Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome: Total War Complete Overhaul by Cody38 - PATCH 17 ONLY
214 Comments
Alexandria38  [author] 14 Nov, 2020 @ 10:28pm 
Newly updated version for latest patch is out! https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2285136146
callyera 21 Aug, 2020 @ 2:03pm 
Hey so i actually did get pretty far in recreating this in attila in 2018 but never released anything because it got frustrating to tie up loose ends. To get past recreating the unit models i basically make attila load the Rome 2 models, so you would need Rome 2 to play it and copy over the models file since its 2gb. I've been thinking of releasing it anyways but am not sure how to do it.
ΑΝΑΞ 2 Jul, 2020 @ 10:34am 
All right. Best of luck with the continuation!
Alexandria38  [author] 2 Jul, 2020 @ 9:31am 
I just followed the roster from Rome 1.
ΑΝΑΞ 2 Jul, 2020 @ 1:15am 
Ok. Ι ended up winning with heavy hoplites. I wouldn't mind at least 1 more heavy infantry (swordsmen for example) for the Greek Cities.
Alexandria38  [author] 1 Jul, 2020 @ 4:03pm 
I tried updating it but it won't be happening sadly. The pike thing was a conscious choice. The base game pikemen can literally hold forever if the enemy doesn't use ranged units (which they aren't smart enough to do) so I had to make some concessions. The pike units' ability to hold a line increases as their tier does (higher tier hoplites have longer pike hitboxes than lower tier.)

The main reason for it though is that they are supposed to be "hoplites," so if the standard unit of half of the world was pikemen, that would actually be really unenjoyable to fight against with how effective they are in the base game.
ΑΝΑΞ 1 Jul, 2020 @ 2:35am 
Played as Greek Cities. Really brings you back - but not so much for me as RTW is always installed on my pc :P I play every now and then as the engine is much better than Rome 2....

I REALLY hope you find a way to update this to the latest patch. Another thing: In RTW pikemen could hold all enemies at spearpoint, whereas in this mod, enemies can walk through. That's a RTW feature that belongs here as well. I always liked that about pikemen, and I know it has been done in Rome 2 as well (requested it once from the DEI guys, and they did it for me).

Anyway, congratulations on this mod. I hope to see it updated!
Warriordude 18 Apr, 2020 @ 11:04am 
Oh ok lol. That makes since. Thanks for replies.
Alexandria38  [author] 18 Apr, 2020 @ 11:02am 
@Warriordude you shouldn't play rebels as they can't recruit. You'd just sit there upgrading your town 'til someone comes and kills you, lol.
Warriordude 18 Apr, 2020 @ 11:00am 
I reverted last night. Can you play rebels or our they to unstable.
Alexandria38  [author] 18 Apr, 2020 @ 10:59am 
@Warriordude The AI and the player start with no armies, so the AI will build up immediately too. There are playable factions used as rebel factions so if they could recruit, you could have rebels conquer the world which is not intended. Make sure you revert to patch 17.
Warriordude 18 Apr, 2020 @ 10:56am 
I just found this mod and looks interesting. I'll start a campaign tonight or today. I know it's been awhile since people have been on this forum. I read there are no starting armies,wouldn't that be to easy for player to steamroll the map?. I also noticed some factions like the boii can't even recruit units. I'll try campaign tonight.
Alexandria38  [author] 30 Aug, 2018 @ 11:59am 
I assure you, I tried to update it and reached out to other modders to help me as well, none of which could, and my own efforts didn't help either. To update this would require me to restart it entirely which I do not have the time nor motivation for. Sorry, it'll always work on patch 17.

Believe me, I'd love to see this with the family tree/faction tab overhaul update but it just isn't going to happen unless some god of modding offers to help me.
marcogambinelli 30 Aug, 2018 @ 10:24am 
update please
Alexandria38  [author] 1 May, 2018 @ 12:30pm 
It works on Patch 17. Read things.
[MoS]CdamAelej 1 May, 2018 @ 11:48am 
Why :'(
Alexandria38  [author] 1 May, 2018 @ 8:37am 
No
[MoS]CdamAelej 30 Apr, 2018 @ 11:59pm 
update please
Alexandria38  [author] 25 Apr, 2018 @ 6:05pm 
I haven't tried it recently, but it should always work on patch 17 since that stays the same. It's 99% of the time that you have incompatible mods.
Lambidasz 25 Apr, 2018 @ 3:27pm 
;-; shit , i put to patch 1_7 but when i start i get a error of something of the new desert DLC and the game closes ,
Zankie2k 7 Dec, 2017 @ 2:03pm 
Thanks for the response, I found out that it isn't the mod, don't worry. I also have the same error on Warhammer II and GTA V also won't work online anymore. So it's something bad on my part.
Alexandria38  [author] 7 Dec, 2017 @ 1:32pm 
@Pampie Zankie An update came out on the 30th which makes my mod break. I haven't tried to fix it because I have no idea where to start. You can revert to patch 17 to make my mod work again. If you are on 17 and it's broken, that's the first I've heard of it and I have no idea.
Zankie2k 7 Dec, 2017 @ 12:15pm 
Me and a friend started playing a campaign with your mod on last week. And it's a great mod, but we can't join games anymore. When I continue the campaign he get's an unspecified error. When we host a new campaign we get an unspecified error, and even with multiplayer battle we get an unspecified error. Is this common? Anything we can do?
Alexandria38  [author] 10 Nov, 2017 @ 11:51am 
@callyera that's a good point. I probably won't be updating this to patch 18. My TWeak actually broke, I can't export changes I make, so it would be impossible to fix anything really.
callyera 10 Nov, 2017 @ 11:36am 
the problem might be when u set up the factions with political parties and stuff?
Ragnar 9 Nov, 2017 @ 5:49pm 
what? another update coming from CA? haven't they done enough damage already?
Alexandria38  [author] 8 Nov, 2017 @ 10:04am 
So with the new update beta at least, the game crashes on startup with this mod active. Thankfully they're letting us revert to patch 17 for the sake of mods. I don't know if I will be able to fix this for the upcoming patch since I have no idea where to even begin.
Alexandria38  [author] 28 Oct, 2017 @ 8:56pm 
What no army thing?
Darth Malgus 28 Oct, 2017 @ 5:33pm 
nvm its working great, only problem is the no army thing, but i understand xD
Alexandria38  [author] 28 Oct, 2017 @ 3:42pm 
Check the update notes at the top of this page.
Alexandria38  [author] 28 Oct, 2017 @ 3:39pm 
Putting out an update finally fixing some things I've had in a notepad file for months.
Alexandria38  [author] 28 Oct, 2017 @ 12:09pm 
@Stone Survivor I don't know what you mean by screen background. This includes many mods that change battles and AI, so basically no mods regarding that or turns per year. As a standalone mod this is good.
Darth Malgus 28 Oct, 2017 @ 10:52am 
also do you need to have a screen background on, like medieval kingdoms for this?
Darth Malgus 28 Oct, 2017 @ 10:50am 
so no mods on while playing the overhaul? im a big fan of total war, and i have rome total war, and i want to compare this to it
KING$TON 26 Oct, 2017 @ 5:31am 
can you add okvaius to the campaign?
Articevel 6 Oct, 2017 @ 7:19am 
hey can you please make a mod from the carthage hopliten and the carthage pikmen I find the style from rome 1 much better
callyera 30 Sep, 2017 @ 2:45pm 
Yes so it's just a matter of finding the right buildings in attila and attaching them.
Alexandria38  [author] 30 Sep, 2017 @ 2:43pm 
Yes all the recruitment in my mod is done obviously but if you put the units in Atilla, you'd have to redo all of it with Atilla buildings.
Alexandria38  [author] 30 Sep, 2017 @ 2:42pm 
You wouldn't have to redo everything, just redo everything in the startpos file.
Tweak creates startpos > you edit that startpos in PFM. If you messed anything up in Tweak, you have to make a new startpos where the messup is fixed. New startpos means everything you edited in the other startpos doesn't matter and you have to do it again.

For example, I can't set mercenary recruitment in Tweak or PFM, it has to be within the startpos file, so that is the absolute last thing I'd need to do. Currently there is a settlement in my mod which should be a grain settlement but isn't. Making a startpos file where it is fixed would mean redoing all of the mercenaries which took me 2-4 hours.
callyera 30 Sep, 2017 @ 2:42pm 
I havent looked too much into that but don't you just have a big list of units applied to buildimgs? Or is it more than one file
Alexandria38  [author] 30 Sep, 2017 @ 2:40pm 
My main concern for time, porting the units, would be applying them to buildings for recruitment. That is a long tedious process, and then theres something like 180 units in my mod, so it's even more long and tedious.
callyera 30 Sep, 2017 @ 2:40pm 
Why would u have to redo everything after one mostake?
callyera 30 Sep, 2017 @ 2:39pm 
Yeah. I'm going to port over the units and then if everything u said takes a while I might just try to piggyback off of something like terminus as a way to play it. Or antiquity or ancient empires.
Alexandria38  [author] 30 Sep, 2017 @ 2:31pm 
Basically there's 2 parts to making a mod this huge: creating the map, factions and all starting ownerships/armies/leaders/relations, and then modifying how battles/morale/money/diplomacy works. For the former you use TWeak which is their mod tool, and the latter you use PFM which you've done before. If you change ANYTHING in TWeak, to see it in game you have to create a startpos file from TWeak. Some things can ONLY be edited in the startpos file using PFM, which means if you mess up a starting position after setting every mercenary on the campaign map (which you have to do PER UNIT PER REGION) you have to redo all of that just to fix, for example, a town center not being a grain settlement, because you had to make a new startpos file.

TL;DR there is a massive potential for failure and hundreds of hours involved. Good luck.
callyera 30 Sep, 2017 @ 2:24pm 
Yeah idk how hard that is but I'm pretty sure I can just learn it...or if u eventually want to mod again u can take a walk at it.
Alexandria38  [author] 30 Sep, 2017 @ 2:19pm 
You're going to port over the entire mod? That'd require you to remake the whole startpos.
callyera 30 Sep, 2017 @ 2:19pm 
Well its awesome u were able to do this. It's cool with you if I try to port it over right?
Alexandria38  [author] 30 Sep, 2017 @ 2:13pm 
That's cool, I suppose. I'm really not interested in doing /anything/ related to modding this game for at least a year. I had to force myself just to finish this thing and I am just sooo done.
callyera 30 Sep, 2017 @ 12:06pm 
Btw I figured out how to port ur units over to attila.
Alexandria38  [author] 30 Sep, 2017 @ 10:56am 
I think he wants morale to be completely removed, which you can do as long as you delete all the tables in my mod which change morale, then activate a mod which removes it.