Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

McShooterz's Rome Bonus pack
279 Comments
xmascactus1993 2 Aug, 2024 @ 12:53am 
Thanks! Figured it was something like that. Great mod, appreciate the timely responses and fix.
McShooterz  [author] 1 Aug, 2024 @ 11:27pm 
Alright, the ships that changed from tech were not added to the buildings, so I should have fixed that so they will appear after researching the techs.
xmascactus1993 1 Aug, 2024 @ 9:11pm 
I'm seemingly unable to recruit them in my testing. Apologies if I've made a mistake. Tested with clean start, House Cornelia and Julia, Normal Difficulty, and only this mod above custom battle fix. Wemod for one turn tech to double check there wasn't a tech requirement in the management category. Is there perhaps a hidden requirement I'm unaware of?
McShooterz  [author] 1 Aug, 2024 @ 3:39pm 
I fixed the naval units so they are recruited in the campaign again.
xmascactus1993 1 Aug, 2024 @ 1:31pm 
I'm interested in how that'll effect compatibility, but this mod is good enough I already run it on a lighter list. Any chance we'll see a return of the naval units soon? Making Roman Navy viable is something precious few mods actually touch.
McShooterz  [author] 1 Aug, 2024 @ 9:53am 
Mostly lots of changes/bonuses in the Roman economic tech tree to make it more interesting.

Some small tweaks to building stats.

I added a chance to have children (all characters) on the Venus buildings, but I have no idea if it actually works because the game doesn't have any feedback for the value.

I probably should not have included into this mod, stat effects to army stances and increased the level caps to 20 for everything, but I did not feel like making a new mod for those.
xmascactus1993 31 Jul, 2024 @ 2:32pm 
So glad this is back! But what were the recent changes/updates?
Kooploop 6 Oct, 2023 @ 2:04pm 
Will there be a unit only version of this?
McShooterz  [author] 13 Apr, 2023 @ 3:22pm 
I am not sure if you can rename buildings in game. If you know how to mod, you can always make a copy of the mod and try to get the names working.
zorro 13 Apr, 2023 @ 2:06pm 
One question, can I modify the names of the buildings and they remain saved or would I have to do something else?
zorro 4 Apr, 2023 @ 2:04pm 
I have a problem, I don't get the names of the constructions.
McShooterz  [author] 2 Oct, 2022 @ 4:27pm 
The Imperial Auxiliary is just a tier 5 of the Auxiliary Barracks. The only thing special about it is that is is unique, meaning you can only build it if you do not current have one.
jalfordmatthews 2 Oct, 2022 @ 12:21pm 
imperial auxilliary building, how do i get it please? i can build basically every other building but i really want to recruit praetorian archers but can't yet, do i need to be an empire and/or have another building already in the province too?
McShooterz  [author] 30 Mar, 2022 @ 3:06am 
I finally got this working again.

I haven't gotten to all of the naval units, but the land units and buildings should be working like before in the Grand Campaign
Nomad416 17 Sep, 2020 @ 3:43pm 
A unit-only version of this would be great.
Imperator of Rome 12 May, 2020 @ 6:15pm 
And how long has it been broken?
BVod 13 Jun, 2019 @ 2:00pm 
Hey McShooterz, I was wondering, if you still modded for Rome 2, if you could make a just unit version of this mod?
D.S.S 20 Jan, 2019 @ 9:45am 
update please
mussangbak 19 Oct, 2018 @ 4:53pm 
update please please..
misterjuju 13 Oct, 2018 @ 2:28am 
update please
Renan Legio 13 Sep, 2018 @ 6:12pm 
UPDATE PLS:cleanhourglass:
CNMDSBTTV 25 Aug, 2018 @ 6:56pm 
update PLZ
miklu39 22 Aug, 2018 @ 7:18am 
oh yes... cool mod... i hope ,that it will be update soon...
Damien73(SAVOIE) 17 Aug, 2018 @ 12:50pm 
hello, could you please update this mod because I like it :steamsad:
Damien73(SAVOIE) 11 Aug, 2018 @ 2:10pm 
update please
Alexander The Greek 20 Jun, 2018 @ 2:18pm 
I just want to know if you work on it. Otherwise, inform me so I will delete my campaign with Kush and start new.
Charles Macleod 20 Jun, 2018 @ 12:45pm 
I have tried this on every Beta and no Beta at all, and it doesn't work on ANY of them. I have installed only this mod on the manager, and yet it still crashes.
Alexander The Greek 9 Jun, 2018 @ 7:52am 
Is it ready for use?
D.S.S 20 May, 2018 @ 10:44am 
if you can update it pls
Romgev 5 May, 2018 @ 6:25am 
still aint updated?
Charles Macleod 26 Apr, 2018 @ 9:09pm 
I have been using this mod for ages, but for reasons unknown, it has just stopped working. It did work on patch_17, after Empire Divided was introduced, but now, it simply won't work. Does anyone have any suggestions as to how to fix this?
unknon187 6 Apr, 2018 @ 6:47pm 
For some reason its not working for me a day after i installed it
Sire Chaussette Paillette 6 Apr, 2018 @ 1:06am 
I guess it will be long for you to get to update it! So thank you very much for your time! Your mod is awesome and I'm glad to see that after so many years you keep to take care of it
MOONBOY 31 Mar, 2018 @ 3:42pm 
please update my dear friend
vaughany1990 30 Mar, 2018 @ 5:47pm 
Please update! Amazing mod!!
Imperator of Rome 30 Mar, 2018 @ 1:25pm 
Should implement the Temple of Juno. Rome 1 had this.
McShooterz  [author] 30 Mar, 2018 @ 1:20pm 
Slowly, it just takes a while, because the mod is so big it takes a bit of work to fix.
Alexander The Greek 30 Mar, 2018 @ 11:28am 
are you working for update?
Augustus 28 Mar, 2018 @ 2:56pm 
Ok, I will look into it tomorrow, thanks for telling me what to do
McShooterz  [author] 28 Mar, 2018 @ 2:20pm 
I only play this game a handful of times a year, but I intend to keep playing it with this mod, yes.

Any of the old tables that are corrupt need to be replaced. An example would be inside the pack file, in the land_units_tables are 3 files, the BAD file to be removed, the land_units table for reference, and the rup_land_units for storing the mod units. To create all of the entries in rup_land_units you could look at the rup_unit_variants table to see all of the land units added, and find the closest units form the base game in land_units, paste them into rup_land_units, and renamed the pasted entry's "key" to the mod unit's "unit" value from rup_unit_variants.
Augustus 28 Mar, 2018 @ 1:29pm 
Btw, I will ask just from curiosity, do you want to update the mod also for yourself, or you don't want to use this mod anymore?
Augustus 28 Mar, 2018 @ 1:25pm 
Ok, so what needs to be done? We have to rewrite entries from data into the new mod?
McShooterz  [author] 27 Mar, 2018 @ 8:13am 
The whole thing exists in the pack file, using the cloud folder is for saving different versions over time. The raw data is most of what is in the pack file already, plus some extra stuff like icons broken down to reassemble into different icons.
Imperator of Rome 26 Mar, 2018 @ 7:10pm 
so.... it's the whole thing?
McShooterz  [author] 26 Mar, 2018 @ 5:51pm 
I created a google drive folder for the purpose of keeping different version of the mod, and the raw data. The link to the folder can be found in the mod description.
Imperator of Rome 26 Mar, 2018 @ 12:30pm 
Oh wait... there was that time where I edited the playable factions for Rome I, and turning on the command console for Star Wars: Knights of the Old Republic II: The Sith Lords... but that's it.
Imperator of Rome 26 Mar, 2018 @ 12:29pm 
I'd love to help rebuild it too as well as to help build the Greek, Egyptian and Carthaginian Counterparts mods I suggested.... but I don't know jack-shit about coding... I've never even edited the code in a file before.
Augustus 26 Mar, 2018 @ 10:18am 
If there were tasks that do not involve much skill I would gladly help rebuild that mod. Unfortunately I'm a beginner and I have never created a mod (only changed few) so you would need to tell me what to do.
McShooterz  [author] 26 Mar, 2018 @ 8:20am 
Unfortunately I do not have older versions. I updated pfm, resaved the package, and reuploaded it, but it appears that some tables are broken. Unfortunately I'll probably need to rebuild those tables, and the unit and building tables are very big.
Augustus 26 Mar, 2018 @ 7:34am 
After checking mod file using pfm it seems that some parts of db tables are corrupted I guess? I can't open few of them: battle_entities_tables, land and naval units tables, character_skill, some building tables and some campaing settlement tables. There are few more that can't be opened, but I guess it is easy to check what works and what doesn't. Do you have maybe a backup file of previous version of this mod?