Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
967 条留言
JaM  [作者] 9 月 30 日 上午 4:37 
you could have walls in every city actually, but they wont be visible on the campaign map.. i chose not to do that, as i wanted to limit amount of sieges player has to do.. anyway, its something im still considering actually and might implement in the future if there is a demand (im a bit neutral to it)
RufusDaws 9 月 27 日 下午 11:46 
Do most cities still lack walls? lmao, this game is such a disaster.
jabbothehut 6 月 27 日 上午 10:30 
I would play the hell out of that for sure. You've somehow made the warscape engine healthbar battles very fun and rewarding to play so thanks!
JaM  [作者] 6 月 26 日 下午 11:54 
i was actually working on new version for Attila, but it got shelved..i might post it on workshop eventually, when im back modding TW games. Right now im still taking a break, playing other games (KCD2 mostly) but i plan to resume work eventually.
jabbothehut 6 月 26 日 下午 10:47 
I absolutely love this mod, as well as your empire and napoleon ones. The cohesion system is actually genius and makes battles really feel deliberate and not like glorified moba fights. Was just wondering if there was a mod like it for Attila that you knew about? I know you have made a battle mod but that it is only at version 0.2 and from 2017.
JaM  [作者] 6 月 10 日 下午 8:32 
yeah, army has to be within reinforcement radius
Åsmund 6 月 10 日 上午 4:20 
Regarding my last comment, I figured it out, the army has to stand right behind the besieging army!
Åsmund 6 月 10 日 上午 2:35 
When sieging an enemy settlement other armies can not join the battle if the AI sallies forth, is this intended?
JaM  [作者] 5 月 22 日 下午 9:18 
thanks for feedback. Mod is not abandoned, i just took sabbatical handling some stuff in my personal life (changed jobs recently, trying some other games that were recently released etc) but i definitely plan to update the mod in the near future. so any feedback provided here or at discord channel will be incorporated into next versions of the mod.
DamnFineCoffee 5 月 22 日 下午 8:15 
Due to the very low naval upkeep cost in ports the AI spams lots of naval units. Even minor factions tend to invest much more heavily in the navy than the army. It feels too much even for primarily naval focused Carthage, Greek and Illyrian factions. It's definitely anarchistic for Celtic tribes. It would be great if you continue to update the mod as it's my favourite one so far.
JaM  [作者] 5 月 15 日 上午 2:16 
Should work on all difficulties, but i usually use either H/H or VH/VH settings. Most bonuses AI gets are normalized (same on all difficulties), so only difference is built-in aggression of AI towards player on higher difficulties
rbblanford 5 月 15 日 上午 2:13 
Its a graphical mod. Seems to be working okay. Along with extended particles. By the way. This mods amazing man. Great work! What difficulty is the mod balanced for? So far ive been doing normal and seems to be great.
JaM  [作者] 5 月 6 日 下午 10:16 
i have no idea, most likely its not, as R2TR4 also adjusts character traits and skills, but maybe it could "work"? hard to tell
rbblanford 5 月 5 日 上午 12:40 
is the AAA General series compatible with this?
Hattori Hanzo 4 月 5 日 上午 8:28 
alright thanks man :steamthumbsup:
JaM  [作者] 4 月 5 日 上午 8:24 
thanks for feedback, i'll do some more work on autoresolve in the future
Hattori Hanzo 4 月 5 日 上午 7:43 
also you should work on auto resolve (i lost like 6 elite pikemen against an army of damn basic garrison)
Hattori Hanzo 4 月 5 日 上午 6:48 
oh (but honestly you should release more battle mods it's much better than in divide et impera)
JaM  [作者] 4 月 5 日 上午 6:09 
Combat system is the core change behind this mod. Over time, i tried many different approaches, so what is in, is a result of several years of modding. Its my favorite part of modding.
Hattori Hanzo 4 月 5 日 上午 5:52 
i mainly want to know since the battles in this mod are fire (aka they are good)
Hattori Hanzo 4 月 5 日 上午 5:46 
who created the battle mod for this btw?
JaM  [作者] 4 月 4 日 上午 10:07 
if I remember correctly, there is a research bonus with certain buildings, just check the descriptions.
Hattori Hanzo 4 月 4 日 上午 9:22 
is there a way to speedup research a bit? (not even asking for a cheat just a tip to speed up the research a bit
JaM  [作者] 4 月 4 日 上午 7:50 
not really.. i usually remove units that were not used in battle, or units that are just plain wrong (Onagers as example, came in 400AD, so them being buildable in 200 BC is 600 years ahead of time) snake pots and beehives were very rare and situation specific things that are not really fit for being represented as frontline solution..
Hattori Hanzo 4 月 4 日 上午 4:39 
aka the snake pots and beehives units
Hattori Hanzo 4 月 4 日 上午 4:39 
finally for the final question (will you plan to actually make the beast of war artillery units unlockable)
Hattori Hanzo 4 月 4 日 上午 4:24 
it took 900 years to get though
Hattori Hanzo 4 月 4 日 上午 4:22 
alr then (also don't worry i finally got the hoplite upgrade for athens) they literally turned into a god that barely died even when they got outflanked :steamthis:
JaM  [作者] 4 月 3 日 下午 8:33 
There is no difference between melee troops... spear or sword, both are melee weapons.. they just require different approach, but you can use Hoplites as your main melee troops, and they even have extensive upgrade path to get better over time.

Regarding faction unlockers, im not sure if those would work with this mod properly, i never tested them.
Hattori Hanzo 4 月 3 日 上午 5:25 
would you recommend any faction unlockers for this mod?
Hattori Hanzo 3 月 27 日 上午 9:08 
nvm it turns out the hoplites don't pull swords out (i think it was from a mod i had enabled)
Hattori Hanzo 3 月 27 日 上午 8:28 
the mod is great my only complaint is that for the greek city states dlc (aka the worst possible culture pack to get although this mod does fix it) is that they lack actual melee troops
Hattori Hanzo 3 月 27 日 上午 8:21 
alr thanks :steamthumbsup:
JaM  [作者] 3 月 27 日 上午 8:17 
Yes, definitely. i'm gathering feedback so feel free to mention things you would like to see improved ;)
Hattori Hanzo 3 月 27 日 上午 6:54 
ah ok but last question (are there any plans to update the mod?)
JaM  [作者] 3 月 27 日 上午 6:53 
Its sort of a "compensation" as typically, serving in Consular Legion was seen as prestige.. (after all, units in R2 dont age, so you can keep these extra Triarii around indefinitely)
Hattori Hanzo 3 月 27 日 上午 6:50 
but for one of rome's starting armies why do they have 1 unit of triarii (that isn't a general unit)
JaM  [作者] 3 月 27 日 上午 6:49 
They are general unit only. As they were not always present in the legion, especially during Second Punic War, when lots of fresh legions were formed, even from freed slaves or lower class citizens.
Hattori Hanzo 3 月 27 日 上午 5:56 
quick question though, how do i get more triarii
Hattori Hanzo 3 月 26 日 上午 9:12 
ok thanks :steamthumbsup:
JaM  [作者] 3 月 26 日 上午 9:10 
This mod is selfcontaining. so it wont work with any unit pack as these new units would have incompatible stats, weapons, projectiles etc etc..
Hattori Hanzo 3 月 26 日 上午 9:00 
oh alr but does this work with faction auxilia for all by sebidee? (since in my opinion some faction units are still kinda lacking)
JaM  [作者] 3 月 26 日 上午 8:54 
hmm, dont remember out of my head.. usually elephants were either as mercenary, general unit or require resource, but i dont remember how it is with Epirus.
Hattori Hanzo 3 月 26 日 上午 8:12 
can epirus recruit elephants normally? (aka using recruitment buildings)
JaM  [作者] 2 月 25 日 上午 6:11 
there should be also more build slots if I recall correctly.. so higher tier port allows you to build more ships
76561197968578292 2 月 24 日 上午 2:27 
I started a Campaign with Carthage and when i compared the Military Shipwright and normal Shipwright lines i`ve realized that the Military ones only unlocks special Ships at max lvl. All stages before that the normal Shipwright does everything the Military one does but better. Not only that the normal Shipwright unlocks Penteres at lvl 2 but the Military one at lvl 3. Does this work as intended ?
Augustus II 2 月 15 日 下午 6:41 
I wish people with talent to make these types of great mods would build them all off of DEI. Its a waste to have it run side by side. It be like making a medieval mod for Attila that doesnt use 1212. Add your awesome ideas and work to an already great base
JaM  [作者] 2024 年 12 月 31 日 上午 9:47 
its optimized for all DLC Campaigns.
jabbothehut 2024 年 12 月 30 日 上午 12:25 
Is this mod compatible with all the campaigns or just thr grand campaign?
jabbothehut 2024 年 12 月 23 日 上午 2:31 
@JaM I seeeeee. Ok awesome. Thanks for the answer. Very ingenious.