Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Athanasios' Ultimate Fixes
558 Comments
Aslan Ponto 8 May @ 7:09pm 
Hello, I am struggling with a startpos.esf that I have created. It forces me to verify the integrity of the game files everytime I turn it off, could you help me with this, please?
Mattias 8 Feb @ 11:17am 
I've seen the retreating ai behave differently, they seem to stop in their tracks during certain sieges. Not sure if it this mod or the game in general
Nick 12 Jan @ 9:17pm 
Unfortunately this fixpack is not compatible with Faction UI Overhaul.
Otho 24 Sep, 2024 @ 1:32pm 
Pretty sure this and all his other mods are long abandoned guys
Belad 15 Sep, 2024 @ 10:18am 
Hello, thanks for this mod it helps a lot, are you still updating it by any chance?
There are 2 bugs I found that would need a fix if you ever have time to look at it.

The first one is about the 5th tier bonus objective called "Lend Me Your Ears" for the Dacia (Imperator Augustus) campaign where it requires to research the Civic tech "Multilingual". Unfortunately, after completion the objective will never be validated, making it impossible to get the sweet reward it should give.

The second one is about the Household object "Drinking Goblet", when receiving it, the event message says that a General received it. However, it actually can't be found in any general's object pool and will be available only for Champions, but if given to the champion the +1 Authority bonus won't apply rendering it useless...
Stix_09 20 Aug, 2024 @ 4:14pm 
u can mod tpy easy yourself ,by starting a campaign and editing the save file
Forum Post on twcenter [www.twcenter.net]
mini_lancer 11 Jun, 2024 @ 9:28am 
hi there, would you consider doing different TPY versions for this mod? Returning to Rome 2 after a while and would love to try the Grand Campaign again but in 2TPY/4TPY...
Peter griffin 23 Feb, 2024 @ 4:53pm 
the fixes aint working at all
Tyler 14 Nov, 2023 @ 10:10pm 
does this give aurelian his missing sword
Soviet Arvaraad 8 Nov, 2023 @ 7:56pm 
Can someone PLEASE fix the goddamn dogs AI? It just breaks during any battle with walls or if the unit they're chasing leaves the battle they break and stand in one place the rest of the battle making them a useless unit effectively in any siege, not to mention the pathfinding breaks thats constantly happen.
Nicolas 10 Aug, 2023 @ 5:32am 
What fixes are contained in the latest update (17 march 2021)?
Athanasios95gr  [author] 14 Jun, 2023 @ 2:29am 
Steady
KingBelowMe 13 Jun, 2023 @ 7:51pm 
sup sup! how's the progress going with the project?
Otho 5 Jun, 2023 @ 6:45pm 
@Athanasios95gr That's actually how I had it set up in my load order when I was experiencing the crashes, but when I remove AAA Generals the crashes seem to stop
Athanasios95gr  [author] 4 Jun, 2023 @ 11:43pm 
Try placing AAA on top of my mod in the mod load order of the launcher
paranoico 4 Jun, 2023 @ 10:56pm 
@otho this mod changes some generals stuff
Otho 4 Jun, 2023 @ 1:19pm 
Any idea why this would be incompatible with AAA Generals? I seem to be getting multiple CTDs whenever attempting to use them together
paranoico 26 May, 2023 @ 5:41am 
love u
Otho 16 May, 2023 @ 6:39pm 
Alright, thanks for quick response!
Athanasios95gr  [author] 16 May, 2023 @ 3:05am 
yes
Otho 15 May, 2023 @ 8:55am 
Is this version save game compatible?
walotfromtheO 8 May, 2023 @ 3:15pm 
yea, I tried it with attila too it took pretty much any fix
Athanasios95gr  [author] 28 Apr, 2023 @ 4:41am 
not compatible with overhauls unfortunately but if you place it last in the load order you may receive some of the fixes
walotfromtheO 28 Apr, 2023 @ 3:09am 
compatible with radious mod?
KingBelowMe 21 Mar, 2023 @ 3:22pm 
Been doing a couple playthroughs with both mods... I do like the WIP one most, mainly because of the 4TPY. It must be hard to re-balance the game with that... but it's sorely needed. i like what you did with the temples in the WIP as well. sadly it's like a butterfly effect core game mechanics. but like you suggested, i'm just using this one going forward while waiting for the finished up one
Athanasios95gr  [author] 18 Mar, 2023 @ 1:11am 
Use this one preferably, the other one is just a work in progress.
KingBelowMe 17 Mar, 2023 @ 7:10pm 
ok great! which one do you suggest i use now? still the fixes and grand campaign one?
Athanasios95gr  [author] 17 Mar, 2023 @ 1:36am 
Working on it every day.
KingBelowMe 17 Mar, 2023 @ 12:51am 
how far along is this new mod? because i just re downloaded rome2 and remembered ur fixes were a big help back in the day
Athanasios95gr  [author] 22 Feb, 2023 @ 12:15am 
Exactly
BELISARIVS 21 Feb, 2023 @ 8:15am 
Good! Thank you! Is it the Anagenesis Mod?
Athanasios95gr  [author] 21 Feb, 2023 @ 12:43am 
Sure. But in the new mod I am working on at the moment, which includes all sorts of historical fixes like the one you described.
BELISARIVS 20 Feb, 2023 @ 3:00pm 
Hi! Thank you for this great mod. May I suggest you this: in Empire divided, almost all roman units use regular gladius. It should be replaced by spatha because during this time period, gladius were no longer in use. Do you think you could fix this?
Isofuse 14 Jan, 2023 @ 9:56am 
The amount of work done here seems insane, thank you. Poli kali doulia, mpravo!
Mr. 19 Dec, 2022 @ 3:39am 
Thanks for great mod!
Athanasios95gr  [author] 11 Dec, 2022 @ 1:22pm 
Maybe one day, I do like extended slots myself as well
dinamite1970 11 Dec, 2022 @ 12:07pm 
Got it, so unlike Atilla, Rome 2 settlements that do not have a port are capped to 5 slots in capital and 3 in minor ones. There is no way to change this, unless you did some heavy coding?
Athanasios95gr  [author] 11 Dec, 2022 @ 11:47am 
It's not clear to me what you are asking exactly.

In Attila I fixed the missing slots. That's because in Attila the game is designed to so that cities always get 6 slots and towns always 4.

In Rome 2 (except ROTR) only port cities have 6 slots and port towns have 4. Non-port cities only have 5 slots available and non-port towns 3.

So it's intended by game design that cities like Rome only get 5 slots.
dinamite1970 11 Dec, 2022 @ 9:49am 
Hey @Athanasios95gr, sorry to bother you again, I've already made a request for the Attila version of this mod, but I noticed this bug numerous times in multiple campaigns. When you expand your building slots with pop surplus it's supposed to show new unlockable slots, until all slots are filled (6 for province capitals and 4 for minor settlements). However some settlements and sometimes full provinces aren't showing the option to unlock all the construction slots. Any idea why that might be happening, and if so could you include it in this mod? P.S. I checked the growth meter and it shows that there isn't any growth rate or accumulated growth in the province, might help.:steamthumbsup:
Emiya 28 Oct, 2022 @ 11:22am 
Hi, any plans on including aqueducts on IA and ED campaigns?
Athanasios95gr  [author] 6 Oct, 2022 @ 4:13am 
Anyway, I don't know what they had done in that patch but I made Athens and Massilia republics in this mod, as well as most WoS factions that were obviously not kingdoms in the classical age.
Ratich 6 Oct, 2022 @ 12:35am 
Athens and I believe Massalia used to be Republics in the Empire Divided patch now they are Kingdoms
Athanasios95gr  [author] 5 Oct, 2022 @ 12:19pm 
Which factions?
Ratich 5 Oct, 2022 @ 11:34am 
Does this mod also revert the changes to government types made in Rise of the Republic? A lot of factions that were Republics in the Empire Divided patch were made Kingdoms in Rise of the Republic patch.
Jacobheder 13 Aug, 2022 @ 7:26am 
scratch what i said the bug is permanent, tested with no mods, still happend, did a full reinstall and it has happend thrice back to back.
Jacobheder 12 Aug, 2022 @ 7:14am 
well s++t, i am currently playing a CiG campagin and have so far encounterd the bug on every occasion possible so it does not look good for me. thanks anyways
Athanasios95gr  [author] 12 Aug, 2022 @ 6:42am 
This bug is not able to be fixed with any modding tools at the moment. Maybe in the future.
Jacobheder 12 Aug, 2022 @ 2:55am 
do you know any mods that fixes the wall artillery not fireing bug, because based on a short look through the fixes with cntrl f this mod doesn't
Athanasios95gr  [author] 12 Aug, 2022 @ 2:13am 
Probably. Try placing the community patch on top though, in the load order.
Greymantle 11 Aug, 2022 @ 7:12pm 
Does this work with Community Patch for ROME II (v2.3)?