Magnar Mod v2. New Roman Overhaul (22.10.2013) Патч №5.
Описание: Комплексный мод усложняющий и улучшающий геймплей (читайте описание под спойлером). Затрагивает как тактическую, так и стратегическую часть игры.
Установка:
1. Удаляем старые версии мода Magnar_Mod..pack из папки "data" игры. Скачиваем и распаковываем архив.
3. Базовый файл Magnar_Mod.pack копируем в "data" игры.
4. Из папки "Turns Per Year" выбираем файл количества ходов в год 2tpy или 4tpy, копируем в "data" игры.
5. Из папки "Unit Sizes" выбираем файл размера армии 1х, 1.5х или 2х, копируем в "data" игры.
6. Из папки "Additional Modules" файл Magnar_Mod Ridiculous Roman Abilities v105.pack копируем в "data" игры (опционально).
7. Активируйте мод Для просмотра ссылки Зарегистрируйтесь-ом.
Для просмотра ссылки Зарегистрируйтесь
или Для просмотра ссылки Зарегистрируйтесь
Источник: Для просмотра ссылки Зарегистрируйтесь.
Примечание: Мод v.2.32 работает с патчем №11 . Последнее обновление - 27/03/14.
В моде увеличено время строительства и исследования технологий, при изменении (увеличении) количества ходов в год.
Подробное описание на англ.языке. (Раскрыть)
Magnar Mod Description:
Magnar mod changes many aspects of both the campaign and battles, with a focus on historical accuracy and challenging, customisable and therefore more enjoyable gameplay.
Some of the many changes/feature include longer, larger and more involved battles due to a more dynamic fatigue system (your men will tire quickly in combat), greater terrain and weather impacts (your army may win a dry warm battle, but is it versatile to win in the snow?), greater morale shocks (tactics now plays a much larger role) among a number of other changes.
The campaign play has also had many features added. Rome now has an AOR, AI changes to make it more aggressive and field larger more balanced armies. New food/qualor system to help the AI not kill itself (Steven Bradbury anyone?), transports are no longer a match for a real navy, optional multiple turns per year, changes to ai diplomacy with more changes planned.
Included Mods:
Prometheus ts - Realistic Heights Mod
Luntik - Close Combat Missile impact mod
*note has not been extensively tested so feedback wanted
Magnar mod changes many aspects of both the campaign and battles, with a focus on historical accuracy and challenging, customisable and therefore more enjoyable gameplay.
Some of the many changes/feature include longer, larger and more involved battles due to a more dynamic fatigue system (your men will tire quickly in combat), greater terrain and weather impacts (your army may win a dry warm battle, but is it versatile to win in the snow?), greater morale shocks (tactics now plays a much larger role) among a number of other changes.
The campaign play has also had many features added. Rome now has an AOR, AI changes to make it more aggressive and field larger more balanced armies. New food/qualor system to help the AI not kill itself (Steven Bradbury anyone?), transports are no longer a match for a real navy, optional multiple turns per year, changes to ai diplomacy with more changes planned.
Included Mods:
Prometheus ts - Realistic Heights Mod
Luntik - Close Combat Missile impact mod
Installation Instructions (Раскрыть)
Required:
Magnar Mod (this is the base mod file)
xXX unit size module (increases unit sizes and or unit stats, adds new roman units and other roman features)
xTPY module (increases turns per year and build/research times, adds new roman units to the starting garrisons)
Steam Workshop Version:
1) Subscribe to the Magnar Mod modules you want
2) Launch the game launcher
3) Click Mod Manager button
4) Ensure the modules you wish to play with are ticked
5) Away you go
Sourceforge Version:
1) Download the Magnar Modules you want
2) Place/Extract them to Rome 2 data folder
3) goto : user/appdata/roaming/the creative assemble/rome 2/scripts
4) Edit/Create text file user.script
5) Enter the modules you wish to play eg:
mod Magnar_Mod;
mod Magnar_Mod_x2_unit_module
etc
etc
6) Launch the game without launching the mod manager.
7)Away you go
NB: If you launch the mod manager it will clear your user.script file so it will have to be created again (or replaced with a backed up version )
Magnar Mod (this is the base mod file)
xXX unit size module (increases unit sizes and or unit stats, adds new roman units and other roman features)
xTPY module (increases turns per year and build/research times, adds new roman units to the starting garrisons)
Steam Workshop Version:
1) Subscribe to the Magnar Mod modules you want
2) Launch the game launcher
3) Click Mod Manager button
4) Ensure the modules you wish to play with are ticked
5) Away you go
Sourceforge Version:
1) Download the Magnar Modules you want
2) Place/Extract them to Rome 2 data folder
3) goto : user/appdata/roaming/the creative assemble/rome 2/scripts
4) Edit/Create text file user.script
5) Enter the modules you wish to play eg:
mod Magnar_Mod;
mod Magnar_Mod_x2_unit_module
etc
etc
6) Launch the game without launching the mod manager.
7)Away you go
NB: If you launch the mod manager it will clear your user.script file so it will have to be created again (or replaced with a backed up version )
Change log (Раскрыть)
Change log v2
Reworked roman faction:
-New units replace the old roster with more historical accuracy and recruitment changed
-New units are now used in Garrisons
-Unit caps and AOR extended
-Technology tree for reforms reworked a little.
-More garrison units from manipular/cohort barracks
Change log v1.101
fixed chariot bug for x2 unit additional.
Change log v1.1
Campaign: (Big change in campaign ai/diplomacy!!!)
Diplomacy reworked.
-Ai will now accept peace after large defeats more easily.
-Money has larger impact and limit on negotiations
- a bunch of other stuff to make it more better
ai reworked
-build priorities to favour food a little more
-will defend its cities more
-higher priority to regional/province events
-bunch of other stuff.
Food: Reduced for main building chain to stop the ai from starving itself
Battle:
Reduced accuracy for all ranged units by a little
Change log v1.093
Removed extra '0' from epiros generals unit in x1.5 startpos'
Change log v1.092
General skill points reduced to 1/ lvl for early levels
General xp required for later level increased and skill points/lvl stays at 2.
Reduced food consumption of Capitol city lvl buildings from 4 to 2 (to avoid certain nations starting off negative food)
Change log v1.091
Fixed averni unit in x2 startpos
Attempted fix for recruiting units in fully grown provs (needs confirmation)
Change log v1.09
updated startpos files to patch 2
added x2 startpos files
Change log v1.08
Magnar half arsed blood effects replace with Close Combat missile impact effects (cos they are better ) -credits to Luntik for letting me include it
AOR (Area of Recruitment introduced for Roman faction)
Change log v1.07
Increased naval replenishment
Increased HP for walls
Change log v1.06
Battle:
Gladiators throw in charge
Naval unit size decreased to vanila sizes
Transports have 2 ships/unit
Dust clouds size reduced and colour changed to red (to simulate blood)
Removed flaming javelins.
Change log v1.051
Happiness removed from resources
Change log v1.05
- Added Magnars Ridiculous Roman
-Abilities module ( note war cry just makes the romans yell and i thought it was amusing. Open square adds no bonuses but its interesting. Some of these will be removed later, but thought id give a large choice at the start and you guys can help me choose which ones to keep.)
Campaign:
-Big reduction to replenishment rates.
-Increased happiness effects from maj victory/defeat Minor settlements should now give 15% chance for a field battle
-Increased pop cost of recruitment to 500 to see if it does anything (Let me know pls)
-Increased ai military building construction (at the cost of education) -Changed weightings to ai war consideration
-Changed values to make ai more aggressive and declare war more often... hopefullly AI forcasts further ahead (hopefully better decisions are made)
Change log v1.041
-Fixed Pontus chariot bug for 2x units additional
Change log v1.04
Additions: -Increased technology and build times for 2/4 tpy versions
Battle: -Reduced fatigue for - walking (-2)and - keeping tight formation (from 6 to 4) - idle (by -2 for each terrains idleness)
Campaign: -Made slight increase to Hellenistic Hoplite Barracks lvl 2 (hopefully encourages ai to build it more)
General: -Changed file structure for better user customisation (Unit sizes/tpy/base files are the 3 components so you can pick and choose the way you want to play) -New installation instructions
Change log v1.03
Added: -Prometheus ts's Realistic Heights Mod
Campaign: -Increased the chance of an ambush for certain terrains -Increased value assigned to melee units which will hopefully have the ai put more of them in their armies -Increased the % of income the ai should spend on its army (hopefully provides bigger battles) -Reduced % ai spend on Navies and Agents (and assigned it to armies) -Increased minimum new army size to hopefully stop the ai running around with small armies -Increased the time horizon analysis by 40% (will hopefully lead to better ai - let me know if it affects turn length) -Increased size of army before it can be split from 5 to 18 (not sure if this is used but thought id test it out anyway)
Battle: -Main Roman sword(princepes/hastati) units can now throw javelin without charge (unfortunately this means they cant throw it in charge anymore ) -nb this does not affect gladiators -This should hopefully give a incentive to rome to keep more of a formation) -Pilum - reload rate reduced from 40 to 15 Slightly reduced running fatigue -Increased slightly the spacing of barbarian units and the variation in barbarian spacing (not tested) -Reduced slightly the spacing of pikes -Reduced all melee wep damage and ap damage by 10% -Increased row depth of roman units from 8 to 15(only for x1.5 and x2 versions) should now deploy as a square in 1.5. -Increased the armour value of some armour types that were not increased before
Fixes: -Fixed an Iceni starting army that didnt have correct unit sizes
Change log v1.021
-Fixed Pontus chariot bug on v x1.5 and v x2.
Change log v1.02
-Added a normal unit size version added a 2 turns / year version
Battle: -Unit run speed increased 10% - should also affect fatigue of armies running towards each other as faster speed = less time running doubled cool down time on nearly all unit abilities added first strike to pears, long spears, lance, pike. (was not used before so needs testing to confirm it does something) -doubled capture points for flags naval base moral -increased naval moral penalties increased for rear attacks, admiral fleeing naval moral bonus for rear secure increased -land battle morale increased for secure flanks, winning combat significantly -changed number of elephants/chariots/ war dogs to be inline with version (1,1.5,2)
Campaign: -Increased all starting armies/garrisons for playable factions and Seleucid to 1.5 - this will hopefully give the major factions a slight initial bonus against surrounding smaller factions and give them a little booster. -added starting armies and garrisons for playable factions + Seleucid -reduced negative cultural modifiers greater than 10 by 1/3 increased campaign unit caps on some units (does not affect total number of armies) -Forced march speed bonus increased by 50%
attempted campaign ai changes: (needs testing) -ai should now spend greater proportion of its money on the army -armies should have more units changed balance of armies from : to: art 10% 5% cav 20% 25% melee inf 40% 45% range inf 30% 25% -increased number of over strength units ai will recruit per army -increased ai bias towards maintainable army from .6 to .7 -Changed region defense priorities: from : to: borders 10% 20% (hopefully results in more pitched battles) grouping no change reserves no change settlement 51% 41% slots no change
Bug fixes: -Added a work around for double unit size cav not having the correct number of mounts
Magnar Mod v1.01
Not mentioned but in previous release as well: -Increased unit bonuses from xp lvls and made lvls harder to reach.
Adjustments to previous changes:
-Morale penalty for flank attack reduced to from 25 to 15 (native is 10) morale penalty for rear attack reduced from 35 to 30 (native is 25) fatigue from running reverted to vanilla, till i can figure out how to stop the ai always running when player is defending.(fatigue thresholds are still lower)
New Changes:
-Battle Changes: -removed fire arrows for horse archers -increased battle camera zoom -increased range of arrows/slings (sliners/long bow range = 180 which is more realistic based on historical estimates, non long bows fire shorter distances) -reduced ap of stone slings and increased by 1, ap of lead slings -increased ammo for slingers and archers -damage of ranged inf/cav reduced at long and extreme ranges
-Campaign Changes: -General Bonuses from command stars increased. -double benefit of ancillaries -doubles points per lvl for generals -reduced squalor by 25-50% -reworked food consumption - main city buildings require more and other buildings require less (temple + military/ arena require double food of other buildings) -campaign movement of units changed - now light ships are faster than heavy on campaign map and cav move faster than art -reduced replenishment of units from - food surplus from 20 to 10. should now take longer to recover from serious losses. - base replenishment rate reduced from 8 to 5 -slight increase for campaign ai desire for war -increased funds slightly for rebels, hopefully they can grow larger faster now -increased movement cost of land army becoming a navy (should now take art 1 turn to become navy as they would require heavier ships to be made) -doubled benefit of ancillaries (if we can only have 1 we may as well have it do something)
Not confirmed working features
-Recruiting units should now costs population, so will impact province population growth
Magnar Mod v1
-Unit sizes are increased by 50% for all units. -unit hp/morale/defense/armour are all increased for longer battles -movement speed decreased for all infantry -Terrain now impacts units more (cav/elephants move slower through forest, missile inf now move faster than melee units through forest) -weather now impacts missile units more (lowers damage and reload speed), the worse the weather the greater the reduction. -greater morale penalties for a number of events, attacking from behind/flank,loss of general and a number of others units defend flanking attacks worse -fatigue increased,eg units in combat will tire 3 times faster and other activities will tire them faster. -Fatigue levels are reached faster and have a greater impact on fighting ability and morale -elephants are a little stronger but more susceptible to terrain, -armour of aux elephants changed from cloth to leather. -pike units in pike formation move slower -reduced ammo for javelin units to 6 from 10. and a bunch of other stuff -transport units are nerfed, lower turn rates/hp/mass (see Magnar_Naval_Mod)
Reworked roman faction:
-New units replace the old roster with more historical accuracy and recruitment changed
-New units are now used in Garrisons
-Unit caps and AOR extended
-Technology tree for reforms reworked a little.
-More garrison units from manipular/cohort barracks
Change log v1.101
fixed chariot bug for x2 unit additional.
Change log v1.1
Campaign: (Big change in campaign ai/diplomacy!!!)
Diplomacy reworked.
-Ai will now accept peace after large defeats more easily.
-Money has larger impact and limit on negotiations
- a bunch of other stuff to make it more better
ai reworked
-build priorities to favour food a little more
-will defend its cities more
-higher priority to regional/province events
-bunch of other stuff.
Food: Reduced for main building chain to stop the ai from starving itself
Battle:
Reduced accuracy for all ranged units by a little
Change log v1.093
Removed extra '0' from epiros generals unit in x1.5 startpos'
Change log v1.092
General skill points reduced to 1/ lvl for early levels
General xp required for later level increased and skill points/lvl stays at 2.
Reduced food consumption of Capitol city lvl buildings from 4 to 2 (to avoid certain nations starting off negative food)
Change log v1.091
Fixed averni unit in x2 startpos
Attempted fix for recruiting units in fully grown provs (needs confirmation)
Change log v1.09
updated startpos files to patch 2
added x2 startpos files
Change log v1.08
Magnar half arsed blood effects replace with Close Combat missile impact effects (cos they are better ) -credits to Luntik for letting me include it
AOR (Area of Recruitment introduced for Roman faction)
Change log v1.07
Increased naval replenishment
Increased HP for walls
Change log v1.06
Battle:
Gladiators throw in charge
Naval unit size decreased to vanila sizes
Transports have 2 ships/unit
Dust clouds size reduced and colour changed to red (to simulate blood)
Removed flaming javelins.
Change log v1.051
Happiness removed from resources
Change log v1.05
- Added Magnars Ridiculous Roman
-Abilities module ( note war cry just makes the romans yell and i thought it was amusing. Open square adds no bonuses but its interesting. Some of these will be removed later, but thought id give a large choice at the start and you guys can help me choose which ones to keep.)
Campaign:
-Big reduction to replenishment rates.
-Increased happiness effects from maj victory/defeat Minor settlements should now give 15% chance for a field battle
-Increased pop cost of recruitment to 500 to see if it does anything (Let me know pls)
-Increased ai military building construction (at the cost of education) -Changed weightings to ai war consideration
-Changed values to make ai more aggressive and declare war more often... hopefullly AI forcasts further ahead (hopefully better decisions are made)
Change log v1.041
-Fixed Pontus chariot bug for 2x units additional
Change log v1.04
Additions: -Increased technology and build times for 2/4 tpy versions
Battle: -Reduced fatigue for - walking (-2)and - keeping tight formation (from 6 to 4) - idle (by -2 for each terrains idleness)
Campaign: -Made slight increase to Hellenistic Hoplite Barracks lvl 2 (hopefully encourages ai to build it more)
General: -Changed file structure for better user customisation (Unit sizes/tpy/base files are the 3 components so you can pick and choose the way you want to play) -New installation instructions
Change log v1.03
Added: -Prometheus ts's Realistic Heights Mod
Campaign: -Increased the chance of an ambush for certain terrains -Increased value assigned to melee units which will hopefully have the ai put more of them in their armies -Increased the % of income the ai should spend on its army (hopefully provides bigger battles) -Reduced % ai spend on Navies and Agents (and assigned it to armies) -Increased minimum new army size to hopefully stop the ai running around with small armies -Increased the time horizon analysis by 40% (will hopefully lead to better ai - let me know if it affects turn length) -Increased size of army before it can be split from 5 to 18 (not sure if this is used but thought id test it out anyway)
Battle: -Main Roman sword(princepes/hastati) units can now throw javelin without charge (unfortunately this means they cant throw it in charge anymore ) -nb this does not affect gladiators -This should hopefully give a incentive to rome to keep more of a formation) -Pilum - reload rate reduced from 40 to 15 Slightly reduced running fatigue -Increased slightly the spacing of barbarian units and the variation in barbarian spacing (not tested) -Reduced slightly the spacing of pikes -Reduced all melee wep damage and ap damage by 10% -Increased row depth of roman units from 8 to 15(only for x1.5 and x2 versions) should now deploy as a square in 1.5. -Increased the armour value of some armour types that were not increased before
Fixes: -Fixed an Iceni starting army that didnt have correct unit sizes
Change log v1.021
-Fixed Pontus chariot bug on v x1.5 and v x2.
Change log v1.02
-Added a normal unit size version added a 2 turns / year version
Battle: -Unit run speed increased 10% - should also affect fatigue of armies running towards each other as faster speed = less time running doubled cool down time on nearly all unit abilities added first strike to pears, long spears, lance, pike. (was not used before so needs testing to confirm it does something) -doubled capture points for flags naval base moral -increased naval moral penalties increased for rear attacks, admiral fleeing naval moral bonus for rear secure increased -land battle morale increased for secure flanks, winning combat significantly -changed number of elephants/chariots/ war dogs to be inline with version (1,1.5,2)
Campaign: -Increased all starting armies/garrisons for playable factions and Seleucid to 1.5 - this will hopefully give the major factions a slight initial bonus against surrounding smaller factions and give them a little booster. -added starting armies and garrisons for playable factions + Seleucid -reduced negative cultural modifiers greater than 10 by 1/3 increased campaign unit caps on some units (does not affect total number of armies) -Forced march speed bonus increased by 50%
attempted campaign ai changes: (needs testing) -ai should now spend greater proportion of its money on the army -armies should have more units changed balance of armies from : to: art 10% 5% cav 20% 25% melee inf 40% 45% range inf 30% 25% -increased number of over strength units ai will recruit per army -increased ai bias towards maintainable army from .6 to .7 -Changed region defense priorities: from : to: borders 10% 20% (hopefully results in more pitched battles) grouping no change reserves no change settlement 51% 41% slots no change
Bug fixes: -Added a work around for double unit size cav not having the correct number of mounts
Magnar Mod v1.01
Not mentioned but in previous release as well: -Increased unit bonuses from xp lvls and made lvls harder to reach.
Adjustments to previous changes:
-Morale penalty for flank attack reduced to from 25 to 15 (native is 10) morale penalty for rear attack reduced from 35 to 30 (native is 25) fatigue from running reverted to vanilla, till i can figure out how to stop the ai always running when player is defending.(fatigue thresholds are still lower)
New Changes:
-Battle Changes: -removed fire arrows for horse archers -increased battle camera zoom -increased range of arrows/slings (sliners/long bow range = 180 which is more realistic based on historical estimates, non long bows fire shorter distances) -reduced ap of stone slings and increased by 1, ap of lead slings -increased ammo for slingers and archers -damage of ranged inf/cav reduced at long and extreme ranges
-Campaign Changes: -General Bonuses from command stars increased. -double benefit of ancillaries -doubles points per lvl for generals -reduced squalor by 25-50% -reworked food consumption - main city buildings require more and other buildings require less (temple + military/ arena require double food of other buildings) -campaign movement of units changed - now light ships are faster than heavy on campaign map and cav move faster than art -reduced replenishment of units from - food surplus from 20 to 10. should now take longer to recover from serious losses. - base replenishment rate reduced from 8 to 5 -slight increase for campaign ai desire for war -increased funds slightly for rebels, hopefully they can grow larger faster now -increased movement cost of land army becoming a navy (should now take art 1 turn to become navy as they would require heavier ships to be made) -doubled benefit of ancillaries (if we can only have 1 we may as well have it do something)
Not confirmed working features
-Recruiting units should now costs population, so will impact province population growth
Magnar Mod v1
-Unit sizes are increased by 50% for all units. -unit hp/morale/defense/armour are all increased for longer battles -movement speed decreased for all infantry -Terrain now impacts units more (cav/elephants move slower through forest, missile inf now move faster than melee units through forest) -weather now impacts missile units more (lowers damage and reload speed), the worse the weather the greater the reduction. -greater morale penalties for a number of events, attacking from behind/flank,loss of general and a number of others units defend flanking attacks worse -fatigue increased,eg units in combat will tire 3 times faster and other activities will tire them faster. -Fatigue levels are reached faster and have a greater impact on fighting ability and morale -elephants are a little stronger but more susceptible to terrain, -armour of aux elephants changed from cloth to leather. -pike units in pike formation move slower -reduced ammo for javelin units to 6 from 10. and a bunch of other stuff -transport units are nerfed, lower turn rates/hp/mass (see Magnar_Naval_Mod)
*note has not been extensively tested so feedback wanted
Downloads (Раскрыть)
The mod files are now too large to upload on this forum, you can now find them here : Для просмотра ссылки Зарегистрируйтесь
Base mod file (needed): Для просмотра ссылки Зарегистрируйтесь (Updated v1.1p4) or (updated for patch 4)
Choose Unit Size File: (needed) Для просмотра ссылки Зарегистрируйтесь (Updated v1.08/1.101) (updated for patch 4)
Turns Per year: (optional) Для просмотра ссылки Зарегистрируйтесь (Updated v1.093) (updated for patch 4)
Magnar's Ridiculous Roman Abilities module (optional - put in Rome 2 data folder) : Для просмотра ссылки Зарегистрируйтесь
Base mod file (needed): Для просмотра ссылки Зарегистрируйтесь (Updated v1.1p4) or (updated for patch 4)
Choose Unit Size File: (needed) Для просмотра ссылки Зарегистрируйтесь (Updated v1.08/1.101) (updated for patch 4)
Turns Per year: (optional) Для просмотра ссылки Зарегистрируйтесь (Updated v1.093) (updated for patch 4)
Magnar's Ridiculous Roman Abilities module (optional - put in Rome 2 data folder) : Для просмотра ссылки Зарегистрируйтесь
credits: (Раскрыть)
-to all those helping on the schemas
pnutmaster PietroMicca Daniu Jinarik and anyone else ive notmentioned
-To those who let me include their mods
Prometheus ts (Realistic Heights Mod )
Luntik (close combat missile impacts mod)
-Team Members
Magnar
chickenfetus
pnutmaster PietroMicca Daniu Jinarik and anyone else ive notmentioned
-To those who let me include their mods
Prometheus ts (Realistic Heights Mod )
Luntik (close combat missile impacts mod)
-Team Members
Magnar
chickenfetus
Перевод описания мода от Perun74 (Раскрыть)
Битвы масшатбнее и более динамичные.
- размер отрядов увеличен на 50%
- бои длятся дольше
- местность и погодные условия более разнообразно влияют на отряды
- статы юнитов увеличены - отряды устают быстрее
- большая потеря морали после таких событий как удар во фланг, смерть генерала
- скорость передвижения снижена до более реалистичного уровня - плюс многое другое, смотри изменения в логах
- Генералы более живучии
Кампания
- транспортные суда понерфлены (это какой-то инет-жаргон, не знаю что это значит)
- переделан показатель еда/отстойники
- уровни опыта труднее достичь, но теперь они дают больше бонусов
- бонусы от анчей удвоены - Генералы получают вдвое больше очков от каждого уровня
- расстояние передвижения на страт. карте увеличено для большинства юнитов
- повысилась стоимость транспортировки армии - скорость пополнения юнитов снижена
- теперь найм зависит от населения
- слегка увеличены ребелы
- изменения в ИИ
-
- для большей информации см. change log (лог изменений)
Включает в себя сл. моды:
- Prometheus ts - Realistic Heights Mod
- Luntik - Close Combat Missile impact mod
- размер отрядов увеличен на 50%
- бои длятся дольше
- местность и погодные условия более разнообразно влияют на отряды
- статы юнитов увеличены - отряды устают быстрее
- большая потеря морали после таких событий как удар во фланг, смерть генерала
- скорость передвижения снижена до более реалистичного уровня - плюс многое другое, смотри изменения в логах
- Генералы более живучии
Кампания
- транспортные суда понерфлены (это какой-то инет-жаргон, не знаю что это значит)
- переделан показатель еда/отстойники
- уровни опыта труднее достичь, но теперь они дают больше бонусов
- бонусы от анчей удвоены - Генералы получают вдвое больше очков от каждого уровня
- расстояние передвижения на страт. карте увеличено для большинства юнитов
- повысилась стоимость транспортировки армии - скорость пополнения юнитов снижена
- теперь найм зависит от населения
- слегка увеличены ребелы
- изменения в ИИ
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- для большей информации см. change log (лог изменений)
Включает в себя сл. моды:
- Prometheus ts - Realistic Heights Mod
- Luntik - Close Combat Missile impact mod