Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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NordoUnit Compilation - Sebidee's Unit Roaster 2.0
   
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标签: mod, Units
文件大小
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更新日期
118.228 MB
2019 年 6 月 21 日 上午 2:50
2021 年 12 月 8 日 下午 2:48
16 项改动说明 ( 查看 )

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NordoUnit Compilation - Sebidee's Unit Roaster 2.0

在 Nor Dogroth 的 3 个合集中
NordoUnits Compilation
9 件物品
Mods Supported By NordoPic
89 件物品
NordoGerman: Liste deutscher Übersetzungen
119 件物品
描述
Mod ID: 1776466362

Hey everyone,
I decided to release this mod as a pack that integrates Sebidee's Unit Roaster Overhaul into my my NordoUnits Compilation. Since that great mod by Sebidee wasoutdated a long time I've integrated it in this pack. You don't need to subscribe to Sebidee's outdated mod but I recommend to give it a thump up.

Instead of using Sebidee's mod and my old compatibility add-on it's now enough to only subscribe here. This mod not only consists of Sebidees mod but also of all improvements, balance and compatibility changes from my compatibility add-on. It also includes the removed units submod and the naval units for Sebidee. Furthermore the upgraded pack gave me the possibility to add new submods that are listed below.

Just let me say thank you for Sebidee for his great work. Take a look at his workshop here.

Edit: Since Sebidee is back to modding he might update his original mod with new content. I can't promise that I will include those new updates her because it is his work and you should be free to use it again.

Content
  • Removed duplicates: Disabled Periokoi Cavalry, Carthagian Sacred Band Cavalry and Late Libyen Infantry from Sebidee's Overhaul because similar units are included in NordoUnits
  • Changed the name of champLoo's "Pontic Legionaries" to "Pontic Veteran Legionaries" and made them available for late-game technology. Normal Pontic Legionaries are part of Sebidee's Overhaul.
  • "Spartan" Units of Sparta are now affected by Sparta's faction ability
  • Added the 12 removed units from Sebidee's submod for removed units
  • Added naval marines from my submod for Sebidee's overhaul
  • Fixed unit availability for all minor factions
  • Fixed the swordsmen audio of the Batavian Axemen
  • Fixed broken garrisons after unit upgrades
  • Fixex Machimoi upgrade for Egypt
  • Fixed mercenary buildings for Carthaginian Colonies: Recruitable mercenaries now available
  • Sagitarri rebalanced: Sagitarii don't use recurve bows now but normal bows
  • Fixed mismatches in unit weights and classes (ancestral patch)
  • Fixed custom battle availability
  • Fixed commander units and custom battle availability for Augustus campaign
  • Fixed missing armour for Kartlian Raider Cavalry
  • Fixed Roman units for the CiG DLC
  • Fixed rank size of many units
  • Fixed broken Cisalpine barracks garrison
  • Expanded the all auxilia submod for DK as Schroeder9000 made it in Expanded Auxilia for All
  • Unlocked elite units for client state recruitment
  • Fixed missing unit cards when units aren't used by native faction (removed faction entries in unit_variants)
  • And more...

Visit the Changelog for information about recent updates.

Included Submods

Compatibility
  • Should be compatible with most other mods.
  • I cannot guarrantee that it is save game compatible. If you have an old campaign started with Sebidee's mod you can still play that campaign with the original mod and my compatibility add-on.
  • If you change the load order: Make sure this mod loads after my other NordoUnit packs
61 条留言
Nor Dogroth  [作者] 17 小时以前 
Well, I don't know the reason, it's too long ago for me. But I guess you won't lose them again.
gonthe1 20 小时以前 
yeah I installed every mod (of your unit compilation) and even double checked if they all are there and active, it's very weird, at the start of a new campaign, they are there, then I research the technology, I can upgrade the units, and then suddenly they vanish as an option to recruit. I thought about diabling and reinstalljng the mod, before I researched a complete different Millitary technology yesterday and then they appeared again out of nowhere ? Is it maybe just a bug? Cause while they are now there (again) I really don't want to loose them again all out of sudden
Nor Dogroth  [作者] 10 月 31 日 上午 11:26 
Do you have all the necessary mods activated?
gonthe1 10 月 30 日 上午 11:09 
Hey, thanks for this awesome mod, but I am encountering a problem: I somehow cannot recruit Leves/Velites after upgrading my Barracks to either Manipel or Auxiliar. The option to recruit them just vanishes, and strangely I cannot upgrade my leves to velites, they just suddenly after some point completly vanished from the game, they aren't even in the garrison anymore, only the ones that I recruited at the start of the campaign are still there
Nor Dogroth  [作者] 2024 年 9 月 27 日 下午 1:15 
No, and as I don't know what he has updated, I have no information for any necessary changes. This mod contains several bugfixes and balance improvements compared to his original mod.
Zack 2024 年 9 月 27 日 上午 8:02 
Sebidee updated his own mod 2 days ago, does this need an update too?
Chidy1776 2023 年 10 月 8 日 上午 3:27 
i have had a problem with pontic royal swords. i can see them in custom battle, but not in the campaign. ive looked at all tech and buildings and they dont show up, its the same in the original sebidee mod for me. is there something im missing, like i need to be an empire instead of kingdom, or is it a bug?
Ignaeon 2023 年 7 月 31 日 下午 4:02 
Correct, the problem isn't with the Garrison mod specifically.
Nor Dogroth  [作者] 2023 年 7 月 31 日 下午 2:28 
Okay, I've read from many that the mod limit is around 35, maybe that varies.
Do I understand you correctly that the problem is not with the garrison mod itself?

Unfortunately I'm not currently modding Rome II, but if I have time I can take a look at the other mod and maybe find a solution for the incompatibility.

Thanks for sharing your information!
Ignaeon 2023 年 7 月 31 日 下午 1:34 
The limit is 40 mods, exactly. I've tested this many times.

I double checked to insure that I didn't have any mods in my Data folder that were saved as Movies instead of Mods, I don't.

I currently have 40 mods exactly, not including your garrison mod, and everything functions perfectly.

I did, however, turn off all other mods except for your mods, this mod and it's dependencies as well as the garrison mod, and it all worked properly. I went in and double checked the only mod that might possibly interact negatively with your mod, which is "Artio: True Metal", and I didn't see any overlap, however when I enabled it with only your mods, 9 mods total, the T-posing generals with missing armor pieces appeared again.

I apologize for that false alarm, it does appear to have been an interaction between Artio and the Garrison mod, though I'm not entirely sure how after checking both .PackFiles.