Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Athanasios' Ultimate Fixes
558 Comments
Aslan Ponto May 8 @ 7:09pm 
Hello, I am struggling with a startpos.esf that I have created. It forces me to verify the integrity of the game files everytime I turn it off, could you help me with this, please?
Mattias Feb 8 @ 11:17am 
I've seen the retreating ai behave differently, they seem to stop in their tracks during certain sieges. Not sure if it this mod or the game in general
Nick Jan 12 @ 9:17pm 
Unfortunately this fixpack is not compatible with Faction UI Overhaul.
Otho Sep 24, 2024 @ 1:32pm 
Pretty sure this and all his other mods are long abandoned guys
Belad Sep 15, 2024 @ 10:18am 
Hello, thanks for this mod it helps a lot, are you still updating it by any chance?
There are 2 bugs I found that would need a fix if you ever have time to look at it.

The first one is about the 5th tier bonus objective called "Lend Me Your Ears" for the Dacia (Imperator Augustus) campaign where it requires to research the Civic tech "Multilingual". Unfortunately, after completion the objective will never be validated, making it impossible to get the sweet reward it should give.

The second one is about the Household object "Drinking Goblet", when receiving it, the event message says that a General received it. However, it actually can't be found in any general's object pool and will be available only for Champions, but if given to the champion the +1 Authority bonus won't apply rendering it useless...
Stix_09 Aug 20, 2024 @ 4:14pm 
u can mod tpy easy yourself ,by starting a campaign and editing the save file
Forum Post on twcenter [www.twcenter.net]
mini_lancer Jun 11, 2024 @ 9:28am 
hi there, would you consider doing different TPY versions for this mod? Returning to Rome 2 after a while and would love to try the Grand Campaign again but in 2TPY/4TPY...
Peter griffin Feb 23, 2024 @ 4:53pm 
the fixes aint working at all
Tyler Nov 14, 2023 @ 10:10pm 
does this give aurelian his missing sword
Soviet Arvaraad Nov 8, 2023 @ 7:56pm 
Can someone PLEASE fix the goddamn dogs AI? It just breaks during any battle with walls or if the unit they're chasing leaves the battle they break and stand in one place the rest of the battle making them a useless unit effectively in any siege, not to mention the pathfinding breaks thats constantly happen.
Nicolas Aug 10, 2023 @ 5:32am 
What fixes are contained in the latest update (17 march 2021)?
Athanasios95gr  [author] Jun 14, 2023 @ 2:29am 
Steady
KingBelowMe Jun 13, 2023 @ 7:51pm 
sup sup! how's the progress going with the project?
Otho Jun 5, 2023 @ 6:45pm 
@Athanasios95gr That's actually how I had it set up in my load order when I was experiencing the crashes, but when I remove AAA Generals the crashes seem to stop
Athanasios95gr  [author] Jun 4, 2023 @ 11:43pm 
Try placing AAA on top of my mod in the mod load order of the launcher
paranoico Jun 4, 2023 @ 10:56pm 
@otho this mod changes some generals stuff
Otho Jun 4, 2023 @ 1:19pm 
Any idea why this would be incompatible with AAA Generals? I seem to be getting multiple CTDs whenever attempting to use them together
paranoico May 26, 2023 @ 5:41am 
love u
Otho May 16, 2023 @ 6:39pm 
Alright, thanks for quick response!
Athanasios95gr  [author] May 16, 2023 @ 3:05am 
yes
Otho May 15, 2023 @ 8:55am 
Is this version save game compatible?
walotfromtheO May 8, 2023 @ 3:15pm 
yea, I tried it with attila too it took pretty much any fix
Athanasios95gr  [author] Apr 28, 2023 @ 4:41am 
not compatible with overhauls unfortunately but if you place it last in the load order you may receive some of the fixes
walotfromtheO Apr 28, 2023 @ 3:09am 
compatible with radious mod?
KingBelowMe Mar 21, 2023 @ 3:22pm 
Been doing a couple playthroughs with both mods... I do like the WIP one most, mainly because of the 4TPY. It must be hard to re-balance the game with that... but it's sorely needed. i like what you did with the temples in the WIP as well. sadly it's like a butterfly effect core game mechanics. but like you suggested, i'm just using this one going forward while waiting for the finished up one
Athanasios95gr  [author] Mar 18, 2023 @ 1:11am 
Use this one preferably, the other one is just a work in progress.
KingBelowMe Mar 17, 2023 @ 7:10pm 
ok great! which one do you suggest i use now? still the fixes and grand campaign one?
Athanasios95gr  [author] Mar 17, 2023 @ 1:36am 
Working on it every day.
KingBelowMe Mar 17, 2023 @ 12:51am 
how far along is this new mod? because i just re downloaded rome2 and remembered ur fixes were a big help back in the day
Athanasios95gr  [author] Feb 22, 2023 @ 12:15am 
Exactly
Georges Danton Feb 21, 2023 @ 8:15am 
Good! Thank you! Is it the Anagenesis Mod?
Athanasios95gr  [author] Feb 21, 2023 @ 12:43am 
Sure. But in the new mod I am working on at the moment, which includes all sorts of historical fixes like the one you described.
Georges Danton Feb 20, 2023 @ 3:00pm 
Hi! Thank you for this great mod. May I suggest you this: in Empire divided, almost all roman units use regular gladius. It should be replaced by spatha because during this time period, gladius were no longer in use. Do you think you could fix this?
Isofuse Jan 14, 2023 @ 9:56am 
The amount of work done here seems insane, thank you. Poli kali doulia, mpravo!
Mr. Dec 19, 2022 @ 3:39am 
Thanks for great mod!
Athanasios95gr  [author] Dec 11, 2022 @ 1:22pm 
Maybe one day, I do like extended slots myself as well
dinamite1970 Dec 11, 2022 @ 12:07pm 
Got it, so unlike Atilla, Rome 2 settlements that do not have a port are capped to 5 slots in capital and 3 in minor ones. There is no way to change this, unless you did some heavy coding?
Athanasios95gr  [author] Dec 11, 2022 @ 11:47am 
It's not clear to me what you are asking exactly.

In Attila I fixed the missing slots. That's because in Attila the game is designed to so that cities always get 6 slots and towns always 4.

In Rome 2 (except ROTR) only port cities have 6 slots and port towns have 4. Non-port cities only have 5 slots available and non-port towns 3.

So it's intended by game design that cities like Rome only get 5 slots.
dinamite1970 Dec 11, 2022 @ 9:49am 
Hey @Athanasios95gr, sorry to bother you again, I've already made a request for the Attila version of this mod, but I noticed this bug numerous times in multiple campaigns. When you expand your building slots with pop surplus it's supposed to show new unlockable slots, until all slots are filled (6 for province capitals and 4 for minor settlements). However some settlements and sometimes full provinces aren't showing the option to unlock all the construction slots. Any idea why that might be happening, and if so could you include it in this mod? P.S. I checked the growth meter and it shows that there isn't any growth rate or accumulated growth in the province, might help.:steamthumbsup:
Emiya Oct 28, 2022 @ 11:22am 
Hi, any plans on including aqueducts on IA and ED campaigns?
Athanasios95gr  [author] Oct 6, 2022 @ 4:13am 
Anyway, I don't know what they had done in that patch but I made Athens and Massilia republics in this mod, as well as most WoS factions that were obviously not kingdoms in the classical age.
Ratich Oct 6, 2022 @ 12:35am 
Athens and I believe Massalia used to be Republics in the Empire Divided patch now they are Kingdoms
Athanasios95gr  [author] Oct 5, 2022 @ 12:19pm 
Which factions?
Ratich Oct 5, 2022 @ 11:34am 
Does this mod also revert the changes to government types made in Rise of the Republic? A lot of factions that were Republics in the Empire Divided patch were made Kingdoms in Rise of the Republic patch.
Jacobheder Aug 13, 2022 @ 7:26am 
scratch what i said the bug is permanent, tested with no mods, still happend, did a full reinstall and it has happend thrice back to back.
Jacobheder Aug 12, 2022 @ 7:14am 
well s++t, i am currently playing a CiG campagin and have so far encounterd the bug on every occasion possible so it does not look good for me. thanks anyways
Athanasios95gr  [author] Aug 12, 2022 @ 6:42am 
This bug is not able to be fixed with any modding tools at the moment. Maybe in the future.
Jacobheder Aug 12, 2022 @ 2:55am 
do you know any mods that fixes the wall artillery not fireing bug, because based on a short look through the fixes with cntrl f this mod doesn't
Athanasios95gr  [author] Aug 12, 2022 @ 2:13am 
Probably. Try placing the community patch on top though, in the load order.
Greymantle Aug 11, 2022 @ 7:12pm 
Does this work with Community Patch for ROME II (v2.3)?