Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
Oatman Sep 17, 2021 @ 12:02am
General Feedback Thread
I thought it would be more productive to report bugs and give feedback on changes somewhere with more structure and easier to track.
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Showing 1-15 of 44 comments
JaM  [developer] Sep 17, 2021 @ 7:38am 
yeah, i was thinking the same! thanks!
Oatman Sep 17, 2021 @ 11:14am 
September 17, 2021.

Bugs:
1. Most factions start with 1/0 fleets. Takes Imperium Level 3 before one navy is allowed.
2. Consular and Triarii Maniples are unable to be made. However, Triarii Maniples are still in the game only through general units.
3. Ardiaei has access to generic Greek(?) style naval units in addition to its normal roster of units.
4. Ardiaei ship unit stats aren't always displayed properly.
5. Under the Trade & Finance panel in the Importing section of the UI, it shows white squares instead of resource icons.

Feedback:
1. AI liking trade deals is good, but they go a little overboard. As Rome on turn 1, Massalia was willing to pay over 8000 talents for a trade agreement.

Thanks again for your contributions to this mod. With enough careful labor, I could see this mod rivaling Divide Et Impera in popularity someday. I especially like the increased technology turns and how devastating the loss of armies are when it takes 2 turns per recruitment of a unit. This has led to some realistic situations of the AI willing to become a vassal or else face total annihilation.
Last edited by Oatman; Sep 17, 2021 @ 11:14am
JaM  [developer] Sep 18, 2021 @ 2:53am 
1. 0 Fleet until imperium 3 was intentional, its supposed to prevent every single small faction to build fleet and spend a ton of money on it. Anyway i will back down from it in next update, because i want to give Rhodos a chance to build fleet (and they are stuck and imperium 1)

2. Consular maniples are gone. Instead, i opted for Early and Late Manipular units, with latter simulating late Second Punic War reform and introduction of Gladius and widespread of Mail armor.

For Triarii as general unit only is also intentional, as Triarii maniples were half strength, and quite commonly not even drafted - these were not professional soldiers but ordinary middle class citizens.. they usually served only what was required, and large majority of them served their terms when they were younger. (requirement was typically 10 years in total, not consecutively)

3 and 4. Yes, Ardiaei will get their own naval units in next update, together with a new ship - Liburnian!

5. Yes, i'm aware of that, but not able to figure out why its happening..


Thank you for your feedback, it was very helpful!
Last edited by JaM; Sep 18, 2021 @ 2:53am
JaM  [developer] Sep 18, 2021 @ 3:49am 
Actually - Illirians will get a completely new unit - Illirian Heavy Marines - heavier version of Marines, with heavier armor, Illirian Pelta shields, swords and javelins.
Some feedback:
1. People of Rome > I started a new campaign a week ago and as far as I can see, it works without problems. It was a good move to limit the pop requirements for buildings to 4, because with 8 PoR seemed to have a problem. But it works now.

2. Descriptions in unit cards (right click) > I noticed that for example mercenary Italian swords are still referred to as spearmen in the unit description. You might want to change that. Also, I have the impression that the description of naval units does not match what their actual role is, which is a bit confusing because you changed naval combat roles significantly and this is not reflected in the current unit description.

My two cents at the moment, I will report more if I come across other things...
JaM  [developer] Sep 21, 2021 @ 3:35am 
Thanks, yes, those descriptions need complete overhaul, and i plan it in the future, especially naval units.
Gataarius Nov 15, 2021 @ 6:58am 
I noticed the following playing as Rome: Faction (5) -> Summary -> Imperium Level: I have imperium level 2, which says: Expansionism: -10 to diplomacy with all factions.

But when I look at my relationship with other factions, it says -30 diplomacy due to 'Expansionism'
JaM  [developer] Nov 15, 2021 @ 7:10am 
There is also hidden "difficulty" diplomacy penalty, which for VH is -20, so you get -30 in total.
Gataarius Nov 15, 2021 @ 11:07am 
At turn X:
As Rome: my army travelled double-time through sea.
Result: this cost more money (of course), since my army is now at sea and travelling double-time.

Next turn: I change double-time into 'none' and I send my army to ground. At they arrived, the costs hadn't changed.
How I fixed it: I changed my army's mode to 'fortify' and then back to 'none'. This fixed the costs issue.

I hope it's clear. If not: I can try again and make screenshots.
JaM  [developer] Nov 15, 2021 @ 11:21am 
thanks, i will check, might be missing a stage for transports for default state..
JaM  [developer] Nov 15, 2021 @ 11:51am 
hmm, actually, its there.. so it might be some strange behavior with stances. Problem is, you can assume multiple stances within the turn, but upkeep cost is handled at the end of the turn, not dynamically during the turn. Ill try using some different turn stages, but not sure if that could help solving this issue. I dont think you pay more than you are supposed to, but game doesnt show the proper value right away.. i noticed this behavior several times - for example food surpluss texts dont update instantly, but only after some action you do.. so you might be green with food, but UI will still show you are lacking it, and you will have all negative penalties applied, till the next turn.. but thats how this game works..
Last edited by JaM; Nov 15, 2021 @ 11:57am
Gataarius Nov 16, 2021 @ 4:15am 
Enemy starts routing with only a few seconds of fighting: https://steamcommunity.com/sharedfiles/filedetails/?id=2656221658

I think it is because they feel like they are being attacked in their rear/flank while that is not truly the case.
Gataarius Nov 16, 2021 @ 4:17am 
Enemy is walking through the undamaged fortification: https://steamcommunity.com/sharedfiles/filedetails/?id=2656221135

But I think I've seen this happen in vanilla too. Maybe it can be fixed in your mod?
JaM  [developer] Nov 16, 2021 @ 5:04am 
being attacked in rear or flank alone should be not enough to cause unit to rout. Attacked in rear is -50, attacked in flank is -25 to morale. while base bonus is 25, so unit with 25 morale in unit stats, should be fine to be attacked in rear, and not rout. (its the other effects that will cause the rout, casualties, being surrounded, being hit by missiles, being disorganized etc..)

I think in this particular situation, its a combination of AI rushing forward (running and getting disorganized), then getting into fort with both flanks exposed, and getting attacked... Its like the worst possible combination you can get into, and AI usually don't end up in such situation in normal open battle.. but fortifications are a problem.. I will try decreasing some penalties a little bit, but dont want to remove such combination completely because it would make normal open battles worse

And regarding enemy moving through walls sometimes, i wish i could do something about it.. fortification maps are just completely bad sometimes.. i think its probably the worst battle map you might be in.. Not only they dont reflect defender's culture, but rather location (Romans fortified in Gallia will have gallic camp and vice versa), but overall object placement is badly made and there are spaces where there are some invisible obstacles..

Ill try asking around other modders if somebody has an idea how to modify these battle maps, but not sure if its possible..
Gataarius Nov 16, 2021 @ 7:16am 
Yes, I noticed that AI behaves different in open battle (in comparison to vanilla). Battles are more interesting now!

Is it also possible to make AI attack multiple entrances of the fortification? Right now it's very easy to defend a fortification because the AI always attacks through 1 entrance only.
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