Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Special Abilities Removal
   
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Tags: mod, Overhaul
File Size
Posted
Updated
347.047 KB
23 Oct, 2015 @ 8:39am
23 Oct, 2015 @ 11:43am
15 Change Notes ( view )

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Special Abilities Removal

In 1 collection by Beewiz
Rome II - Best mods to improve the Great Campaign
19 items
Description
This mod removes all special abilities for generals and units, except the formation ones (testudo, spears walls, etc...) and circumstantial ones (chant, screech, kill elephants). (Vanilla + all DLCs)

The units stats are adjusted in order to compensate the removed abilities.

My other mods:
- Melee Weapons Adjustment: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=540114521
- Missile Weapons Adjustment: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=540582273
- Faster Cavalry: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=540520862
- Mercenaries Cost Adjustment: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=539892424
16 Comments
Byzantine 4 Jun, 2022 @ 10:07pm 
Hi mate,
Do you think you will be able to make a mod similar to this but only removing the "kill elephants" ability, i am so sick of the AI killing their own elephants the second they run amock
Leunam 19 Nov, 2020 @ 4:17am 
Will it be updated?
Beewiz  [author] 19 Nov, 2020 @ 12:49am 
Nope
Leunam 18 Nov, 2020 @ 7:04pm 
is the mod up to date?
Byzantine 18 Sep, 2020 @ 9:20pm 
is there a mod which takes away kill elephants because i am sick of the ai killing elephants the moment they run amock
CrazyCatParents 20 Aug, 2018 @ 12:13am 
update please? this mod was critical for my enjoyment of the game.
General Jack Ripper 23 Dec, 2015 @ 7:49am 
Thanks. I'll test out the mod.
I do approve what you're doing with this mod. Have some rep.
Beewiz  [author] 22 Dec, 2015 @ 3:08pm 
My best advice is to try this mod. You will see how the battles are more tactical when you can focus only on the placement and maneuvers.
Beewiz  [author] 22 Dec, 2015 @ 3:06pm 
Yes, that's the idea. Not the full effect but indeed an adjusted effect depending on the frequency of use of the ability in battle. And yes, negative effects are also considered. Also, the same ability removed from different units has the same impact on each of these units.
General Jack Ripper 22 Dec, 2015 @ 8:21am 
I'm not looking for specific numbers, just trying to get a better idea of the changes made by the mod.