Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Total War: Rome 1 Complete Conversion - 2025 Update!
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Mis à jour le : 6 sept. à 12h34

The most significant portion of this update is as follows:

- AI recruitment budget has been increased to near-infinite. The AI will now field as many armies as they can financially support, up to the campaign cap. This results in a much more active campaign map and more interesting battles.

- Created guidance parameters for AI army compositions. Some factions weren't using some of their roster, or were prioritizing their weaker units. This hopes to make the AIs use their faction's unique units more often

- Egypt is now militaristic and shouldn't consistently be irrelevant

Mis à jour le : 4 sept. à 15h10

Brought to you by: my yearning for Battlefield 6 leading me to go back to old romances


- Fixed issues where Romans and a few other factions were not following the standard 5-10-15-20 rule for garrison sizes
- COMPLETELY rebalanced the AI recruitment system.
The AI will now use their entire unit roster rather than spamming specific units. The values of the units were way off on the backend so the AI was prioritizing some units (Like hastati) over everything else
- COMPLETELY rebalanced the AI construction system
The AI will take a MUCH more balanced approach to expanding; they will push hard but won't leave all their cities abandoned with no garrison or converted buildings.
The AI is prompted to begin construction on something every turn, rather than there being a delay
The AI will spend a LOT more money on upgrading and constructing buildings. The default AI is very stingy!
The AI has a lot more militaristic build plans
- Updated campaign AI - it is much more balanced now. The AI will take settlements and then actually defend them, they will convert buildings the turn after taking them so the garrison comes in.
Previously, the AI would not convert settlements quickly, leaving many settlements without a garrison. They would also not defend their recently taken settlements with armies, preferring to rush into then next settlement. This lead to settlements not feeling like hard checkpoints.

Hopefully if anyone is playing this in 2025 it's a good update!

Mis à jour le : 30 mars 2021 à 12h26

- Legendary Mode is now properly scaled and should be much, much more difficult than Very Hard.
- Roman tech for Auxilia units has been fixed. They are now properly available with Cohort tech, and will appear in stronger garrisons as intended.
- Roman factions received a minor passive income boost.

Mis à jour le : 12 janv. 2021 à 11h18

Mis à jour le : 11 janv. 2021 à 20h32

Mis à jour le : 11 janv. 2021 à 20h14

- Numidia is now playable. They were released long after the mod was created and it was never updated to include them. Oops.
- Rome now has access to their Gladiator units, Auxilia, and Light Auxilia. The Auxilia units are correctly locked until after unit reforms. Oops.

Mis à jour le : 7 janv. 2021 à 17h10

-Update to Numidian and Carthaginian AIs. They will no longer just sit there/do nothing
-Fixed some unbalanced garrisons of Carthage and Gaul
-Slightly buffed the Roman garrisons. Originally I didn't want them to have the same number as other factions but it looks like they need it.

Mis à jour le : 28 déc. 2020 à 23h16

Mis à jour le : 28 déc. 2020 à 23h12

-Slightly nerfed pikemen. The distance they will hold enemies has been reduced so one pike unit cannot hold indefinitely. Higher tier pike units will have a longer hold distance.
-Increased Roman base income slightly
-Fixed Merc Numidian Javelin Cav shields clipping in their bodies
-Roman First Cohorts unit size reduced to be more accurate to R1
-Scorpion towers no longer explode and knock back units, instead they are more like a rapid fire arrow tower
-Scutarii charge bonus now reflects that of a melee unit, not a ranged unit
-Chosen Archers and Chosen Swordsmen no longer disappear at a distance
-Warband unit card further edited (thanks Kit)

Mis à jour le : 18 déc. 2020 à 11h19

- Remake of several unit cards thanks from my friend Kit
- All mercenary cards are now indicated by their green color instead of a money bag