improvements to ROME II’s base game and DLCs. The update is currently in open beta to ensure it works for all users before release, and will therefore require you to opt in with details of how to do this below. We welcome any and all feedback – again, find out where you can do this below.

    As you may have guessed from the latest what the teams are working on blog post, a ROME II DLC announce will also be coming very soon.

    In this blog post you will find:

    Family Tree Information
    Intrigues
    FAQ
    How to opt in
    Will opting in break my save games?
    Should I disable mods?
    Where should I report any Issues?
    Patch Notes
    New Additions
    Visual Improvement
    Bug Fixes
    Battle AI
    Gameplay Improvements
    Known Issues

    There are also additional patch notes for the Ancestral Update here.
    The Family Tree

    The Family Tree is a visual representation of the web of character relationships within your faction, and offers the functionality for you to interact with those characters and generate Intrigues, which bring new gameplay options. The characters in your faction can forge strong bonds and alliances with other factions. Marriages can produce offspring, who grow and obtain duties of their own. Characters are born, live their lives, and eventually die throughout the course of a game.

    Here’s an example of the Macedonian family tree from the Grand Campaign. The central panel contains members of the player’s family. The panel on the right, labelled Other Nobles, contains characters who are members of the player’s party, but not included in the family. The panel on the left, labelled Important Characters, contains characters of other parties – Ones that may turn hostile in the case of secession or civil war, for example.
    Intrigues

    Every living, adult character has access to a certain number of Intrigues: actions that can be executed to achieve a variety of outcomes. In the screenshot below you’ll see them in the bottom right corner.

    Every Intrigue has requirements such as:

    Character needs to be a general
    Character needs to be a politician
    Character needs to be the faction leader
    Character needs a certain amount of a specific attribute
    Character needs a certain amount of an attribute that exceeds the attribute of another target character (for example, the Adopt Intrigue is available if the Adopting character has three more Authority points than the target character’s Zeal)

    FAQ
    How do I opt in to the Ancestral Update?

    To take part in the Ancestral Update open beta, follow these steps:

    Restart Steam
    Find Total War: ROME II – Emperor Edition in your Steam library
    Right click Total War: ROME II – Emperor Edition and go to Properties in the drop-down menu
    Go to the Betas tab
    In the drop-down menu under Select the beta you would like to opt into: select ancestral –

    Will opting in break my save games?

    No. We’ve deliberately worked to ensure old save game compatibility with the update. The game generates a new Family Tree based on the data in your save game, and refunds any skill points you’ve already spent on your Agents, enabling you to spend them in the new skills tree to your preference. Issues are still possible, of course – Please report any that you find!
    Should I disable my mods?

    Absolutely, yes. Mods are frequently incompatible with new releases and will remain out-of-date until the mod creator updates their mod.

    We would like to ensure all the feedback we receive for this beta comes from campaigns played with all mods disabled, so we can be sure that any new fixes we may have to explore are focused on the core, unmodded game, and not a result of out-of-date mods.
    Where should I report any issues?

    Any issues should be reported in the dedicated Ancestral Update issues thread on the official Total War forums, which we will be monitoring closely.
    Additional Patch Notes
    New

    Agents skills have been completely reworked, rebalanced and are now culture-specific. They now have more actions, some of them having significant new effects
    Generals’ skills are also now culture specific
    Skill cards for agents, generals and military traditions have informative pips that show what the skill grants at each level
    Agent skills have been re-ordered to mimic the order of attributes in the character portrait
    Reinforcement range is now visible as an area, not only as blinking arrows
    Technology panels now have sounds
    In battle, ships in will now be able to leave their disembarking area by shifting in reverse, making room for more ships to land
    Champions have received a skill that directly buffs the bonus to unit experience per turn
    Levels 2 and 3 of Agent skills are now unlocked on the next agent level, instead of skipping a level. For instance, tier 1 skills are unlocked on levels 2/3/4, instead of the previous 2/4/6
    Battle loot implemented in field battles, granting different sums based on the upkeep cost of the defeated army and the action selected after victory
    Added more variety to generals in Empire Divided
    Number of household ancillaries has been increased from 1 to 3
    Number of character traits has been increased from 3 to 6

    Visual

    Added MSAA anti-aliasing
    Added “Clouds shadow” option to shadows
    Added an option for near the camera objects fading (on/off)
    Added “Hide dead bodies” option, so dead units can vanish even on higher graphics settings
    Added “Hide foliage” to the graphics options and made that shader functionality toggleable
    “Hide foliage” option has a shortcut set to Ctrl+F by default
    Added “Terrain noise” to make distant terrain look less flat.
    Improved building LOD distances for Extreme/Ultra to be really extreme and ultra (x3 times greater)
    Improved shadow quality & performance.
    Heavy rain weather VFX in battle now occasionally replaced with stormy rain weather (with lightning flashes)
    Ships now render in water reflections
    Reduced terrain and grass reflectivity in rainy weather
    Improved night lighting of units. Torch light is now animated and casts shadows on higher settings
    Improved river shader in battles: shallow river water is more visible, won’t vanish when near the camera, specular and shadows improved
    Trees on the tactical view are no longer very obviously rotating towards the camera
    Rivers have been optimized to not render past a certain distance

    Bugfixes

    Changed the AI to now recruit more suitable units in campaign
    Added Numidian Spearmen Assault Dieres to eastern naval garrison lvl 2 group
    Corrected many instances of units with mismatches between their weight and caste
    Fixed the Palmyrene Top Recruit technology (Empire Divided Campaign) to correctly apply its bonuses to all new land unit recruits
    Fixed Kushite Archers and Kushite Royal Archers to now correctly receive bonuses from effects applying to missile infantry
    Fixed all Empire Divided bodyguard units to correctly receive bonuses from different effects
    Added Theban Hippeus unit to the Boiotia League custom battle roster
    Missile Range bonuses now actually work!
    Fixed a few cases where the player can get stuck in the Prologue campaign
    Fixed a few cases of improperly rotated settlement battle tiles
    The “Status Quo” achievement can now again be obtained

    Battle AI

    Fixed an issue that caused units to cluster together when climbing ladders on walled settlements
    The AI will no longer zealously guard the capture points in unwalled settlements
    Fixed an issue that sometimes caused the AI to never attack a walled settlement
    Fixed an issue with pathfinding that sometimes caused units to rapidly move in different directions
    Tweaked the AI behaviour to better assess and exploit players’ tactical weaknesses, such as gaps in defence lines or an unprotected general
    Shield Wall, Hoplite Wall and Testudo will not be broken by the fast-move command and will move in formation to the target until they reach change distance
    When siege units and mounted units (cavalry, chariots, camels, elephants) are making a naval assault they will deploy on the ground, instead of disembarking from ships, similar to Total War: ATTILA

    Gameplay Improvements

    Female cursus honorum grants attributes at higher levels
    GC Iceni start their campaign having military access with Dumnonii
    Starting loyalty has been decreased for all difficulty settings (0 on Easy, 0< on higher difficulty)
    The political traits Militarist and Expansionist have been nerfed, granting less loyalty
    A different version of the Family Tree, called Chain of Command, has been added to the Caesar in Gaul campaign. It contains fewer intrigues
    Start-pos characters have been rebalanced in all campaigns – many more were added, both historical and created for gameplay purposes
    New encyclopaedia page for Agents, available on right-click
    The Family Duty trait now disables character skills

    Known Issues

    Loading legacy save games will refund less skill points than expected
    Start-pos family trees for campaign other than Grand might have missing characters, names or links between characters
    Some start-pos characters might be labelled as members of another party when they are not expected to be
    When a new character is generated, the message about a daughter coming out of age is displayed in error
    Children from diplomatic marriage with another subculture will be displayed as belonging to player’s own culture
    Events sometimes occur more often than expected.
    The game may crash when clicking on the “Controls” button on the Campaign map when playing the Empire Divided campaign



    Additional patchnotes for Live https://www.totalwar.com/blog/total-...al-patch-notes
    Spoiler Alert, click show to read: 


    Total War: ROME II – Rise of the Republic will be out tomorrow to download and play, and ahead of our release we have some updated patch notes from the Ancestral Update beta.

    The free Ancestral Update introduces the family tree feature along with numerous tweaks, fixes, and improvements to ROME II’s base game and DLCs. The update will be live tomorrow alongside the Rise of the Republic campaign pack DLC.

    There’s some known issues that we’ve listed below and will be addressing in a post release hotfix coming shortly after launch.
    Additions

    New traits have been added for agents.
    Champion wealth from adventuring has been significantly increased.
    Ancillary interface has been updated – each slot now has an icon while empty.

    Gameplay Changes

    Unit formations are now limited to 4 lines deep at most.
    Chance of newborn babies has been increased reducing the risk of families dying out.
    Reinforcement range is now visible as a half-transparent red area in addition to the previous blinking arrows.
    Technology panels now have sounds for player interactions.
    Ships will now be able to leave their disembarking area by shifting in reverse, making room for more ships to land.
    Unit formations can not be used on walls during a city assault battle.
    Added Numidian Noble Cavalry to minor settlements for Masaesyli.
    Armoured Chariots are no longer a commander unit for Gallic Rome in Empire D
    Tweaked the garrison units of the Bronze Workshop chain for Odryssian Kingdoms.
    Removed the “Expert Charge Defence” and “Charge Reflector” attributes from cavalry units.
    Removed the bonus influence effect of the “Cicero’s Support” technology in Caesar in Gaul.
    Exchanged the bonus influence effect for a bonus to dignitary level for the “Bribe Gaius Scribonius Curio” technology in Caesar in Gaul.

    Bugfixes

    Reduced the chance for two specific dismemberment animations to occur (Blood and Gore);
    Fixed an issue that sometimes caused the AI to never attack a walled settlement.
    Fixed an issue with pathfinding that sometimes caused units to rapidly move in different directions.
    Fixed the battle map of settlement Gortyna while it is under Hellenic control.
    Fixed the loading screen before a battle showing the Wrath of Sparta map.
    Fixed the radar map during a city assault on Rome with large settlement option selected.
    Fixed the radar map of the Teutoburg Forest battle.
    Fixed a solid shadow line over all bodies of water on extreme graphics in the Teutoburg Forest battle map.
    Removed the Empire government effect from Caesar in Gaul.
    Corrected many instances of units with mismatches between their weight and caste.
    Fixed melee defence bonuses on recruitment to affect shield defence as well as regular melee defence.
    Fixed Bow units who held the wrong bow or two bows during animations.
    Fixed the swords on Elite Saxoni Javelinmen to be more historically accurate.
    Fixed the missing javelin on the general of Gallic Roman chariots.
    Fixed shield patterns on Sabean and Nabatean units.
    Removed the shield bonus from Desert Chariots, who do not wield shields.
    Fixed the armour on camels to Royal Camel Archers (visually, there was none).
    Removed a few diplomacy strings that mentioned an offer of marriage, which appeared on non-marriage diplomacy events.
    Fixed Roman generals having unlockable units as general units on hire.
    Fixed Dacian Cultural Victory conditon in Imperator Augustus campaign.
    Fixed Gothic Axe Warriors who were missing their javelins.
    Fixed Germanic Pikes to have Germanic audio, instead of Roman.
    Fixed the lost son dilemma to spawn once per campaign.
    Fixed an issue at the town of Kydonia in Wrath of Sparta campaign, where boats would sail under the map;
    Fixed multiple issues where reinstating legacy armies did not grant army traditions.
    Fixed an issue where bonuses to missile range did not apply in battle.
    Fixed an issue where Thracian Peltasts were not considered a light unit.
    Fixed an issue where Rome’s Auxiliary Garrison building did not provide a +1 recruitment slot.
    Fixed an effect of the Destroyers navy tradition to proprely grant bonuses to rate of fire for naval artillery units.
    Fixed the following factions in Imperator Augustus to not start out starving: Blemmyes, Mascat, Ardhan, Cherusi, Gaetuli.
    Fixed the experience bonus for units effect of Palmyra’s technology Experienced Troops in Empire Divided.
    Removed Eastern Spearmen from Baktria’s roster in custom battle.
    Fixed several issues where ships were able to move on land when attempting to disembark.
    Fixed an issue in Empire Divided where Vaballathus could spawn twice.
    Fixed Egypt’s territory in the faction select screen to not include Petra.
    Fixed an issue where the AI would not assault city walls in the Cyrene battle map during a custom city assault battle.
    Fixed an issue where Mercenary Maas’gat Marauders did not use a proper transport ship.
    Fixed an issue in Empire Divided where the Caledoni could not complete their sixth chapter objective if Gallic Rome was destroyed by another faction.
    Fixed spouses not providing stats to generals.
    Fixed an issue in the Assembly Kit where the Process Campaign function did not work for Grand Campaign.
    Fixed an issue where a political assassination event did not remove the assassinated general’s bodyguard unit.
    Fixed an issue in Empire Divided where the sixth chapter objective of Rome could not be completed if a client state controls Antioch.
    Fixed Armenia’s christian religious buildings causing negative public order due to christian cults.
    Fixed an issue with Tower ships only shooting arrows from the starbourd side.
    Fixed an issue where Italian and Iberian factions did not receive diplomatic penalties from Expansionism.
    Fixed a crash during an ambush battle near the Samandar settlement in Empire Divided.
    Fixed Cleopatra’s unique voice in Imperator Augustus.
    Fixed Zenobia’s unique voice in the diplomacy screen in Empire Divided.
    Fixed an issue with the Ardiaei’s army emblems.
    Fixed the animations of units, who are knocked in the air from a cavalry charge.
    Fixed the Emporion for Syracuse and Carthage, as well as the Market for Rome, to no longer require silk in Hannibal at the Gates.
    Fixed an issue where the game could remain running after quickly exiting it.
    Fixed an issue where pike units would lose their pikes when engaged in close combat.
    Fixed a crash during an ambush battle near Massalia in Grand Campaign.
    Fixed an issue where the game could get stuck in the skill select tutorial after the capture of Salernum in the Prologue.
    Fixed the Loremaster achievement, as it didn’t count the Sassanid events for some reason.
    Fixed the Grand Tour achievement, it should now unlock correctly.
    Fixed multiple pathing issues in city assault battles.
    Many fixes on traits and ancillaries.

    Known Issues

    SLI video cards have issues with in-game graphics. It has been reported to Nvidia, we’re waiting for an update on drivers in order to resolve this.
    There is a crash when changing resolution with a R9 Fury video card.
    Using different sun directions in the campaign map via a mod may result in low performance.
    Replays of campaign battles may cause a crash.
    After loading saves from Desert Kingdoms and playing through a few turns, multiple agents may spawn at the player’s capital settlement.
    There’s a known issue in some instances of an AI-controlled faction that controls no settlements attacking Roma, which can sometime cause a soft lock. This may be solved by reloading a previous autosave, but is otherwise addressed in the upcoming hotfix.

    Visual Improvements

    When near-camera objects fading is active, composite objects will fade as one.
    Pre-baked shadows have been added at distance.
    Water reflections for all objects onscreen have been added.
    Implemented option for scaling unit flags in battle on High difficulty.


    Hotfix https://www.totalwar.com/blog/total-...c-hotfix-notes
    Spoiler Alert, click show to read: 



    Check out the full details of the Total War: ROME II – Rise of the Republic hotfix below.
    Balance Changes

    Increased the loyalty bonuses after a secession or civil war has ended to be twice as large (there will be more changes in the future to further reduce the frequency of secessions)

    Bugfixes

    Fixed the Warring States achievement – it only worked when Athens is the supported city-state
    Fixed the soft lock when the AI initiates the second battle for Rome in RotR
    Fixed the issues with freezing or crashing replays from campaign battles
    Fixed the spawning agents at the player’s capitol on saves from Desert Kingdoms
    Fixed the tooltips of Roman technologies in RotR that mention owning a certain amount of regions (English language only)

    Known Issues

    There are slight text inconsistencies within a few technology descriptions (non-English languages)
    Critical success of an agent bribing a rebel or slave army’s commander may result in a crash
    In some cases during a coastal assault the AI will not properly disembark all of its ships
    Flickering shadows may be observed when playing on Ultra graphical settings
    A message event that states “Agent Defects!” pops up when a champion agent succeeds with the “Trap” action
    The Greek faction trait Naval Prowess does not provide +2 experience ranks for Greek ship recruits
    There is an issue with the characters’ lip sync in Polish, Czech and Turkish


    maybe those guys should be doing something more useful...

  24. #744
    Member Member hoom's Avatar
    Join Date
    Oct 2002
    Location
    The country that replaced Zelix
    Posts
    1,937

    Default Re: Rome 2 Patches, Hotfixes, Betas and Such (patch 16.1 RELEASED)

    New patch. (Patch 21?)
    Fixes several more bugs/balance issues in RoR https://www.totalwar.com/blog/total-...ce-patch-notes

    Spoiler Alert, click show to read: 
    [GLOW]Gameplay Changes[/GLOW]
    Politics

    Family members will no longer separate from the player’s family to form a new political party.
    Changed the loyalty bonuses on Easy and Normal difficulty – on Easy each party has +10 loyalty, on Normal there is no loyalty from difficulty.

    Unit Changes

    Reduced the cost of Samnite Armoured Spearmen.
    Reduced the armour of Centuriae and slightly increased their cost.
    Increased the movement speed of Lucanian Warriors.
    Increased the morale of Samnite Silver Infantrymen and Linen Legion.
    Slightly increased the weapon damage of Samnite Silver Infantrymen.
    Increased the melee attack and melee defence of Etruscan Light Spearmen.
    Veneti Ambushers can now attack as missile infantry, instead of always charging the enemy.
    Decreased the price of Sherden Swordsmen and slightly increased their weapon damage and charge bonus.
    Increased the price of Etruscan City Guard.

    Campaign Map Changes

    Reduced Demoralize Army’s starting value and reduced it’s scaling per point of zeal.
    Reduced Steal Food’s scaling per point of zeal.
    Send Diplomat will only grant a region where a border is shared between the player and the faction to whom a diplomat is sent.
    Increased the cost of the Leisure Time and Assassinate intrigues by 100%.
    Increased the loyalty granted by Send Gift by 100%.
    Increased the cost of the Improve Relations intrigue by 150%.
    Increased the loyalty granted by Praise by 50%.
    Reduced the duration of Insult’s decreased loyalty effect by 2 turns.
    Increased the negative loyalty provided by the Provoke politican action by 50%.
    Lucanian Warriors and Lucanian Ambushers now require a tier 2 settlement to be recruited.
    Removed Etruscan Chariots from being a commander unit in custom battles for Tarchuna.
    Introduced changes to help the AI maintain more garrisons.
    Reduced the frequency at which the AI will hire Hippotoxotes.
    Reworked faction personalities for Volsci, Sabines, Hernici, Lucani and Bruttii to make them less treacherous and make the early game a bit easier.
    Reduced the negative costs of Etruscan minor military buildings.
    Reduced number of Etruscan minor settlement industrial buildings and the construction cost reduction they provide.
    The Family Tree screen will no longer return to the top if an intrugue is used on a character that is shown on the bottom of the tree.
    Faction-wide public order bonus from female Cursus Honorum is available only at level 4.
    Added missing effects to the Nutter trait and its subsequent levels.
    Added Lucanian Ambushers, Campanian Cavalry and Bruttii Tribesmen to Samnites’ roster in custom battle.

    Modding Tools

    A new toggle feature has been introduced to the Assembly Kit – after a pack file creation is performed by BOB, all exported binaries are deleted from the Assembly Kit’s working data folder. This change prevents previously exported changes leaking into new pack files.

    Bug Fixes

    Fixed issues with stuck AI ships during coastal assaults.
    Fixed the AI’s ships not disembarking and preventing the player from completing coastal assault battles.
    Removed Sicillian Peltasts from Taras’ roster in custom battle.
    Fixed the Greek States faction trait Naval Prowess to properly grant its bonus.
    Fixed Roman Secessionists in the Grand Campaign raising armies with units that require technologies.
    Fixed the size of Italian Veteran Spearmen in battle.
    Fixed the tier 5 Syracuse mercenary building showing up as available.
    Fixed the Etruscan Nethuns temple chain so it’s regional food bonus for ports is now correctly applied to minor settlements.
    Fixed an issue where after a condefederation two characters could have the faction leader trait.
    Fixed an issue with clouds obscuring too much of the campaign map at maximum zoom distance in Rise of the Republic campaign.
    Fixed duplicate Legatus commander units in Imperator Augustus campaign.
    Fixed an issue with a missing effect concerning building construction time in a Samnite technology and an ancillary.
    Fixed Saba’s upkeep reduction for mercenaries not affecting Ma’rib Guard and Maas Gat Marauders.
    Fixed an issue with missing legs on Steppe Horse Skirmishers in Empire Divided campaign.
    Fixed a large settlement battle map being used for the port of Terranoa.
    Fixed an issue with missing units of Carthage garrisons in Rise of the Republic campaign.
    Fixed an Illyrian mercenary unit not being affected by mercenary effects.
    Fixed a few of Syracuse’s technologies not affecting naval mercenaries in Rise of the Republic campaign.
    Fixed text inconsistencies within a few technology descriptions in non-English languages.
    Fixed the title of the message event when an enemy champion succeeds in using the Trap action against a player’s agent.
    Fixed the lip sync in Polish, Turkish and Czech.
    Fixed a crash when bribing an enemy commander of a rebel or slave rebellion faction.
    Fixed the battle maps of city assaults in Egyptian settlements of Imperator Augustus campaign not having Egyptian buildings in them.
    Fixed an issue where Syracuse used the Carthage battle map while it is a Hellenistic settlement.

    Known Issues

    There are some cases of passive AI behavior in city assault and coastal assault battles.
    Flickering shadows may be observed when playing on Ultra graphical settings.
    There is a case where the game may crash if units from Empire Divided are used in a port assault battle on a Rise of the Republic map and they fight for a control point.
    Flickering shadows could be observed in battles when Nvidia SLI setup is used.


    That 2nd to last Known Issue
    Last edited by hoom; 09-05-2018 at 08:56.
    maybe those guys should be doing something more useful...

Page 25 of 25 FirstFirst ... 152122232425

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO