Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Restauratio Viaria - Road Fixes
32 Comments
johnson.nathan28 28 minutes ago 
does it work with DEI?
Geomeng 20 Mar @ 7:32am 
Good!
ROMKA-2 17 Mar @ 12:36pm 
Thanks bro, love it! I actually use "better roads" mod for a while, it buffs the roads bonus with every main building update in the region. It never had such a pleasant visual twist!
Axland 20 Feb @ 2:37pm 
Well, to have a stone road you need a very hard type, and probably very expensive, the rest of types are not good for one reason, they erode very fast, specially with carruages which we know romans used extensively. You can see deep marks of wheels in recent stone roads from XIX century. So, no way roman roads can be other than earthen or something akin like gravel. But I bet gravel would be reserved for areas very busy or near the cities.

What did romans is secure those roads with little engineering marvels, crossing mountain paths or marshes,
Benjin  [author] 20 Feb @ 10:48am 
@Axland
After reading your post yesterday I did a bit of research on it myself, what you're talking about is related to an archaealogical discovery in Spain where they found an example of a road that did that which has started discussion as to whether or not they were all covered in gravel. On various platforms people have talked about it and no one can say for sure whether or not they were all layered with gravel or if some were and some weren't. Some argue that not all of them were, as some types of stone can be shaved down and layered perfectly close to not cause large cracks which could cause issues for travellers if not layered properly (most importantly messengers, who had to go the fastest).
DGamer 20 Feb @ 10:28am 
Really nice mod, it enhances the visuals specially playing as Rome.
Axland 18 Feb @ 9:23am 
Just learned, some days ago from an aecheologist, that Roman roads could had a stone base, but the surface was always and everywere earthen. The reason is simple, stone roads are not adequate for animals so they needed a softer material. Horses had no horseshoes so even more important.

All the stone roads you see nowdays are recent "reproductions" and not historical accurate.

Sorry to say that.

Anyway is not that important because it do not changes really the game mechanics.
Benjin  [author] 12 Feb @ 11:41am 
@Antigonidai
Yes, from the description:

"COMPATIBILITY
This mod is fully compatible with all other mods, provided it is loaded above any mods that modify road textures and road effects."
Andreas Valerii 12 Feb @ 2:39am 
Dei compatible?
Benjin  [author] 10 Feb @ 1:57pm 
@Leondas
I'm not sure if it's possible, but I'll check it out some time.
Leondas 10 Feb @ 1:36pm 
Great mod Benjin can you make lvl 3 paved road?
TRIARII`Euphoria 2 Feb @ 1:06pm 
Oh, I get it now. Need to read twice ;p Thought it gives bonus to movement range too, not only movement speed. Anyway, very appreciated mod. I always wonder why roads are getting dirtier like a mud, and not cleaner like paved ones.
Benjin  [author] 2 Feb @ 12:57pm 
@TRIARII'Euphoria
Check the description, I wrote an explanation there.
TRIARII`Euphoria 2 Feb @ 10:18am 
And that's how it should looks like! Nice. Can you explain exact road improvement effect and requirement for each level?
Benjin  [author] 1 Feb @ 5:20am 
@Mingles
AFAIK, this already exists by default in vanilla Attila? They even have one extra road level, which is simply "road_climate" for when there's absolutely no road at all (road development 0).
Mingles 31 Jan @ 9:15pm 
could you do this for Attila TW? I've been dying for a fix like this for the MK 1212 mod for Attila, which i assume if you just changed the vanilla game it would work for MK1212. thank you for your work on Rome 2 TW.
Terendelev 26 Jan @ 7:17am 
It works now on my current save along with a ton of mods on, thanks~
Benjin  [author] 26 Jan @ 4:22am 
@All
Okay, latest update should have fixed the issue where UI text wasn't being displayed if you loaded this mod above DeI.
Benjin  [author] 26 Jan @ 4:15am 
@Nick
Yeah loading this mod above any others should be fine - it just makes an edit to "roads.XML" and "roads_stone.XML" (which I haven't seen any other mod edit before), a text change for road development in a new table isolating that effect and finally a db edit to road development to unhide it.
Nick 26 Jan @ 4:11am 
@Benjin
After testing I discovered that the source of conflict is with Athanasios' Ultimate Fixes . Is it okay if I load yours above the Ultimate Fixes or I should choose to use one of the two mods?
Benjin  [author] 25 Jan @ 7:49pm 
@Terendelev
Yeah the UI change doesn't work for DeI at the moment, even if you load it above. It should work on most other mods though. I'll try to see if I can make the text bit overwrite DeI's road development text entry.
Terendelev 25 Jan @ 4:47pm 
@Benjin I'm not seeing the UI effect ether, tried with my existing save and with a new campaign with only DEI and this mod enabled.
Furykuiku'l 25 Jan @ 4:35pm 
you know a mod will stay in your load order when it does a simple thing like this that you did not even know you needed tnks mate
Dick Dastardly 25 Jan @ 9:07am 
Bless you Benjin, doing the work that CA should've done. Love you
Benjin  [author] 25 Jan @ 3:42am 
@Nick
Are you using other mods? If so, try to load this one above all the others.
Terendelev 24 Jan @ 8:18pm 
Nice
Nick 24 Jan @ 7:22pm 
Hello, I just started a new game (Grand Campaign and Wrath of Sparta) and I don't get the UI addition of "road_development" effect.

Rest of the mod works fine.
Benjin  [author] 24 Jan @ 6:51am 
@(v)1GHTY )v(4V$
I can try to investigate if that's possible, but it may not be. Remember that Warhammer did come out some years after Rome 2, so it was more advanced in the way it handled certain things such as campaign tiles being linked to culture/subculture and therefore upgrading accordingly.

If roads didn't upgrade at all I could just simply replace the road tiles once I've found a way to edit the terrain_list file that governs the appearance of a campaign map, but these tiles have an additional function called "roads0_to_roads1" and "roads1_to_roads0" inside the "tiles_upgrades.XML" which could be hardcoded to only two types of road tile appearance, therefore removing the possibility to upgrade based on culture as it would require making new tiles which can't be linked to that feature.
(v)1GHTY )v(4V$ 24 Jan @ 6:41am 
Maybe if you create an extra Table around it like they did in Warhammer with the visible Corruption you could tie that to Culture Subgroups and change that to Settlements Occupation. The Way CA did the Map with the Sand Kind of Worked for All Regions because the Climate was a bit warmer and in Summer we can sandy footpaths in the North too. The Via Appia was also pretty accurate but of you Look at the Sprawl it changed the ingriedients depending on availability and Culture and maintanence
Benjin  [author] 24 Jan @ 6:17am 
@(v)1GHTY )v(4V$
It's a great idea, but I don't think it's possible to have different types of road based on what climate they're placed in, unfortunately.

Perhaps I could change the level 1 road to something a little more sandy to be climate-neutral and also change the road textures to look more rough?
(v)1GHTY )v(4V$ 24 Jan @ 6:10am 
I could See the muddy roads making more sense in the northern parts like Britannia or Germania but in the Mediteranian the Sand seems to make more Sense and the Stone Roads would also be geographically distinct I'd guess to have Grey stones in the North and more of a Sandstone in the East and probably Red Stone in the Desert in the South. The Mud to Sand scale probably is also a factor of General Irritation and Fertility Level, so dark Mud in the Desert make less sense other than a recent Rain Shower in the Region
Leondas 24 Jan @ 4:48am 
Hello Benjin it does not show in DEI original UI :(