Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Navy Tweaks + 2x Movement Range for Ships
12 Comments
Memelordnord 28 Apr, 2018 @ 7:40am 
lov it
larrythexii 1 Apr, 2016 @ 2:59am 
the "tweaks" broke the shit out of naval combat. Naval ships can't fight transports because it takes way to many rams to kill them now, and the enemy transports just insta grapple on the first one so unless you are 2v1 you're screwed. The ships are also downright unresponsive now too, it requires way too much micro management to ensure all commands are followed. It's a shame because the strategic movement with the mod is pretty good, but the battles are too broken to use the mod.
Daruwind  [author] 25 Aug, 2015 @ 8:02am 
Update checked for patch 17 :-)
Daruwind  [author] 11 Jul, 2015 @ 4:44am 
Updated for patch 17, CA just removed unit cap for elite ships so my harpax line follows it now too. :-)
Sebulous 14 Jun, 2015 @ 4:55am 
Cool, well hopefully he puts in place some ideas similar to yours, with credit of course.
Daruwind  [author] 13 Jun, 2015 @ 9:07pm 
technically yes, in reality no. Radious is making his own changes, new ships etc..
Sebulous 13 Jun, 2015 @ 2:44pm 
Is this mod compatible with Radious: Total War?
Daruwind  [author] 21 Feb, 2015 @ 7:13pm 
Mod updated to WoS, 16.1 Patch
steven-koster 18 Dec, 2014 @ 12:31am 
Ok,great news.Thanks in advance;)
Daruwind  [author] 17 Dec, 2014 @ 5:01am 
Sure it is, but new campaign caused havoc in my mods. It should be really before Christmas.
steven-koster 17 Dec, 2014 @ 3:04am 
Is there an update coming for the latest version of the game?
RexJayden 4 Dec, 2014 @ 10:57am 
Sounds interesting. :vahlen: