Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Rome: Total War Complete Overhaul by Cody38 - PATCH 17 ONLY
   
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Tags: mod, Overhaul
File Size
Posted
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128.295 MB
10 Jun, 2017 @ 12:08pm
28 Oct, 2017 @ 3:40pm
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Rome: Total War Complete Overhaul by Cody38 - PATCH 17 ONLY

Description
MUST BE ON PATCH 17 TO PLAY! Patch 18 broke this mod, and I can't fix it. Go to your library, right click Rome 2, Properties, use the drop down menu to select patch_17

I've reached out to multiple people and even tried updating this myself, but I can't figure out the cause of my units breaking with the patches. I've referred to units that currently work on Patch 20 and my units are set up the same, yet they don't work.

Believe me I've tried updating it, but the only way I can see it getting fixed now is entirely remaking it, which I will not be doing.


Ave! Welcome to my total conversion mod, modelled after the first iteration of Rome in the Total War series!
After around 850 hours in the game and a few unit creation mods under my belt, I decided I wanted to do something big, and something that hadn't been done yet. Over the past year or more I've worked on this mod on and off, and I've since added 200-300 more hours of in game time pretty much just from testing small things I changed. This has been a long time in the making as you may know, if you subbed to my custom battle demo a few months ago. Now, onto the bigger stuff.

The mod was made and balanced with “very hard” difficulty setting, I don’t actually know what difference the difficulty makes. This mod was made on the normal campaign, not Imperator Augustus or any of the DLCs
Some of the main features include:

1. Most prominently, the campaign map starting positions have been set while using the first game’s map as reference. All 20 of the original factions are included in full unit, color, and flag details. Baktria is a bonus addition with all custom units, due to the fact the original map didn’t extend as far east.

2. Second most, I have added every single unit from the original game and balanced them using Rome 2’s units as reference. This includes the ~20 mercenary units from the first game, which have been assigned to provinces all across the world.

3. Because the base game doesn’t have settlements which start under the control of rebels, I had to improvise. 40 factions have been renamed and recolored to function as rebels, and given the “rebel” culture. The most they can do is spawn a general unit and defend their territory with their garrisons. They don't spawn armies. Unfortunately I couldn’t disable their diplomacy so they may be a bit wonky. They start with a -200 relation with all other factions.

4. Battle morale tables have been edited in a way that makes the combat more like the first game, units can break and run at fuller numbers if their morale is too low, and they have the possibility of returning to your command should their morale stabilize.

5. Due to the fact that most “hoplite” units in Rome Total War actually functioned as pikemen, I have made them into pikemen in my conversion. However, they aren’t as powerful as base game pikemen, the front lines of the unit will almost always have a few men using swords. Pikemen are still the best units for frontal engagements, but their efficiency at holding a line depends on the unit’s “tier”. For instance, Spartan pikemen are much better at holding a line than Militia Hoplites.

6. Most factions didn’t have enough units to justify the number of recruitment buildings that are involved, so the higher level recruitment buildings simply allow you to recruit your units with higher experience levels.

7. All factions have been given 4 levels of naval units, and I don’t plan on getting more in depth with navy. You can supplement your navies with land units if you want.

8. This mod is 4 turns per year, one turn per season like the original game.

And those are just main features. There are smaller touches, like the music, pikemen starting with pikes in their hands, disabling forced march, and even roads increasing your movement distance on the map (I can thank my friend Turquoise_Falcon for that).
And thanks to my friend Kit for making all the unit cards, as well as helping me test the mod.

I wouldn't recommend using any mods with this as it changes a large amount of the game. if you're coming across an issue, disable your other mods.

If you come across any bugs, please post in the “Bugs” sub forum below. Any questions about the mod or general comments, just comment below. DO NOT ADD ME TO COMMENT. I will not accept your request

Enjoy!
Known bugs:

Not really a bug, due to the size of the mod and the scope of things I changed, crashes are bound to happen now and then. A common crash is after you've ended your turn and the AI is taking theirs, but every time that's happened to me so far reloading fixed it. So save often.

Also not a bug, every region starts at 0% of all cultures. I did this because specifically balancing each province to be the correct culture would have taken possibly days when I could just have it all start at 0% and level out by turn 5-10. I reduced the public order penalty for other cultures by 50% to compensate.

None of the factions have starting armies due to a bug in the game, if you have custom units as the garrison (which I do for every single unit), it takes several turns for the garrisons to be at full strength when starting a campaign. If given starting armies, you could just go conquer undefended settlements within the first couple of turns.

1. The Continue Campaign button on the launcher may cause a crash upon ending your turn. I have no idea how I would fix that.

2. The industry buildings you can create in minor settlements say something about Roman diplomatic relations as their effects. It doesn’t actually do anything but it’s there and I don’t know why.

3. One of my friends' game would close upon ending his turn, however "Verify game cache" on Rome 2 in your steam library magically fixed the issue for him. It worked fine for me and 2 others.

Sub Mods:
No AI agents
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=946962895

No fog campaign battles
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=946962840
Popular Discussions View All (2)
8
24 Jun, 2017 @ 11:38am
Help?
gekkenhuisje
5
30 Oct, 2017 @ 8:39am
Bugs
Alexandria38
214 Comments
Alexandria38  [author] 14 Nov, 2020 @ 10:28pm 
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.