Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Threadoflength's Scourges of the Desert - UPDATED
18 Comments
Cataph  [author] 23 Nov, 2014 @ 11:39am 
A berber/numidian expansion is being planned, but it will most likely take a long time to be released.
SublineTimes69 23 Nov, 2014 @ 9:41am 
Can you make a African kingdoms expansion pack?
Falcor 13 Oct, 2014 @ 7:36am 
Yeah those would be like the battle mode medieval units. They'll be in a later medieval game with no effort.
Anyway, I understand your role as a Mod steward and appreciate it.
Cataph  [author] 8 Oct, 2014 @ 3:04pm 
Guys, this is not MY mod, I am not going to add units. And I'm not making an arab pack for now.

(besides, faris/furusiyya are something like 1500 years ahead of the game.)
Diamond No1 8 Oct, 2014 @ 11:46am 
Yeah I agree with King of Phoenica, make Arab Faris (Knights)
Cataph  [author] 8 Oct, 2014 @ 1:44am 
Link in mid-description.
jayful 8 Oct, 2014 @ 12:09am 
What faction are they available? Nice work by the way.
Cataph  [author] 7 Oct, 2014 @ 1:54am 
Don't worry, I am aware of the buildings changes and such :) Appreciated, though. Keep reporting if you meet any problem!
Falcor 6 Oct, 2014 @ 9:29am 
Well patch 15 was sneaky in some respects. I believe thats what I was refering to.
I didn't know exactly how it changed, just that if you used them for troop mustering you had to reconnect them and they were in different places. I thought it might have been a factor if you weren't aware of it, if ony for making them like they are now, if they were different.
Cataph  [author] 4 Oct, 2014 @ 1:10am 
@Falcor: You mean Patch 15 or something sneakier? The changes to buildings were the main reason I had to reupdload this mod and I had their tech trees at hand while working - not that minor factions have special techs, anyway.
Falcor 3 Oct, 2014 @ 12:57am 
Just a heads up that some tech tree and buildings were changed in a recent update so you may want to check if everything works right. It may be fine, just wanted to inform you of the change as it messed a mod I was using up temporarily until they found where things were moved.
Malik Ramo Beed Al Ba'al Boomie 2 Oct, 2014 @ 6:05pm 
here i say the name of the african pike but theres well id be typing buncha jibeerish so hehehehehehe i know it starts with like a r and and with like a bicoquoa ya i lost myself:D anywho could u make arab knights so my life can be complete
Florida Eco-Nationalist 2 Oct, 2014 @ 6:12am 
ah awesome.
Cataph  [author] 2 Oct, 2014 @ 6:11am 
Not gonna. :)
Delete them, I mean.
Florida Eco-Nationalist 2 Oct, 2014 @ 6:10am 
Don't delete Meroe pikemen. I've done research on it and I can prove they used them. I'd be happy to talk to you about it.
Florida Eco-Nationalist 2 Oct, 2014 @ 6:09am 
thanks cataph
Cataph  [author] 1 Oct, 2014 @ 12:54pm 
Perfectly normal. The only thing he changed and I kept changed were two temples with desert culture instead of the three eastern temples. As long as those two are there (lvl 2+) it's fine.
papayabeast 1 Oct, 2014 @ 11:46am 
Playing through with Meroe currently and aside from garrison problems (like with the Cimmerians in the Bosporus mod) I also noticed that the building tree, and possibly the tech tree, seems to be Eastern Culture. Can this be fixed?