Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Special Abilities Removal
17 Comments
Ypulse Aug 18 @ 10:59pm 
Desert kingdom dlc is not supported, almost all units are missing :(
Byzantine Jun 4, 2022 @ 10:07pm 
Hi mate,
Do you think you will be able to make a mod similar to this but only removing the "kill elephants" ability, i am so sick of the AI killing their own elephants the second they run amock
Leu Nov 19, 2020 @ 4:17am 
Will it be updated?
Beewiz  [author] Nov 19, 2020 @ 12:49am 
Nope
Leu Nov 18, 2020 @ 7:04pm 
is the mod up to date?
Byzantine Sep 18, 2020 @ 9:20pm 
is there a mod which takes away kill elephants because i am sick of the ai killing elephants the moment they run amock
CrazyCatParents Aug 20, 2018 @ 12:13am 
update please? this mod was critical for my enjoyment of the game.
General Jack Ripper Dec 23, 2015 @ 7:49am 
Thanks. I'll test out the mod.
I do approve what you're doing with this mod. Have some rep.
Beewiz  [author] Dec 22, 2015 @ 3:08pm 
My best advice is to try this mod. You will see how the battles are more tactical when you can focus only on the placement and maneuvers.
Beewiz  [author] Dec 22, 2015 @ 3:06pm 
Yes, that's the idea. Not the full effect but indeed an adjusted effect depending on the frequency of use of the ability in battle. And yes, negative effects are also considered. Also, the same ability removed from different units has the same impact on each of these units.
General Jack Ripper Dec 22, 2015 @ 8:21am 
I'm not looking for specific numbers, just trying to get a better idea of the changes made by the mod.
General Jack Ripper Dec 22, 2015 @ 8:20am 
Okay, so do the stats changes reflect the stat increases a unit would get when the ability was activated?
For example, a unit with a defensive ability has the same increase to melee defense they would have had with the ability active.
Does this mod also reflect the negative changes units sometimes get with their abilities?
Beewiz  [author] Dec 22, 2015 @ 3:49am 
@MailletC: it's hard to explain, the changed stats are different for each units. For example, units with removed "frenesy" abilities will have better Attack stats and a quickiest charge speed. Units with removed defensive abilities will have increased armor and/or Defense stat. Removed stats can be reflected in Morale, Attack, Defense, Damage, Speed, Health and any combination of these stats. It's a large overhaul.
General Jack Ripper Dec 21, 2015 @ 11:05am 
Could you please provide some example details as to what stats you changed to reflect skill removal?
Beewiz  [author] Oct 24, 2015 @ 5:53am 
@Gav Leuname: you are free to activate or not this mod, depending on your preferences. The goal of this mod is to allow to focus on the tactical aspect of the battles, by not having to click every 5 seconds on a skill button. To counterbalance the removal of the abilities, I have modified the stats of the impacted units.
Jesus Loves You^_^ Oct 24, 2015 @ 4:08am 
IMHO it's a big mistake.
e214vall Oct 24, 2015 @ 3:11am 
Nice addition my friend.