Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

The Townguard - Mob Upgrade
130 Comments
Hélios Jan 14 @ 7:56pm 
epic
Nor Dogroth  [author] Jul 26, 2024 @ 5:48am 
Yes, as mentioned in description
typical Jul 25, 2024 @ 3:18pm 
Are these available in custom battles?
scerch6 Nov 18, 2023 @ 5:19pm 
Does this mod need to be in the top or bottom of the load list? It won't work for me. Thanks in advance.
achmed242242 Jan 6, 2022 @ 11:00pm 
Srry if this has been asked, but I use a mod, Garrison Tripled, which does as you can imagine the name says. How would I edit the files to reproduce this same effect if this is possible at all in this mod? Srry, I am not a modder. If you have paypal link I'll donate!
Mints Sep 10, 2021 @ 7:47pm 
Hi there. Big fan of this mod. Was wondering whether you can make it apply to Syracuse. They are Greeks and I thought it would apply to them but apparently it doesn't. Appreciate you taking the time to make this mod.
Nor Dogroth  [author] Mar 23, 2021 @ 3:16am 
I totally disagree. You are free to set difficulty lower if you feel the game being too hard. But since AI is stupid and cannot act like players, even for a small challenge it needs several buffs. Buffs for players only is not at all what I want. However, this mod does not give AI any advantage. You can find enough mods in the workshop to lower difficulty.
Nor Dogroth  [author] Mar 22, 2021 @ 9:47am 
How did you come up with the idea that the mod should only work for players? Of course it works for AI too, I do not even know how it could not.
And no, I won't post all the stats here. There are other things I have to do. Currently I do not play Rome II at all and this mod is more than 3 years old. But you can check all the stats in game. I personally believe the description above is more helpful than any stats though.
Kaya Oct 10, 2020 @ 6:47pm 
Hello there! Your mod does not work with the AAA Generals mods unfortunately. Just pinpointed this one out of about 40 mods. I didn't expect it, considering this is a units mod kind of and the AAA ones only edit the generals I believe.. But they caused helmets to become dark grey and certain characters on the campaign map to stand in a jesus position. Really annoying,
SnusHead Jun 14, 2019 @ 1:58pm 
Hey, since you updated the mod my game crashes at the loading screen.
I can start a new campaign without any problems though.
I'm not 100% sure if it's your mod tho but it's the only one that got updated recently of the mods that i use.
Elliot_Ostrand Feb 22, 2019 @ 4:25pm 
But if people who like mods express interest Creative Assembly may see the potential of investing in this.
Elliot_Ostrand Feb 22, 2019 @ 4:24pm 
This means their market is opened wider to people who have older or weaker computers. The problem is that if a bunch of games started to do this then software companies, like intel wouldn't sponsor creative assembly, who specifically helped make Rome 2, because, while creative assembly would make more money from all the games in the total war franchise and would make more money from buying the game that works as a dlc for each of the games, the problem for intel would be that people wouldn't be incentivized to buy a better computer, like I was. The only people that I could think of that would be incentivized to buy a better computer would be the people that wanted to make mods for the game.
Elliot_Ostrand Feb 22, 2019 @ 4:24pm 
I think the number one goal of Creative Assembly is to make money. However, if mod content became better than what’s in new games, some people would only play old games and Creative Assembly would lose money. If there were good mods for games on the other hand, more people would buy the games with good mods. One reason mods are great is that people with slower computers (I just got a gaming computer so it doesn't affect me) can still play a game and have new content.
Elliot_Ostrand Feb 22, 2019 @ 4:24pm 
I think people who make mods would benefit from signing a petition to Creative Assembly, and people who use mods should also sign a petition: a petition for a game people can purchase, acting as a dlc for each total war game, that focuses on allowing players to, in game, customize the game and edit code in more depth. They could add in game tutorials, too, or make it much easier to mod, and could even make a deal with modeling companies to provide simple basic in game software. I think people would buy that. They could make it so you pay a hundred dollars for a game that does that working as a dlc that is unlocked on all of the past total war games. I think Creative Assembly would have a market for this game because so many people love mods and making them in this franchise’s customer community.
Elliot_Ostrand Feb 22, 2019 @ 4:24pm 
That's good to know.

But, I do feel like some people get around it. I've seen stuff like the people's mod, a trading settlements mod and a mod that I think only lets you unlock artillery if you take it from a non-barbarian first, and so on, where there are big changes. I'm guessing some people actually hack it more, to mod it. I get that feeling from mods that require other mods or just one other mod to work.
Nor Dogroth  [author] Feb 22, 2019 @ 3:58am 
In other games like Xcom 2 you can mod by writing new code or overwriting existing one. Modding in TW is much more limited.
Nor Dogroth  [author] Feb 22, 2019 @ 3:57am 
The problem is, modding Rome 2 is not coding (ususlly), it‘s just ediding data tables. The code is hardcoded, we can only change/add data. But we cannot change the code, we cannot create new tables but have to use existing tables.
Elliot_Ostrand Feb 21, 2019 @ 1:55pm 
You may have to submit a false table too, I've never modded anything so I don't know... Like if you have level three garrison then I don't have level one, two, four, five and 6. Can you put true false statements that are composed of multiple conjuncts. Like say both A and B must be true in order for C to be true. Do they have Conjunctions, Disjunctions, Negations, Conditional statements, Bi-conditional statements in the code. I took a logic class in college about the time Rome 2 came out, and I know logic is used in coding. I just don't know how to code. I'm also very artistic, but I don't know how to 3d model. I'm apreaciative of people like yourself who make these mods though. :)
Elliot_Ostrand Feb 21, 2019 @ 1:55pm 
If you gave a unique code for every building type and then made a conditional statement maybe it could work. Example: The code for every main city building for every tier, including major cities, is A. For every seperate building with a building chain (Tier 2 and up) their would be a specific code. Like B for the agricultural building chain that focuses on food but not money and has low public order debuffs. And C for the agricultural building chain that gives less food, costs more public order but provides more income. This would be because you can only have one of these buildings in a city. Then you computate an if then statement in code. If I have A and B and the technology then I have level two garrison and I do not have level one. If I have A only and no technology then I have level 1. If I have A and C plus tech then level 2. If I have A and B and C and level two tech then I have level three garrison.
Nor Dogroth  [author] Feb 21, 2019 @ 4:41am 
If you upgrade your buildings you sometimes get a higher garrison. There are mod that increase this effect. But it is not possible to gain garrison trough province growth, the game doesn't provide this feature.
Elliot_Ostrand Feb 20, 2019 @ 8:15pm 
I was thinking if you held two buildings you could have level one in that city and if you had three buildings you could have level two and so on, it wouldn't matter what buildings you had just that you had enough population to generate those buildings. I think it would make sense because research dictates equipment manufacture efficiency, yes, but population dictates mele skill level and the means to produce better weapons. If you had a small city in real life, the citizens would just be happy people are in the military. I would even expect to see a few more women, teens and middle aged men then normal.
Nor Dogroth  [author] Feb 19, 2019 @ 11:31pm 
What do you mean with including population size?
Elliot_Ostrand Feb 19, 2019 @ 6:41pm 
Could you include population size in addition to research? Thank you for reading this.
iredx2i Dec 25, 2018 @ 2:13pm 
cool thanks
Nor Dogroth  [author] Dec 25, 2018 @ 1:43am 
Thank you for reporting this issue. Cyrenaica uses Egyptian mob but has Greek technologies. It should be fixed now.
iredx2i Dec 24, 2018 @ 5:47pm 
it gived them all the units at once and it breaks the garrison
iredx2i Dec 24, 2018 @ 5:47pm 
hey i love the mod but for Cyrenaica the minor faction its broken
Nor Dogroth  [author] Aug 13, 2018 @ 11:27am 
There should be no compatibility issues with the new patch. If you find something post it here.
RyansPlace Aug 10, 2018 @ 9:16am 
Any plans to update this gem?
roxyfish Jul 21, 2018 @ 3:13am 
anyway the mod works fine even with new ancestral beta
I would suggest that I think this mod is slightly unbalanced. I will explain better the cities of level 4 have a garrison really strong while those of level 3 are a little weak for their level and even those in level 1 and 2 are weak perhaps it would be better a more gradual progression egxample add 2 units for each level until you reach the current strength of level 4
roxyfish Jul 18, 2018 @ 9:31am 
ok right
Nor Dogroth  [author] Jul 18, 2018 @ 8:51am 
I won't update my mods as long as the ancestral update is still in beta. However, you've to wait until I find time to do this.
roxyfish Jul 18, 2018 @ 3:44am 
please update for ancestral update
roxyfish Jul 8, 2018 @ 2:08am 
good now work everything
Nor Dogroth  [author] Jun 30, 2018 @ 2:37am 
I've updated the mod so the updates appear in the tech tree now. Please try out if everything works well and report it if not.
Nor Dogroth  [author] Jun 28, 2018 @ 5:40am 
okay, I'm going to check this
roxyfish Jun 27, 2018 @ 6:47am 
with bactria faction maybe there is some problem because the technology tree not show the upgrade for mob to militia until to town guard
LyranWingedHussar Jun 19, 2018 @ 1:55am 
Thank you for this mod, a definite requirement to play Rome II for me. It makes seige battles far more interesting. I sincerely hope you continue to update it as CA throws more mod breaking content at us... "sigh"
Nor Dogroth  [author] Jun 16, 2018 @ 2:20pm 
so here you go
Nor Dogroth  [author] Jun 16, 2018 @ 10:33am 
oh, thanks for the reminder – I get too many comments…
The Dictator Jun 16, 2018 @ 7:05am 
Nor Dogroth you still havn't fixed the plebian militia blue choppy cape :(
Nor Dogroth  [author] May 13, 2018 @ 3:53am 
okay, I will look into it when I find time
The Dictator May 12, 2018 @ 4:06pm 
I just de-selected all the mods i have besides yours and ran another custom match and they still show the blue choppy capes
Nor Dogroth  [author] May 12, 2018 @ 3:40pm 
well those blue capes are not from my mod I say
Nor Dogroth  [author] May 12, 2018 @ 4:17am 
Can you take a look on the mod screenshots and compare them with your game? I think normally they don't wear blue capes.
The Dictator May 11, 2018 @ 10:52pm 
Plebian militia with the blue capes are very choppy looking,i'm assuming they are the officers? anyway the capes look very bad i didn't know what they were at first,can you fix this? or just take them off?. playing on GC with desert kingdoms dlc.Great mod to be sure though.
Nor Dogroth  [author] Mar 10, 2018 @ 2:53pm 
The mod is updated and should work for patch 17-19. Issues for Carthage and Syracuse fixed.
Nor Dogroth  [author] Mar 10, 2018 @ 2:46pm 
Yep, somehow level 4 wasn't available for Carthage. I found Syracus has it's own civil "golden age" technology. Thank you for reporting!
ShadowHeart Mar 10, 2018 @ 2:00pm 
Tested this on patch 19, with Egypt, Rome, Syracuse, and Carthage. It seems to be mostly functional. Rome and Egypt can get to the Level 4 Townsguard, but Carthage and Syracuse only make it to Level 3 Armed Militia, besides that little issue, no bugs or crashes when using them in GC.