Imperator: Rome

Imperator: Rome

Units Expanded (Invictus)
89 Comments
hghrtkebgy 22 Jul @ 4:04pm 
can you update this for invictus
Codename Murphy 22 Jul @ 1:47pm 
its because of the update, im having the same issue
1Doppelkopf1 22 Jul @ 5:35am 
Have the same issue, map not generated, stuck on 100%
OctaviusXXII 22 Jul @ 5:24am 
Needs to be updated to be able to play with Invictus or the game will not start correctly
Riekopo 19 Jul @ 12:17pm 
update needed for Invictus?
edenxfund 22 Jun @ 11:33am 
AI can use new units?
Kayden_II 21 Jun @ 8:13am 
Great idea with this mod.

Is it possible to clean up the ledger in order to make the ( overlapping ) stats of the cohorts visible again ?
alexander.ae.engelen 14 Jun @ 9:15am 
is the game updated for the newest version?
Lev3e1 30 May @ 5:16am 
Hey, I wanted to ask a few questions:
1. Could the mod add a third rank/file in the unit screen? Making an actual manipular legion would be sick, plus I would like to actually do some proper countering, as in light infantry to deal with skirmishers, then skirmishers to deal with heavy infantry etc.
2. Could you look over some of the bonuses that the trees give? Its overall good, but I feel like as Greece you are so strongly forced into the macedonian phalanx despite the fact that the rest of Greece still often kept to a "normal" phalanx.
3. Could you reduce the malus that Heavy Spearmen get on rugged terrain? I feel like it is completely impossible to use them to fight anywhere but on flatland, which is quite rare in the meditteranean.
Other than that, cinema. Can't play without this mod anymore.
loock 16 May @ 1:37am 
这个mod,我做了汉化版,欢迎订阅。
Mindfr3k24 15 May @ 8:31am 
Does this work with Terra Indomita, at least in the previous update?
Caligula 30 Mar @ 6:35am 
my game crashing with this mod can someone explain ?
YES, WE DOOMED 28 Mar @ 12:22am 
Do the reward modifiers of the Invictus mission tree work with the new units? If they are not compatible (for example, if there are no buffs for the new units and only the existing ones are affected), it seems like only existing units like HC will be used.
Toorstain  [author] 26 Mar @ 12:05pm 
@Iskariota That is something I would very much like to add to the mod. Could you expand a bit more on which files you edited/how you did it?
Would I have to create a new folder and asset file for every model type, or can I just create a single file under gfx/models/units with all the clone gaps filled in?
Iskariota 23 Mar @ 7:27am 
If anyone else is as annoyed by roman army models as I was, you can fill the gaps in the .asset files in gfx/models/units.
Ministry 11 Mar @ 6:59pm 
Thanks for adding in the ballista @Toorstain! Such a cool addition to the roster. Onager would be nice too.
Riekopo 7 Mar @ 12:38pm 
Irony Mod Manager doesn't support Imperator sadly. But you can use the old outdated Paradoxos Mod Manager to check for file conflicts
Caligula 7 Mar @ 11:21am 
it is working very good, a very fine mod thanks.
Toorstain  [author] 6 Mar @ 12:56pm 
@Skidee Maybe, but I cannot promise that it will be. The mod does make changes to military traditions, trade goods and some cultures, as well as almost all cultural levies. Asian countries would of course not have their levies changed
Skidee 6 Mar @ 1:54am 
Is this mod compatible with Terra Indomita? Terra Indomita's description says it is a fork of Invictus and that it's basically Invictus with a bigger map, so I wanted to ask.
Toorstain  [author] 5 Mar @ 1:02pm 
@Pries [SAC] Thank you for your kind words. I have actually been thinking about adding a ballista unit working as both siege and battlefield artillery, so after reading your comment I decided to actually finish that project and update the mod.

@Caligula The mod should be working with the latest version of Invictus, and as such updated for I:R 2.0.5. Is the mod not working for you?
Augustus II 3 Mar @ 2:14pm 
I hear that man, who has time for half the shit we do. Cheers regardless.
Caligula 2 Mar @ 8:30am 
is it not updated to recent version ?
Priest [SAC] 2 Mar @ 4:13am 
Thank you for making this mod. I was looking for something like this and really enjoyed it. If you expand further on it, such as for siege weapon units besides the standard Siege Engineers, that'd be a fun expansion in the future. Mean time, excellent work and thank you.
Toorstain  [author] 25 Feb @ 11:38am 
@Augustus II Thank you very much!
Locking unit types behind military traditions or cultures is something that has been on my todo for som time, but I have not managed to figure out how to make legion recruitment dependent on other things than trade goods.

Your second suggestion is something I have been thinking about for a mod overhauling legions and mercenaries, but I would need to have some free time to just sit down and try it out.
Augustus II 22 Feb @ 6:55pm 
Hey dude great mod. I modded Total War some but this game looks a bit too hard and im an old dog. Let me run something by you though maybe I can help.

What about expanded your mod to make it fully cultural and more specific. Like Macedonian culture can recruit pike men and peltasts with heavy cav. while roman gets legions with swords and various auxiliary. Then you have basic greek with the hoplite and light troops.

If possible id love to make like elite slingers available from the Balearic islands and elite archers from Crete. Then barbarians get their mix of troops with strong cav. How much fun would that be. I could cover the history part and help with the stat percentages if you wanted.

As I just said in the invictus discord im too old to learn how to mod this game. lol But man do I have ideas.

Either way great mod man!
Toorstain  [author] 18 Feb @ 12:52pm 
@Riekopo I have no idea, but that would be awesome

As far as I can see, the new Invictus update does not break this mod btw.
Riekopo 16 Feb @ 5:26pm 
Is it possible to add rows to the combat line so units like archers can fire from behind?
Riekopo 16 Feb @ 3:39pm 
New Invictus update.
Toorstain  [author] 7 Feb @ 5:43am 
@riekopa
1) flanks and flank leaders is out of the scope of this mod. Not sure if its possible, but would be awesome.
2) I load it last, at least after the mods you mention.
3) at the moment you can only see them in battle. I am looking at a way to display it outside of battle. Ptobably not that hard, but I have to learn more about UI modding.

@mr.yum Maybe I will make a barebones mod for vanilla, but I'm not very keen on having to maintain another version of this mod.
Riekopo 5 Feb @ 4:52pm 
Do you have to be in a battle to see the terrain bonuses?
Riekopo 5 Feb @ 2:50pm 
What is the proper load order? I am detecting file conflicts with Invictus and the Historical Imperator Pack - Invictus.
Mr.Yum 3 Feb @ 6:12pm 
can u make one for vanilla
Riekopo 2 Feb @ 12:05pm 
Any way to introduce separate flanks and flank leaders? And dynamic in-battle tactics? Like in the other Paradox games?
Iaume 29 Jan @ 2:22pm 
Thank you for your rapid answer, i've sent you an invitation in hope i can give you a screenshot of my mods if it can help you :)
Toorstain  [author] 29 Jan @ 7:46am 
@Iaume thank you! are you running any other mods? I tried to start a new game a few days ago with Invictus + FMO an d it worked, but I will check it outand update if necessary!
Iaume 28 Jan @ 1:54pm 
hey Toorstain, love this mod and your ideas on it, i just have a problem. When i begin a new game the loading screen is infinite with a message that says "generating world from history" . Maybe you could update it or something ? If it can help you, i can play the game by clicking "resume" on the paradox launcher or loading a save.

Sorry for my english, it's not my true language,
Have fun, and Carthago Delenda Est ! :)
Toorstain  [author] 26 Jan @ 1:24pm 
@TheChosenOne59 Could you elaborate? Is the mod not working for you? I just tried to start a new game with the latest version of Invictus, and it seemed to work fine.

I have some minor tweaks and localization improvements in the backlog, but the mod should be more or less working as intended.
TheChosenOne59 26 Jan @ 8:07am 
update pls
Toorstain  [author] 15 Jan @ 2:37pm 
Not at this time no
shoobers 14 Jan @ 12:40pm 
Is there a vanilla only version?
Toorstain  [author] 12 Jan @ 5:31am 
Hm I should do some more specific playtesting to se how different units matche up. Thank you for the feedback!
Tzeentch 12 Jan @ 4:31am 
ok nerver mind i could not refight that battle
Tzeentch 12 Jan @ 4:12am 
i go and make y detailed account so maybe you spott something i overlooked or miss understood
Tzeentch 12 Jan @ 4:08am 
so with the phalanx i hab a fight against light infantryim a pain attlefield. my 20units of phalanx got wipe nad the enemy won. they had no heavy infantry. so maybe take out the dmg bonus? cuz that was not fun to see. i had cav support, light infantry and jevalins as well but still got hammered
Toorstain  [author] 12 Jan @ 3:31am 
Yes, a poikt in the mod is to move away from every unit having a counter value towards another unless absolutely necessary. When adding new units that matrix becomes very complex.

The idea is that light infantry should generally get routed because they generally take more and deal less damage than heavy spearmen, but only when the terrain favours the spearmen, and their flanks are supported.

Cav bonuses are applied as maluses to the cav damage output vs spears. As you say, no light cav would go up against a phalanx. At the same time, a rigid phalanx/shield wall doesn't really have a way to reach out and damage the cav. Thus, that matchup should be more of a standoff situation.

I need to look more into unit descriptions in a future update, and maybe add a few more counters.as of now, All bonuses and maluses should be visible from hovering over a unit, apart from terrain bonuses, and counters other units have vs that unit.
Tzeentch 12 Jan @ 1:50am 
Thanks for the mod its realy nice with the new flavor of units
Tzeentch 12 Jan @ 1:49am 
@Toorstain, in Invictus we have a listing of how much more DMG troops deal to other types or take. In your mod we only have like 3 other units listed. For the heavy speer its elephants +20%, chariots +20% and horse archers -25%. In invitus we have abit more. Light infantry has a +10%javelins a +25%, heavy infantry +10%, slinger i dont know since its not listed. to look at the stats i go in to the cohort tab, btw. some make sence for me like javeling or even slingers, because they skirmish and where more at range. but light infantry should get deletet by heavy spears. we have countless exempels where phalaxes rolled over light infantry. be it in the time of the city states or alexander and later. all i can see is that phalangites are good agains elepfants and chariots, but what about other cav? no cavalry unit would got up against a phalanx unless they can pull of a rear charge. so my question is: is there a way to see more stats for the units, if yes here?
Toorstain  [author] 12 Jan @ 1:21am 
@Tzeentch Can you describe a bit more? Is this based on testing or just looking at the unit? Just wondering if I have messed up the code in an update or something.

They are supposed to have the largest morale and strength damage taken bonuses of all units. Cavalry also have very large maluses versus them. In exchange they have no flanking, and they deal less damage than heavy infantry. Also, they get pretty big maluses in rough terrain, but this is a bit hard to see. I might move this from base_values to a national modifier in the future.

In the mod I have removed as many unit counters as possible, to avoid information overload. I believe heavy spearmen deal no explicit bonus damage vs other units. Can this be what is confusing you?
Tzeentch 11 Jan @ 12:26pm 
I have a question, what are the heavy spearmen good for? by the looks of it they get deletet by any other infantry. or is there a way to see thier full stats somewhere