Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

$$$Dei Revisited
35 Comments
mikey 3 Jun, 2023 @ 11:04pm 
is there a mod to help with public order
this game is crazy all i seem to be doing is fighting slaves and rebels and its not fun cant stand it really almost ready to change games.
Aristoxenus 24 Sep, 2021 @ 9:45pm 
Is there a mod for DEI that can give us more money quickly? Im at turn 8, playing as the Edetani, I have 2 regions, a poor income no matter the ressources I have and 9 units, while the AI who only has 1 region, 1 city can levy a 20 units in no time, what mod to use to fight the cheating AI?
Kase  [author] 26 Jul, 2020 @ 3:54am 
DEI has been updated.
RIP
inach96 12 May, 2020 @ 3:35pm 
It works with the Divide Et Impera mod.
The † Faith † 12 May, 2020 @ 1:24am 
does this mod work or what im confused
Kase  [author] 23 Apr, 2020 @ 6:04am 
Updated!
Kase  [author] 31 Mar, 2019 @ 7:31am 
DeI has been updated and now you will get ctd when starting a new campaing. I'm going to wait another quick update and then I'll update the mod and use the current damage model combat bases for this mod instead of the ones used in the past.
atahmiscija86 26 Mar, 2019 @ 6:54am 
when are the reforms?
Kase  [author] 24 Mar, 2019 @ 4:27am 
also the AI will need less prestige to increase level of imperium
Kase  [author] 24 Mar, 2019 @ 4:09am 
update
-Gave more money to the ai (ai is quite dumb so it needs this)
-I believe I succesfully reduced the diplomatic spam
-Increased money for sacking looting and razing. I found myself never using this options so I buff them and now it is worth it.
-Increased armies per imperium by 1 in 2 imperim levels. I found egypt in my game (land from lybia to siria) with only 2 armies and 1 fleet and it was actually because the Imperium limitation so I ease a bit on that. Now they inmediatly started to build the 3rd one.
I believe this change will make medium to big nations feel more powerful wich I like.
Kase  [author] 23 Mar, 2019 @ 3:48pm 
Updated.
Deleted "closer deployment zones" (thanks to kam2150 for the heads up)
Reintroduced the short pike to the 3 hellenic units (2 macedon 1 egypt), probably need some rebalancing, as of now I'm testisng it with 18dam - 2ap while normal pikes have 18 and 1.
Kase  [author] 23 Mar, 2019 @ 3:31pm 
Nice to hear, I'll remove it then, thanks
kam2150 23 Mar, 2019 @ 11:57am 
Closer deployment zones was already in DeI before but we decided to has more spaced deployment as close deployment makes spotting system useless. It takes away from the experiance.
Kase  [author] 20 Mar, 2019 @ 11:20pm 
Update.

bug fixed (table wasn't being read)
increased the amount of money you can ask for in diplomacy
sally out wasn't a 100% thing now it is
more money when looting, sacking and winning battles, also more slaves.
Implemented the mod "closer deployment zones". Props to the creator
and more little changes I can't remember
Kase  [author] 20 Mar, 2019 @ 1:22pm 
Update
More balance tweaks, mostly projectiles.
I hit the sweet spot with this update in respect to projectiles I think :D
Pharaoh 18 Mar, 2019 @ 4:52pm 
if you can figure out the cause of both these that would be great
Pharaoh 18 Mar, 2019 @ 4:51pm 
Also have you encountered any bugs with naval battles in rome 2? my coastal landings kept on glitching out on me for some odd reason boats just kind of tangled up and got stuck
Pharaoh 18 Mar, 2019 @ 4:49pm 
Oh yeah as Epirus I was really struggling with the diplomacy in DEI I was trying to get rome to come to the table but nothing happened are AI factions scripted to be at perma war with the player? Or was I doing something wrong
Kase  [author] 18 Mar, 2019 @ 3:14pm 
-More kv_rules tweaks, this time to make charges just a bit better (collision), and some bracing tweaks so now 7 rank has the full brace and every 3 more ranks has an extra bonus to bracing. This is to make use of the default 10 rank units, wich is the default for the infantry. Honestly you won't even feel the diference :epic:

-I want to believe that if now you reject an offer that offer will have more cooldown, but honestly don't expect it to work.


This is probably the last version so don't expect any more big updates for the time being though I would probably shadow update some tweaks here and there
Kase  [author] 18 Mar, 2019 @ 3:14pm 
Update.

-A lot more money after winning battles. Now you will think about free the captives I promise.

-Last version I implemented -AI improvement: Better & Rebalanced Campaign AI- but in this update I removed the majority of it, though I learned a lot in the process.

-Tweaks in the kv_rules and projectiles tables. Shields are better against projectiles, projectile dispersion reduced, accuracy, 1/3 of the damage reduction.. etc. BUT. I doubled the ammo of every inf range unit. What I want to acomplish here is to keep the overall damage and impact but in a prolonged time, like I said before I don't want my velites to fight for 3 min and then sit in the back line. I tested and it works well as far as I've seen. There is probably more testing and tweaking necesary though.

Kase  [author] 18 Mar, 2019 @ 2:36pm 
Do it, that's how I started modding :)
Wait an hour or so. I'm about to update this mod with the (luckily) final version
Pharaoh 18 Mar, 2019 @ 2:33pm 
*Perhaps
Pharaoh 18 Mar, 2019 @ 2:33pm 
PErhaps I could take a crack at replicating it.
Pharaoh 18 Mar, 2019 @ 2:31pm 
Ah ok I understand


It shoulden't be too hard to port it to vanila right? it's mostly just KV tables and ability tweaks
Kase  [author] 18 Mar, 2019 @ 2:27pm 
Soon I'll update the combat mod with the changes in here but It would only be compatible with DeI because It mods DeI units and Parameters. If you want a version for vanilla units I'm sorry but I have no intention on doing it, it is too tedious and I dont play vanilla.
Pharaoh 18 Mar, 2019 @ 2:23pm 
it's the best take on combat i've ever seen so far
Pharaoh 18 Mar, 2019 @ 2:23pm 
Hey kas 3 I was wondering if you could make a version of your combat mod that works with other mods
Kase  [author] 17 Mar, 2019 @ 10:22pm 
-AI improvement: Better & Rebalanced Campaign AI --- Implemented most of the mod to mine.
Props to the creator. Really good mod go check it out.

-Tweaked some kv_rules and made shields more useful against projectiles and overall nerf ranged a bit. I felt that playing as rome I could win battles before getting to melee, this nerf will amend that I believe. I plan on nerfing projectiles even more but increase the ammo so javelinmen and other skirmishes dont feel useless after the first 3min of the engagement. I want range units to have the same impact but in a more prolonged time, this I think would also make battles feel more alive.

-Final melee combat tweaks on kv_rules, on entity mass.. etc + the adition of the animations table from the mod: No Matched Combat(dead mod)
I'm very happy with the current combat

Kase  [author] 17 Mar, 2019 @ 11:27am 
playing using
AI improvement: Better & Rebalanced Campaign AI https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1494382256

This mod seems to be a must as of now
Kase  [author] 15 Mar, 2019 @ 3:35pm 
I'm trying to remove deployables from the game but I can't quite figure it out yet
Kase  [author] 15 Mar, 2019 @ 3:34pm 
Also made the 3 hellenic units that used small pikes use the normal ones.
Kase  [author] 15 Mar, 2019 @ 3:04pm 
Updated.
couple of tweaks in kv_rules
added the sally out feature (see description)
fixed a DEI bug where Antesignani unit didn't have swords
Kase  [author] 14 Mar, 2019 @ 3:35pm 
Updated.

-Managed to remove missions and family dilemmas.
-Quite a few tweak in balance. Mass revisited for almost every unit. Acceleration of every unit should feel more natural.
-couple of tweaks in kv_rules should make battles feel a bit quicker (barely noticeable) and better looking.
-Pike and hoplite combat tweaked again, I'm quite happy with the state of this units right now.
-Fiddle with CAI building and budget allocation to make the ai adjust for the mod. Now the AI should recruit more armies and the balance of power won't be so much in the player's favour.
-Rank depth revisited.
12 -> 14 except for pikes
8 -> 10
7 -> 8
Kase  [author] 12 Mar, 2019 @ 11:02am 
Updated.
-Tweaked building cost, recruitment, upkeep and corruption. Most of it through Imperivm level.
-Tweaked number of armies and navies per imperivm level. This is balanced for 41u/armies.
-Small nerf to hoplites and pike formation.
-Increased matched combat for better looking battles and also it makes the cav a bit better wich I like. DEI vanilla cav seemed a bit too underwhelming.
-Modded cai budget allocation to fit this overhaul properly. Seems to be working well.
I might release it as a standalone mod later on.
-Tweaked income bonus:
4000 for Egypt, Macedon, Seleucid
3500 for Carthage and rome
2000 for Challengers and 1500 for the rest

Pharaoh 11 Mar, 2019 @ 8:01pm 
Hello There's a reoccuring floating body glitch I get with this mod and not the combat mod

I believe this needs to be updated