Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Osbots City Recruitment Modification
13 Comments
Sentiel Sep 30, 2014 @ 1:41am 
Doesn't work with Emperor Edition changes :(
Osium  [author] Jul 31, 2014 @ 12:57pm 
Just to add, the worst you can do is try it. If it crashes on load up then you know ;p
Osium  [author] Jul 31, 2014 @ 12:56pm 
I doubt I will be updating it. That said, it should work for all content up to a certain point. Since all it does is add stuff to building tables, all the vanilla stuff would still work with it I think. New factions/new units however will not work so those factions would probably be handicapped.

I've personally been using a mod which just unlocks all units straight from the get go.It is called "Epic Campaigns". I recommend it as an alternative to this if this isn't working well enough.
Wappaw_CptBlack13 Jul 31, 2014 @ 11:54am 
Used to absolutely love this mod back in the day. Any plans on updates for 2014/ Patch 14? I'm hesitant to use it otherwise.
Osium  [author] Mar 11, 2014 @ 4:44pm 
You should be able to play it fine if you decide to uninstall it. Keep in mind however that this mod has not been updates since, well October? There have been several patches since then.

Any new units will not be added to the building lists which means that they will only be buildable from default buildings and not cities or villages.

Give it a shot. Start a game, save it, then reload without the mod installed and see if anything is broken. If it loads it should be fine!
DigaumSpider Mar 10, 2014 @ 6:56am 
Hello, I'd like to try this mod out, but is it possible to disable the MOD in a near future and still be able to play a savegame or will the mod "attach" to the saved games and won't allow you to keep playing once it's disabled?
Thank you very much!
Osium  [author] Jan 24, 2014 @ 7:37pm 
Last I saw Radious was using the same approach I was for his new units. He was adding them to cities and settlements. The AI can still recruit the new units added to the game. It will just have steeper requirements typically. It won't prevent the AI from recruiting anything new, it just won't be able to recruit them from cities (which is easier for the AI to cope with).

What this mod does is takes every basic unit in the game as of middle of October and adds them to different city levels. So any unit added since then via base game or mods will be subject to vanilla or the mods recruitment rules.

This shouldn't break anything. However, I haven't played in months so I can't 100% confirm that. You can test it, if it works and does what you want it to do great, if it doesn't you can uninstall it!
Archmagos YD Jan 24, 2014 @ 2:52am 
i am using DeI and Radious both on different campaigns, so when a new unit is added this mod wont affect the AI to update their armies with the new units? or is this just a major overhaul which affects all units currently active in that specific campaign?
Osium  [author] Jan 20, 2014 @ 9:12pm 
I haven't updated this in quite some time.

Unless things have been changed significantly (New Units and what not) I imagine it should still work, but I am just guessing. I've been away from Rome for a few months now.
BOWIE Jan 20, 2014 @ 5:39am 
Does this work with DeI??
Osium  [author] Oct 29, 2013 @ 4:00pm 
I'd guess you could add more slots, I haven't actually looked at that myself. It would be messy graphically I think.

I seem to recall someone talking about doing that on the TWcenter. It might be worth looking to see if that mod was done or not.
Wik Oct 29, 2013 @ 12:50pm 
Nice Mod - is it possible to create a mod that gives the cities more spots to build in? a unlimited growth for the capital city etc
咖小啡 Oct 25, 2013 @ 11:30pm 
it seems good ~ nice idea