Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Units Super Mod
120 Comments
gervbafdsw  [author] Dec 16, 2022 @ 10:01am 
Hi, Lt. Hans. That question has actually been asked to me before. I always tell them I have never actually tried it with DEI, but it's been designed to have very high compatibility, and I've never actually read any commentary telling it isn't, so I would better suppose yes, most probably it is.
And regarding load order, for this matter it is indistinct.
Chuck Noris on bathsalts Dec 15, 2022 @ 5:58pm 
Hi, I'm very interested in your mod here. I have one question though, will this work with DEI? And if so, where should I put it in the load order?
FlamerDasher25 Jun 7, 2022 @ 11:00pm 
Thx mate!
gervbafdsw  [author] Jun 4, 2022 @ 8:44pm 
You are right, @FlamerDasher25, kush couldn`t recruit units as I hadn`t previously noticed they got a new exclusive label in the campaign recruitment table. Now I could correct it thanks to you.

As I can`t still release the new update with this fix, since it contains three new units of which one is not still finished, I made this temporary patch for you to be able to use them till then - https://e1.pcloud.link/publink/show?code=XZPq2RZvrP3aL0YEqh49bLav9kvTSG5781y

Please decompress the file into the game data directory and enable it the same as any other mod.
gervbafdsw  [author] Jun 3, 2022 @ 4:49pm 
@FlamerDasher25
Thanks. I'll check when I'm able.
FlamerDasher25 Jun 3, 2022 @ 12:26pm 
Kush
gervbafdsw  [author] May 31, 2022 @ 7:20am 
@FlamerDasher25
Well, it does recruit. It has been updated within a reasonable time, and it will be newly at some point. Which faction are you playing and what do you wish to recruit?
FlamerDasher25 May 30, 2022 @ 8:52pm 
Can't seem to recruit is it a mod conflict or is it the age of this mod?
gervbafdsw  [author] May 9, 2022 @ 10:09am 
@bergkin

To end up, bear in mind that this mod will get updated again at some point, so you should make your correction patch have just & only the row or rows you want to modify and just the table that contains them, instead of all of the mod pack. That way it will be compatible with the new update too.
You will need to rename the table too to anything you like, it is essential and the game will crash if you don't do it.

Regards
bergkin May 9, 2022 @ 9:14am 
ok thanks for responding again and ok i will try to remove the units caps myself and also your explanation makes sense. :steamthumbsup:
gervbafdsw  [author] May 9, 2022 @ 8:01am 
@bergkin
Thanks for your detailed explanation, it has been very clarifying. I can tell you the unit caps are there on purpose, because I think some units would have been rare within a factions group. For instance, the unit you are regarding to, the Arab foot cuirass noblemen, is a clear example, in this case I estimated that the heavy lamellar cuirass that they use, which is of Saka procedence , would have been rare at that time and someway difficult to wear in very hot climates like they come from, hence the cap. Slightlier armoured Vanilla form of arab foot noblemen would have been far more common the way I see it. I meant the limited units are made wise use as they wouldn't be easily available, and this is part of the game.
gervbafdsw  [author] May 9, 2022 @ 8:01am 
However, and as always, chance of making your own retouches is always there, as I myself have sometimes done with other mods. If you can use Pack File Manager or Rusted Pack File Manager you can easily do it yourself and remove the cap. Else I could made you an small patch that modifies than if you wish.
bergkin May 9, 2022 @ 3:58am 
Yes i mean the cap of availability. What happened with me is i wanted to play a campaign with nabtaia i found 2 of the cavalry units that you created looking good but as for the infantry only one unit which is the arab cuirass sword foot nobelmen looked good and new for me and it is limited to 24 only per army and i add from 8 to 12 infantry units to each general so i can only play a campaign with 2 to 3 armies which mean i have to play with a very small country without expansion. so that is not good enough. if it is possible please free the unit caps . and thanks for the great effort on the mod and response.
gervbafdsw  [author] May 9, 2022 @ 1:00am 
@bergkin
Thanks. And sorry, but I'm not sure if I get what you can possibility exactly mean by limits of units per army. Some units have a cap of availability as I saw fit, maybe you're referring to this?
bergkin May 8, 2022 @ 8:08pm 
Great mod with some very good looking troops but the limits of units per army makes it an unplayable mod
Mceffe Nov 10, 2020 @ 2:51am 
Thanks mate! <3
gervbafdsw  [author] Nov 9, 2020 @ 2:14pm 
The Pretorian guard cavalry obtained new metal frame on their hex shields, more suitable for a Roman force. The hellenistic hoplites obtain new and better recombined helmets with some feathers and hairs, along with now usual add on of some more skins to some given units like the Thessalian heavy cavalry, and the addition of the "imposer" of several unit's parts previously missing from the time when I was still unaware of their importance for making the unit but to seemingly disappear in the long distance. I may still be missing some more things. It is, in fact , extensive, as an ambitious mod like this requires.
There are, however, still more improvements and units to be add.

I'm starting to think I should now fill in the update changes field for you not to need to ask ! 🙂.

Greetings, friend.
gervbafdsw  [author] Nov 9, 2020 @ 2:14pm 
@₮ | Mceffe
Well, yeah, this new update includes three new units, which are the Arab mercenary brigade, and the pelutak spearmen and axemen for the Basques in the Hannibal at gates campaign.

I also am finally implementing several improvements of my to-do list of Super mod, like giving the African warrior hunters an spear stand rather that the bow stand, as well as the Greek fire throwers, that gain now a more proper stand animation. The median infantry, by it's side, now gains magnificent old Persian emblemes on their gerron shields, and the Arab cuirass foot noblemen's lamellar armours are now given some very well achieved new additional colorizations.
Mceffe Nov 9, 2020 @ 4:50am 
Did you do something new?
gervbafdsw  [author] May 28, 2020 @ 9:36am 
Hi, Mceffe.
I'm afraid I could hardly work anymore into this mod by now, though your enthusiasm is highly appreciated and I have the concepts for both yet more units and polishing some existing ones, but I had to stop somewhere; it is as always a matter of time.
Maybe someday.
Greetings for one of my biggest fans.
Mceffe May 27, 2020 @ 2:04pm 
Are you going to add more new and unique units for minor factions? :D
gervbafdsw  [author] Jan 17, 2020 @ 4:26pm 
Don't worry, RebelofAppalachia, in fact, you made me a favour by making me discover the loading problem has now gone ! :D
RebelofAppalachia Jan 17, 2020 @ 4:20pm 
Ah, my bad chief. I was just using this mod... but further investigation revealed that the crash is still happening even in vanilla, with my preferences and army setups deleted. So very, very not on you or your mod. Apologies.
gervbafdsw  [author] Jan 17, 2020 @ 11:39am 
@RebelofAppalachia
Hi. Thanks for your report ! Don't really know what's happening there, but hey! Now I checked because of your report and cheers ! The mod loads on the game launcher alone, no more need for scripted loading or anything else ! It seems that CA guys finally fixed whatever was causing the malfunctioning, good for them !

So now I advise you please just check it in the tw launcher and no script or rename (though script never interferes anyway, I've checked).
Also, very important just make your trial with only Supermod enabled for testing.
I also asume you are on patch 19 or 20 and own Desert kingdoms.

I've made several essais myself of different conditions and never get a crash however, so I don't know what can be causing yours.
RebelofAppalachia Jan 16, 2020 @ 7:29pm 
Hey, I've both added this to my user.script file, and also experimented with a renamed copy of the mod, and the mod still isn't working for me. The game loads fine, then crashes whenever I try to open custom battles or multiplayer.
Any idea what's going on and how I can fix it?
gervbafdsw  [author] Dec 2, 2019 @ 2:52pm 
@Blade
Well, you'd do better mention them to me, I don't actually follow any of those, all I follow are unupdated, for what I remember (Buio's, SLG70's All in one, Pax romana, Elite Spartans...)
If that is the case, it's not because of the updating is affecting everyone. But for in this case it began with february 2019's update. It is a fact. Also, that update is know for having been very, very troublesome to many mods. My other one statement is a certainty. It can be checked that this mod will work normaly just with a simple name change.
Further than that, I think it may correspond to CA to answer the why.
Blade Dec 2, 2019 @ 12:05pm 
I am surprised you met such problem. Because as far as I can see, doesn't even need to mention those many other unit mods, just the ones I used, none of them need any inconvenient process, like Joshi Units Pack; champLoo's Gold Unit Compilation;Sebidee's Unit Roster Overhaul;ASSOSSIATION UNIT PACK;and all those unit packs from Andrew Boyarsky or Nor Dogroth. By the way, all these unit packs have been updated by authors after Feb 2019 too....
gervbafdsw  [author] Dec 2, 2019 @ 9:06am 
@Blade
Hello. Well, I conjecture it's because they haven't been updated past february 2019, look at that feature, it's essential to this issue. Units Super mod is one of the few released years ago & still updated; those are the ones that have the problem for what I see, and yes I state, categorically, because I know it for sure from my trials that it is a CA issue because if you just change the name of the mod and tick enable, the mod runs properly, an essay anyone can do easily, so that's by I know without the slightest margin of doubt.

In fact I'ver been tempted to start it into another thread, for I know it's the only way available around it.
Blade Dec 1, 2019 @ 9:16pm 
Hello author. I am surprised with your mod description. Since you said it was not your or this mod's fault, then why some other famous, popular unit mods or those I used don't have to do these inconvenient process?....
gervbafdsw  [author] Dec 1, 2019 @ 4:49am 
@ Mceffe
Thracians used oval and crescent shields, and sicas or celtic-kind swords as far as I know, so I think it's what fits them best. But you can still use your own customization of the unit changing that.
You can do it yourself if you can use the editor of CA, or just tell me if you wish and I'll make one for you. Regards, Brandon.
Mceffe Nov 29, 2019 @ 12:45pm 
Maybe you could change the Thracian Thorax swordsmen, by giving them a Hoplon shield and a Kopis or a Xiphos. :D
gervbafdsw  [author] Sep 11, 2019 @ 2:43pm 
@ Brandon
Well, you have 14 new and interesting units between the two latest updates, which are half land and half naval.

I also took the chance to polish a bit more some of the existing ones whith stuff and technics I didn't have yet when I first released them, which means they now look a bit more variated , specialy in faces and expresions, or just better. And I made icons for a few units that didn't have yet one of their own.
These are the typical contents of my updates.

There is still at least one mayor update leftting, related to the odd visualization issue of the units in far distance I've been witnessing.

Regards.
Mceffe Sep 11, 2019 @ 7:30am 
What's new on the update?
Mceffe Jul 31, 2019 @ 3:08am 
Ok thank you for your answer, i apriciate it all :)
gervbafdsw  [author] Jul 3, 2019 @ 9:15pm 
Hello again, Brandon.
Reviewing the issue of WOS campaign units, I noticed that WOS only uses specific campaign units, unlike Caesar in Gaul, Hannibal at the Gates, or Emperor Augustus, that can be handled with standard campaign units. Thus, I have no units to add there, unless I specificaly did some, which I currently haven't. So that campaign will still remain uncovered by this mod.
Regards.
gervbafdsw  [author] Jun 30, 2019 @ 6:49am 
@ Brandon "Prizrak" Mceffe
I think I've got it already. It's easy. Next update it will be done.
If you are not willing to wait till next update, you can do it yourself, just adding the greek and persian units to the pel (peloponesian) greek and persian military groups in the table units_to_groupings_military_permissions_tables.
gervbafdsw  [author] Jun 30, 2019 @ 6:42am 
@ Brandon "Prizrak" Mceffe
Actually my units are available for all campaigns, but Empire Divided -I have no units for Empire Divided, and WOS as I recently saw. But all the others have them available. The case of WOS is odd, I don't know why are they not there, but I can research. Just I can't promise anything though.
Mceffe Jun 28, 2019 @ 12:19pm 
Can you put in some of these units on campaigns like WOS, HATG, ED etc?
gervbafdsw  [author] Apr 23, 2019 @ 5:57am 
Uumm. That's interesting, ß円ðµ
ß円ðµ Apr 22, 2019 @ 3:57pm 
Ya i figure that out already lol i forgot to take note the changes that affect campaign will break the game on newer patches ie mods such as Amazonia that made changes to Pontus i thought they work fine since i could get into custom battle with the mod but instacrash as soon as i play GC. But mods that simply add units like Maybourne romans or the golden romans would still work without issues. Reskin mods are fine too from the test that i made.

I took some time to look at some mods that break the game and Magnar tutorials and so far i managed to get some of em to work but i still need to test and made some reskin and other minor changes to suit my needs
gervbafdsw  [author] Apr 22, 2019 @ 1:30pm 
@ß円ðµ I have to complete my previous answer saying that the mods that operate into the campaign directory are more prone to be left unfunctional by patches.
It is the mods that operate in the db, text and ui.directories, like the units mods that use to be unaffected by them.
gervbafdsw  [author] Apr 21, 2019 @ 6:16am 
@ß円ðµ That's it. No need to make changes for mods still to work. New patches only add stuff, but don't change basic mechanics.
ß円ðµ Apr 21, 2019 @ 12:24am 
Basically little to no changes in between patches? im quite positive that textures should still be working even if they are from 2014 (but i could be wrong)
gervbafdsw  [author] Apr 20, 2019 @ 11:57pm 
Hello ß円ðµ
In general there's nothing to change and it's a simple process. I only check that it loads and runs well, then update and that's all.
I only made the above remark on the icon changing because of it being particularly bizarre and because Supermod has resulted unusually harassed by Steam's February update.
But, as I said, this is unusual.
Most old mods haven't been updated, and the only concern I have about it is wether Steam will let them update or not, cause in my case, it has been absolutely painstaking.
As you said, old mods in general run well although not being updated, I'be not found yet one that doesn't, and it's just a Steam caution to watch their backs in showing those warnning baners about mods.
ß円ðµ Apr 20, 2019 @ 4:25am 
Hi can you help me on what to change when updating mods? there is some dead mods here that i would like (to try atleast) update to the current patch that i can use for myself. I am quite comfortable in using both PFM/RPFM its just that idk why some mods fail to work sometime and why some still do even if they are old
gervbafdsw  [author] Apr 19, 2019 @ 12:44pm 
Finally updated. And it won't require to split into two like the Roman Empire, at least by now.
The second issue of the units actual availability resulting from Steam couldn't yet be solved from root, though can be easily overcame as explained above.
Greetings.
gervbafdsw  [author] Mar 17, 2019 @ 3:12am 
NOTICE ON THE NEW UPDATE
Probably because of some size issue, the Steam mod manager doesn't allow me to upload the new updated version. Thus, I have enabled some external hosts where you can download the newests version until I get the solution (the most likely I will have to split the mod into two packs, and I'll warn when I do this).
Their links are now found into the mod's description.
Regards to all.
gervbafdsw  [author] Mar 12, 2019 @ 10:42am 
@ KnightTemplar & Blade
Thanks for the info guys! I'll see to update it within this or the next week.
Regards.
Blade Mar 9, 2019 @ 6:46pm 
Yes agree. Waiting for the update..
CrimsonSpectre Mar 9, 2019 @ 12:50pm 
outdated