Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Data Venia (A submod overhaul for Divide Et Impera 1.1)
45 Comments
Cosmic Cat  [author] 21 Sep, 2017 @ 2:23am 
@Ragnar This is the old version, the new one is in the link below your comment. It won't work with the latest DeI version though as I haven't had time to finish updating it yet.
Ragnar 21 Sep, 2017 @ 1:34am 
Rome 2 wont start with this mod, most llikely a problem with some mods I have running along side DEI 1.2, any suggestion Woob to what might be causing the crash?
Cosmic Cat  [author] 26 May, 2017 @ 9:14pm 
bweiss 31 Mar, 2017 @ 10:48am 
yessss
Cosmic Cat  [author] 29 Mar, 2017 @ 2:37am 
The 1.2 version is nearing completion.
Just waiting for the hellenic overhaul patch to release so we can fix the new hellenic stuff and it'll be ready for release! Woohoo!

Once all that is done, I will start experimenting with other features for the overhaul (new edicts, new formations, new building cards etcetera).
Cosmic Cat  [author] 27 Feb, 2017 @ 10:23am 
Work on the 1.2 version has begun!
bweiss 11 Jan, 2017 @ 11:12am 
make DEI great again
bweiss 11 Jan, 2017 @ 11:12am 
many thanks supreme overlord commander
Cosmic Cat  [author] 10 Jan, 2017 @ 2:27am 
Yes, once 1.2 is out of open beta I'll get to updating it and making it work with all the new good stuff.
bweiss 9 Jan, 2017 @ 5:16pm 
Because this mod is everything
bweiss 9 Jan, 2017 @ 5:16pm 
Will this be updated?
Jesus Loves You^_^ 8 Dec, 2016 @ 1:34am 
So, what those man do in 4-5-6 months ? Only how to handle a sword and a shield ? This can be learn in 2-3 weaks (I'm in a reenactement group also, and know what I'm talking about), but using abilities like ''shield wall'' for spears, ''battle ritm'' for swords, '' wedge'' for cavalry, etc, it's a whole new story. That cannot be learned and used properly without intensive training.
Jesus Loves You^_^ 8 Dec, 2016 @ 1:03am 
I know, but I usually play vanilla with 480 troops. And use of Ave_gigas huge ships transports; not so problematic. I want to be as close as possible for realism.
Cosmic Cat  [author] 8 Dec, 2016 @ 12:40am 
It's possible, but not recommended. The engine of the base game already has problems with pathfinding for 300 men, and any unit above 200 will bug transport ships when landing onto shores.
In the current version there are a few cases where a unit is 400 big (First Cohort for Romans, and armed citizens/mob in cities/towns).
Jesus Loves You^_^ 8 Dec, 2016 @ 12:14am 
I mean 480 troops.
Cosmic Cat  [author] 7 Dec, 2016 @ 10:55am 
@Leuname

In unit_special_abilities_tables you can find a list of abilities like formations and general abilities.
Most of the ones DeI uses are called a_mp_test_x and then you have the vanilla ones. Then in land_units_to_unit_abilities_junction_tables you can add extra abilities/formations to units you'd like.
For example in Data Venia I added "form_flying_wedge" to Mas_Royal_Cav (Massalian Royal cav) since they didn't have it in base DeI.

What do you mean x3 unit sizes? 900 troops instead of 300?
Jesus Loves You^_^ 7 Dec, 2016 @ 1:06am 
And can we have a proper x3 unit sizes for DeI somewhere ?
Jesus Loves You^_^ 6 Dec, 2016 @ 11:30pm 
''Yes, it's possible to re-add the vanilla formations (if it's those you mean) since they are already present in the tables'', which tables you're talking about ?
Expeditus 6 Dec, 2016 @ 10:58am 
Thank you for quickly response. Submod looks like a more dynamic campaign than basic Dei so i try to play HaTG :)
Cosmic Cat  [author] 6 Dec, 2016 @ 10:47am 
Hi. Of course, since it uses Divide Et Impera 1.1 as its base.
Expeditus 6 Dec, 2016 @ 10:38am 
Hello guys. This mod is compatibility with all dlc's ?
Cosmic Cat  [author] 6 Dec, 2016 @ 9:29am 
If I remember correctly TPY12 uses either 4x or 12x tech-times and such. As I only play the 24-TPY version so I don't really remember what the tables are set to.

In 1.2 I was planning to increase tech times in general, so if 12-tpy isn't proper now it will be then.
Cosmic Cat  [author] 6 Dec, 2016 @ 9:27am 
@Leuname Thank you!

Yes, it's possible to re-add the vanilla formations (if it's those you mean) since they are already present in the tables. But you'd have to add them manually for every single unit that you want to have it.
For example I preferred the old way the hoplite formations worked (via toggle), but due to how the animation changed it's not really possible anymore without it looking wonky - thus I made it a passive instead that adds a defence bonus.

I might add more abilities in the 1.2 version!
Jesus Loves You^_^ 6 Dec, 2016 @ 9:25am 
Another question: 12TPY (the most accurate simulation if proper for RTW2 IMHO) is a real one ? (multiplying the research turns, recruitment times, etc ) ? because a lot of 12TPY mods out there, but without any real valor.
Jesus Loves You^_^ 6 Dec, 2016 @ 9:20am 
Excellent mod is far too less said for this; but I have a question: is any workaround to get back the formations and abilities (especially formation attack) ? I don't like all changings in DeI. One of them is that. An example: they removed Shield Screen for the spear units and ''compensate'' this by giving a buff to their stats. An error, IMHO, lack micromanagement, immersion, etc.....
And I LOVE MICROMANAGEMENT !
Thank you.
Leondas 5 Dec, 2016 @ 2:34pm 
Thanks for the update!
Cosmic Cat  [author] 5 Dec, 2016 @ 2:08pm 
Hi. Thanks for your kind words!

The overhaul is based on the main mod in which the original developers chose to portray Romes legion superiority by adding the unique deadliness attribute to their gladiuses. Currently only post polybian romans should have gladiuses.

Yes, Rome gets reforms first - this is also based on the original reform script intervals, except that I've increased the amount of turns for them to trigger. In 1.2 I'm planning to increase reform intervals even more, since doing it now would break the game for those who use the mod. The AI doesn't need imperium levels to reach reforms, like us players do.

Thanks, I'll take a look at the link! I'm aware that not all units are properly balanced currently. Hard for me to test all of them since I don't have time to play every single faction.

There is a lot of new stuff planned that will come with the 1.2 update so if you are liking it so far be sure to stay tuned :D:
Cosmic Cat  [author] 3 Dec, 2016 @ 10:11pm 
@C A Σ M I O {L E O D E S}
I believe this works as intended since slave mines don't really generate any population for you (would slaves willingly move to the region to work there? :D ). On the other hand they will usually give a higher income to you in overall in comparison to trench mines. This depending on your overall economical factors.
Leondas 3 Dec, 2016 @ 1:57am 
Hello the Hellinic building Quarry to Stone Quarry does not give any citizen increase! please fix that thanks
TalosCw 9 Nov, 2016 @ 6:19am 
@Discord Days I was trying to load one that i had started with this mod thats why is weird that is conflicting with another mod, i tried unchecking two other subs i had but still didnt so ill try simply removing them entirely and see if the problem persists.

But again is weird cause its starts working just fine and then suddenly doesnt, even when i completly uncheck the mod. Ill check later whats the cause of the problem
Cosmic Cat  [author] 8 Nov, 2016 @ 1:05pm 
@VladTheImpaler Sounds like a conflict with another mod you have in your /data/ folder.

You obviously can't load a vanilla DeI save using the submod but have to start a new one. And if it doesn't allow you to start a new campaign, then it's another conflicting mod you have that is blocking it.
TalosCw 8 Nov, 2016 @ 9:47am 
so getting a crush since started using this mod where i cant load any previous campaigns, after this happens i cant even start a new one its weird
JoeShmoe 6 Nov, 2016 @ 5:09pm 
Huge Celtic confederations are back it seems with your submob which is a good thing. I've fought easily 20 more battles with your submod as Macedon in the same turn amount as regular DeI. The AI is way more aggressive and somehow clever too. Good work on that
Cosmic Cat  [author] 6 Nov, 2016 @ 4:33pm 
Glad to hear that! :D:

I did increase the experience required for both troops, generals/admirals and agents to level up. But perhaps it needs further increasing, since as you say once you get to a certain rank then battles become easier.
On the other hand I don't want to nerf the bonus to stats you get on your veterans, since they should be noticeably tougher than fresh recruits.

Some of my tougher playthroughs have mostly been when I've used mainly levies. As soon as you get elite barracks it gets a lot easier (unless AI also got them). One idea I have currently is to move up elite barracks further up the tech-tree - right now you can reach these barracks pretty fast if you only focus on that teching in military.

I have plenty of ideas on how to make things harder without removing too much fun, but some of these have to wait until DeI 1.2 is released (otherwise I would have to redo a lot of work in the database twice) and that is hopefully not too far away currently.
JoeShmoe 6 Nov, 2016 @ 3:00pm 
agreed, very good submod so far. My only gripe would be to make battles a bit harder stat wise, but thats more a DeI thing in general with not being able to turn up battle difficulty past normal or it gets real dumb. Once you get a rank5 general and some vet units its easy to steamroll in battles. I like that the formations in your submod are alot better, and cavalry dont run straight thru a pikewall like in regular DeI atm.
TalosCw 6 Nov, 2016 @ 2:15pm 
Been really enjoying this submod great work, the Ai seems a lot harder in campaing and battles are really fun with little bit more micro management so very cool rated up
Cosmic Cat  [author] 6 Nov, 2016 @ 5:39am 
Thanks, I hope you like it. :)

If you don't there are other options in the DeI Submod forum that you can try out, slower/faster battles etc.

Added FlashHeart07's diplomacy fix, now you can't force the AI to give you giant sums of money anymore via diplomacy (for trade, peace etc). Previously this was highly abusable - for example as Ptolematoi I could get around 20 000~ extra denarii on the first turn just forcing my neighbours to give me max gold for trade rights.
MangyMinotaur 5 Nov, 2016 @ 5:06am 
Very interesting, will give it a shot for some hours!
JoeShmoe 3 Nov, 2016 @ 9:02pm 
Will try just your version for now without Dresden's submods, but it doesn't sound like faster/slower battles will work as he does adjust hit rate and hp.
Cosmic Cat  [author] 3 Nov, 2016 @ 6:55pm 
Thank you!


Edited version of "Legendary Commanders" ( http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=658590650&searchtext=legendary+commanders ) is now included in the overhaul with permission. Thank you Purplekalmar!
bweiss 3 Nov, 2016 @ 6:34pm 
you are the greatest
Cosmic Cat  [author] 3 Nov, 2016 @ 3:31pm 
@JoeShmoe

Upkeep submod should work fine if loaded before Data Venia.

Regarding faster/slower battlers, it depends on how the submod accomplishes this. If it's a submod that does this by editing unit values for 1.1 (ie. hp, melee defence/attack etc), it won't work together since I'm using mostly pre 1.1 tables.
But if the submod does this via stamina values, it should work since the stamina table structure is identical to the one in 1.1.
JoeShmoe 3 Nov, 2016 @ 3:23pm 
Will try this soon. Does it have any conflicts with DEI submods like less/more upkeep or faster/slower battles?
Cosmic Cat  [author] 2 Nov, 2016 @ 8:39am 
Thank you!

I'm updating it from time to time so make sure you get the latest version! Detailed changelog can be found in post 2 in the twcenter-thread.

Also feel free to drop feedback or bugreports either here or on twcenter,
I've played with this mod for several hundred hours but there might always be some bug or imbalanced unit that might have escaped notice. :p2chell:
jnickel71 2 Nov, 2016 @ 8:27am 
Nice mod!