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Royal-Dragons


 
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Les Royal-Dragons
[|DRAGON|]-De Nansouty
[|DRAGON|]-De Rocroy
[|DRAGON|]-De Lattre
[|DRAGON|]-De Suchet
[|DRAGON|]-De Murat
[|DRAGON|]-De Oudinot
[|DRAGON|]-De Dreyfus
[|DRAGON|]-De Duroc
[|DRAGON|]-De Foulque
[|DRAGON|]-De Soubise
[|DRAGON|]-De Latour
[|DRAGON|]-Alpha
[|DRAGON|]-De Masséna II
[|DRAGON|]-De Broglie
[|DRAGON|]-De Coignet
[|DRAGON|]-De Lasalle
[|DRAGON|]-De Higonet
[|DRAGON|]-De Girard
[|DRAGON|]-Davout
[|DRAGON|]-De Osten
[|DRAGON|]-Thor
[|DRAGON|]-De Montcalm
[|DRAGON|]-Beaudrap
[|DRAGON|]-De Massena
[|DRAGON|]-De Haugéranville
[|DRAGON|]-De Pouget
[|DRAGON|]-Decaen
[|DRAGON|]-De Nusra
[|DRAGON|]-De Walther
[|DRAGON|]-De Gros
[|DRAGON|]-De Lannes
[|DRAGON|]-De Ricard
[|DRAGON|]-De Pic Rouge
[|DRAGON|]-De Miraev
[|DRAGON|]-De Moreau
[|DRAGON|]-De Moncey
Récompenses

CWC Hall of fame 2010
Le Royal-Dragons

CWC Spring 2010
Oudinot - Duroc - Broglie

CWC Autumn 2010
Oudinot - Duroc - Broglie

FTT 1vs1 2010
Duroc


CFTW 2vs2 2010
Nansouty - Alpha

CFTW 2vs2 2010
Oudinot - Walther


CFTW 1vs1 2010
Nansouty


CFTW 2vs2 2010
Oudinot - Walther

CW Last Campaign 2011
Alpha - Nansouty

The Lordz
Le Deal du moment :
Cdiscount : -30€ dès 300€ ...
Voir le deal

 

 Les premiers mod de Rome II

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De Pic Rouge
Lieutenant Estafette
De Pic Rouge



Carnet militaire.
Affecté Affecté : 2e Corps

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MessageSujet: Les premiers mod de Rome II   Les premiers mod de Rome II I_icon_minitimeDim 8 Sep - 16:33

MOD RADIOUS

-Plus de bonus pour les bâtiments et moins de malus donc meilleur économie pour le joueur et l'IA.
-Plus de moral pour les unités.
-Unités moins rapide en combat.
-Enlève les nuages sur la carte de campagne pour un petit gain de perf.
-Les paliers d'imperium permettent d'avoir plus de flottes, d'armées et d'édits provinciaux (jusqu'à 40 armées au niveau max).
-Effet de masse plus important pour les unités lourdes et beaucoup moins important pour les unités légères.
-Le temps des points de capture est doublé. On passe de quelques secondes a quelques minutes.
-Les flèches vont plus loin. Les javelots et la caillasse des frondeurs moins loin.
-Les généraux gagnent 2 points par niveau (si j'ai bien compris).
-Compétence de défense augmenter et compétence d'attaque réduite (pour des combats plus long).
-Technologie de niveau II et III sont moins longue a développer.
-Le cercle qui tourne autour des armées en marche forcé a été enlevé pour un gain de perf.
-Bonus pour l'AI a partir de la difficulté "difficile". Elle se développera plus rapidement et aura de meilleures armées.
-Ainsi que d'autres choses...

Extraire le fichier et le mettre dans le dossier "data" de Rome II.

Les liens des mods :

Radious Campaign Features Mod - http://www.twcenter.net/forums/showt...n-Features-Mod
Radious Battle Mod - http://www.twcenter.net/forums/showt...ous-Battle-Mod
Radious Economy and Research Mod - http://www.twcenter.net/forums/showt...-Buildings-Mod
Radious Graphics Mod - http://www.twcenter.net/forums/showt...s-Graphics-Mod
Radious AI Mod - http://www.twcenter.net/forums/showt...4#post13221084


Le lien du téléchargement : Comme celui-ci se renouvelle sans arrêt, j'ai préféré enlever le lien pour vous éviter de prendre une ancienne version. Veuillez les télécharger sur les liens des sujets ci-dessus.
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De Pic Rouge
Lieutenant Estafette
De Pic Rouge



Carnet militaire.
Affecté Affecté : 2e Corps

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MessageSujet: Re: Les premiers mod de Rome II   Les premiers mod de Rome II I_icon_minitimeMar 10 Sep - 13:08

Mise à jour du mod radious total war

(Attention pour le télécharger, il faut s'inscrire sur le site total war center)

Hello everyone. Time to release my full overhaul mod for Total War: Rome 2. It contains every single mod i created till today and will be regularly updated and will grow larger. Its for people who likes my modding style and dont want to mess with seperate mods. I hope it will be once same as large as my Shogun 2 work or even larger. It will be soon complete game overhaul with thousands changes.

Updated: 9.9.2013

Mods included:

Radious Campaign Features Mod - http://www.twcenter.net/forums/showt...n-Features-Mod
Radious Battle Mod - http://www.twcenter.net/forums/showt...ous-Battle-Mod
Radious Economy and Research Mod - http://www.twcenter.net/forums/showt...-Buildings-Mod
Radious Graphics Mod - http://www.twcenter.net/forums/showt...s-Graphics-Mod
Radious AI Mod - http://www.twcenter.net/forums/showt...4#post13221084

These mods getting larger and larger so this overhaul is being more massive with every update.

Instalation:

Unpack and put mod into Rome 2 data folder. This can be found here - Drive X:\ProgramFiles(x86)\Steam\SteamApps\common\total war rome 2\data
(so extract the .pack file to the above location, OR extract the file, then copy and paste to the location in bold above)

This mod is fully compatible with latest Rome 2 patch and all dlcs !!!!

Download:

Radious Total War Mod.rar
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De Pic Rouge
Lieutenant Estafette
De Pic Rouge



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Affecté Affecté : 2e Corps

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MessageSujet: Re: Les premiers mod de Rome II   Les premiers mod de Rome II I_icon_minitimeVen 13 Sep - 14:29

Listes des mods incontournables et ou en cours.

http://www.twcenter.net/forums/forumdisplay.php?1990-Total-War-Rome-II-Mod-Threads

Radious total war (comprend 4 sous-mods (Radious battle mod, Radious Campaign Features Mod, Radious Economy and Research Mod, Radious Graphics Mod, Radious AI Mod)

Close combat :
Close Combat v1.0. (Updated 08.09.2013)

Add 2 new tbl. in mod: land_unit and unit_spacings.
Change formation spacing for pikemen (phalanx) and some melee inf, to prevent jostle around in their formation.
Unit rank-dept decrease from 12(vanilla) to 8.

Close Combat v2.0. (Updated 13.09.2013)

Add 2 new tbl. melee_weapons and special_ability_phase_stat_effects
Some unit spacing updated.
Some values in tbl. battle_entities updated for better AI behaviour.
Kill rate decreased.
Reworked unit speed, acceleration and deceleration.
AI hoplites use phalanx when attacking and AI hoplites stay in phalanx when defended.
Boiling oil at the city gates is more dangerous, an area of two meters from the point of impact.

Aeimnestus Ancient Naval Warfare & Realistic Combat mod

Version 1.0

Naval Changes:
- All ships have realistic speeds and turning radius, painstakingly tested by taking the ingame quinquereme as a measurement tape, as we know the length of those was around 45 meters.
- The historical speeds are slightly lower than those in the vanilla game but turn radius and acceleration for smaller ships is significantly higher. For example, the Trireme now has a turning circle of around 65 meters without loosing (much) speed, just like the reconstructed trireme Olympias managed. Overall the naval battles are more dynamic, with smaller ships being able to outmaneuver bigger ones. Ships breaking through the line and getting into the rear of a fleet can do some serious damage.
- All ships have had their mass updated to their historical mass, in most cases that means they are now heavier.
- Ramming is now significantly more effective.
- Transport ships have been greatly reduced in potency. They are still potentially dangerous, but slower and much more vulnerable to ramming.
- Boarding has been reduced in effectiveness. Attacking an enemy ship results in a temporary penalty for the attacker, and this combined with the general killing power changes described later means boarding takes a fair bit longer, leaving boarding ships open for ramming longer.
- Ship-based onagers have been significantly reduced in power. Ballistae have remained unchanged.

Land changes:
- Updated all units to have realistic speeds by painstakingly recording units marching a set distance, and adjusting their speed until their km/h was inline with true human capabilities.
- Exhaustion slightly tweaked. Walking tires units but very slowly (in the vanilla game, units actually rest while walking...) running and charging tires units more than in vanilla.
- Updated all projectile weapons (bows/arrows/javelins) to have their historical effective range. For bows this lies between 135 and 170 meters (depending on which bow) Slingers have roughly the same (well, slightly more) range as archers, unless they use lead bullets in which case they significantly increase their range. The range of slingers lies between 150 and 200 meters. For javelins its around 60 meters, and roman pila 30.
- Bow, javelin and slinger damage and accuracy has been tweaked.
- Morale has been tweaked. Units will not route quite so fast, and will hold a line much longer than in vanilla. However your units will still route when things truly go wrong.
- Melee casualties have been reduced. No longer will half your unit be wiped out after two seconds of combat. Your soldiers will still die, but it is no longer the slaughter from vanilla.

Misc:
- Changed the battle camera to allow further zooming in and out.

Version 1.1 changelog:
- Further tweaked missile stats for more realistic ranged combat. Slings, arrows and javelins were nerfed too much in my original version. Now they have regained some killing power though they still are nowhere near as deadly as in the vanilla game.

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MessageSujet: Re: Les premiers mod de Rome II   Les premiers mod de Rome II I_icon_minitime

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