Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Wolfmans Carthage Unit Pack v1.8
   
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Tags: mod, Units
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Apr 6, 2014 @ 6:38am
May 23, 2018 @ 2:04pm
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Wolfmans Carthage Unit Pack v1.8

Description
UPDATED to latest game patch (1.14)

20 completely new units for Carthago:

Archers of Yarikh
Armoured Indian Elephants
Carthaginian Elite Cavalry
Carthaginian Heavy Pikemen
Carthaginian Heavy Camel Lancers
Carthaginian Foot Archers
Carthaginian Royal Lancers
Carthaginian Light Infantry
Carthaginian Light Cavalry
Carthaginian Slingers
Carthaginian War Dogs
Chosen Hoplites of Xanthippus
Numidian Heavy Spear Infantry (former: Chosen Lion Warriors)
Guard of the Council of Elders
Kodo Tribal Warriors
Royal Phoenician Guard
Royal Numidian Skirmishers
Sabellian Spear Infantry
Sabellian Sword Infantry
Salluvii Mercenaries

+ works with latest patch
+ not sure, if this works with other elephant mods ( i didn´t change the unique ID for the Indian Elephants)
+ individual unit colours
+ update: i rebalanced some unit stats. The units stay strong but they are less overpowered now.


coming in September!
http://steamcommunity.com/sharedfiles/filedetails/?id=301606733



Check out my new youtube machinima channel ;)
https://www.youtube.com/channel/UC1_bnL-JP2B59sgHTmr9NFw



Hi Folks,

this mod contains all my former Carthage Mods. It should be save-game-compatible and work with other mods (except elephant mods, didn´t change the unique ID for the Indian Armoured Elephants - otherwise i had game crashes)

You now can recruit the following special units:

I.
Numidian Heavy Spear Infantry
(military main heavy lvl 3+4)
Strong spear infantry with prec javelins for decimating enemies before close combat

II.
Royal Numidian Skirmishers
(military main aux lvl 2-4)
Avanced armoured javelinmen with superior hiding abilites. They can compete with any greek peltast.

III.
Royal Phoenician Guard
(unit cap = 20, major city lvl 3+4)
Very strong infantry sword unit.

IV.
Indian Armoured Elephants
(unit cap = 8, military main heavy lvl 4)
Improved heavy Indian Elephants. They are really tough, therefore I gave them a campaign cap.

V.
Kodo Tribal Warriors
(unit cap = 20, military main aux lvl 3+4)
Formidable black african ambush unit. Special ability: chant.

VI.
Carthaginian Elite Cavalry
(unit cap = 30, military main heavy lvl 4)
Strong melee cavalry with good charge, armour and hitpoints.
Improved campaign map marching range.

VII.
Carthaginian Heavy Pikemen
(major city lvl 3+4)
Sturdy pike unit. They can compete with Macedon Foot Companions.

VIII.
Carthaginian Foot Archers
(military main aux lvl 2-4)
High-range archer unit. Similar to Syrian Heavy Archers.

IX.
Carthaginian Royal Lancers
(unit cap = 30, military main heavy lvl 4)
Strong, heavy armoured lance riders, can fight through some close combat too. And they have fancy Hannibal helmets ;) Improved campaign map marching range.

X.
Chosen Hoplites of Xanthippus
(military main heavy lvl 4)
Very strong elite hoplites unit, 120 men, expensive, but NO UNIT CAP (poor lions ;) These guys also throw heavy pilums before close combat...and yes, i know, pilums are roman. But they hurt even better than prec_javelins.
Improved campaign map marching range.

XI.
Carthaginian Light Infantry
(military main aux 2-4)
Useful 200-men sword infantry with improved precursor javelin ammo. These men were recruited from all carthaginian territories. They have also more campaign action points as normal infantry units. I test this soon, but they should have a larger marching range (if you make pure light inf armies for supporting other armies as relief force) NO UNIT CAP. And they can form a wedge :)

XII.
Carthaginian Slingers
(military main aux 2-4)
Standard slinger unit. NO UNIT CAP & cheap. Always useful.

XIII.
Carthaginian War Dogs
(major city lvl 3+4)
50-men unit. Big fat savage war dogs. NO UNIT CAP

XIV.
Carthaginian Light Cavalry
(military main aux lvl 3+4)
Swift and deadly african skirmishers with heavy javelins.
Improved campaign map marching range.

XV.
Guard of the Council of Elders
(major city lvl 4)
100-men elite unit. Ultra strong sword infantry. UNIT CAP = 3

XVI.
Archers of Yarikh
(major city lvl 4 + military buff hero shrine lvl 5)
60-men ultra-long-range archers. High amount of ammo and fast shooting rate. Therefore: UNIT CAP = 8
No other faction should get this range-buff. Maybe New-Carthage and Libya. Have to test this tomorrow.

XVII.
Sabellian Spear Infantry
(military main aux lvl 3+4)
Men from Italy who serve Carthage and fight against their roman enemies.
Good spear infantry unit, 160 men, similar to etruscan nobles.
UNIT CAP = 20

XVIII.
Sabellian Sword Infantry
(military main aux lvl 2-4)
Men from Italy who serve Carthage and fight against their roman enemies.
Similar to etruscan swords, but they use roman spathas.
UNIT CAP = 20

XIX.
Salluvii Mercenaries
(port minor small military lvl 3+4, port trade lvl 3+4)
Gaulish warriors from the Salluvii tribe, with mail armours. axes, swords and clubs.
UNIT CAP = 12

XX.
Carthaginian Heavy Camel Lancers
(military main heavy lvl 4)
Heavy armoured Camel Cataphracts. If you see one of those you´d better run.
UNIT CAP = 12


But careful!! Your punic neighbours may / will build some of this units too - so make sure you conquer them quickly.



If there are any issues or bugs, let me know - i will keep this mod updated. I also will add some more units, when i have time for it... Any feedback is appreciated! If you like the mod, please rate :)


Good hunting!
Wolfman

ps: again...credits to the King of Phoenicia for his creative input. And to DogSoldierSPQR. Without his great youtube-modding-tutorials I still wouldn´t know how to use pfm and Tweak. Thanks man!!!
253 Comments
Reichsmarschall Apr 19, 2023 @ 3:05pm 
Guys I am sorry to Inform you but Wolfman Passed away about a year ago
mars0a0 Nov 17, 2021 @ 7:02pm 
can i pay to have this updated?
Mordrahar May 9, 2021 @ 1:35pm 
Can you make the unit cards not be super bright compared to the vanilla ones? Shit looks weird
KHAGAN Mar 16, 2021 @ 2:45am 
ıt only works on elephant units can u update the mod?
GordanGramsey Feb 17, 2021 @ 5:20pm 
I am following the steps listed below but its just removing the units from my game, can someone please help i really want these in campaign
Pegasus Nov 16, 2020 @ 7:24am 
Followed the steps and also got it to work, many thanks :)
Skullkrusher May 30, 2020 @ 8:19pm 
@Purpl3Jam Your steps were easy to follow and I was able to reproduce them and get the mod working on my own system. You rock, man.
Purpl3Jam May 14, 2020 @ 5:18am 
This worked for me but I tweaked it so all land units are recruitable from the military buildings exclusively. (NO GUARANTEES SAVE GAME COMPATIBLE)

For the fix:

1. Open the mod in PackFileManager and save it as your own version/make a back up of the original


2. Go to db\building_units_allowed_tables\wolf_building_units_allowed


3. In the building column change every instance of "rom_HELLENIC_military_main_aux_PUNIC_#" to "greek_military_light_#".

Change every instance of "rom_HELLENIC_military_main_heavy_PUNIC_#" to "greek_military_heavy_#".

Change every instance of "rom_HELLENIC_city_major_#" to "greek_military_heavy_#".

Change every instance of "rom_HELLENIC_port_minor_small_military_#" to "greek_port_military_#".

Change every instance of "rom_HELLENIC_port_trade_#" to "greek_port_harbour_#".

(# = the same number)


4. Click Save or Save As if you don't already have your own version


5. Load your saved mod in the mod manager and start the game
Skullkrusher Mar 23, 2020 @ 3:46pm 
If it's a very easy fix and takes 5 minutes, can you post the steps you took for those who would wish to duplicate the fixes?