Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Field Works / Deployable Fortifications Mod
92 Comments
SovereignArk 28 Jan @ 3:41am 
Ah, I see. Appreciate the reply :swbfrestrictivemindtrick:
Volcano  [author] 27 Jan @ 12:08pm 
I suppose it should, never heard anyone complain that it didn't (I don't recall, at least). Loading order should probably be this one on top, though, because this mod has a very small footprint.
SovereignArk 25 Jan @ 4:53am 
Does this mod works properly with DEI? and if so what load order should I follow?
Volcano  [author] 9 Feb, 2024 @ 3:46pm 
You can use it with Wrath of Sparta, it works, assuming that there are fortifications in the Wrath of Sparta campaign (I don't remember).
If ROS has fortifications, then it will make them stronger -- it just will not add the extra stuff for the Romans.
zeus 9 Feb, 2024 @ 2:15am 
hi how can i add them to wrath of sparta map only i play that map more than campaign map thx
Volcano  [author] 19 Jan, 2024 @ 2:43pm 
The mod adds more fortifications to the Roman side, but adjusts the durability of fortifications for all factions.
Antihanso9 19 Jan, 2024 @ 1:48pm 
does it works with other factions or just a roman exclusive???
Volcano  [author] 15 Jan, 2024 @ 2:48pm 
"-When Roman units fortify in the field, they now have much more fortifications at their disposal. The reason for this is because the Romans were masters of field fortifications, and they fortified often and to great effect, often fighting off armies many times their size. Now you can construct extensive defenses around your forts, which can grow exponentially larger with defensive type army traditions."
Antihanso9 15 Jan, 2024 @ 12:13pm 
how does this works?? i played in Empire Divided campaign and never saw the mod appearing please explain when and how this works
Volcano  [author] 18 Oct, 2023 @ 6:05pm 
Don't think so, this mod gave a lot more deployable fortifications, so that you could make semi-historically realistic fortified defenses, rather than one or two deployables (among other changes).
Yän 18 Oct, 2023 @ 5:02pm 
Was this the mod that replaces the short barricade walls to the tall spike walls?
ADM =) 14 Jan, 2023 @ 4:56am 
I believe it works, i got more deployables when hovering over the forify stance, have not yet tested it in a battle tho, thank you
Volcano  [author] 13 Jan, 2023 @ 11:36pm 
I think someone said that it does, but you could try it and see (it shouldn't hurt anything).
ADM =) 13 Jan, 2023 @ 2:20pm 
Hi, does anyone know if this mod works with DEI, or if there is a DEI version somewhere or something like this for DEI?
Volcano  [author] 11 Jan, 2023 @ 12:34am 
Well, probably anything could be done, but it would take a lot more work than I would know how to do, unfortunately. I am just a "numbers guy" that changes the existing data. :steamfacepalm:
Chuck Noris on bathsalts 10 Jan, 2023 @ 8:24pm 
Volcano, I don't know if you ever played medevil 2 total war. In that game you could set up forts like Warriordude is saying. You could also use agents to bribe enemy armys or something to that effect, joining you're side.. Also you could kill the generals which left the enemy (or your side) without a General and only a captin leadin the army.. Which made it much much less difficult to get the enemy army to join your side.... I've long wondered why in more modern TotalWar games you can no longer do any of this really...Though since it was in the game at one point, I do believe its possible to add back into the game, especially with how amazing the mod makers for total war are....Though I haven't the slightest clue of how to mod....Perhaps if enough mod makers get together the community could re-create some of the old school features for a modern era.
Volcano  [author] 16 May, 2022 @ 1:33pm 
No, sorry, no way to do that that I know of.
Warriordude 15 May, 2022 @ 11:51pm 
Is there anyway you can make a mod for any army to make a permanent Fort on Campaign map. I was thinking about this crazy idea I had to do away with all minor settlement garrisons and just have Capital garrisons and armies would have to either keep armies close to minor settlements or built forts to protect those settlements, that would in my opinion be more realistic that garrisons in every settlement, just not sure how the AI would act though?
Volcano  [author] 21 Mar, 2022 @ 8:22pm 
Thanks, glad you like it. Enjoy! :steamsunny:
Erectus 19 Mar, 2022 @ 9:17am 
I'm glad I found this. Always felt like fortifications were kind of useless but always wanted to use them. Nothing like setting your few fortifications up in one side of the town only for the enemy to decide to go another route for whatever reason. This seems balanced just enough to make the fortifications useful, thanks!
Volcano  [author] 19 Jan, 2022 @ 9:53pm 
Good question -- it was a long time ago, so I would have to dig it up and look it over. I recall at the time it involved a lot of back and forth experimenting, so I must of done all that for a reason. Try it with positive values and see what happens. :steamfacepalm:
diztortion 15 Jan, 2022 @ 5:17pm 
Volcano thank for the great mod. Question, when looking at the vanilla deployable tables, their values are postive. You have your values as negative. Oversight by CA or the deployable table stat mods work differently? The vanilla tables also leave stat mod column blank for deployable_brimstone and deployable_spiketrap. You have them filled in with stat_morale, do you think CA meant to put in stat_morale or maybe stat_health? I'm going to try some tests and see if I can figure out what's, what. Any insight you could give me on how the table works would be greatly appreciated thank you! :KneelingBow:
LuL 26 Oct, 2021 @ 1:11am 
Yeah and even the gave devs them selvs dident create it , so its kinda pathetic , like wtf.
Volcano  [author] 25 Oct, 2021 @ 10:22pm 
Well, why don't you try making a mod like that? The problem is that the game has certain limitations in its mechanics. Rome 2 was before CA started adding towers and such to fortified camp battles, so you would have to figure out how to do some serious modifications of either the game's code, or core data beyond "normal" edits of the database.. Good luck!
LuL 25 Oct, 2021 @ 9:13am 
why dont any of these baricade mods have anything cool ? like the roman towers u see on load in screens etc , i dont get it , dont people have any creativity for whats cool ? all i see is some large ass walls on all the mods , not tested this one yet but i read its just the same baricades upgraded , wtf so bad
Volcano  [author] 14 Apr, 2021 @ 1:30pm 
I have no idea. They could have copied this mod, who knows, but you might just have to try it with that mod turned on, then try it with this one, and see the difference.
Malata Societa' Official 13 Apr, 2021 @ 10:20pm 
it's same stuff?
Malata Societa' Official 13 Apr, 2021 @ 10:20pm 
have a sense if i use this mod whit this?
Realistic Roman Garrison & Barricading
Κωνσταντῖνος 20 Sep, 2020 @ 10:35pm 
Excellent, thank you. I use it everywhere else :steamhappy:
Volcano  [author] 20 Sep, 2020 @ 10:33pm 
It should work with almost everything, the changes are intended to have minimal impact on other mods.
Κωνσταντῖνος 20 Sep, 2020 @ 10:16pm 
Does this work with Divided Empire, as I playing with the Restitutor Orbis mod
lonewolf 1 Jul, 2020 @ 2:31am 
Somebody stole my sweetroll and some guy called me a milk drinker....
Volcano  [author] 23 Mar, 2020 @ 6:43pm 
OK, sorry to hear that. Oh well, enjoy the mod! :steamhappy:
Ratnips 22 Mar, 2020 @ 8:42pm 
my wife left me and i don't know how i can move on to another dog
Volcano  [author] 13 Feb, 2020 @ 8:18pm 
OK, thanks for the info.
Ronin01 13 Feb, 2020 @ 10:38am 
Tried it with DEI but the number and density of deployables in encampment stance are exactly
the same...
Volcano  [author] 21 Jan, 2020 @ 9:39am 
Hello, it should be compatible, since the mod makes very minimal changes. But then again, I suppose the best way to know is to just try it out together. If you still see the mod in effect, then it should be OK.
Cheeseman 18 Jan, 2020 @ 3:29pm 
Does anyone know if this wonderful mod is DEI compatible?
Volcano  [author] 1 Apr, 2019 @ 10:38pm 
Thanks, I don't think it is possible to have guerrilla deployments for the fortification, this is a unit ability.
LUISTHEBEAST360 1 Apr, 2019 @ 12:36am 
is there a way to add guerrilla deployment to the fortifications??? that would be dope! love the mod btw :)
Augustus 22 Jan, 2019 @ 3:51pm 
roman marching camps!
atarashiiwatashi 4 Jan, 2019 @ 5:36am 
ohhw, Let me say numerous fort for all faction please.I love galic faction campain.

gaul can learn how though war and war againgst roman!!
Kuronoshi209 12 Nov, 2018 @ 4:22pm 
Alright, thanks!
Volcano  [author] 12 Nov, 2018 @ 3:24pm 
It affects all factions, but it benefits the Romans the most (everyone has a little more and better fortifications, but Roman factions have the most numerous).
Kuronoshi209 11 Nov, 2018 @ 2:23am 
I'll try it, thanks for the mod. Quick question though, does this only affect Rome or also other factions (AI)?
Volcano  [author] 20 Sep, 2018 @ 2:40am 
Just an FYI to all...

For what ever reason, CA meddled in the recent update to Rome 2. In the Main menu, you will need to go to Options -> Mods, and activate the "Run user script mods" checkbox.

Not sure why they turned this off again, but I was +2 more turns into my campaign when I noticed all the script based changes were disabled, which prevents just about everything in my mods. :steamfacepalm:
Bran Mak Morn 23 May, 2018 @ 5:22pm 
Yeah, The Desert Kingdom's DLC and Patch 19, is where we are. Okay, I'll try it out. Cheer's!
Volcano  [author] 22 May, 2018 @ 11:22am 
I have lost track of the patch numbers. If you mean does it work with the most recent version then yes, it has been updated.
Bran Mak Morn 21 May, 2018 @ 11:09pm 
Is it open for Patch 19?
Bran Mak Morn 21 May, 2018 @ 11:08pm 
Oh, cool! I loved this before Patch 17! :)