Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Historical Naval Overhaul Vanilla.pack
73 Comments
Imperator 21 Mar, 2017 @ 3:58pm 
wasnt asking anything to change bud... i was asking if it did A,B,C, or D. ended up just trying it, found it reducing number of ships but not making it just one.
BunnyPoopCereal  [author] 21 Mar, 2017 @ 1:15pm 
Marshal this mod is super outdated. I'm not going to change the values. There could be a similar mod out there though.
Imperator 20 Mar, 2017 @ 9:09pm 
so im playing with a mod that gives me 480 man Cohorts for Rome (and because that was too easy mods to give other factions larger units) and because of this my fleets are stuck having 3,4, and even 8 ships for a single unit which as you can imagine causes some huge cluster fvcks and makes amphibious landings neih impossible....

will this mod consolodate my fleets to 1 ship per units, do nothing, fvck evrything up, or just crash the game? or should i just stfu and try it?
VonWraith 5 Sep, 2015 @ 3:13pm 
does anyone know if another modder has updated or overhauled this mod on another thread or link to a similar Mod?
The Kite String Pops 29 May, 2015 @ 12:01pm 
can you recommend any mod like this?
BunnyPoopCereal  [author] 29 May, 2015 @ 11:52am 
nop.
The Kite String Pops 29 May, 2015 @ 11:15am 
will it be updated
BunnyPoopCereal  [author] 29 May, 2015 @ 5:16am 
It's NOT been updated. There should be other naval mods out there for you guys
NalgaSucia 28 May, 2015 @ 11:20pm 
Thank you. I will check it out.
BunnyPoopCereal  [author] 27 May, 2015 @ 4:19am 
This mod has not been updated since patch 14. Cheers
The Kite String Pops 27 May, 2015 @ 3:30am 
Is this on DeI?
NalgaSucia 25 Apr, 2015 @ 7:56am 
heyo. When you play this mod. the forced march for land armies will not work. Also it says patch 14. We are at patch 16.
Sir Boogulus Of Woogulus 27 Mar, 2015 @ 7:26pm 
Good. The crap that CA is trying to pull with DLC is unbelieveable.
BunnyPoopCereal  [author] 1 Mar, 2015 @ 12:40pm 
I wont since I don't have the game.
Chip 1 Mar, 2015 @ 11:57am 
Well, that is completely understandable but will you make naval mods for Attila? (I don't know how to mod at all what so ever and it seems a lot harder than just chaning a few files)
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!
Joe 24 Dec, 2014 @ 1:10pm 
DAMN I NEEDED THIS MOD
Chip 7 Dec, 2014 @ 8:15pm 
Hey guys this mod is dead until author responds with a patch, so don't download.
harley9699 26 Nov, 2014 @ 8:04pm 
Crap, guess this one's dead.
harley9699 23 Nov, 2014 @ 9:35pm 
Was looking for this, but P16 and Black Sea compat.
Elliot_Ostrand 18 Oct, 2014 @ 7:45pm 
Can you make a mod that simply reduces the cost of navies to nothing when in port?
(The reasoning behind this is because a large navy would mean there would probably more boats for fishing that would contribute to food and the economy that would outway some costs of a navy--I don't think it's possible but I would even like it more if there was a mod that increased the food 1 for every 3 navel units and didn't change costs at all)
Chip 14 Oct, 2014 @ 1:09pm 
Update? It's been nearly a month.
Hero123 27 Sep, 2014 @ 4:39am 
Update?
BunnyPoopCereal  [author] 17 Sep, 2014 @ 5:12pm 
yeah I have 3 tests tomorrow. So the soonest I can get a working version is this Friday.
Chip 17 Sep, 2014 @ 3:47pm 
It's not compatible for me. Could you update it please? your the only mod i've seen that actually fixes the fact that upkeep for naval troops is like 50% to twice as much as land troops. Thank you for this mod.
BunnyPoopCereal  [author] 16 Sep, 2014 @ 7:36pm 
Ill check it out his weekend. Meanwhile can anybody report whether it is compatible?
Quaestor 16 Sep, 2014 @ 5:58pm 
Is this compatible with EE?
Hetairos  [author] 2 Sep, 2014 @ 10:11am 
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:
Thrax 29 Aug, 2014 @ 12:40pm 
Okay - that is an idea.
But perhaps you could change it a bit - Forced March so about 20 % faster than normal.
BunnyPoopCereal  [author] 29 Aug, 2014 @ 11:35am 
Right, the point of this mod is to make naval units faster than land units in campaign map.
Thrax 29 Aug, 2014 @ 9:45am 
Thanks for the answer, but that is not he Problem.

I mean a normal land army - the Forced march stance.

http://guides.gamepressure.com/totalwarromeii/guide.asp?ID=22298

Forced march: doubles movement range of your army but makes it more vulnerable to enemy attacks. Units in such stance are not able to initiate a fight. We use it only to quickly move troops over the map. If you find yourself out of range of the enemy army, you can safely use forced march.

With your mod there is no double movement range ...some is broken .....
BunnyPoopCereal  [author] 29 Aug, 2014 @ 7:33am 
I guess you could switch your army to normal stance as soon as you touch land
BunnyPoopCereal  [author] 29 Aug, 2014 @ 7:31am 
Thrax, that is a problem present even in Vanilla. There is no work around or fix.
Thrax 29 Aug, 2014 @ 6:59am 
A little Problem with Land armies : The Forced March option doesn't work right.
There is something wrong .....
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] 14 Aug, 2014 @ 8:34am 
@BarrySteakFry, yeah its save game compatible
Pan_Stary 14 Aug, 2014 @ 2:42am 
nice
SausageSnacks 14 Aug, 2014 @ 1:31am 
is this saved game compatable?
BunnyPoopCereal  [author] 13 Aug, 2014 @ 1:55pm 
I hope you guys enjoy the final patch. I will be updating the mod only for compatibility issues.
BunnyPoopCereal  [author] 12 Aug, 2014 @ 7:35am 
@ Stormherald the update should be compatible with savegames but the unit sizes will look a little funky at first since existing naval units will not have the double sizes.
Luke Dankwalker 11 Aug, 2014 @ 11:50pm 
This isn't compatable with save games is it?
BunnyPoopCereal  [author] 11 Aug, 2014 @ 9:07pm 
Ver 1.4

- Doubled naval unit sizes

Note: It never made sense why naval units are so expensive and yet weaker than land units.
BunnyPoopCereal  [author] 11 Aug, 2014 @ 8:48pm 
Thanks it uses real world math by Hetarios, supposedly he spent 1.5 months researching it.
Demorigan 11 Aug, 2014 @ 8:28pm 
it is a good mod, btw, but its not the type i like. it makes hellenic ships very sluggish, which is quite a pain when you want to change your strategy quickly mid battle. but overall for what it is supposed to be, it is a very good mod
Demorigan 11 Aug, 2014 @ 8:24pm 
ah ok thanks
BunnyPoopCereal  [author] 11 Aug, 2014 @ 8:09pm 
you need to go to your rome II data folder and manually delete it :(
Demorigan 11 Aug, 2014 @ 7:53pm 
I'm not sure if this happens to anyone else, but it has only happened in this mod. the mod gets stuck to the mod manager, even after i delete it.
BunnyPoopCereal  [author] 11 Aug, 2014 @ 11:25am 
I have good news and even better news. I was able to fix the faction traits not displaying when starting a new campaign. Additionally I double naval replenishment rates and increased campaign movement requirement for land armies moving to sea (Takes time to build ships)

Which means that it now takes land armies 1 turn to go from land to sea.
metafa 11 Aug, 2014 @ 6:22am 
I didn't see crashes but what happens is that all the faction traits disappear from faction selection screen when I choose "Grand Campaign"