Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

NordoUnit Compilation - Sebidee's Unit Roaster 2.0
61 kommentarer
Nor Dogroth  [ophavsmand] 1. nov. kl. 7:42 
Well, I don't know the reason, it's too long ago for me. But I guess you won't lose them again.
gonthe1 1. nov. kl. 4:22 
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  [ophavsmand] 31. okt. kl. 11:26 
Do you have all the necessary mods activated?
gonthe1 30. okt. kl. 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  [ophavsmand] 27. sep. 2024 kl. 13:15 
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 27. sep. 2024 kl. 8:02 
Sebidee updated his own mod 2 days ago, does this need an update too?
Chidy1776 8. okt. 2023 kl. 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 31. juli 2023 kl. 16:02 
Correct, the problem isn't with the Garrison mod specifically.
Nor Dogroth  [ophavsmand] 31. juli 2023 kl. 14:28 
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 31. juli 2023 kl. 13:34 
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.
Nor Dogroth  [ophavsmand] 31. juli 2023 kl. 0:21 
My garrison mod doesn't break your game. There is a limit of around 30-35 mods. As more mods are used, such model issues appear. It doesn't matter which mods you use exactly.
Ignaeon 29. juli 2023 kl. 12:30 
For example, given your response, I expected your Garrison add-on to work, as your response suggests that part 2 is included to some degree, but your garrison add-on breaks the map models by making all generals T-Pose.

I have exactly 40 mods installed, and your mods are the only mods in my list that affect units or models.
Ignaeon 29. juli 2023 kl. 12:07 
You know how many mods I've downloaded that had requirements listed but found out later I was missing a requirement because it wasn't listed? lol

Thank you for responding, though
Nor Dogroth  [ophavsmand] 29. juli 2023 kl. 3:43 
Obviously
Ignaeon 26. juli 2023 kl. 12:22 
So, just double checking cause I'm OCD, I don't need part 2? Only part 3, 4 and 5, the unit upgrades and NordoPic?
Nor Dogroth  [ophavsmand] 22. jan. 2023 kl. 14:38 
I do not have time to explain you how to mod while you could just use google and get all the information you need :)
Chuck Noris on bathsalts 21. jan. 2023 kl. 14:42 
please forgive my complete lack of any understanding, What is (Download Pack file manager, edit the main_units_table) mean? Also how do I get there? Again please excuse my lack of experience and understanding of this. I bet it's pretty easy with just the basics of it all.
Nor Dogroth  [ophavsmand] 20. jan. 2023 kl. 21:21 
Download Pack file manager, edit the main_units_table for all units in vanilla and the mods you use and create your own mod with higher priority.
Chuck Noris on bathsalts 20. jan. 2023 kl. 11:19 
Do you know how to go into console commands and change unit size there? If you're willing and able to help me. I'd be very thankful, I want my unit double size. My issue here is all the mods I can find to x2 size or x3 size only work on none modded units most of the time... So, if you're able to help me out by showing me how to make units larger on my own through console commands.
Nor Dogroth  [ophavsmand] 9. jan. 2023 kl. 1:03 
@Lt. Hans: Playing with ultra unit size, the default for infantry is 160, for archers 120 and for cavalry 80. Some elite units have lower unit size because they would be op. If you find a unit with wrong size in your opinion, please post it's name and faction.
Chuck Noris on bathsalts 8. jan. 2023 kl. 13:58 
Hey, why are some of the units (the best units from footmen, to archers, to cavalry ect) only have like 60-80 men? While most have 160 men, ( It seems to me, that all vanilla units got a huge upgrade to their unit size, yet the units modded in, Have as low as 60-80 men as FOOTMEN upwards to a max of 160 per unit.... then some even have more then that getting massive units in the 200-300 or more FOR ONE Unit! I got my settings set to ultra unit size, I'm not sure if this is how the mod is, or if I'm having issues due to other mods? I don't know really, but would really appreciate if you could help me out. BTW, I'm trying to do a spartan campaign just FYI.
Lt. Ruben 15. apr. 2021 kl. 5:43 
oh wow, vielen lieben dank! Ja, jetzt sehen die Dahae Lancer wesentlich besser aus! Im Vergleich sind die Early Eastern Cataphracts von Sebidee sind jetzt nur etwas schwach im Vergleich (bzw sind sie allgemein). Ich würde vorschlagen bei ihnen die Armor von 40 auf 60 (normale Cataphracts haben 90), und den Melee attack von 30 auf 35 (Cat. haben 40) zu erhöhen, dann füllen sie recht gut den Platz der frühen schweren Kavallerie.

Die Dahae Archer füllen jetzt auch eine schöne Nische dank deiner Änderungen, da sie jetzt zumindest nicht komplett untergehen gegen Fernkampf Infantrie und man sie im Notfall noch für Rear Charges einsetzen kann. (Vorher hätten sie ja in melee sogar gegen einen Mob verloren xD). Reife Leistung! Gefällt mir echt gut :)
Nor Dogroth  [ophavsmand] 15. apr. 2021 kl. 1:39 
Was deine letzte Anmerkung angeht, sind das Einheiten von Champloos Pack, die sind hier nicht enthalten.
Nor Dogroth  [ophavsmand] 15. apr. 2021 kl. 1:38 
Hey Lt. Ruben. Cool, dass du deine Feststellungen teilst. Ich habe die Dahänischen Reiter etwas überarbeitet. Die Lanzenreiter sind jetzt mittlere Kavallerie mit Rüstung (so wie im Nordopic-Bild) und die Reiterschützen leichte Kav, mit besseren Nahkampfwerten und Moral. Schau gerne noch mal, ob es so in Ordnung ginge.
Lt. Ruben 14. apr. 2021 kl. 20:58 
Light Hellenic Lancers der Seleukiden haben ebenfalls so ein problem: 1 Melee Defense (lol) und 25 Melee attack als shock cav, aber kosten im custom battle 800.

Und Roxolani haben Sarmatian Elite Lancers die 200 mehr kosten als die Sarmatian Royal Lancers und schlechtere Stats haben.
Lt. Ruben 14. apr. 2021 kl. 20:40 
Fortsetzung:

Selbiges gilt leider für die Dahae Horse Archer, die zusätzlich besonders wenige Pfeile für Horse Archer haben, und deren Pfeile auch weniger Schaden anrichten als die von anderen berittenen Bogenschützen. Die "Mercenery Sarmatian Horse" sind wieder überlegen mit +50% ammo, Speed 11 vs 9 und 40 statt 35 ranged damage. Die Dahae haben dafür wenigstens höhere Reichweite. Da sie aber mit 9 langsamer sind als jegliche ungepanzerte Kavallerie bringt ihnen die höhere Reichweite auch nicht viel.
Lt. Ruben 14. apr. 2021 kl. 20:40 
Hey Nordo, leider ist bei Sebidee's ursprünglicher mod ein "fehler" bei den parthia units, der in deiner Collection wohl fortbesteht: Die "Dahae Lancer" sind kompletter schrott, da sie unterirdische stats haben. Sie sind Shock Cavalry, haven aber nur 30 charge, habe nur 5(!) Melee defence und 23 Melee Attack, 10 Armor und kosten mehr als die "Mercenary Sarmatian Lancers" die ihnen in allen Belangen klar überlegen sind (fast doppelter charge, 3x so viel Melee defence, +50% Melee attack und mehr Leadership).
Peterowsky 4. aug. 2020 kl. 4:53 
Sadly I did not, not even a clean re-install fixed it for me. People on the internet seem to imply it's something to do with languages and their strings, but my game + all the mods I subscribed to are in English. Even with the Unit Upgrade Pack off, some units have blanks for names/descriptions. This mod, 'NordoUnit Compilation - Sebidee's Unit Roaster 2.0', works perfectly fine and I'm thankful for it.
Nor Dogroth  [ophavsmand] 4. aug. 2020 kl. 1:43 
Good luck. If you find a solution please share!
Peterowsky 31. juli 2020 kl. 9:50 
I'll see if clearing the cache might fix the issue, and I will only use your mods
Nor Dogroth  [ophavsmand] 31. juli 2020 kl. 9:42 
So I have no idea why this bug appears. Only a few users are affected, it runs perfectly for most players.
Nor Dogroth  [ophavsmand] 31. juli 2020 kl. 9:31 
I have included all strings and tables as it should be.
Peterowsky 31. juli 2020 kl. 9:30 
Thank you very much for the super quick response by the way, I love your work and am grateful that Rome 2 stays relevant thanks to you and other modders
Peterowsky 31. juli 2020 kl. 9:29 
It appears this may be an issue with the Unit Upgrade Pack?
Nor Dogroth  [ophavsmand] 31. juli 2020 kl. 9:27 
This is a common bug. So far no one seems to have a reason for it. Sorry for that, the mod files are correct.
Peterowsky 31. juli 2020 kl. 9:11 
Hello, I have the same issue that Nazulash has had; a lot of unit names and descriptions are completely missing; both my game and the mods I subscribed to are in English https://imgur.com/a/ZkIuUNy
Nor Dogroth  [ophavsmand] 29. aug. 2019 kl. 1:46 
Yeah, thanks for posting.
Nazulash 28. aug. 2019 kl. 12:54 
It's clear to me, but i thought that maybe TheAbsentWitcher doesn't know about it and thats the reason why he is having problems with missing names. ^^
Nor Dogroth  [ophavsmand] 28. aug. 2019 kl. 6:31 
Yeah, I assumed that it's clear. All mods are in English and need a separate translation if you play in another language. My NordoGerman mod e.g. translates all my mods and dozens more into German.
Nazulash 27. aug. 2019 kl. 13:49 
The missing name bug could be related to the game language, i had the same problem with unit mods because my game is in german but the mod i was using was in english and that caused the added units to have missing names.
Nor Dogroth  [ophavsmand] 19. aug. 2019 kl. 5:06 
That's a curious bug some users have with mods. The names are implemented correctly so I have no solution for that, you may ask the game support.
_Knoxious_ 19. aug. 2019 kl. 4:32 
Hey man I enjoy your mods, but with this onem, tonnes of units don't have any names? It's just blank
Nor Dogroth  [ophavsmand] 15. aug. 2019 kl. 14:47 
Okay. I have the leves upgrade integrated, the antesignani upgrades are fine as they are.
Jason Wolf 15. aug. 2019 kl. 14:37 
This is another one.
Jason Wolf 15. aug. 2019 kl. 14:33 
Fixed the bug that made the Antesignai unlock too early. Now you have to research Cohort Organisation to get them.
Jason Wolf 15. aug. 2019 kl. 14:29 
They get more exp when you recruit them. They are supposed to get 2 exp but they get more. They are used by Epirous.
Nor Dogroth  [ophavsmand] 15. aug. 2019 kl. 14:22 
I can add the spelling fix; did not find this because I do not play in English.
What do you mean with "fixed light hoplite for Epirus"?
Jason Wolf 15. aug. 2019 kl. 14:21 
It was okay if you did. I just to make sure the mod is the best it can be.
Jason Wolf 15. aug. 2019 kl. 14:21 
Fixed a misspelling for the Phocean hoplites: Counsins changed to cousins

Fixed Light Hoplite for Epirus. Please tell me if the experience ranks work okay.
Nor Dogroth  [ophavsmand] 15. aug. 2019 kl. 12:49 
Which fixes do you mean?