Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

HEARTS AND MINDS (Part 1)
101 Comments
Valmont  [author] 4 hours ago 
@PhæntomFly_ßr2
Then it is indeed an issue, will be fixing it ASAP.
Thanks
PhæntomFly_ßr2 6 hours ago 
I started the new campaign yesterday.
ramirohaces44 7 hours ago 
Hello, I have a question for the general's followers or advisors. The Grizzled Centurion does not have or show a description of the benefits or penalties it provides. Could you please help me by telling me if this is possible?
Valmont  [author] 9 hours ago 
@PhæntomFly_ßr2 @Kuzyn
I looks like you guys are using old saved games instead of new campaigns.

Can you replicate those issues if you start a new campaign and only use saved files from that new campaign?
Valmont  [author] 10 hours ago 
@Kuzyn
That is the "Move your Capital" prompt that happens when you move your faction leader into a city that is not your current capital.

It should work with all languages and just show you in english thou...

Any other mods running? Can you upload a screenshot?
PhæntomFly_ßr2 13 hours ago 
Hey, some of the generals Household has no buffs nor debuffs only descriptions one example is Grizzled Centurion.
Kuzyn 14 hours ago 
Oh and one more thing, I guess names of the skills are also completely new? Because it looks like all of them are missing as well.
Kuzyn 14 hours ago 
Hey! Currently I'm playing on Rise of the Republic and once I conquer a city or something like that, I get an empty prompt/event window with some image of a festive of some kind. There is no title, no description and buttons are empty. Only text showing is -5000 money, so I guess it's some monument or something like that after I win something?

I'm playing on Polish version, so I guess there is a problem with missing translation. Is this "bug" related to your mod and if yes, do you need help with translating that exact event?
Valmont  [author] 21 hours ago 
@Shipwreck
Great to hear! But also remember that we cannot guarantee balance or stability when combined with other mods so be careful with that ;)
Valmont  [author] 21 hours ago 
@Espnandro
You are finding the campaign too easy on Legendary?
We could tweak up the hidden Ai buffs if need be but I need to understand what is your objective with the changes?
Shipwreck 1 Sep @ 12:38am 
Val, I'm enjoying this mod!, thank you. Its very stable and likes to run with all kinds of sub mods!
Espnandro 31 Aug @ 11:05pm 
Is it possible to have the "Removed hidden AI buffs" feature as a standalone? Or perhaps do you know of a different mod that does this?
Valmont  [author] 31 Aug @ 8:53pm 
@PhæntomFly_ßr2
Happy to hear you are having fun again!
PhæntomFly_ßr2 31 Aug @ 8:46pm 
Thank you very much for this! Finally the game is fun again.
Valmont  [author] 30 Aug @ 8:49pm 
@rubylicious @Theo @Avril
We are glad you are having fun. Indeed our whole modding team wanted a mod like this one so we finally made it ourselves.
There used to be working mods like this one back in 2018 but most if not all are outdated by now.
And so we created Hearts and Minds for all those new players or just old veterans coming back to it ;)
Valmont  [author] 30 Aug @ 7:02pm 
@BadLands
Use your agents to starve the enemy province and reduce public order and force the army out of the settlement by raiding their lands first, then attack the capital city when the garrison is low or with no enemy army nearby.
Valmont  [author] 30 Aug @ 7:01pm 
@BadLands
It is not the provinces that are developed but the garrisons. That is a measure we had to take so that players and Ai factions don't destroy other factions in the first turns. Otherwise it makes the game too easy as completing full provinces is far easier without bigger garrisons.
That also helps the Ai be more active as with bigger garrisons they don't need to park armies in their capitals cities as much.
All in all the system promotes an active change in strategy which is good for such an old game as Rome 2.
BadLands 30 Aug @ 3:18pm 
I think me having a problem with it may be because I was playing the Imperator Augustus campaign, where provinces are a lot more developed than they would be at the start of a Grand Campaign, so every major city had like 8 Veteran Legionaries and 6 Standard Legionaries
Valmont  [author] 30 Aug @ 1:13pm 
@BadLands
Garrisons are supposed to be like that for capital cities so those are more important now and harder to obtain. Without that strong garrison some one capital city factions are eliminated in the first turns.
Don't worry that those one city factions have reduced income now. Just bring stronger armies to take them ;)
Valmont  [author] 30 Aug @ 1:11pm 
@Avril
Good find, you should be able to recruit holplites always. Fixed in the next version!
BadLands 30 Aug @ 12:38pm 
Garrisons are insanely strong, that should be scaled back heavily
Avril 30 Aug @ 12:34pm 
@Valmont i forgot, i wanted to add i've been noticing an issue with the Greek Holosideros Barracks. when upgrading from the Levy Field (Tier 1 recruitment) to Holosideros, the option to recruit standard Hoplites is lost. I have seen this issue come up with both Massilia and Epirus so far, I imagine this is the same across other greek factions,.
rubylicious 30 Aug @ 12:29pm 
ok, thank you for your answere. Still a great mod. have a nice day.
Valmont  [author] 30 Aug @ 12:28pm 
@rubylicious It is a Hearts and Minds problem because we expanded the Ai's awareness of the battlefield. That brings improvements to its behaviors 80% of the time but worst behavior 20% of the time.
But we feel like the improvements are worth it. 20% of your battles will be easier but 80% will be harder and more strategic.
Valmont  [author] 30 Aug @ 12:24pm 
@Boudewijn Good find as always, we will look into it.
rubylicious 30 Aug @ 11:27am 
I experienced some really stupid behaviour from the battle ai. Ai sends its troop to a hill sideways behind(!) me, which leads to half of its army cut off by my troops. They get killed while the rest of the ai army stands some metres away and watches. I have played DEI most time since I tried your mod. Is that a vanilla problem or ist hearts and minds? FYI I only got part 1 installed.
Avril 30 Aug @ 10:54am 
I just want to say, this mod plays excellently. I didn't really like the full overhaul mods, so having something that effectively expands and fleshes out vanilla mechanics makes this perfect for me.
Theo 30 Aug @ 9:21am 
Great mod! Just what I wanted!
rubylicious 30 Aug @ 7:59am 
Thank you very much for your work. This is exactly the mod I was looking for!
Boudewijn 29 Aug @ 11:13pm 
Hi, on the Dolmens of Karnag the text refers to the region of Darioritum, while this is historically correct (:)) on the map its called Namnetum. If this is on purpose I commend you, but otherwise you might want to consider changing the description.
Boudewijn 29 Aug @ 7:46pm 
Hi Valmont, confirmed, edicts icons look ok now. Thanks again for the quick fix
Valmont  [author] 29 Aug @ 5:18pm 
@Boudewijn
We have updated the mod with a tentative fix for the Edicts Icons. Let us know if it is working for you.
Valmont  [author] 29 Aug @ 3:10pm 
@Red Panda
Hearts and Minds Part 1 restores units that are hidden for each faction but Part 2 does add units for factions who are lacking like Parthia, Athens, Egypt etc.
Red Panda 29 Aug @ 1:38pm 
Does it adds new units ?
Valmont  [author] 29 Aug @ 1:34pm 
@Boudewijn
Thank you for the extra findings, we will be looking into them right now
Boudewijn 29 Aug @ 12:36pm 
Seems for some edicts also the icons are not final/correct? Naval security, Forced Labour and Military Subjugation seem to have the cancel edict icon. The edicts do work, so its only visual
Boudewijn 29 Aug @ 7:03am 
Hi, yep the skills icon colours look far better now, thanks. Seems that the (Rome) Quartermaster skill however does not have any effect? At least not on level 1.
Valmont  [author] 28 Aug @ 6:34pm 
@Boudewijn
We have a tentative fix for the skills Icons colors included in the patch 2.1 that we just released.
Please let us know if it worked for you and if you find any other issue.
Cheers
Valmont  [author] 28 Aug @ 5:17pm 
@V3RM1N.exe
Glad you are having fun!
Regarding the Ai waiting, remember that when the 45 minutes left are over they basically get all their reinforcing units back in the campaign map too so it is actually the player who looses if he doesn't meet them outside the walls.
V3RM1N.exe 28 Aug @ 4:52pm 
I was also curious to know which campaigns other than the grand campaign this mod was balanced for? I didn't risk any other yet but would love to. thank you for your work!
V3RM1N.exe 28 Aug @ 2:56pm 
"In your case the Reinforcing Army's General probably deemed a frontal attack suicidal.
Think of it as a new dimension to playing against the Ai"

I get what you mean but,

In my case, as the defender, I could have simply waited the 45 minutes left to the battle and win it because they did not attack. Once I had fully defeated the other army, I had to go meet them at the edge of the battlefield just so that I wouldn't have to wait so long for the battle to end (Which would have felt like cheating anyway).
Valmont  [author] 28 Aug @ 9:14am 
@Fairas
You are welcome and your feedback is greatly appreciated.
If you can start a new campaign and let us know how it goes.
In theory we've made many changes for the better of the game but sometimes those can be detrimental so we need to be checking if all the systems work as intended.
PS: The Grand Campaign is still 4 turns per year with seasons effects btw.
Fairas 28 Aug @ 9:11am 
Thanks for your reply.
Valmont  [author] 28 Aug @ 9:10am 
@V3RM1N.exe
You are correct and it is not a bug. We have given the Ai an extended awareness over the battlefield and what its allies are doing. Due to that if the Ai deems that too many forces have been committed to the front it will sometimes take a more defensive/reserves stance.
In your case the Reinforcing Army's General probably deemed a frontal attack suicidal.
Think of it as a new dimension to playing against the Ai.
Valmont  [author] 28 Aug @ 9:10am 
@Boudewijn
Yes, we have always had those features but the Empire Divided Campaign map was making those features only work sometimes.
Regarding the Icons, they are not the same but they have the same color now which is why you are confused. We will bring back the fully colored icons in our upcoming patches ;)
Valmont  [author] 28 Aug @ 9:08am 
@Fairas
We fixed the Empire Divided Campaign map unit placement on the map but sadly we couldn't fix the multiple Family Tree and Political Parties issues with it in the Grand Campaign.
Additionally it caused issues with our Wanders system, the Change your Capital system and the extended garrison for Capitals system.
If we manage to fix all those issues we will bring back the ED map in the future.
Boudewijn 28 Aug @ 7:46am 
Personally I'm happy with the borders being back, its just a little easier. I also love the Wonder Woman theme when starting a battle :). You also added some (World) Wonder descriptions and effects? Curious to find out what they all are.
One small remark, a lot of skills seem to have the same icon?
Fairas 28 Aug @ 1:56am 
You removed Empire Divided Campaign map from the Mod Version 2.0?

Why?
V3RM1N.exe 27 Aug @ 11:49pm 
I started my first campaign of Rome 2 in a very long time (Since Attila came out maybe?) so I cannot say if this was due to the mod battle AI or if its just a base game bug, but the reinforcing army that was attacking my minor settlement did not move forward and I had to go meet them at their deployment zone once I had beaten the main army for them to react.
Valmont  [author] 27 Aug @ 11:18pm 
Version 2.0 of HEARTS & MINDS has just been released:
* Massive fixes for the campaign map required changing the startpos file. That means that players's saved games won't work with this new version and a new campaign is now required.

Check the Change Notes for more details!