Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Cyrene et Cyprus
55 Comments
M.I.B.  [author] 20 Feb, 2023 @ 5:04pm 
Fixed a wrong entry in the databank of the mod.
KLOSE 15 Apr, 2022 @ 4:24pm 
ohh i see u doing good work. btw i try cyrene now looks great whit u mod (love from libya):steamhappy:
M.I.B.  [author] 15 Apr, 2022 @ 1:14pm 
Thanks.

Sorry, not possible without changing the startposition data, as Cyrene and Prolemaic Empire share one military group.

I have added all units, which are somewhat historical plausible, but no other additions are planned.

I'm working on RL stuff and other R 2 mods.

But this mod is finished.
KLOSE 15 Apr, 2022 @ 1:00pm 
can u add more army to cyrene (greek units). and delete egypt units. :steamthumbsup:
KLOSE 15 Apr, 2022 @ 12:54pm 
best mod <3:lunar2020hearteyesrabbit:
M.I.B.  [author] 21 Apr, 2021 @ 11:42am 
Thank you.

Its possible, but i wouldn't do that, as i have no permission and mod conflicts are always a possibility and i'm working on other Rome II projects.
Aslan Ponto 21 Apr, 2021 @ 10:45am 
First of all, thank you for your work and effort creating your mods, it´s the modding community who keep this game alive. Would it be possible to merge Sebidee´s overhaul roster expansion with an overhaul of yours?

Thanks in advance.
M.I.B.  [author] 7 Nov, 2020 @ 6:02pm 
I know but some AI Mods include also recruitment changes.
WolfgangKrauser 7 Nov, 2020 @ 3:43pm 
I don't understand the first sentence. You do understand that the AI mod itself does not include units, correct.
M.I.B.  [author] 7 Nov, 2020 @ 3:21pm 
Well, the AI-mod should better not include which units the AI will primarily recruit.

Custom units will also only rarely recruited, if they can only be recruited in high tier buildings, as these need resource to be constructed.
WolfgangKrauser 7 Nov, 2020 @ 3:13pm 
It seems like the few unit mods I have all contain that table already. Are you sure there's nothing that needs to be in the aforementioned mod that increases the difficulty of the AI to ensure that the AI creates these custom units?
M.I.B.  [author] 7 Nov, 2020 @ 2:59pm 
No, i wouldn't work on mods of other persons. It is not my work and i respect other people's work.

Sorry.

But with this tutorial you can do it by yourself:

http://www.twcenter.net/forums/showthread.php?656454-Sebidee-s-Complete-Guide-to-Unit-Creation&p=13908973#post13908973

M.I.B.  [author] 7 Nov, 2020 @ 2:56pm 
You must make for every added unit an entry in this table, without they wouldn't be recruited.
WolfgangKrauser 7 Nov, 2020 @ 2:54pm 
I don't suppose you'd be willing to edit a few unit mods by giving them this table, would you? It would only take a few min of your time and surely the mod creators would be grateful, and if you still didn't want to upload them, you could just send them to me.

Or, if you could briefly explain how I might do it myself. I could copy your table, perhaps, and paste it in to the other mods, and edit the keys. How would I determine the values for the "quality"?
WolfgangKrauser 7 Nov, 2020 @ 2:50pm 
Having just opened your mod, I see that it is a legit table (obviously.../faceslap), so clearly the answer to my question will be no.
WolfgangKrauser 7 Nov, 2020 @ 2:46pm 
I have Pack File Manager. I am trying to use a mod that makes the AI more difficult. However, the author of the mod claims that his mod doesn't use units from custom unit mods. Can I open each unit mod I have, copy and paste the cdir line you posted here, and feel confident that his AI difficulty mod will begin creating units from these custom unit mods?
M.I.B.  [author] 7 Nov, 2020 @ 2:21pm 
Unit mods need this table, if the AI shall recruit your custom units:

cdir_military_generator_unit_qualities_tables

Without it, they AI won't recruit the unit.

All my unit mod have this table.
WolfgangKrauser 7 Nov, 2020 @ 2:17pm 
I can't be absolutely sure but I think that maybe this mod IS working with mods that make the AI tougher. If so, it is seemingly one of the only unit mods I've come across that does so. Therefore, I was wondering if there's anything you did that makes it more likely that, when using mods that make the AI stronger, your mod is recognized by those mods and thus the AI does in fact recruit your units.
CsMarder 29 Dec, 2019 @ 1:36pm 
Have a good start in 2020 and a happy new year too
M.I.B.  [author] 29 Dec, 2019 @ 7:08am 
Thank you for your idea. I have thought a little bit about it, but i decided not to add veteran hoplites as late game units, because the lack of late game units shall be the weak point of Cyprus.

They shall relay on mercenaries.

Sorry, i wish you a good start in 2020 and a happy new year.
CsMarder 29 Dec, 2019 @ 3:32am 
I have a second question (sry just after you solve the problem) can you add "Veteran Hoplites" as late game units for cyprus
I've read a little bit about the kingdom salamis and their cultural connection with greeks, phoenicians and egypt
And I ve looking for the unit Roster and in lacks in an late game unit, then I've played a little bit as pergamon(agema spears for the win^^) and recuited for the campign some mercenaires and seen this unit and thought thats the perfect additon for cyprus because :

1. : They're nothing other than more experienced Hoplites (that mean normal greek soldiers)
2. : They seems to be a trading city state and have a strategic important postition ( the reasons for better trained soldiers)
3.: The stat are awesome but not invincible ( its optional but add the trait expensive defensive
charge for the cyprus version)
4.: You have to change the sprite not much, just make it yellow (the shield looks like the symbol of cyprus) :)

Sorry for my bad english :P
M.I.B.  [author] 22 Dec, 2019 @ 10:04am 
You are welcome.
CsMarder 22 Dec, 2019 @ 9:15am 
nice it works ^^ thank you!!
M.I.B.  [author] 22 Dec, 2019 @ 5:39am 
Mod updated.
M.I.B.  [author] 22 Dec, 2019 @ 5:14am 
Thank you for pointing me on a mix-up in the description from my side.

Cyrenaican Nasamon Mercenary Archers are recruitable from Perioikos Camp Level 2.

Cypriot Epibates were not recruitable as land unit till now, but i make them from now recruitable from Greek Military Port Level 2.
CsMarder 22 Dec, 2019 @ 5:00am 
I can't recruit the Cypriot Epibates from periokos camp all other units are recruitable
M.I.B.  [author] 19 Sep, 2018 @ 4:23pm 
Updated to new Rome II launcher.
M.I.B.  [author] 12 Jul, 2018 @ 1:15pm 
Updated to Beta-Patch.
M.I.B.  [author] 11 May, 2018 @ 9:40pm 
Yeah, the reason is: Ptolemaic Kingdom was more attractiv for mercenaries, it was very rich. ;)
Dark 11 May, 2018 @ 5:02pm 
fair enough, only asked cause they're avaliable for naval recruitment
M.I.B.  [author] 9 May, 2018 @ 6:30pm 
No, i don´t want to copy paste the egypt roster in my mod.
Dark 9 May, 2018 @ 3:21pm 
Could you add Karian Axemen as a land unit to Cyrenaica please?
M.I.B.  [author] 28 Mar, 2018 @ 5:00am 
No you need an All factions playable mod likes this one:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1333791437
Cheblavsky 28 Mar, 2018 @ 4:53am 
So, I can play Cyrene right now?
M.I.B.  [author] 8 Mar, 2018 @ 8:33am 
Updated to new DLC.
M.I.B.  [author] 14 Dec, 2017 @ 3:55pm 
It could be that it has something to do with the main unit table, which has a new column with patch 18. I fear conflicts with other updated mods so i must update it. Old main unit table was yellow in my modding tool. I don´t like yellow things.^^
WolfgangKrauser 14 Dec, 2017 @ 3:50pm 
Oh sry...yes, you are correct, without this mod, yes.
WolfgangKrauser 14 Dec, 2017 @ 3:49pm 
Nope, the entire game itself, Rome 2, does not advance past the first loading screen with this mod enabled any longer, using Patch 17.

All good though, I simply unsubbed and I'm fine now.
M.I.B.  [author] 14 Dec, 2017 @ 3:38pm 
But the save game should run in any case without this mod.
M.I.B.  [author] 14 Dec, 2017 @ 3:22pm 
Sorry, i only support one up to date version of my mod.
WolfgangKrauser 14 Dec, 2017 @ 3:19pm 
Nope, I just confirmed it. It's this mod. You don't have to believe me, but just a heads up.
M.I.B.  [author] 14 Dec, 2017 @ 3:15pm 
I opted it for patch 18 one month ago. Last week i opted again for patch 17 for testing something, it works fine. It must be amother mod.
WolfgangKrauser 14 Dec, 2017 @ 3:07pm 
When you updated it for Patch 18, my game won't advance past the first loading screen, and I am forced to ctrl-alt-delete-sign out.
M.I.B.  [author] 14 Dec, 2017 @ 2:40pm 
It can´t break a campaign. It worked updated with patch 17 also.
WolfgangKrauser 14 Dec, 2017 @ 2:13pm 
Broke my campaign when you updated this. Any chance of a Patch 17 version?
M.I.B.  [author] 15 Nov, 2017 @ 8:47pm 
Updated to Power & Politics Update (Beta).
M.I.B.  [author] 30 Aug, 2017 @ 9:27am 
I prefer karian axemen and egyptian infantry, only for Ptolemaics. Sorry. ;)
Alpha117 30 Aug, 2017 @ 8:06am 
I would love to see Egyptain Infantry for the Cyprains and Karian Axe men for Cyrena
M.I.B.  [author] 12 Nov, 2015 @ 1:08pm 
But the most others should work, too.
M.I.B.  [author] 12 Nov, 2015 @ 1:06pm