Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

74 ratings
General Abilities Overhaul
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Battle
File Size
Posted
Updated
378.545 KB
May 18, 2016 @ 2:57pm
Apr 8, 2018 @ 7:46am
2 Change Notes ( view )

Subscribe to download
General Abilities Overhaul

Description
This mod adds 15 new general special abilities (1 for each culture) to the grand campaign. It also reworks and GREATLY increases the duration and usefulness of vanilla abilities. Contains an updated version of my “Better General Abilities Icons“ mod.


GRAND CAMPAIGN ONLY

I found that almost all of the generals abilities had a duration of only 10 seconds. Not much use in taking the time to pay attention to using abilities if they're only going to last a few seconds. I increased duration to 60 sec to 90 sec.

To add variety I added culture specific abilities. (CIG style)
Some are modified from caesar in gaul but many are brand new, complete with icons. I tried to play to a culture's strength while also trying to make them unique to add diversity.

New abilities strength is tiered so any ability that affects every unit is a weaker effect, any ability that affects a few units is medium and any ability that affects only 1 unit is a strong one, thereby (hopefully) making all new abilities of an equal overall strength.


Overview

- 15 New culture specific General special abilities
- Greatly increased duration of vanilla general abilities
- Reworked some vanilla abilities
- Removed inactive time from abilities
- New icons with friend / enemy coloring and blue AOI
- New general stats tooltip for abilities


New Abilities

LEGIONARY LOYALTY – Target friendly units to greatly improve their defensive capabilities and morale.
Latin (Rome, Etruscans)

BARBARIAN CHARGE – Target friendly units to improve their speed and charge. Similar to CIG fast charge except it does not require you to time the phases.
Germanic Tribes (Aestii, Anartes, Budini, Cherusci, Cimbri, Frisii, Gutones, Lugii, Macromanni, Rugi, Suebi)

UNITY OF THE TRIBES – Your general slightly improves the morale of all units on the battlefield. Same as CIG unity of the tribes except that it will boost the moral of every friendly unit on the battle map regardless of proximity to the general.
Celtic Tribes (Eravisci, Insubres, Liguria, Nori, Raeti, Scordisci, Trinalli, Veneti)

GALLIC HORSE DEFENSE – Target friendly units to greatly improve their defensive capabilities against cavalry and give them scares horses ability.
Gallic Tribes (Aedui, Atrebartes, Arverni, Boli, Carnutes, Galatia, Helvetii, Namnetes, Nervii, Pictones, Sequani, Treverii, Vivisci, Volcae)

DRUIDIC CHARGE – Target friendly units to improve their speed and give them scare ability.
Britannic Tribes (Brigantes, Caledones, Demetae, Dumnonii, Ebdani, Iceini)

IBERIAN DEFENSE – Target friendly units to greatly improve their defensive capabilities, accuracy and morale.
Iberian Tribes (Arevaci, Cantabri, Celtici, Cessetani, Edetani, Gallaeci, Lusitani, Turdetani)

LEGENDARY HOPLITES – Target a friendly unit to make it unbreakable and increase attack and defense for the duration of the battle. Will remain in effect even if your general falls. Affects only 1 unit.
Greek States / Greek Colonies (Athens, Cyprus, Cyrenaica, Epirus, Knossos, Massilia, Sardes, Sparta, Syracuse, Rhodes, Trapezos)

CARTHAGINIAN ARMOR – Target friendly units to improve their defensive capabilities and reduce the chance of being hit by missiles.
Punic (Carthage, Nova Carthago)

NUMIDIAN STRENGTH – Target friendly units to improve their offensive capabilities, defensive capabilities and charge.
African Kingdoms (Axum, Blemmyes, Gaetuli, Garamantia, Libya, Masaesyli, Meroe, Nabatea, Nasamones)

ARCHERS OF THE SUN – Your general greatly improves nearby unit's missile damage, accuracy, reload time and range.
Arabian Kingdoms (Gerrhaea, Himyar, Ma'in, Mascat, Nabatea, Qidri, Saba)

CATAPHRACT CHARGE – Target friendly units to improve their charge abilities and damage vs elephants.
Eastern Empires (Arachosia, Ardhan, Aria, Armenia, Bithynia, Cappadocia, Drangiana, Kartli, Khorasmii, Media, Media Atropatene, Parthava, Parthia, Persia, Pontus, Sagartia)

BALKAN FURY – Target enemy units to greatly reduce their melee defense.
Balkan Tribes (Ardiaei, Bastarnae, Apulii, Breuci, Daorsi, Dalmatae, Getae, Odrysian Kingdom, Tylis)

HORSE MASTERS – Eliminates fatigue for an extended period and increases speed.
Nomadic Tribes (Massagetae, Roxolani, Royal Scythia, Thyssagetae, Siraces, Catiaroi, Budini, Aorsoi, Dahae, Khorasmii)

ALEXANDER'S COMMAND – Your general slightly improves the attack and defense of every friendly unit on the battle map regardless of proximity to the general.
Successor Kingdoms (Macedon, Egypt, Seleucid, Baktria)

BLACK SEA JAVELINS – Target enemy units to greatly reduce their missile block chance.
Black Seas Colonies (Pergamon, Cimmeria, Colchis)



Increased Abilities Duration

All vanilla effects duration increased from 10 sec to 60 sec.

All new effects duration 90 sec (except Legendary Hoplites, lasts entire battle)



Reworked Vanilla Abilities

Battle Rhythm – Last negative phase remove, this is purely a buff now. Effects have been reduced slightly so it's not OP.

Inspire Group – Raised affected unit limit from 5 to all units in general's area of influence.

The Fear – Raised affected unit limit from 5 to all units in general's area of influence.



Removed Initial Active Time

The initial active time is when you're not able to use abilities at the beginning of a battle but instead they need to cool down before first use. This has been removed, all abilities are usable at the beginning of each battle.


New Better General Abilities Icons

Reworked my original icons and also added Friend / Enemy coloring and Blue AOI to new icons.


Fixed Vanilla Bugs

- Push showed up as a buff when applied to an enemy, Various text fixes.


New Tooltips

Because generals abilities have always been quite nebulous and there is nothing that tells you at what level your character should receive each ability, I added a tool tip which shows what abilities are unlocked at what level and weather they are buffs for friendly units or debuffs for enemy units.

Access this by selecting the generals unit card and hovering over his Authority, Cunning and Zeal.


Compatibility

- Radious compatible
- Should be compatible with every All Factions Playable mod. Tested compatible with SPC Tanto1994's AFP http://steamcommunity.com/sharedfiles/filedetails/?id=303331817
- Save game compatible.

NOT compatible:
- DEI
- BMM

Known Bugs

The only known bug is in the faction select screen as a result of applying 3 culture traits. When switching between factions sometimes the text disappears.

There is a vanilla bug discussed on forums where even though a general has 16 zeal for example, he only has 1 or 2 abilities from the zeal category and not all of them as he should. This is caused by merging an agent into a stack and then leveling the agent up from within the stack. You never get credit toward the abilities.

ex. A general has 3 auth 3 cunning 3 zeal, U merge a champion with 1 auth 2 cunning 3 zeal. Many turns later your general has 10 Auth 10 cunning 3 zeal. Your champion now has 13 zeal giving your general a total of 16 zeal. In this case he SHOULD have access to all zeal based abilities but will only have access to level 6 zeal abilities (the original 3+3)

To solve this simply unmerge your agent from the stack and then remerge. You will have to do this every time your agents level up from within a stack.

Once again that's a CA bug not related to my mod. You just might realize that it exists now because you'll be able to see what abilities should kick in at each level.
Popular Discussions View All (1)
0
May 19, 2018 @ 7:38am
Suggestion
[GodLovesYou]leunamE
38 Comments
Minion-J  [author] Feb 18, 2019 @ 9:05pm 
hmmm don't know then, sorry.
MadMcBest Feb 18, 2019 @ 4:06pm 
Thank you very much! But as it looks it does not work yet. I tested and my gallic hunters sniped at a slinger unit. My archers still had the hidden symbol on while shooting, and the slingers who have the same range did not shoot back. I also tested a custom battle, so it is not a savegame issue. If it matters: Snipe and Stalk icons still show up on the archers unit info.
Minion-J  [author] Feb 9, 2019 @ 8:07am 
@MadMcBest - Merry Christmas - https://app.box.com/s/4nxteq0yyy0zjz4ztrncx5100236h2rw

Drop that file in your rome 2 data folder and enable in mod manager. Should do the trick.
MadMcBest Feb 8, 2019 @ 7:13pm 
Minion-J. You seem to be an able modder. I figured out that the AI react odd (passive) to the stalk and the snipe ability of Gallic Archers. If the Archers fire, the AI oftenly suffers the fire without moving or attacking, not knowing where it comes from. I think the only solution, and a simple one, is to REMOVE the snipe ability completely. It is unneccessary anyway. Could you do that for us please?
Cosmin23 Jan 6, 2019 @ 3:02am 
Ok then.
Minion-J  [author] Jan 5, 2019 @ 8:08pm 
Probably not :(

Anyone else is welcome to rework it and reupload.
Cosmin23 Jan 2, 2019 @ 8:23am 
Will this mod ever get updated?
mini_lancer Aug 11, 2018 @ 8:01pm 
do take your time! Hopefully will see this working again some time soon :D
Minion-J  [author] Aug 11, 2018 @ 2:29pm 
wellllllll... this one is more modding intensive than most of my other ones. Between that and the fact that they've changed the game so drastically since I made this, it will take sometime. I may work on it again sometime but it will probably have to go toward the bottom ofthe list :(
mini_lancer Aug 11, 2018 @ 9:21am 
now that the abilities are all reworked in the new patch will you be taking a look again at this?