Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
965 Comments
jabbothehut Jun 27 @ 10:30am 
I would play the hell out of that for sure. You've somehow made the warscape engine healthbar battles very fun and rewarding to play so thanks!
JaM  [author] Jun 26 @ 11:54pm 
i was actually working on new version for Attila, but it got shelved..i might post it on workshop eventually, when im back modding TW games. Right now im still taking a break, playing other games (KCD2 mostly) but i plan to resume work eventually.
jabbothehut Jun 26 @ 10:47pm 
I absolutely love this mod, as well as your empire and napoleon ones. The cohesion system is actually genius and makes battles really feel deliberate and not like glorified moba fights. Was just wondering if there was a mod like it for Attila that you knew about? I know you have made a battle mod but that it is only at version 0.2 and from 2017.
JaM  [author] Jun 10 @ 8:32pm 
yeah, army has to be within reinforcement radius
Dominerende Velbehag Jun 10 @ 4:20am 
Regarding my last comment, I figured it out, the army has to stand right behind the besieging army!
Dominerende Velbehag Jun 10 @ 2:35am 
When sieging an enemy settlement other armies can not join the battle if the AI sallies forth, is this intended?
JaM  [author] May 22 @ 9:18pm 
thanks for feedback. Mod is not abandoned, i just took sabbatical handling some stuff in my personal life (changed jobs recently, trying some other games that were recently released etc) but i definitely plan to update the mod in the near future. so any feedback provided here or at discord channel will be incorporated into next versions of the mod.
DamnFineCoffee May 22 @ 8:15pm 
Due to the very low naval upkeep cost in ports the AI spams lots of naval units. Even minor factions tend to invest much more heavily in the navy than the army. It feels too much even for primarily naval focused Carthage, Greek and Illyrian factions. It's definitely anarchistic for Celtic tribes. It would be great if you continue to update the mod as it's my favourite one so far.
JaM  [author] May 15 @ 2:16am 
Should work on all difficulties, but i usually use either H/H or VH/VH settings. Most bonuses AI gets are normalized (same on all difficulties), so only difference is built-in aggression of AI towards player on higher difficulties
rbblanford May 15 @ 2:13am 
Its a graphical mod. Seems to be working okay. Along with extended particles. By the way. This mods amazing man. Great work! What difficulty is the mod balanced for? So far ive been doing normal and seems to be great.
JaM  [author] May 6 @ 10:16pm 
i have no idea, most likely its not, as R2TR4 also adjusts character traits and skills, but maybe it could "work"? hard to tell
rbblanford May 5 @ 12:40am 
is the AAA General series compatible with this?
Hattori Hanzo Apr 5 @ 8:28am 
alright thanks man :steamthumbsup:
JaM  [author] Apr 5 @ 8:24am 
thanks for feedback, i'll do some more work on autoresolve in the future
Hattori Hanzo Apr 5 @ 7:43am 
also you should work on auto resolve (i lost like 6 elite pikemen against an army of damn basic garrison)
Hattori Hanzo Apr 5 @ 6:48am 
oh (but honestly you should release more battle mods it's much better than in divide et impera)
JaM  [author] Apr 5 @ 6:09am 
Combat system is the core change behind this mod. Over time, i tried many different approaches, so what is in, is a result of several years of modding. Its my favorite part of modding.
Hattori Hanzo Apr 5 @ 5:52am 
i mainly want to know since the battles in this mod are fire (aka they are good)
Hattori Hanzo Apr 5 @ 5:46am 
who created the battle mod for this btw?
JaM  [author] Apr 4 @ 10:07am 
if I remember correctly, there is a research bonus with certain buildings, just check the descriptions.
Hattori Hanzo Apr 4 @ 9:22am 
is there a way to speedup research a bit? (not even asking for a cheat just a tip to speed up the research a bit
JaM  [author] Apr 4 @ 7:50am 
not really.. i usually remove units that were not used in battle, or units that are just plain wrong (Onagers as example, came in 400AD, so them being buildable in 200 BC is 600 years ahead of time) snake pots and beehives were very rare and situation specific things that are not really fit for being represented as frontline solution..
Hattori Hanzo Apr 4 @ 4:39am 
aka the snake pots and beehives units
Hattori Hanzo Apr 4 @ 4:39am 
finally for the final question (will you plan to actually make the beast of war artillery units unlockable)
Hattori Hanzo Apr 4 @ 4:24am 
it took 900 years to get though
Hattori Hanzo Apr 4 @ 4:22am 
alr then (also don't worry i finally got the hoplite upgrade for athens) they literally turned into a god that barely died even when they got outflanked :steamthis:
JaM  [author] Apr 3 @ 8:33pm 
There is no difference between melee troops... spear or sword, both are melee weapons.. they just require different approach, but you can use Hoplites as your main melee troops, and they even have extensive upgrade path to get better over time.

Regarding faction unlockers, im not sure if those would work with this mod properly, i never tested them.
Hattori Hanzo Apr 3 @ 5:25am 
would you recommend any faction unlockers for this mod?
Hattori Hanzo Mar 27 @ 9:08am 
nvm it turns out the hoplites don't pull swords out (i think it was from a mod i had enabled)
Hattori Hanzo Mar 27 @ 8:28am 
the mod is great my only complaint is that for the greek city states dlc (aka the worst possible culture pack to get although this mod does fix it) is that they lack actual melee troops
Hattori Hanzo Mar 27 @ 8:21am 
alr thanks :steamthumbsup:
JaM  [author] Mar 27 @ 8:17am 
Yes, definitely. i'm gathering feedback so feel free to mention things you would like to see improved ;)
Hattori Hanzo Mar 27 @ 6:54am 
ah ok but last question (are there any plans to update the mod?)
JaM  [author] Mar 27 @ 6:53am 
Its sort of a "compensation" as typically, serving in Consular Legion was seen as prestige.. (after all, units in R2 dont age, so you can keep these extra Triarii around indefinitely)
Hattori Hanzo Mar 27 @ 6:50am 
but for one of rome's starting armies why do they have 1 unit of triarii (that isn't a general unit)
JaM  [author] Mar 27 @ 6:49am 
They are general unit only. As they were not always present in the legion, especially during Second Punic War, when lots of fresh legions were formed, even from freed slaves or lower class citizens.
Hattori Hanzo Mar 27 @ 5:56am 
quick question though, how do i get more triarii
Hattori Hanzo Mar 26 @ 9:12am 
ok thanks :steamthumbsup:
JaM  [author] Mar 26 @ 9:10am 
This mod is selfcontaining. so it wont work with any unit pack as these new units would have incompatible stats, weapons, projectiles etc etc..
Hattori Hanzo Mar 26 @ 9:00am 
oh alr but does this work with faction auxilia for all by sebidee? (since in my opinion some faction units are still kinda lacking)
JaM  [author] Mar 26 @ 8:54am 
hmm, dont remember out of my head.. usually elephants were either as mercenary, general unit or require resource, but i dont remember how it is with Epirus.
Hattori Hanzo Mar 26 @ 8:12am 
can epirus recruit elephants normally? (aka using recruitment buildings)
JaM  [author] Feb 25 @ 6:11am 
there should be also more build slots if I recall correctly.. so higher tier port allows you to build more ships
BlackBurn Feb 24 @ 2:27am 
I started a Campaign with Carthage and when i compared the Military Shipwright and normal Shipwright lines i`ve realized that the Military ones only unlocks special Ships at max lvl. All stages before that the normal Shipwright does everything the Military one does but better. Not only that the normal Shipwright unlocks Penteres at lvl 2 but the Military one at lvl 3. Does this work as intended ?
Augustus II Feb 15 @ 6:41pm 
I wish people with talent to make these types of great mods would build them all off of DEI. Its a waste to have it run side by side. It be like making a medieval mod for Attila that doesnt use 1212. Add your awesome ideas and work to an already great base
JaM  [author] Dec 31, 2024 @ 9:47am 
its optimized for all DLC Campaigns.
jabbothehut Dec 30, 2024 @ 12:25am 
Is this mod compatible with all the campaigns or just thr grand campaign?
jabbothehut Dec 23, 2024 @ 2:31am 
@JaM I seeeeee. Ok awesome. Thanks for the answer. Very ingenious.
JaM  [author] Dec 17, 2024 @ 12:22am 
not at this moment, but you never know what future might bring. Either as submod or cooperation etc..
tonetone Dec 16, 2024 @ 9:08pm 
Any plans on adding unit cards?