Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome: Total War Complete Overhaul by Cody38 - PATCH 17 ONLY
Showing 1-10 of 15 entries
< 1  2 >
Update: 28 Oct, 2017 @ 3:40pm

Roman and Legionary cav now have different unit cards

Seleucid Empire now properly gets 2 Silver Shield Pikemen in level 4 towns.

Briton Heavy Chariots are now 4 ranks deep, which should resolve them getting stuck at the boundary of the map when reinforcing.

Loose formation has been added to all units.

I'm going to try to make the AI actually use War Cry.

Update: 29 Jun, 2017 @ 3:24pm

Added wedge formation and cantabrian circle to all cavalry which had it in the first game. I didnt give cantabrian circle to the chariot archers because they wouldnt actually fire when it was active.

Added new ability "war cry" to most barbarian infantry, every one that had it in the first game. This ability increases morale by 40% for 30 seconds and melee attack by 25% for 30 seconds

Changed the British swordsmen unit's card since it was the exact same as the chosen swordsmen

Removed barbarian infantry from the British roster as they shouldnt have those

Added Warband to Germani in custom battle

Update: 26 Jun, 2017 @ 4:02pm

Gave Baktria siege equipment, whoops

Chariots are now recruited from siege workshop

Reduced the AI's urge to buy mercs by a LOT

Increased the Mercs' recruitment costs by 25%, upkeep is the same

Reduced the armor of Bactrian infantry and Baktrian Heavy Skirmishers

I missed Scythia when I made major factions unable to go without regions, so that has been fixed.

Update: 20 Jun, 2017 @ 10:57am

Added missing unit card for Libyan Spearmen

Major factions can no longer be regionless, and attrition taken from being regionless is much higher.

Update: 18 Jun, 2017 @ 1:18pm

Further improved the AI. They will actually initiate sieges more often now, and defend their walled settlements more often. Their prioritization of recruiting has been increased as well as their aggressiveness.

SPQR can no longer recruit urbans and praetorians, but their garrison has been SUBSTANTIALLY improved. The armies which guard Roma will be composed of Hastati/Triarii/Principes or Legionaries.

Update: 17 Jun, 2017 @ 8:12pm

Removed confederating and liberating and replaced them with the option to create client states as all factions. The barbarian factions could simply confederate with all the rebels around them early on and it was quite stupid.
The AI also liberated factions quite frequently, which brought base game factions which couldn't recruit units into the mix.

Changed all chariot unit's rank depth to 3, might have caused reinforcing chariots to get stuck out of bounds and block all reinforcements

Update: 17 Jun, 2017 @ 4:40pm

Fixed Germania not having access to Warband. man people don't play barbarians do they?

Update: 17 Jun, 2017 @ 3:54pm

AI should build more military infrastructure, prioritize paying for military more

Removed a bunch of ranged units from level 1 barracks

Armored hoplites no longer have invisible swords

Made different unit cards for Eastern horse archers and Persian horse archers so they don't share one

Chariot archers now have a description

Mercenary Arab cav now has a mask on their shield (the color that changes per faction)

Desert Cavalry and Nubian Cavalry have been rebalanced to reflect their tiers/cost

Egyptian generals can now be recruited as Chariots

Roman gladiator units have had their melee attack reduced

Warband is now 300 instead of 350

Update: 14 Jun, 2017 @ 11:15am

Late game, the AI was making armies entirely out of mercenaries, so I made mercenaries spawn slower and have a lower capacity of availability in all regions.

Armored hoplites have been updated with the bronze chest plate instead of linothorax

Update: 11 Jun, 2017 @ 8:01pm

Added Numidian recruitment, somehow I missed that