Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Sparta Anonymous Roster Expansion (SARE)
79 Comments
Azteca15 28 Apr, 2018 @ 2:10pm 
Any chance you could update the mod?
ArcticFish123 8 Jan, 2017 @ 8:26am 
does it work with campaign
[*VGS*] Italian Player -NIS- 23 Nov, 2016 @ 12:27pm 
Mod very beautiful, fantastic unit. I included some of them in a naval mod for personal use that now I would like to publish. I will give all credit for your work. Many thanks.
ErsterSpeer 16 Sep, 2015 @ 11:22am 
is this dead?
ErsterSpeer 21 Aug, 2015 @ 12:47pm 
hi there. i noticed that some men of the perioikoi pikes dont have chest armour and the new Bronze Pike Men ar not in the UPC Project. Could you update it please?
TallestDavid 2 Jun, 2015 @ 4:04am 
does this reskin the vinalla units? or do i have to look for one seperate?
Black Templar 1 Feb, 2015 @ 7:30pm 
hi!
pleas make a reskin only so you dont need to update it
jayful 22 Nov, 2014 @ 5:33pm 
Please update to patch 16
Kaplan 21 Nov, 2014 @ 4:29am 
I want stronger Spartans. One autor uploaded a mod but he deleted it recently. Can you give to sparta heroes melee attack 200, weapon dmg 35. Royal spartan atttack 150, damage 30, lancer-fighter??? attack 100, weapon dmg 25. Thank you

ErsterSpeer 2 Nov, 2014 @ 3:44am 
I have finished them. Thank you for these great units and the permission to do the icons!!!
ErsterSpeer 24 Oct, 2014 @ 5:34pm 
Thanks again!!! If I am done I publish the icons there and let you know.
V3  [author] 24 Oct, 2014 @ 3:44pm 
@Zero 1.Spear
Sure be my guest.
ErsterSpeer 24 Oct, 2014 @ 3:25pm 
I want to ask for permission to make icons in "Normal" - Style for your mod. You can see what they will look like and what I have done so far here: http://www.twcenter.net/forums/showthread.php?635925-Rome-II_Units-Icons-%28v-1-7%29/page27 thank you!!!
ErsterSpeer 22 Oct, 2014 @ 12:33pm 
Awesome Mod!!!
V3  [author] 1 Oct, 2014 @ 6:11pm 
Fixed EARE so I went ahead and merged them into a single pack, setting up the workshop listing with screenshots, etc. Will have it made public tonight.
WarPig_Bane 1 Oct, 2014 @ 10:20am 
hurry up and merge all your unit roster expansions, im tired of DeI and Radious mods, i just want moar units added to the vanilla base game now....But anyways, gooob johb.
V3  [author] 16 Sep, 2014 @ 2:35am 
Appearance changes, stat balancing, cost balancing, and with patch 15 you wont even be able to recruit the new units as well as possibly having a CTD in battle with the animation change they've made.
dimitili 15 Sep, 2014 @ 11:04pm 
Smarmy i have the old version of Sare...should i keep it until u merge ur mods...what differences does this one have with the old in units?
V3  [author] 15 Sep, 2014 @ 9:38pm 
All mods updated for patch 15 beta and ready (hopefully) for EE release.
V3  [author] 5 Sep, 2014 @ 12:31pm 
A merger pack will be coming soon, I just don't know when I want to go about combining them. Likely before I start to make major changes to save myself the trouble, so... ehh, probably after patch 15 and emperor edition drops I'll upload my changes the day of so all my mods will be compatible. I'd like to bring them all up to par with SARE in terms of "relaunch" material where everything is cleaned up and new screenshots are taken, and then merge, but that might take too much time. Separating after making additions would be far too much trouble too. I want people to be able to pick and choose which unit pack they want still, so the best bet I guess is to save the merger for last.
V3  [author] 5 Sep, 2014 @ 12:29pm 
Just a little heads up, I'll post it here I guess. All of my mods are being updated, or are updated at the moment, I just haven't uploaded them yet. I'm trying out the patch 15 beta and have gone through and made them all compatible, and updated their tables so they should no longer appear as outdated. I've also updated the land unit qualities tables since CA apparently made major changes to that, I don't know when, so these units will be better utilized by the AI and in autocalculation. I've done stat balancing as well but it's not yet 100% coverage, units should still perform fine but some units have buffed in vanilla and elite units especially have had their costs dramatically increased. I plan to make a few additions and changes here and there, depending on how things go, and also at least one removal. The elite classical hoplites in AARE will be removed since CA went ahead and gave Athens the exact same kind of unit.
MangyMinotaur 25 Aug, 2014 @ 5:13pm 
Very very good, thank you sir
Sebidee 19 Aug, 2014 @ 6:31pm 
Wow dude, thanks for the recommendation. You know I probably wouldn't be making unit mods at all if it wasn't for your excellant Pontus expansion. Thanks for doing open source too!
Fury Road Warrior 18 Aug, 2014 @ 12:42pm 
Thank you for this!
Malik Ramo Beed Al Ba'al Boomie 17 Aug, 2014 @ 5:25pm 
smary
your back yeah
Rct.Redguard [16th IR] 22 Apr, 2014 @ 11:29pm 
update!!!!!!!!!!!!!!!
Saltycow 6 Apr, 2014 @ 9:48pm 
update
The Clap 27 Mar, 2014 @ 10:45pm 
I use this mod all the time, I love it. But recently i can't use it anymore. Maybe it needs to be updated? I'm not sure...
shadowborg 3 Mar, 2014 @ 1:21am 
the unit cap is no longer working... eny idea why?
Valen 13 Feb, 2014 @ 11:49am 
What level caps did you remove, because I'm not seeing any difference. Also I'm running Cat Masters Roman Cohort mod which increases unit sizes and the units that you've added only 80 troops where most of the other units aside from missile and cavalry have 240. If you could make this compatible with Cat Masters mod thatd be awesome because I really like your mod.
Viper 11 Feb, 2014 @ 4:55am 
this updated for 9.1 ?
weedsk¡™️✌ 10 Feb, 2014 @ 1:36pm 
Fking Nice!
[Razorblade] 8 Feb, 2014 @ 1:15pm 
I tried the same as Rory but my entries in "db" are still red and the still remain red if i click "game" and "update all current"
[Razorblade] 7 Feb, 2014 @ 4:42am 
Hm, don't get it, anytime i try to change something the game crashes xD But I really have no clue how it goes
Rozza 3 Feb, 2014 @ 1:20pm 
I see, thank you for your help.
I realised that I havn't downlaoaded the latest schemas, after doing so it all works out fine. So there is your solution if anyone is having similar problems
Thanks again Smarmy, your mods make rome2 much better for me. Hope you get time to release more !
V3  [author] 27 Jan, 2014 @ 7:47pm 
If it's red that means the PFM can't load the table, but I checked with both versions of the PFM that I have, 3.1.2 and 3.1.8 and both load the tables fine. There may be some problem with your installation of the PFM, it doesn't have the information it needs to load the tables.
Rozza 27 Jan, 2014 @ 8:31am 
Thanks for the prompt response, It seems all entries under 'db' are in red text, and when i click on them it does not display the table in the right-hand-side window. Using pfm v 3.1.8. Any help would be appreciated
V3  [author] 26 Jan, 2014 @ 4:02pm 
You have to change the 'man_animation' in the land_units table, changing "rome_man_spear_sword" to "rome_man_spear_shield".
Rozza 26 Jan, 2014 @ 2:14pm 
hello, how do i remove the sword/shield animation for spartan hoplites, rather have them just use the spears.
I've tried deleting the animations tab in pfm but it doenst seem to do anything :/
sab140793 23 Jan, 2014 @ 8:58pm 
Awesome units thanks
V3  [author] 11 Jan, 2014 @ 3:54pm 
@RaweX
Afraid not, R2 doesn't have the unit stats for multiple weapons like R1 did, it's purely aesthetic.
giorgos044 9 Jan, 2014 @ 7:23am 
Add more corinthian helmets
RaweX 8 Jan, 2014 @ 11:47am 
Does it change their stats, like dmg for example, if they switch from spears to sword in melee? Or is it just visual?
V3  [author] 29 Dec, 2013 @ 7:14am 
@n-tomo
I'm not sure what you're asking for but those shields are already in the mod, that's why they're in the screencaps. If you're asking me to make another version of SARE that limits a reskin to JUST changing the shields? You'll need keep trying yourself, it's not hard once you get into it, just consumes time. And time I don't have a lot of right now, work is exhausting and I can't make a mod for every request. You'll find it much more satisfying once you can make these changes yourself, then anything else in the game you want to change will be within your grasp.
n-tomo 23 Dec, 2013 @ 7:33am 
Hey Smarmy.....Me again. I looked at the files and I know how to do it now, I didn't realise it was this simple but the PFM never 'responds' and I can't save. I love this mod but I really want those shields, they look brilliant, could you make this mod with the shields in the images or make a mod with these alone? If you don't ask, you don't get. If you could that would be awesome. Thanks.
n-tomo 22 Dec, 2013 @ 7:03pm 
Okay, thanks for being patient and explaining....I'lllet you go now. Thanks and great mod ;)
V3  [author] 22 Dec, 2013 @ 7:01pm 
Errrrk, you really should look up the tutorials on TWC. If you've never modified a variantmeshdefinition before it's going to take me a paragraph or two to explain the process. But, basically, you take that code and put it in the shield slot for a given unit you want to use it. If it's the only entry they'll only use that shield, if there's more than one then they'll choose between the different entries.
n-tomo 22 Dec, 2013 @ 6:57pm 
What do I do with it?
V3  [author] 22 Dec, 2013 @ 6:56pm 
That code I posted, minus the quotes, is taken directly from the variantmesh definition for one of my spartan units. That's the code you use to tell them to use that shield.
n-tomo 22 Dec, 2013 @ 6:46pm 
I'm no modder and fairly useless at changing files. Is there an easy way of getting them? Thanks for the responses too.