Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Raw Recruits Plus Battle Morale Fixes.pack
22 Comments
BunnyPoopCereal  [author] 28 Feb, 2015 @ 1:27pm 
Hey guys. No one is stopping from taking my files and modifying/updating them with Attila or Rome II. The reason I never updated them was because I was so let down by RomeII that I can't even bring myself to open the game. Sorry and good luck everyone!
Chromatic 24 Sep, 2014 @ 7:37am 
Yeah, this mod is a great addition, but I've had some lvl. 3 units redused to half a lvl. from taking 1-15 causalties (my unit size is turned up as well) and really the only way to get higher than lvl. 2 is to use champions and not have your archers take any casualties. So, yeah, that really needs fixed.
BunnyPoopCereal  [author] 29 Aug, 2014 @ 11:38am 
Regarding fatigue, I will have to wait until DEI 1.0 since it will be a complete balance patch.
BunnyPoopCereal  [author] 29 Aug, 2014 @ 11:37am 
Thanks for the feedback, this is exaclty the kind of stuff im looking for. You're right they do gain the chevrons fast in battle but they also lose them just as fast when the unit replenishes with fresh recruits. Once you hit double silver chevrons it will become much harder to lose any chevrons.
HUNTER 28 Aug, 2014 @ 1:48am 
here is my feedback, opinions.

1.
rookies faster gaining chevron system was realistic and good idea.
but seems too fast. they already got 3 seagull before eliminate a company.
hope bit more slower.

2.
moral system was excellent. this is what I want.

3.
DEIs fatigue system looks bad.
They tired and recover extreamly fast.
As my military career, soldiers don't exhaust, recover like that fast.
how about fix this mechanism?
Quantum/Cian 27 Aug, 2014 @ 1:39pm 
I personally don't see a need to change chevron levels, they seem to work well enough, though favoring a more defensive style I find (at least as my current playthrough of Rome's Julia faction). Most of my units have tended to stay around rank 3-4 though the near constant battles they have to face, but all other parts seem to be working great.

Why change what works I guess is what I'm saying.
HUNTER 27 Aug, 2014 @ 11:09am 
Great!

I decide to start dei with this mod.

DEI really need to change moral mechanism like this.

This is what I wanted.

Thank you!
BunnyPoopCereal  [author] 27 Aug, 2014 @ 11:03am 
I checked the files and realized my files don't affect units directly. Which means that it is compatible with latest DEI version and will likely be compatible with DEI 1.0. Ive decided to keep chevron levels where they are unless there is a real demand to change it. Cheers
HUNTER 27 Aug, 2014 @ 4:59am 
But, If CA made games losing chevron mechanism to just count out some required points, Your ideas will work.
HUNTER 27 Aug, 2014 @ 4:56am 
It will cause just slower promotion. And units still losing chevron same rate. I think your goal will be really hard to reach.
BunnyPoopCereal  [author] 27 Aug, 2014 @ 4:43am 
Thanks Maharbal Ill look into it later today. In addition to that change I will be increasing the required points to gain a chevron so that units dont loose them as fast when being replenished. Thoughts?
HUNTER 27 Aug, 2014 @ 1:21am 
I think need update for 0.95ks unit
BunnyPoopCereal  [author] 10 Aug, 2014 @ 8:44am 
I would just use the launcher, and yes, you want to make sure everything is in roder.

http://www.twcenter.net/forums/showthread.php?618536-Mod-Manager-Updated-25-04-14
Quantum/Cian 10 Aug, 2014 @ 8:41am 
Do you need the launcher if every mod you have is within DeI?
Falcor 6 Aug, 2014 @ 6:22pm 
I'm not cutting your mods down and it is pure coincedence I commented on more than one. I hope you find the site helpful and if you need historical research or are interested in helping on a mercenary mod I'm sure Sebidee wouldn't mind me bringing help on. Also an option is adding brown historical units to whatever faction and giving them merc prices to avoid the startpos file.
Falcor 6 Aug, 2014 @ 6:17pm 
I adjusted by being missile heavy and fixing placement like my cav is infantry. Also replacing cav with artillery works.
Falcor 6 Aug, 2014 @ 6:12pm 
Hmm more with a particular faction.. like successors? I'm talking about doing it myself, it is an issue when the AI does it because they don't use real cavalry tactics, just what the game recognizes. I've fond infantry don't care when I'm charging their backs. The AI can just walk an angle and panic my men though. So yeah, I liked Rome 1, you used real cavalry tactics and countered real tactics and infantry only freaked when they should.
BunnyPoopCereal  [author] 6 Aug, 2014 @ 6:33am 
I absolutely had to reduce the flank and rear charge morale hit from the previous version because it was simply broken. One charge and the enemy routs.
Falcor 6 Aug, 2014 @ 12:01am 
I think missles are underrated and nerfed in many overhauls when the testudo should be stronger against everything but the javelin and armor type versus bow type is the reall issue. There should be a separation in armor baseed on if it is melee or missile damage.
Falcor 5 Aug, 2014 @ 11:53pm 
I do like the stuff other than rear attack though.
Falcor 5 Aug, 2014 @ 11:50pm 
Really compared to Rome 1 flanking isn't that great. In that game you could hit a line with two missile volleys and move cavalry into flank right before melee infantry hit and they all ran, it did take timing. If you play vanilla infantry is nearly as fast as horses and it isn't as useful as it should be. If playing a faction with weak calvalry I'd use it though.
BunnyPoopCereal  [author] 2 Aug, 2014 @ 6:14am 
Use TWC mod manager/launcher and prioritize so this mod overrides any existing mods.