Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

More Campaign Movement I
43 Comments
ёбаный в рот! 👿 26 Sep, 2023 @ 2:27pm 
which mod give more movement? This one? Or Triple Movement?
GeneraldelSPQR 30 May, 2022 @ 1:07pm 
This mod work
AcceptingConvoy 16 Mar, 2022 @ 4:37pm 
please update.
kool 20 Feb, 2020 @ 6:50am 
Does that mod still works?
Abdullah Cthullu 10 Jan, 2019 @ 1:17am 
I don't know how it's possible, but after using this mod I now get a crash if I try to play without it or start a new game. I'm not sure how this managed to corrupt the base game files like that.
S4BoT 15 Aug, 2018 @ 3:24am 
Could you update the mods please? they cause crashes now
Emericus 21 Mar, 2018 @ 4:18pm 
Please update
Overkill_Alaric 9 Mar, 2017 @ 10:40am 
am playing as rome julia faction and so far all the faction i met have the standard movement range. only i have the increased range
Delamain's 22 Jan, 2017 @ 1:25am 
Those this mod also affects the ai ?
MaxentiusGP 18 Apr, 2016 @ 3:45pm 
Theres one problem ( idk if its from other mods, though i turned them off ) You cant recruit any units becuase it thinks its in forced marched, just btw :health:
Scrotum Scratcher 21 Oct, 2015 @ 4:36am 
it seems the AI are moving WAAAY farther than I can move with forced march..
Ø76923  [author] 25 Apr, 2015 @ 5:07pm 
I've created triple range and no forced march modes :)

https://steamhost.cn/steamcommunity_com/id/076923/myworkshopfiles/
Ø76923  [author] 19 Apr, 2015 @ 10:39am 
Yeah sure I'll have a look at no forced march and do a combo mod. Ckay4ever if you're still around, I'll also do a triple range mod using the other method, but the spies thing doesn't make too much sense to me. At triple movement I bet they'll add plenty on anyway XD

I'll have to do it tomorrow though because I should be sleeping atm :p
JohnDenver'sSister 19 Apr, 2015 @ 12:49am 
hey, Grace! it is fak@n important mod for my play-style, but there is one question: could you make the same mod but without forced march? i tried this mod + no forced march, it doesn;t work. By the might of Leonidas, Grace, make this thing, i will send you 300 best hoplites then! thnx man
Ø76923  [author] 23 Jan, 2015 @ 9:04pm 
Not a bad idea, but it would mean that you'd only be able to recruit within a quarter or third of the movement range respectively. I'll note it down in my list :)
waitrose 23 Jan, 2015 @ 7:51pm 
maybe a quadruple movement distance mod? Or triple?
Aleximus 9 Jan, 2015 @ 9:55am 
Good mod, but fleet steel to slow, on sea more range coverage than on land.
Dimmitas 2 Jan, 2015 @ 11:01am 
Still works as of 1/2/15
Ø76923  [author] 28 Dec, 2014 @ 1:31am 
nice I'll get that symbol off :)
Dimmitas 27 Dec, 2014 @ 10:56pm 
Still works as of 12/28/14
Ø76923  [author] 3 Dec, 2014 @ 12:07am 
Still working through some stuff sorry for the wait!
TexanChiss 2 Dec, 2014 @ 10:40am 
Patch 16?
Ø76923  [author] 20 Oct, 2014 @ 1:58am 
I can't go back XD glad you like it, thanks!
Alexander The Great 19 Oct, 2014 @ 3:11pm 
This is one of my favourite mods, i am so thankful that you made this.
Nero 18 Oct, 2014 @ 4:42am 
a version for ships only could be very interesting as I'd be interested into it. xD
MANWHATADONGA 15 Oct, 2014 @ 3:44pm 
Great mod i notice my naval range is increased also thanks very much for this mod
Ø76923  [author] 14 Oct, 2014 @ 3:57pm 
in case anyone interested in recruiting outside the original movement zone is still about, another version has been added as linked in the description :)
Ø76923  [author] 12 Oct, 2014 @ 3:20am 
hehe :3
Rae 11 Oct, 2014 @ 9:13pm 
AHH!!!!! THE CAT'S SO CUTEEE!!!!!
Holden Ennis 10 Oct, 2014 @ 7:06pm 
Okay phew.
Ø76923  [author] 10 Oct, 2014 @ 7:05pm 
nope it's all good in that regard, just has a few issues I'm working through :)
Holden Ennis 10 Oct, 2014 @ 6:49pm 
If I unscribed say, would it affact my save games?
Ø76923  [author] 10 Oct, 2014 @ 6:38pm 
haha a nifty lil pic from google :3
Holden Ennis 10 Oct, 2014 @ 11:28am 
I subscribed just because there was cat. :meowric:
Ø76923  [author] 8 Oct, 2014 @ 10:19am 
I reckon it clashes with something, anything that edits stances in particular will probably clash. :\

Sorry that I can't be of more help =_=,
Ø76923  [author] 8 Oct, 2014 @ 12:35am 
I do think it's this mod. Still no luck finding the right file to add though :S

However if you're unable to recruit with a character who has full movement points, it's probably a clash that makes the issue worse. Can you please confirm that you can't recruit with an unmoved general? (not counting just-recruited ones)
Ø76923  [author] 7 Oct, 2014 @ 10:32am 
You should still be able to recruit before you move your characters, bit worried about what's going on there. o_O anyways hopefully will be able to find out what else I need to mod, sorry mate
TaterzNcorn 7 Oct, 2014 @ 10:26am 
well.. of course i cant stand it. I need to be able to recruit army and navy units. It prevents me from getting any army at all.. :P wish i could use the mod. thanks for the swift reply :)
Ø76923  [author] 7 Oct, 2014 @ 12:13am 
Yes, it seems to happen when you go past the original movement points. I've left it because I like the idea of having to be close to where the character starts in the turn, but I'll have a look at fixing it up. If you can't stand having to that, I'll have it updated within a week if the gods be good ;)
TaterzNcorn 6 Oct, 2014 @ 3:27pm 
it shows the unit recruitment card. But when i press on the card to start it up in the construction queue it doesnt add or build. nothing happens. this ring any bells with you?
TaterzNcorn 6 Oct, 2014 @ 3:23pm 
does this mod mess with unit recruitment at all? because im trying to eliminate the mod that has made it so I cant recruit any army units at all...
Ø76923  [author] 4 Oct, 2014 @ 11:31pm 
Yes, and they seem to use it. I've had some very interesting campaigns now XD
minnimega 4 Oct, 2014 @ 2:48pm 
Awesome, thanks! Qestion: Does the AI recieve the extra movement as well?