Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Historical Naval Overhaul.pack
53 Comments
BunnyPoopCereal  [author] 13 Jun, 2023 @ 5:04pm 
Most definitely not, unfortunately. It's outdated by now.
KurdishTigers:The Big 🧠 Gamer 6 Jun, 2023 @ 11:43pm 
does this still work?
ikuzmin007 13 Mar, 2018 @ 1:26pm 
I will try.
GeneralPoniatowski91 25 Oct, 2017 @ 12:54am 
We need bigger ship mods to place more infantry on one ship!
Ragnar 11 Oct, 2017 @ 11:09pm 
Does anyone know if this mod also work with DEI 1.2?
Dirty Rotten Flieger 14 Jul, 2015 @ 11:52pm 
I updated it and it seems to work. Anyone who doesn't know who to change the minimum turning speeds can DL the changed version here.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=481838329

Thanks for letting me update your mod Bunny and for all your work making naval battles so Much better than vanilla
Dirty Rotten Flieger 14 Jul, 2015 @ 11:31pm 
Okay so I think I found the problem and fixed it. At least in the tests I just did the AI boats now can land properly. I simply changed the minimum turning speed to zero so the boats can turn and land. I imagine this would be possible in real life with one side of oars pushing and the other side of oars pulling. So any way should I upload it or what? it is very small easy change you anyone to make but also very easy for me to upload and say it is Bunnys mod tweaked to work
Dirty Rotten Flieger 14 Jul, 2015 @ 9:39pm 
I was just looking in this mods files and I can't see anyting that might fix the beach landing problem.
Dirty Rotten Flieger 14 Jul, 2015 @ 9:16pm 
Gee this mod makes the sea battles great and fun to play. The only problem I am getting is the landing on the beach pathfinding is screwed up and some of the boats keep going over the land...

How would I fix that if I tried ?
Any one got any ideas?

It is a big bug but the vannilla naval battles are maybe worse.
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!
Sex Havington III Esq. 28 Feb, 2015 @ 1:08pm 
Please update to DEI 1.0x or somehow convince them to adopt this approach in the standard mod. Playing with this mod is the only time I have felt that navies were relevant and useful in Rome 2.
Seiker 10 Feb, 2015 @ 1:41am 
Is this mod updated to last version of DeI?
C-3PX 19 Jan, 2015 @ 5:00am 
yes plz update : ]
RizzlerWithNoRizz 8 Jan, 2015 @ 1:29pm 
Can you update this to Del 1.02 please, I would love to play with this fantastic looking mod.
zombieflanders 16 Dec, 2014 @ 5:15pm 
Freezes/Incompatible with DeI 0.96g and Patch 16.1.
Taki1980 7 Dec, 2014 @ 4:37pm 
Is it working with Patch 16? Or is it allready implemented in the Mod? Anyone tested it? I cant because i dont know what it actually does comapred to Vanilla Dei
Chip 1 Dec, 2014 @ 7:07pm 
Is it compatible?
GG 23 Nov, 2014 @ 1:20pm 
is this mod compatible with patch 16?
badbones777 13 Nov, 2014 @ 5:28am 
Great mod, but disagree about costs - Navies WERE hugely expensive and required a vast investment by the state to maintain and upkeep.
Sviatyi 4 Nov, 2014 @ 4:06am 
Can I play it with 0.96?
Elliot_Ostrand 18 Oct, 2014 @ 8:04pm 
Since I have an Asus computer, which mod is better for me this one or the other one, and does it even matter?
Hero123 27 Sep, 2014 @ 4:40am 
Update?
fedora.tip 18 Sep, 2014 @ 7:25pm 
Very good mod. AI expands overseas a lot more than vanilla DeI. Could you release a version with maybe 100% bonus to movement instead of 200%. I really hope you add back the increased unit sizes as well.
Shane The Confessor 18 Sep, 2014 @ 11:36am 
Excellent mod. So glad I found it
Ashisha 7 Sep, 2014 @ 4:21am 
It's a very needed mod because of the very weak naval aspect in Rome 2, but i am not sure about the turning rate of the heavier ships... Given the small battlefield they are almost useless and take forever (and the whole map) to turn.
Sure manoeuvering give more of a tactical feel to naval battles, but those are galleys, they aren't tankers... The rowers can help the ship turn, so i seriously doubt Quinqueremes would need to move at all to be albe to turn, inertia or not.
No ill intents on my part, this is a very nice mod and nice idea, but i feel this point is not well represented for a start and doesn't help gameplay either, you don't need "5" at all given how they sucks, small ships are way better. Yet, "5" were the main battleships in most of the period...
fedora.tip 6 Sep, 2014 @ 4:56pm 
That is a shame. Any plans on adding it back?
BunnyPoopCereal  [author] 6 Sep, 2014 @ 4:03pm 
I reverted them on the last patch because of a bug.
fedora.tip 6 Sep, 2014 @ 2:53pm 
Are you sure you doubled naval units sizes? Could it be patch 15 revereted them?
Baldos 4 Sep, 2014 @ 3:28am 
Thanks
BunnyPoopCereal  [author] 2 Sep, 2014 @ 5:41pm 
@Baldos, yup
Baldos 2 Sep, 2014 @ 4:17pm 
is this compatable with DEI patch for CA patch 15?
Hetairos  [author] 2 Sep, 2014 @ 10:10am 
Thanks to everybody!

We have been nominated in 5 categories [www.twcenter.net] for the 1st Annual Modding Awards for Rome II.

Help us to score for the peoples choice awards by voting for "Authentic Ancient World":

--> Vote here [www.surveymonkey.com]! :Birds:
The Space Butterfly 31 Aug, 2014 @ 5:59pm 
Oh hey, I found it! Shweet.
Hetairos  [author] 20 Aug, 2014 @ 10:27am 
Help us to nominate Authentic Ancient World for the official Annual Modding Awards for Total War: Rome II. Read this to learn how to support us.

It takes only a couple of minutes and we will highly appreciate your effort.

Cheers!
BunnyPoopCereal  [author] 17 Aug, 2014 @ 7:33am 
Naval has the advantage of travel, and if you look at the upkeep it is set according to the number of units per ship. So naval fleets are stronger than land armies. Add in top of that the fact that naval ships are stronger in combat.
Cro2 16 Aug, 2014 @ 4:57pm 
Does it mean that army fleets are still stronger than naval fleets, but naval has the advantage of range it can travel?
BunnyPoopCereal  [author] 16 Aug, 2014 @ 10:18am 
@Cromagnon2 yeah I had to revert back those changes because of a few bugs. But decreasing their upkeep means you can have more of the same
Cro2 16 Aug, 2014 @ 9:26am 
Thanks BunnyPoopCereal. Unit size has not increased as far i noticed on fleets tho.
BunnyPoopCereal  [author] 16 Aug, 2014 @ 8:06am 
@Cromagnon2, should be savegame compatible
Cro2 15 Aug, 2014 @ 9:12pm 
do i have to start a new campaign? thanks
BunnyPoopCereal  [author] 13 Aug, 2014 @ 1:57pm 
I hope you guys enjoy the final patch. I will be updating the mod only for compatibility issues.
NiKuTa 12 Aug, 2014 @ 3:27am 
Very nice mod. at last we have a good naval mod for Dei, In Dei there is still vanilla arcade naval battles. :( But, could you upload a 1.3 version on steam too, I have a late campaign and now it will unbalance a game with double units on ships.
BunnyPoopCereal  [author] 9 Aug, 2014 @ 8:37pm 
I will be updating the mod tomorrow with a stance that increases naval movement points. But I will reduce all naval baseline movement points. The effect is that transport ships will travel longer distances using this stance.
Hetairos  [author] 9 Aug, 2014 @ 10:28am 
Thanks for the credits and the awesome acknowledgement. Good luck with the project mate. :Birds:
MANWHATADONGA 8 Aug, 2014 @ 2:01am 
Vanilla please
BunnyPoopCereal  [author] 7 Aug, 2014 @ 11:13pm 
@vlad, ill look into it if its possible to add more untis per ship. That part I think is coded to a certain limit. Later today when I have some time to spare.
fedora.tip 7 Aug, 2014 @ 10:25am 
Could you add more units to each military ship? Maybe like 40 more per ship. Also I thought naval movement was hardcoded. Weird that DeI left the movement points so low.
Thorstein Veblen 7 Aug, 2014 @ 9:06am 
Thanks