Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Footmen of the Steppe
44 Comments
Rob 9 May, 2021 @ 5:31am 
Thank you for this.
Der Griecher 2 Feb, 2017 @ 2:10pm 
is there a mod which gives swordsmen for scythia they really need swordsmen badly
MailZedong 27 Jan, 2017 @ 2:44pm 
Is this save game compatible?
TroyTactical 6 Nov, 2015 @ 2:09pm 
Also, do you plann to add steppe tribesmen?
TroyTactical 6 Nov, 2015 @ 2:08pm 
Do I just have to subscribe in order foor this to download?
hooseeme 6 Jan, 2015 @ 3:27pm 
Great simple mod. I don't have Black Sea DLC but just having 3 extra units adds a lot.
almond ⛧ 20 Oct, 2014 @ 1:09am 
thank you very much:CrossedBlades:
jayful 9 Oct, 2014 @ 9:11pm 
Thanks!
Javi_Wan  [author] 5 Oct, 2014 @ 11:51pm 
That problem should be fixed by now
adamrussell1994 5 Oct, 2014 @ 1:00pm 
I think this needs updated for emperor edition
Diamond No1 16 Apr, 2014 @ 6:16pm 
Thanks, glad someone made the simple vanilla foot soldiers available only without all the extra armoured units the guys are doing in the other mods, Steppe Warriors were always mounted only the peasant and village level warriors fought on foot.
Good Mod will subscribe & rate.
Javi_Wan  [author] 14 Apr, 2014 @ 3:01am 
What kind of problems are you experiencing? I have just tried this mod, in the launcher appear to be updated, and in-game seems to function properly.
Javi_Wan  [author] 22 Mar, 2014 @ 5:09am 
a quick question, are you using the last "stable" version or are you subscribed to the beta versions? If it is the second one, maybe my mod it is incompatible in some way with the beta. I suposse you have also tried to run both mods alone and together (without other mods actives). I think maybe there must be a "third party" interacting with them.
Javi_Wan  [author] 22 Mar, 2014 @ 5:02am 
It is really strange because i use a similar collection (a lot o mods in common) and the same faction mod and it doesn't crash to me. I have been also comparing both mod, and we only share one db table (custom battle availability) but we don't even share any entries so it shouldn't be conflicting.
Auriman 22 Mar, 2014 @ 1:13am 
I am running the mod with this collection and it works totally fine https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=235654958 . But when I change to use this all factions playable mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=187373962 instead of the Roman Houses mod, it crashes at the start. I checked it at the community's mod manager and seemed to have no conflicts whatsoever but I might be wrong. I will do a much better check some time soon when I have more time. Thanks for updating this mod, really appreaciate :D
Javi_Wan  [author] 21 Mar, 2014 @ 2:28pm 
@Auriman
if some units would be overwriting it should not give any problem, the game will just load the last. What faction mod are you using? I'm using this one and it doesn't give any crash https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=187373962
Are you sure its conflicting with that mod? i think the conflict could be with another mod who shares the same prefix in the db tables. I tried to use an unique prefix ( "Javste_" ) but maybe another mod is using it too, can you check it?
@melt_913
Rgiht now it should be patch 10 compatible
Auriman 21 Mar, 2014 @ 10:22am 
It is the basic crash at the start, might it be some units overwriting each other or something?
Javi_Wan  [author] 21 Mar, 2014 @ 4:13am 
I have been trying and it seems compatible for me, can you be more specific about the problem?
Auriman 21 Mar, 2014 @ 2:02am 
Your mod seems to be incompatible with All factions playable mod.
melt_913 28 Jan, 2014 @ 10:52am 
is this patch 9 compatiable?
Javi_Wan  [author] 16 Jan, 2014 @ 1:34pm 
@quaz601
Right now, because i haven't played that mod and I don't know the way the stats have been modified I am not planning to port it specifically to any other mod, however, if you manage to load my mod before the DEI mod, their stats shoulkd prevail over mine.

@EvilNed
I have just enabled the low tier unit to avoid what you say, to give their armies more variabilty without losing their uniqueness leaving the high and elite tier as they were. I also thought about what you said, but the only solution that came to my head was the use of units bounded to provinces, like the roman auxiliaries, however you have to own the region to have access to them, not just being allied or cliented, and they would be limited to that region. I don't have enought modding knowledge to do it in the way you say, althought I think that it could be done (and would be awesome)
EvilNed 16 Jan, 2014 @ 7:22am 
Giving Scythians and Roxolani each other's units kinda defeats their uniqueness, I think. But is there a way of modding it so that if you form a Confederation with them, you can train their units (álá Client States)?
Bishop 9 Jan, 2014 @ 6:21am 
anyway can I make a DEI submod version of this? the only thing I'll change is the Young Axe stats since DEI has its own stats for each unit I'll make sure you get all the credit
VitaminNo 6 Jan, 2014 @ 9:07pm 
Well done! Thank you! :behind:
Ellison142 16 Nov, 2013 @ 1:44pm 
Is it possible to get this updated for the beta patch 7?
Azure 5 Nov, 2013 @ 4:31pm 
I was more referring to a unique, top-of-the-line unit for Nomads, which would be cavalry. I just feel like Nomads don't have an end-game"unit to work for. Whereas other factions can tech up to get Companion Cavalry, Heroes of Sparta, or Praetorian Guard. For Nomadic Tribes, once you get to Royal Horse Archers you've hit the end of unit progression.

Aside from that, I would love to see some more infantry units for Nomadic Tribes as well. It gets boring when every battle you have with other Tribes is just masses of horse archers and lancers running around.
Javi_Wan  [author] 5 Nov, 2013 @ 8:32am 
do you mean elite infantry? I have already been thinking about it. But in my research there have been few historic evidences about how were the nomad footmen. Many resources talks about the armies were just cavalry. But other claims that a cavalry army could mean more than 30-40% of cavalry, maybe even 50%, so that mean that there were a 50% of footmen.
The same resources says that Scythian used as footmen some auxiliares comming from vassals kingdoms and nations. So based in that, proximity, and a bit of imagination, i have some ideas for extra units, with greek/eastern influence, and only recruitable in specified areas (Thats of greek influence in the Bosphoran kingdom areas for example, and the eastern ones in caucasus, a mix of them near Baktria)
Azure 4 Nov, 2013 @ 12:54pm 
Could you invest some time making an "Elite" unit for the Nomadic Tribes? Every other culture has some super unique unit group, so I think it would be nice to have an elite Nomadic unit.
Javi_Wan  [author] 2 Nov, 2013 @ 3:47pm 
It must be another mod that you have, because I have played with only "All Playable Factions" (steam workshop version) and the units don't appear buildable in the campaign. I have also opened it mod pack and it lacks the building_unit_allowed table which has the entries of the buildable units. If you are sure that you are using no other mod, maybe you are using a customized version of the APF.
shitonidas 2 Nov, 2013 @ 12:36pm 
lol they r in my campaign, i even fought battle with them just to see if they work in battle map as well
Javi_Wan  [author] 1 Nov, 2013 @ 4:34pm 
I always use that mod and they weren't available in the campaign (In custom battle yes)
shitonidas 1 Nov, 2013 @ 4:17pm 
just download the all playable faction mod people it has all the foot units for nomad tribes
OttoTheTigerTank 27 Oct, 2013 @ 5:40pm 
so when you gonna add new footmen units :)
Javi_Wan  [author] 27 Oct, 2013 @ 5:29pm 
@Samuël

In theory, as far as i have seen, they should be compatible. We share some features but not all, the common features will be overriden, but the differents will be loaded so there won't be no problem.
Samuël 27 Oct, 2013 @ 11:04am 
I just wonder whether this mod is compatible with AUM-ROM which also unlocked units but didnt balance them or make units available for many factions...
Vercingetorix 25 Oct, 2013 @ 12:54pm 
Can you make a druid unit for the arverni
rreicher 25 Oct, 2013 @ 9:30am 
Samuel, they weren´t. Maybe in patch 9...
Samuël 25 Oct, 2013 @ 9:11am 
Wait they werent available in vanilla? Wtf CA?
Javi_Wan  [author] 25 Oct, 2013 @ 5:31am 
@The_Germans_are_coming

I have played it alone and custom battle avaliability works, so maybe another mod that you are using and load later uses the same prefix for its tables and this may be the conflict cause.
rreicher 25 Oct, 2013 @ 5:12am 
i´m always wondering about not to be able to recruit these damn spear units. Thanks!
Kraut 25 Oct, 2013 @ 4:51am 
Mhmmmm I must be using some mod that conflicts with this one, because I can still not use them in custom battles. I`ll try to find out what is wrong.
Javi_Wan  [author] 25 Oct, 2013 @ 4:37am 
Updated: custom battle avaliability and added Steppe skirmishers to Roxolani
Javi_Wan  [author] 25 Oct, 2013 @ 4:21am 
I'm sorry, i'll update it. I didn't noticed it because i was using the "Playable Factions Mod" which add them to custom battles.
Kraut 25 Oct, 2013 @ 4:07am 
Doesnt work in custom battles.