Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Regional Settlements & Colonization for Rome II - EXPERIMENTAL BUILD
Počet komentářů: 56
Stix_09 3. kvě. v 21.54 
The Rise of the Republic balance patch is now live! [www.totalwar.com]

This is last game update to content

August 15 2018

So should not need update, ignore launcher it does not check game content that was changed.
Leondas 24. dub. v 6.30 
Please update it's soooo goood!
Vaskonios 3 10. srp. 2024 v 15.09 
Cool! it makes a lot of sense. Its weird seeing Rome being conquered by a Celtic faction and seen it as a small celtic town with walls. Like if its had gone back in time
Lys Albus 28. lis. 2023 v 1.30 
hello, it's compatible with last update of DEI?
KNOCK KNOCK IT'S ME, Big BIRB 5. úno. 2022 v 4.51 
ANy plans to introduce this mod to the mini campaigns?
Alexander The Greek 22. led. 2022 v 14.29 
I don't have any mod that affects Terrain but still It doesn't work either saved game or either new game. Why? Do I need to capture one settlement first to see the changes or the changes are available from the beggining?
TheOneWhoKnocks  [autor] 18. dub. 2021 v 15.47 
@steinmauer Hans: Sure, go ahead. Be sure to drop me a link once you release your mod. :)
steinmauer Hans 9. dub. 2021 v 3.41 
Nice! May i includ it in new project? Credits will be givin
Radscorpion 15. úno. 2021 v 2.27 
For people having problems with siege equipment - I know what the problem is.

Take for example Tulipfurdum in Germany. I believe it's a Roman city now. So the battle map will have 15m high walls.

However, that city is normally controlled by barbarians (unless you occupy it or if some greek/roman faction conquers their way up there).
This means it's a barbarian main building in that city. And barbarian buildings have an effect (in the buildings_effects) that makes it have 8m high walls.

This means that if you attack Tulipfurdum, the game will tell you that "This settlement has 8m high walls, therefore you will be given 8m high siege equipment). But when the battle starts, the city has changed to be a roman city with 15m high walls. That's why it doesn't work.

Ragnar 14. zář. 2020 v 21.10 
Not sure if I'm the only one, but it seems that siege equipment don't work on the walls with this mod, using DEI and tried loading it before and after, same results
vavrinko(SK) 7. srp. 2020 v 11.50 
Amazing mod... so glad I found it.
Is this compatible with mods that edit startpos though?
ROMKA-2 12. dub. 2020 v 3.17 
Broseph I think that's it, there aren't any signs of life from author since January 2019 that's a while :steambored::steambored:
Kriegsman 1. úno. 2020 v 0.04 
I have the same issue with siege equipment not being able to attack walls. Not sure if it's a faction issue, but I'm playing as Epirus and it seems to happen at complete random for me, although the last instance was the Roman style capitol city in Hycernia (Grand Campaign).
ROMKA-2 22. pro. 2019 v 4.37 
Anyway, great try. I will try to narrow down siege equipment that works.
ROMKA-2 22. pro. 2019 v 4.34 
I've got the same stuff as @boblikesoup here - whenever I ttack a "Greek" city that is occupied by barbarians I cannot do anything about the walls, the ladders just won't attach to them. I don't even get an appropriate icon when I hover the mouse over the walls with ladder-carrying unit selected. It's a pity :(

I wonder what happens with other siege equipment
Tenerife_Boy 21. led. 2019 v 12.07 
hahaha yeh I knew your nickname is from BB. Did you remember the part where he is doing a conference and mention Tenerife ?? not a good new he said but still. funny to hear my island becoming famous around the world.

TheOneWhoKnocks  [autor] 21. led. 2019 v 10.09 
@Tenerife_Boy, Accolon1992 and [3WK]rcorse: As Benjin has said, these are all hardcoded limitations of Rome II that I can't do anything about. I'm sorry.

@Tenerife_Boy: I'm a big fan of the TV series Breaking Bad. My name is reference to a quote from that show. ;)
Tenerife_Boy 18. led. 2019 v 11.29 
Was not asking about those settlement specifically but general compatibility. Anyways, my team mates told me that it is full compatible so I'll tryi it
Benjin 18. led. 2019 v 10.17 
@Tenerife_Boy + KNOCK KNOCK
The author says in the description that the settlement map cultures are hardcoded in R2 and can't be changed, unlike in Attila where they can be. Unfortunately, those Roman cities in Syria have to stay since a submod cannot be made to fix it.
Tenerife_Boy 17. led. 2019 v 5.28 
As a DeI team member I would like to know the answer to KNOCK KNOCK IT'S ME. Big BIRB
KNOCK KNOCK IT'S ME, Big BIRB 15. led. 2019 v 13.14 
A question with the compatability with DeI. The DeI grand campaign map uses the Imperator Augustus map. Ive noticed that when playing the grand campaign with DeI I for example get roman cities in Syria playing as the Seleucids. Would it be possible to get a submod that fixes that?
Ragnar 14. led. 2019 v 17.34 
So no matter how long a city is occupied, it would still have its former building styles, with some new influencial buildings of the new invader faction
boblikesoup 12. led. 2019 v 5.29 
My ladders aren't able to target walls in battle right now. As Epirus attacking a Scordisci city in Illyria on a Greek looking settlement. Works when I disable the mod
Accolon92 11. led. 2019 v 4.33 
very great idea! Thanks for modding this. Just another thought, is it possible to have changes like this on the campaign map? So that Baktra would not look like a nomad camp if it was captured by the skythians :D
rcorse 3. led. 2019 v 8.15 
why some cities are roman style in the barbarian world?
atarashiiwatashi 3. led. 2019 v 3.44 
OH I really love your mod. but I can not survive without fort battle....
TheOneWhoKnocks  [autor] 30. pro. 2018 v 7.26 
I updated the description accordingly.
Scipio 29. pro. 2018 v 23.29 
Forttfiy stance is bugged, as you know. Please consider stating this in the mod description.
TheOneWhoKnocks  [autor] 28. pro. 2018 v 6.01 
@aMatther: The kind of encampment that is spawned is determined by the tile_upgrades.xml file. Since it's moddability is quite limited by CA, I'm afraid there is nothing I can do about that, I'm sorry. :(

A workaround would be to save the game before an encampment battle, temporarily disable this mod to play the battle and reenable it afterwards.
BRAN MAC BORN 29. lis. 2018 v 23.59 
Yes Boii capital was a Roman city. lol.
ToonTotalWar 29. lis. 2018 v 23.42 
Boii has roman city from start which is odd, please correct to barbarian town
Porotajp 28. lis. 2018 v 2.11 
I really like this mod but I've found an issue. Whenever is my army in Fortify stance and enemy attacks me, I will get a field battle instead of camp defence. After disabling this mod it gives me camp battles again. Could you look into it?
JxSlayz666 4. lis. 2018 v 0.11 
DUDE I've always hoped someone would make this!! I hated seeing my newly conquered babylon completely turned from beautiful to boring roman... soo annoying....
DEAD RaNgEr 888 3. lis. 2018 v 8.01 
is there an mod like this for warhammer 2?
TheOneWhoKnocks  [autor] 3. lis. 2018 v 7.23 
@[HAN]ggdog: Yes, it is. :)
GGDOG 2. lis. 2018 v 21.36 
is it saved game conpatible?
Hawk 2. lis. 2018 v 17.29 
brilliant. thank you for this!
Dresden 2. lis. 2018 v 13.22 
Very interesting mod!
TheOneWhoKnocks  [autor] 31. říj. 2018 v 13.37 
Glad I could help. :)

I suggest opening all mods up in PackFileManager and looking for changes to the "building_level_armed_citizenry_junctions_tables". Try looking if any two mods each add a table with the same name or one named the same as the one found in "data_rome2.pack". That's most likely the source of the conflict.
Moriarty 31. říj. 2018 v 13.31 
ok, thank you very much I will see once again which mod is conflicting:-) because I really would like to try your mod, looks very interesting and gives some depth to the game:-)
TheOneWhoKnocks  [autor] 31. říj. 2018 v 13.25 
@Moriarty: I started another campaign using both mods and did not get reduced garrisons. I'm sorry, but the only thing I can think of is some of your other mods conflicting with one another.

All my mod does is change which battle map is loaded. There are no changes made to garrisons or any other database tables.

There is also a limitation of a maximum of 20 units per garrison army. If you have more than that some will be removed. Maybe that is the issue?
Moriarty 31. říj. 2018 v 13.12 
I used this one , this is Building Chain Expansion https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1546949095
and some graphical mods for units (skins)
TheOneWhoKnocks  [autor] 31. říj. 2018 v 12.37 
@Moriarty: I started up a new Empire Divided campaign using only this mod and I was not able to reproduce the issue. Are you using any other mods that are conflicting with one another?
TheOneWhoKnocks  [autor] 31. říj. 2018 v 12.37 
@Benjin: It is possible but not using this method.

If custom "tile_upgrades.xml" files were fully accepted by Rome II you could make it so that all Greek factions have Egyptian looking towns in the Egypt cultural region and Greek towns everywhere else. Or only have them be fully hellenized when upgraded to level 4 and else look Egyptian. You can do all these things and more in the Attila engine. It only works for whole culture groups though and not for single factions.

You could however change the factions' culture in the database file and give them the same building set as other desert factions (and not use this mod). You'd then also have to change the startpos file so they start out with Egyptian buildings and not the Greek ones.

Btw, I love your loading screen and building icons mods. I consider them essential for all my playthroughs. :)
Moriarty 31. říj. 2018 v 10.59 
Probably this mod, anyway great idea:-) , deprives my all towns of garrisons in Empire Devided, playing as Aurelian
juanliam 31. říj. 2018 v 7.45 
Sorry forget my question, my answers are in your tutorial thank you.
juanliam 31. říj. 2018 v 6.07 
Hello mod very interesting.
However, I have two questions.
The first one just works with the Rome faction.
Secondly is his march to empire divide thank you to you.
For this to work you have to go to the file or just tick the mod thank you.
Publius 30. říj. 2018 v 5.13 
What a great idea! Hope you can figure out if a fully moddable tile_upgrades.xml file is possible, but even if it isn't, this is a great mod!
Benjin 30. říj. 2018 v 4.10 
Great job, will definitely use this one!

One question - is it possible to give the "rom_egypt", "emp_egypt" and "rom_cyrenaica" factions the Egyptian-styled settlement tiles rather than the Hellenic-styled ones? If so, that would be great to have as a separate mod I think.
ToonTotalWar 30. říj. 2018 v 0.51 
this looks interesting! Will make this compatable for Wars of teh Gods mod and intergrate with credits