dynamicshost.blogg.se

Rome 2 total war mods for navy
Rome 2 total war mods for navy










  1. ROME 2 TOTAL WAR MODS FOR NAVY MOD
  2. ROME 2 TOTAL WAR MODS FOR NAVY PATCH
  3. ROME 2 TOTAL WAR MODS FOR NAVY UPGRADE
  4. ROME 2 TOTAL WAR MODS FOR NAVY MAC

Added a new mechanic called “Government actions” which optionally replaces the possibility to change a faction’s government type.

ROME 2 TOTAL WAR MODS FOR NAVY UPGRADE

  • A new centralised building upgrade system that ties provincial upgrades to the provincial capital can be defined in the centralised_upgrade_building_level_junctions table.
  • grant_agent as been added as a mission reward types.
  • dont_lose_region has been added to mission objective types.
  • (designed to be used together with the NAVY and X, Y options, to make the spawned navy attack the nearest port).
  • PIRATE: if present, the owner faction of the army will declare war on the nearest settlement.
  • DISTANCE: distance from regions settlement* if absent, defaults to 0.
  • Y : map co-ordinates for spawn* if absent, will be defined by target region.
  • OWNER: * If absent defaults to owner of target region.
  • NAVY: if present, creates a naval force in the sea connected to the regions port.
  • UNIT_SET: * if absent defaults to the battle group of the owning faction.
  • SPAWN_FORCE: Will spawn a military force that is defined with the following parameters:.
  • GIVE_TECHNOLOGY: Gives defined technology to the faction in the event.
  • TRANSFER_REGION: Transfers the region of the event to a faction (defaults to player faction).
  • OccupationDecisionAvailableForFaction(faction_key, occupation_decision).
  • CheckAdditionalTechnologyRequirements(faction_key, technology_key).
  • The following callbacks have been added to campaigns main_invasion a and can be used as a reference. *Optional: if not present, uses database-defined payloads.
  • trigger_custom_incident(“faction_key”,”incident_key”, “payload”*).
  • transfer_region_to_faction(“region_key”, “faction_key”).
  • We also added a Lua function and a payload type for transferring the ownership of regions, a feature often requested by the modding community. While adding features necessary for the new campaign pack Rise of the Republic, we thought that some of you modding enthusiasts may open to interesting possibilities for modding, so we made them accessible via scripting and the database. The new ‘Government Actions’ and ‘Centralised building upgrades’ mechanics introduced in the Rise of the Republic campaign can be customised and applied to any faction (and the same holds for the new Etruscan victory condition requiring the faction to maintain constant ownership over a certain region). Incidents defined in the database can now be easily triggered from Lua. Modders will be able to transfer regions between factions, spawn an army or navy in a chosen region, grant technologies through payloads, and restrict available technologies using scripted conditions.

    ROME 2 TOTAL WAR MODS FOR NAVY MOD

    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.With Rise of the Republic out August 9th, modders will have access to more unit parts and more scripting options as well as the Mod Filter we brought into ROME II with Desert Kingdoms back in March.Fix for multiple issues where some effects for buildings were better when damaged.Tier III and IV Toutatis temples now give correct +4 bonus to Celtic cultural influence.

    ROME 2 TOTAL WAR MODS FOR NAVY MAC

  • Improved Heat Haze effects in battle when distortion effects are enabled in Mac versions.
  • Fixed erroneous unit banner shadows on Mac during battle, which looked like black crosses, and could fill the screen when zoomed in.
  • Fixed a bug where the game would not launch in windowed mode, and stalled before the legal screen on certain iMacs.
  • Fixed a crash when changing the Unlimited Video Memory option while in battle on Mac.
  • Fixed some unintentional motion blur while looking at the sky in battles on Mac.
  • The difficulty slider on the faction selection screen will now set the difficulty correctly in the Mac App Store version of the game.
  • Fixed a bug where preferences including campaign difficulty were not being saved correctly in the Mac App Store version of the game.
  • 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.
  • Increased the default screen resolution aspect ratio from 4:3 to 16:9 on Mac.
  • Improved the games automatic detection of graphics settings based on Mac hardware.
  • Texture quality is now based on the available memory on the machine instead of the graphics settings selected.
  • ROME 2 TOTAL WAR MODS FOR NAVY PATCH

    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:.Total War: ROME II - Emperor Edition – Patch 17 Technical and Performance Issues

    rome 2 total war mods for navy

    1 Total War: ROME II - Emperor Edition – Patch 17.












    Rome 2 total war mods for navy