Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Evocati roman mod
29 Comments
Fury Road Warrior 19 Nov, 2014 @ 3:21pm 
Yeah i try to make units but they are only made with vanilla stuff :D but hey we try with what we have
UNO  [author] 19 Nov, 2014 @ 9:20am 
@pertinax Thank you, i like kaziels but im no where near his modding skills. I will try to get into modding again and see if i can change some more units.
Fury Road Warrior 18 Nov, 2014 @ 9:09pm 
hey this is a nice touch to the game, not to crazy like kaziels or other. Thank you
UNO  [author] 18 Nov, 2014 @ 6:45pm 
I cant change the face :-/
Its also vary long time ago i tried to mod rome 2
Tmoney 18 Nov, 2014 @ 4:32pm 
Would it be possible if you could make them look older?
PsychoNinja995 7 May, 2014 @ 6:30pm 
Someone can add it to Principes, Legionnaires, etc. too please ? :)
& I would love to see that the soldiers have trousers too.
UNO  [author] 22 Apr, 2014 @ 11:26am 
@dogsoldier: Im having problems with variant editor, the romans primary colour is red,yellow and green.. but when i change red or yellow to some other colour and apply that new colour to the soldier, DAVE pops up saying ''you have local changes that need to be submitted before they are available to other users''
How do i submit the changes? I have looked everywhere..
UNO  [author] 21 Apr, 2014 @ 11:33am 
your welcome :)

my ingame brightness and gamma settings are 19/10 or 12 i think
Cybot 21 Apr, 2014 @ 11:30am 
Man, thank you so much!!!! :D
UNO  [author] 21 Apr, 2014 @ 11:26am 
there you go :D
UNO  [author] 21 Apr, 2014 @ 11:26am 
/*-----------------------------------------------------------.
/ Curves settings
'-----------------------------------------------------------*/
#define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)

#define Curves_contrast 0.25 //[-1.00 to 1.00] The amount of contrast you want

/ -- Advanced curve settings --
#define Curves_formula 7 //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use
UNO  [author] 21 Apr, 2014 @ 11:24am 
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.10 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others

UNO  [author] 21 Apr, 2014 @ 11:23am 
/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
#define GaussEffect 0 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 1 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 0.2 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 2 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.00 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 150.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.27 //[0.00 to 1.00] Amount of effect blended into the final image
UNO  [author] 21 Apr, 2014 @ 11:23am 
/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.400 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.030 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
----------------------------------------------------------
UNO  [author] 21 Apr, 2014 @ 11:22am 
#define USE_FXAA_ANTIALIASING 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA

#define USE_GAUSSIAN 1 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking

#define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.

#define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.

The rest that you can choose from are on 0 basically turned off
UNO  [author] 21 Apr, 2014 @ 11:18am 
Thats my gem settings.. here are my sweet fx settings
UNO  [author] 21 Apr, 2014 @ 11:17am 
// -- GEM HBO settings --
#define GHBOShift 2.95 //[0.00 to 5.00] Amount of HBO color shift (standard 2.95).

// -- GEM general settings --
#define GaussStrength 0.27 //[0.00 to 1.00] Amount of blur effect blended into the final image.

// -- GEM optional settings --
#define GEMBlur 0 //[0.00 or 1.00] Additional blur on the edges when pressing K
#define GBlurPwr 395 //[300 to 600] Additional blur on the edges when pressing K (standard 395).
#define GBlurRad 0.00585 //[0.00 to 1.00] Additional blur radius on the edges when pressing K (standard 0.00585).
#define GBlurFocus 0.5 //[0.00 to 1.00] Additional blur focus position on the y-axis when pressing K (standard 0.5).

#define ExpEffects 1 //[0.00 or 1.00] All new effects like blur & ambiente lightning since GEMv4.2.2
#define gHFlInt 0.35 //[0.00 to 1.00] Additional intensity of horizontal flares (standard 0.35).
#define gHFlThresh 0.40 //[0.00 to 1.00] Threshold what causes horizontal flares (standard 0.40).
UNO  [author] 21 Apr, 2014 @ 11:17am 
// Set to 1 for ON or 0 for OFF
#define USE_GEMHD 1 //[0 or 1] GEM : Applies basic GEMShader.
#define USE_GEMHBO 0 //[0 or 1] GEM : Applies HBO like GEMShader.

// -- GEM HD settings --
#define GQuality 0 //[0 or 1 or 2] Adjust GEM Quality (performance hit on 2).
#define SSAO 1 //[0 or 1] Applies SSAO like shadowing effect.
#define GSceneDepth 1.02 //[1.00 to 2.00] Adjust Darkness of Scenery (standard 1.02) Higher -> darker.
#define GShadowDepth 0.00 //[0.00 to 2.00] Adjust Darkness of Shadows (standard 1.00) Lower -> darker.
#define GSat 0.95 //[0.00 to 1.00] Adjust GEM-Saturation (standard 0.95).
#define GTBright 1.26 //[1.00 to 1.36] Adjust GEM-TextureBrightness (standard 1.26) Lower -> darker.
#define GCBright 0.90 //[0.00 to 2.00] Adjust GEM-Contrast (standard 0.90) Lower -> darker.
Cybot 21 Apr, 2014 @ 11:14am 
Hehe i follow you on Youtube DogSoldierSPQR :D
And thanks for wanting to post your GEM settings, this really looks amazing :)
UNO  [author] 21 Apr, 2014 @ 11:12am 
Btw.. dogsoldier your youtube video helped me make this mod :)
UNO  [author] 21 Apr, 2014 @ 11:12am 
I will post my GEM and Sweet fx settings :)
Cybot 20 Apr, 2014 @ 5:45pm 
What kind of graphic mod/setting are you using, those screenshots look amazing! :o
UNO  [author] 19 Apr, 2014 @ 3:53pm 
I think this is what your looking for... search ( IMPERATOR SETELLITES
Shinzon 19 Apr, 2014 @ 3:35pm 
The armor he wore when he was made Evocati. I dont remember which season it was.
UNO  [author] 19 Apr, 2014 @ 2:53pm 
The armor he had on in season 2?
Shinzon 19 Apr, 2014 @ 12:27pm 
I really wish someone would make a Evocati reskin based on the Evocati look of Lucius Vorenus's look from HBO's Rome series.
Aerial 18 Apr, 2014 @ 2:36pm 
Thanks
UNO  [author] 18 Apr, 2014 @ 2:06pm 
Screenshots added
Aerial 18 Apr, 2014 @ 1:52pm 
Pictures, please?