Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Roma Invicta - Part 3 *WIP*
   
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Tags: mod, Overhaul
File Size
Posted
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407.471 MB
Mar 23, 2015 @ 4:54am
May 13, 2020 @ 12:34am
27 Change Notes ( view )

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Roma Invicta - Part 3 *WIP*

In 1 collection by {Δ} Achilles
Roma Invicta
3 items
Description
*(Note, this is a work in progress)* THIS MOD ONLY WORKS WITH ALL PARTS, THIS IS PART 3

Part 1: http://steamcommunity.com/sharedfiles/filedetails/?id=412666551

Part 2: http://steamcommunity.com/sharedfiles/filedetails/?id=412671251

If you'd like to give feedback to me or chat, come join the discord: https://discord.gg/f5vc2bN

This mod aims to overhaul a number of aspects from graphics, to balance, to factions, to AI, below is a short list of changes/features:

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* Campaign

-More Aggressive and dangerous AI

-More intelligent AI bartering

-Major factions will generally become massive, and a serious threat in the late game

-Many factions have been revamped to provide a greater challenge, such as Seleucid

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* Unit Classes:

-Legionaries:
Roman infantry is particularly effective at dismantling other units, and unlike most other units in the game, Legionaries require 2 counters to defeat. They are dangerous and versatile units, for a high cost.

-Hoplites:
Hoplites are now heavy anti-infantry, rather than mediocre at best. They serve a purpose as slaughtering most types of enemy infantry from the front, but they are extremely vulnerable to flanking, and prolonged missile fire whilst in Phalanx.

-Pike Infantry
Pikemen are the strongest counter to Hoplites due to being able to outreach their phalanx, and provide an excellent deterrent for cavalry, elephants, and light infantry. Heavy melee infantry can push through the Pike line, however the Pikes effectiveness is now determined by how deep they are. 2 rows can easily be pushed through by heavy infantry, whereas 6 rows will be almost impossible to break through.

-Shock Cavalry (Now called 'Lance Cavalry')
This cavalry is extremely ineffective in prolonged melee, but it delivers a devastating charge which is determined entirely by mass, rather than charge bonus or melee attack. The heavier the Lance Cavalry, the more devastating the charge. They are particularly weak against Javelins, Tight Braced formations, and Pike infantry.

-Melee Cavalry
Melee Cavalry is now primarily best used against other Cavalry, as it can win most standing fights against other types of cavalry. They will not win a charge against Lance Cavalry, but they will generally win afterwards. They can also be dismounted to be more effective at fighting infantry. Infact, in some cases, dismounting your cavalry is a better option than leaving them mounted.

-Archers
Archers now have significantly more ammo, and higher base damage. However, their standard shot has almost no armor piercing value. Their arrows will not pierce shields, and will be somewhat ineffective from the front. However their range has been increased and they can prove extremely deadly over time. Also, whistling shot has been changed to 'barrage' granting longer range, at the cost of accuracy and damage.

-Slingers
There are now 2 types of Slingers, Stone slingers which have near unlimited ammunition, and Lead slingers which have very limited ammunition. Lead Slingers deal high damage, and have significant penetration, capable of going through some thin shields, and embedding themselves into the skulls or armor of the enemies. Stone slingers simply have near unlimited ammo, and can be very detrimental to the opposition over time.

-Peltasts
Javelins are now extremely deadly, especially when used against unshielded flanks, and can score incredible amounts of kills in mere seconds, if used properly. However, they have very limited ammo, limited range, and are a prime target for most opponents.

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* New Playable Factions (With new rosters)

>Caledones
Plays off of stealth and ambushing, with 90% of their roster being stealth based.
Strengths: ++Stealth based faction ++Great infantry +Pict Units
Weaknesses: --Limited cavalry -Few armoured units ---Extremely hard to use

>Brigantes
Plays to cavalry and moderately effective infantry, much like Bactria.
Strengths: ++Cavalry based faction ++Excellent cavalry +average infantry
Weaknesses: --No elite swords --Few armoured units -Cavalry is not as effective as Eastern factions

>Dumnonii
Plays off of excellent heavy infantry, more like Averni.
Strengths: ++Infantry based faction ++Great heavy infantry ++Great Armoured Units
Weaknesses: --Limited cavalry

>Ebdani
Plays off of chaotic battlefields, and morale control/debuffs.
Strengths: ++Berserker/Fear based faction ++Chaotic battlefield presence ++Excellent skirmishing ++Large numbers
Weaknesses: --Poor infantry --Limited cavalry --Few armoured units

>Rhodos
Focuses on skirmishers and naval capacity, but carries some decent basic-Greek units with an Elite Hoplite unit.
Strengths: ++Skirmisher/Naval based faction ++Best Slingers in game ++Great variety
Weaknesses: --Limited Cavalry --Poor non-elite infantry

>Libya
Strong mercenary bonuses in the campaign, they have excellent Libyan units, with an elite archer unit, and elite hoplite unit.
Strengths: ++Hoplite/Early Infantry based faction ++Great basic-infantry +Good variety
Weaknesses: --Poor Elite selection

>Ma'in
Cheap sword units, extremely good melee cavalry, versatile bow infantry.
Strengths: ++Variety ++Early units ++Melee cavalry
Weaknesses: --Hard to use -Limited Shock cavalry -Poor melee capability -Low armor

>Persia
Best Spear/Archer units in the game. Excellent variety and starting income for campaign.
Strengths: +++Archers ++Spearmen +Cavalry Variety
Weaknesses: --Poor Swordsmen -Poor cavalry ---Weak Elite variety

>Cimbri
A very heavy infantry faction, similar to the Suebi and the Romans. With armored Nordic warriors, Axe throwers, and excellent infantry variety.
Strengths: ++++Infantry ++Berserkers +Armor
Weaknesses: ---Cavalry selection --Skirmisher variety

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* Battle Mechanics

-Uses my "Medieval 2 Classic Combat' mod
* Units now spread out, and give each other room
* Losing units will be pushed back
* Units will gang up on each other, rather than 1v1 forever
* Projectiles have inaccuracy to them, and will knock people down

-AI is more intelligent in combat situations
* Utilizes cavalry and flanking better
* Uses heavy infantry better
* Utilizes skirmishers better

-Cavalry hits much harder, and is more realistic

-Artillery hits harder, and is more realistic

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* Over 100 new units (note, lack of UI cards on most of them, need artist)

-New unit types, ranging from:
* Crossbowmen
* Fire Bomb throwers
* Axe Throwers
* Norsemen
* Pictish Raiders
* Morale units

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* Morale reworked

-Morale is now on a unit-unit basis, not overall army

-Surrounding a unit will likely cause them to fight to the death

-Giving an unit a route where they can retreat, will likely cause them to retreat faster

-Units can return from routing much faster, and more often

____________________________________________________________________

More changes to come.
45 Comments
{Δ} Achilles  [author] Dec 22, 2022 @ 5:49pm 
@Lt. Hans No. Not even. This changes far too much to be compatible. However, my other mods Rome/Medieval Total War classic combat partially work with DEI.
RAY Dec 21, 2022 @ 1:28pm 
I know you've probably get asked this alot, my bad, does ths mod work with DEI?
{Δ} Achilles  [author] Jun 21, 2018 @ 6:53am 
@Keeadynpitawanakwat It works with the latest patch.
Keyman05 Jun 20, 2018 @ 5:55pm 
Pls update
{Δ} Achilles  [author] May 12, 2016 @ 1:15pm 
@Peacemen turns are in their original states on easier difficulties.
Peacemen May 12, 2016 @ 3:15am 
@Achilles, can you lower the Tech turns to speed up the game. I find it so frustrating to turn so many times just to get the Tech that i upgrade. At least make the Tech turns to its original state.
Peacemen May 10, 2016 @ 2:28pm 
It will be cool if you make also the Imperator augustus map to your grand campaign, I really want to see a walled jerusalem playing with your mod.
{Δ} Achilles  [author] May 10, 2016 @ 2:21pm 
@Peacemen yes, it does. It uses startpos.esf to create new factions.
Peacemen May 10, 2016 @ 2:15pm 
+achilles, does this mod override the startpos.esf? I just subscribed the Imperator Agustus map mod for the Grand campaign, and I just wondering if its gonna work. Overrating the startpos.esf is crucial on that mod.
Peacemen May 10, 2016 @ 1:57pm 
Oh I see, that explains it. Thanks nice mod BTW.