Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

229 BC: Paced campaign (DEI)
120 bình luận
karabin91 4 Thg11 @ 11:22am 
i actualy found these mod by my self shortly, but thx for the try
ERT  [tác giả] 4 Thg11 @ 10:58am 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3349117467

I use this instead, with increased HP of all units by 20%, works really well imo.
karabin91 4 Thg11 @ 1:36am 
Could you perhaps reduce ranged damage a little? It makes absolutely no sense that you can so easily mow down elite units with cheap javelins. Especially when you have to spend three turns and a ton of money on them. DEI's battle balance is actually quite good already. I don't understand why you had to change anything there? Otherwise, great mod. thx for ya work.
Lickher_ish 1 Thg11 @ 1:34am 
uhhh actually i dont think its compatible with 1.34 i crash startiing a new campaign
Lickher_ish 31 Thg10 @ 2:17pm 
so basically the new update made it compatible with the beta?
Lickher_ish 29 Thg10 @ 8:34am 
Any chance you can undergo the feat of making a startpos mod for tiny cities? Lol
Temp 28 Thg10 @ 2:54pm 
is 12 turns per year compatable?
ivan.alencastre 20 Thg10 @ 11:17am 
I could change the names of the factions leaders using DEI's tables, to make more historical accurate (change Antigonos Soter to Antigonos III Dobson for example). If you Want, I can give you the startpos file
Switching Doom 10 Thg10 @ 6:51am 
ERT  [tác giả] 8 Thg10 @ 9:26am 
I changed most of the families to be historical, or as close as possible given what was available in the engine.

It might be possible, but I lost the map files, and I don't want to start from scratch again.
ivan.alencastre 6 Thg10 @ 11:49am 
Hi! Great mod. It's possible that un the starpost you can change the mames of the characters to more historical? Por example in the macedonian campaign change Philip to Philip V
ERT  [tác giả] 4 Thg10 @ 12:43pm 
Yes, it's made for the main campaign.

Some components might work for other campaigns, others might not.
Switching Doom 4 Thg10 @ 12:40pm 
this is only for the Grand Campaign right?
ERT  [tác giả] 4 Thg10 @ 12:20pm 
Works with and without
Switching Doom 4 Thg10 @ 9:16am 
Should I play this mod with the DEI Beta or without? :easternromanempire:
Switching Doom 4 Thg10 @ 9:14am 
Is there a way to see enemy morale on Very Hard difficulty? I really like that feature for both my troops and the enemy’s, but it only seems to be available on Normal. :Cadet_hoi:
ERT  [tác giả] 4 Thg10 @ 8:07am 
I play on very hard/normal.

There are no bonuses playing on easy/normal/hard/very hard with this mod.

When playing as Rome I usally do this:

Quickly prepare for assaulting Ardiaei and Epirus with combined naval+army forces.
Loot Epirus and subjugate Ardiaei around turn 8-12.
Improve my economy untill around turn 60.
Build up armies until turn 80.
Besiege syracuse or attack gauls in cisalpine gaul.

The mod is meant to be hard.

New update should make the start easier.
Switching Doom 23 Thg09 @ 4:08am 
Really nice mod! I’m at turn 50 and still haven’t gained any new territory. May I ask what difficulty I should play on? I’ve been playing on normal so far. :RomanShield:
Ghost Augustus 8 Thg09 @ 11:51am 
Is anyone interested in a Multiplayer campaign with this mod?
Caos 30 Thg08 @ 2:56am 
Hi does it work with "Events roulettes" or "Vox populi" ? Thanks
Leonidas91 26 Thg07 @ 10:11pm 
Love the mod - best submod for DEI. One request - could the Hellenic Cataphracts for the Seleucids be tied to the Cataphract tech reform instead of the thorax reforms?
FELDRIC 25 Thg07 @ 2:06am 
Caesar in gaul version please
Depgar31 9 Thg06 @ 8:00pm 
you need to make a caesar in gaul version
Perxibal229 24 Thg05 @ 6:53am 
When there is an update for this mods, because you see an error that the history of the Macedonians, for example "Antigonos Soter" instead of "Antigonos III Dóson" is the true name of the history of that people.
Stiefellecker² 23 Thg05 @ 12:49pm 
not sure if its a submod issue but historical characters for macedon at least always start at age 70 for example philip the v
GamerLad 5 Thg04 @ 7:40am 
Would this work with Historical Victory Conditions for DEI submod?
ERT  [tác giả] 20 Thg03 @ 11:25am 
It can be changed in the reforms script using packfilemanager

https://ibb.co/8LfpLYWX
Stiefellecker² 19 Thg03 @ 11:02am 
Would it be possible to reduce the Roman Reforms time wise? I get the high Imperium requirement that is fine. But there are other factions like the Greeks that get all reforms close to 200. Rome should get the Marian reforms at the same time.

There is no way to get it any earlier is there?
ERT  [tác giả] 11 Thg03 @ 12:19pm 
This overhaul is balanced pretty comprehensibly towards a long campaign that evolves with the passing of time. That's why many reforms like Marian fire near turn 300-400 (around 100 BC with 4 tpy). Also the auto-resolve script has been remade for more dynamic ai vs ai battle result while ensuring some predictability in terms of ai to ai relations for long campaigns.

It could properly work well enough as a 12 tpy mod, but to be honest I'm not too interested in that.

I don't know how to change the campaign times to 12 tpy, but I suspect it shouldn't be too hard to do for the 229 bc campaign by itself, or vanilla for that matter.
Augustus II 11 Thg03 @ 11:26am 
I love this mod man. I think the idea of moving up the time line alone can add tons of new play experiences.

The reason I commented though is because I think this could become the most epic mod short of DEI if you made a 12tpy version. You already have slowed things down, you would just need to go a little further. There is an ultimate 12tpy mod that changed everything but its a few years behind.

I have a mod that slows down experience gain and movement range, they would just need to be adjusted. If this is something you would be open too great, if you want help friend me and Id be happy to get something done.
Axland 18 Thg02 @ 9:35am 
Liked much the description, seems me they are reasonable changes.

In the other hand, I do not like DEI, mainly because greek factions are not fun for me.

As standalone mod would be insta download.
esejano 15 Thg02 @ 1:28pm 
The same I use :)
Great news, as your mod looks really good. Thanks for the answer!
ERT  [tác giả] 15 Thg02 @ 11:05am 
It can be used with combat overhauls, especially if you load them after.

This mod only touch certain units such as garrison, ranged and some Roman. Also the tables are "added" instead of overwritten which helps overall compatibility.


I use this one: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3349117467
esejano 15 Thg02 @ 10:07am 
Hi! Since your ,od tweaks morale of certain units, I presume that it is not compatible with combat overhaul mods, right?
ERT  [tác giả] 13 Thg02 @ 2:16pm 
No worries
Takarazuka 13 Thg02 @ 1:14pm 
I was just about to reply again.... this one is on me. It was not an edited version (I have a personal submod I use for making adjustments to DEI, etc so I don't make direct changes) but it was an old version in /data that I didn't realize was even there. Deleted, resubbed, and everything works properly now. Sorry for that! I usually try to be thorough before bothering mod authors but I skipped a step this time haha!
ERT  [tác giả] 13 Thg02 @ 1:11pm 
Looks to me like you may be using an old/edited version. If you have an old edited version in your \Total War Rome II\data, that will overwrite everything, even if you update the mod using the workshop

This is tier 2 Roma for comparison: https://imgur.com/a/wuOu54I

I'm using a few other mods. The only one to affect buildings is this one: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3413160739
Takarazuka 13 Thg02 @ 12:59pm 
I noticed that your T1 Roma has slightly different stats on it from mine. Just to be sure, the screenshot you showed me is only using DEI and your mod or do you have something else going as well? Just want to be sure I am comparing everything evenly.
Takarazuka 13 Thg02 @ 12:55pm 
This is 3 turns in with only your mod and DEI active with your mod loading last as it should to overwrite DEI tables. I uninstalled and reinstalled your mod to be sure. https://imgur.com/a/yxtt2bI
ERT  [tác giả] 13 Thg02 @ 10:25am 
All special garrisons are working, both in battle and campaign.

You have to wait a turn for them to start to "fill" up.
https://imgur.com/a/rome-garrison-i523DqE
Takarazuka 13 Thg02 @ 9:46am 
I noticed that the special garrison in the db files for the city of Rome is not working. Not sure any of the special garrisons are working actually, but I know for certain Rome is not getting it. Rome still has the standard town guard and mob units. None of the archers, etc.
Terendelev 2 Thg02 @ 5:22am 
Juicy update
Ghost Augustus 11 Thg01 @ 4:53pm 
Yeah, its unfortunate. DEI 123 is not nearly as good as with 229 added in.
ERT  [tác giả] 11 Thg01 @ 7:10am 
I've had this with vanilla DEI every time I tried aswell, it does not work well in MP campaigns. But you will likely make desync issues even worse with overhauls and submods like this.

Try doing a campaign with just DEI part 3+2+1 and no other submods, it will be the best chance of success.
Ghost Augustus 11 Thg01 @ 7:03am 
I've been using 229 in MP campaign and have found it goes into an infinite desync loop. Has anyone else seen this? It's happened against multiple partners.
Czechs Mix 18 Thg12, 2024 @ 5:20pm 
Silly question maybe, but I'm grasping at straws here: Playing as the Saka, I was sent an envoy from some kingdom to my far east (off map) demanding something upwards of 50000 gold in order to be under their "protection", or else face the wrath of 200 elephants and a huge angry army. I said no only because I couldn't afford it if I sold everything I had, and then a few turns later, a full stack high tier indian army complete with like 5 armored indian elephants just spawned on my flank immediately at war. I feel like this is such a lose/lose situation I want to know if I'm doing something wrong by refusing the tribute, or am I just supposed to prepare for Hindu apocalypse?
[S.P.Q.R.] Kefkaius 18 Thg11, 2024 @ 8:18pm 
Hello, is this compatible with 24 TPY ?
ERT  [tác giả] 28 Thg10, 2024 @ 1:16pm 
You should be able to replenish most your units in a few turns if all the recommended conditions are met.

I suspect that many players experiencing replenishment issues may be using other submods that interfere with this mod. If you want this mod to work as intended, make sure to load it last. Even then, conflicts can arise if other submods modify the same tables that this mod changes.

The most important factors affecting replenishment are actually the traits of your general/admiral and the army/navy traditions. With significant investments toward replenishment, you should be able to replenish troops quickly, even under neutral seasonal or PO conditions.
Eboss 28 Thg10, 2024 @ 11:00am 
Hmm I knew replenishment wasn't going to be substantial, I just didn't expect it to be practically unavailable. Either way made for fun campaigns, especially as Macedon, needing to mesh units together recruit etc. Great mod mate. But just to know, how much replenishment could I expect in a 100 public order, positive sanitation capital, with positive food, and a good season, to know if it is because it might have clashed with some other mods.