Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

NOT Updated Siege & Artillery Overhaul for "Divide et Impera"
111 Comments
ZumBang 29 Apr @ 8:16am 
PLSSS UPDATE
Generalissimo 25 Mar, 2024 @ 5:08pm 
I remember this was one of the best mods that I got to enjoy.. Such a shame it didn't get an update because it was one of the best balanced and well thought mods out there.
I'm so anxious for this mod to come back that I think would actually give money to the creator..
Walzmine 30 Jan, 2018 @ 12:39pm 
please update for the actual DeI Version
Burns 26 Jan, 2018 @ 4:43pm 
Yes it most certainly would.
Stallion 5 Jan, 2018 @ 7:37am 
An update would be cool.
Sirandrewdrake  [author] 28 Dec, 2017 @ 7:16pm 
My skills modding skills are rusty Uknowho but I might update since I have some free time this weekend
Uknowwho 28 Dec, 2017 @ 6:00am 
update?
ColonelFury 1 May, 2017 @ 12:13pm 
we need a good mod with Springal's one of the best roman siege weapons
Archaon The Never-Chosen 27 Mar, 2016 @ 3:28pm 
okay unfortunate i liked what ballistas did although that pila thing is amusing if not dangrous to rear charge as you kill half your unit pinning the enemy as well lol.
Sirandrewdrake  [author] 27 Mar, 2016 @ 5:19am 
This mod has not bee updated in a long time, using it will certainly have weird effects at this point
Archaon The Never-Chosen 26 Mar, 2016 @ 1:50am 
look at heavy pila thrown by imperial legionaires they seem to insta kill everything like they are scorpion bolts.....
Neowolf 17 Jan, 2016 @ 6:46am 
Hi Sirandrewdrake.

Im modding a little Rome 2 myself. Never get bored looking at tables ;) But cant figure out how to let bastion equipment and the scorpions fire faster. i also would like to add more munition to siege towers. im glad they fixed the sieges for rome 2!

thanks
Sick#Rabbid 6 Jul, 2015 @ 9:35am 
Game Crashes at start, when this mod activated :/ maybe update!? :Helmeted:
I AM NELSON 14 Jun, 2015 @ 2:51pm 
I tested extensively to ensure this was the case, and it appears this mod dramatically increases the damage done by slingers (I did not test other missile units). Praetorian guard charging at one unprotected slinger unit were destroyed in seconds. I first noticed this when doing the historical battle of Cannae, in which a I shot at the unprotected flank of a Roman blob of Triarii. They were COMPLETELY slaughtered in secomds, along with my own men, on the other side of the blob, with their shields facing the slingers.
Sirandrewdrake  [author] 13 May, 2015 @ 3:33am 
Regal Orangutan 19 Apr, 2015 @ 8:32am 
not a problem, thanks.
Sirandrewdrake  [author] 18 Apr, 2015 @ 5:06pm 
You need DEI. I am not playing or modding Rome anymore for the time being...so I am not making more mods buddy sorry
Regal Orangutan 17 Apr, 2015 @ 7:58am 
is there any way to use this mod without DEI? or perhaps another version of the mod? thanks.
Dr. Oz The Great And Powerful 13 Mar, 2015 @ 4:09pm 
Well the increases in siege weapon damage seem to be working, but I still only get the option of 2 laddars, 4 galleys, and one ram. Is it a technology thing?
Sirandrewdrake  [author] 2 Mar, 2015 @ 12:24am 
Sorry mate but I don't know what sort of problems you are experiencing, because I just played it woth my mods and quite a few more and is working perfectly
Dr. Oz The Great And Powerful 1 Mar, 2015 @ 1:13am 
It's not just CiG. It must be an update to the DeI mod itself. The default now for DeI is 2 laddars, 1 ram, and 4 galleys per slot. With your mod activated, nothing changes in both CiG and Grand Campaign.
Sirandrewdrake  [author] 28 Feb, 2015 @ 11:16pm 
Hmmm @[TFM]bh5496 I checked the mod and I don't see why it would not work with CiG. I have not tested it tho, since I have not played CiG in a long time. I have not played Rome in the last couple of days, so maybe a new update disabled it.
Dr. Oz The Great And Powerful 28 Feb, 2015 @ 1:31pm 
I checked in grand campaign and CiG. The mod doesn't seem to work at all even with all other mods but DeI and this turned off.
Sirandrewdrake  [author] 7 Feb, 2015 @ 3:56am 
Sorry mate I still need to check on that
Dr. Oz The Great And Powerful 6 Feb, 2015 @ 11:59pm 
all siege units are still halved in CiG. Am I the only one experiencing this?
Dr. Oz The Great And Powerful 26 Jan, 2015 @ 1:25am 
For CiG campaign siege engines are halved, so I only get 2 ladders instead of 4 or 6. Could use hotfix.
Sirandrewdrake  [author] 24 Jan, 2015 @ 8:25pm 
In my carthage campain, I got sick of Elephants being so weak so I slightly tweaked them to make them stronger without over powering them, Let me know how you find the change
SOLDIER 20 Jan, 2015 @ 8:22pm 
Hello , there was just no question that to besiege a fortified city a minimum of soldiers would be needed and now could do that with 10 soldiers is an opinion. Another important issue could also increase a city besieged troops enlisting only armed citizens . Thank you very much for everything and for your time.
GOW LIKE A BOSS 20 Jan, 2015 @ 12:24am 
Love this mod (and the navy one too). Glad you updated them, Drake. One thing I noticed though: siege walls go down FAST with your mod. I can take out a tower in about 3 hits. Maybe up the building hit points a little more?
Edit: The walls are good and strong, no problem there. It's just the arrow towers that are super soft. Is that intentional? I guess it makes sense, as towers are hollow and walls are solid.
Sirandrewdrake  [author] 19 Jan, 2015 @ 11:01pm 
Wolf, thanks for the comment, and just for checks...was there a question in your comment?
If I have siege equipment I normally let it rain firerocks until all amno is finished before ending an assault, the exceptio being when I decide to use ladders on different vector points to force the enemy to spread resources, or to attack them by "surprise" :)
SOLDIER 19 Jan, 2015 @ 10:22pm 
Hi, would have potential to change the minimum number of troops needed in sieges , as you can circumvent the wear of the troops , for example I put 200 soldiers besieging a city and 3000 in support , in this case only will wear the 200 but the effect would wear mocked by 3000, for example, only a complete army could be enabled to perform the siege.
Thanks for all.





Sirandrewdrake  [author] 13 Jan, 2015 @ 4:04am 
3. This affects naval units too, making them deadly but inaccurate, as they should be (try it with my naval mod for better naval battles)
Sirandrewdrake  [author] 13 Jan, 2015 @ 4:04am 
Hi Explosive, a few differences:

1. Buildings have increased hit points:

-This means your units won’t destroy breakable objects at first contact like they were made of glass
-Gates are not as easy to ignite, so magical torches are not very effective

2. Artillery deal a lot more damage, but is less accurate:

-This means that artillery is deadly to walls but not very effective for land units
-Damage is spread between different wall sections, units and surrounding buildings, simulating a real siege
-artillery has a minimum firing range, eliminating the chance of making them OP, are presenting more realistic firing angles
-Artillery is deadly to land units, but doesn't hit too often, making them more of a fear weapon that deals big damage to an incoming army with a few hits, but is not useful when the melee starts, unless you move them back and are prepared for a lot of friendly fire (which is more realistic too)
Xplosive 13 Jan, 2015 @ 2:09am 
hello. how would you say this compares to the dei 1.03 artillery changes? they seem to be at a really good place right now. are the changes in this mod even better?
Sirandrewdrake  [author] 30 Dec, 2014 @ 7:39am 
Problem fixed
Sirandrewdrake  [author] 29 Dec, 2014 @ 10:59pm 
atm there is a problem with slingers, they are shooting boulders LOL, ill fix it tonight or tomoz morning
Sirandrewdrake  [author] 29 Dec, 2014 @ 9:59pm 
bh5496, it will work, but you won't get all the bnefits if my mod does not load before DEI
Dr. Oz The Great And Powerful 29 Dec, 2014 @ 9:34pm 
no need, with the new update it works now. Good job! ;)
Sirandrewdrake  [author] 29 Dec, 2014 @ 8:42pm 
bh5496 mate you need to download and use the community mod manager from the TWC website, it makes your life way easier
Sirandrewdrake  [author] 29 Dec, 2014 @ 8:40pm 
Updated again for DEI 1.0, you need to use the community mod manager from the TWC to place this mod above DEI in the load order. If you don't want to use the comunity mod manager, you can rename my mod, making sure you put infront of the name ____(thats four underscores) so it loads before DEI on the game mod manager.
Sirandrewdrake  [author] 29 Dec, 2014 @ 2:55pm 
I just downloaded DEI 1.0, and will check the mod for compatibility today, it seems they fixed some of the siege issues already
Neowolf 29 Dec, 2014 @ 12:42pm 
Ok, with the community mod manager from TWC i managed to get the mod in working order with DEI 0.96. I have placed this mod at the top of the mod list. However naval battles with scorpion ships makes de game still crash. I tested this trough trial and error in custom battles between Carthagians and Romans. Thanks for looking into this +rep.
Dr. Oz The Great And Powerful 29 Dec, 2014 @ 10:28am 
game i think. Whichever one is the one that you can open after you press "play game" and has them all in a row with check boxes. The mod also has the exclamation mark of outdatedness over it.
Neowolf 29 Dec, 2014 @ 7:55am 
community
Sirandrewdrake  [author] 29 Dec, 2014 @ 3:31am 
Awkward it does not happen to me, do you guys use the community mod manager, or just the game mod manager?
Neowolf 28 Dec, 2014 @ 11:11pm 
same here
Dr. Oz The Great And Powerful 28 Dec, 2014 @ 3:09pm 
ya there seems to be a new DeI 1.0, but even only with 0.96 active this mod still causes my game to crash when going into campaign battle
Sirandrewdrake  [author] 28 Dec, 2014 @ 4:30am 
Updated for DEI 096...it is working for me with the mod manager, however it seems DEI is updating as I write this, so let me know if it works for you guys...sorry for the delay
Neowolf 24 Dec, 2014 @ 8:46am 
update please DEI crashes... BTW awsome mod!
Dr. Oz The Great And Powerful 21 Dec, 2014 @ 2:55pm 
can u make a version of this for vanilla game?