Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

More Realistic: Ancient Warfare
40 Comments
SubParPenguin16 10 Feb, 2024 @ 2:13am 
Removed unrealistic ammo. Added realistic arrow shock wave.
Maxsilv  [author] 3 Nov, 2017 @ 10:53am 
I don’t remember! ^^’ This mod has been created long time ago!
Ragnar 16 Apr, 2016 @ 3:37pm 
Merci monsieur! vive la france ha haaa!
Maxsilv  [author] 16 Apr, 2016 @ 3:26pm 
There was a video showing what this mod does, yet in French: https://youtu.be/H9ib8c8XTm8
Ragnar 16 Apr, 2016 @ 2:46pm 
Wish there was a video showing what this mod does
TexanChiss 3 Mar, 2015 @ 7:29am 
Understood
Maxsilv  [author] 3 Mar, 2015 @ 5:26am 
Roman501st, I don't know what I can change to resolve this issue, so it's difficult to tell you what to do.
TexanChiss 2 Mar, 2015 @ 12:19pm 
So the bigger units doesn't effect the prologue or historical battles? if not I can help with that just tell me what to do.
Maxsilv  [author] 23 Jan, 2015 @ 1:02am 
Vinily, do you know that Rome II is a video game ? Of course it will not as realistic as an historical reconstitution. ;)
Vinilly 22 Jan, 2015 @ 7:53pm 
Dude I have tried this mod and nothing is realistic, like everything is still 3D animated...



Relistic;
representing familiar things in a way that is accurate or true to life.
TexanChiss 22 Jan, 2015 @ 7:22am 
Understood thank you.
Maxsilv  [author] 22 Jan, 2015 @ 6:52am 
Roman501st, now, you can find link of my mod massive version at the end of description.
Vinilly 21 Jan, 2015 @ 7:27pm 
This is misleading... I am telling your parents about this mod.
TexanChiss 21 Jan, 2015 @ 7:23pm 
Really you did? How unfortunate. I was hoping you would keep the unit numbers as big as they were when you uloaded this mod. Can you make a version keeping the big unit sizes? Please it made my game perfect.
Maxsilv  [author] 21 Jan, 2015 @ 2:01pm 
Version 1.0 is available! I have changed lots of things; there are less compatibility issues, but there is no more giant unit size.
MC Patches 18 Jan, 2015 @ 11:42am 
It doesnt increase the size of units in your garrison
Vinilly 12 Jan, 2015 @ 1:39pm 
Nothing relistic about this they are still computer generated graphics I saw the words "Relistic Ancient Warfare" and well nothing very relistic but computer generation of graphics...
TexanChiss 12 Jan, 2015 @ 12:55pm 
By using the mod manager, It will work with the mod I posted a few comments down, but only if you load it after this one.
kreia 12 Jan, 2015 @ 10:46am 
yea i think i fixed it cheers
Maxsilv  [author] 12 Jan, 2015 @ 9:23am 
Revan, it seems that great romans and my mod don't work together.
kreia 11 Jan, 2015 @ 1:29pm 
hi maxsilv ive got this mod and great romans pack yet it ctd before main menu any ideas?
honker 10 Jan, 2015 @ 1:50pm 
Tres bien. but "In fact, the loser often admits defeat before losing 90% of its force!" rather < 80%
Prime 10 Jan, 2015 @ 9:13am 
Mod très sympa ;)
Azerty 10 Jan, 2015 @ 3:28am 
Jolie boulot ! :)
Maxsilv  [author] 10 Jan, 2015 @ 2:51am 
Roman501st, I'm sorry but unit size's changes will not be available with this mod. However, you may have combat system's changes.
Baste15 9 Jan, 2015 @ 2:34am 
vraiment bien comme mod surtout pour les batailles elles sont plus equilibrée et plus longue franchement mod super!!!!!!!
Maxsilv  [author] 8 Jan, 2015 @ 4:51pm 
Roman501st, first cohort, eagle cohort and praetorian guards units size have already been increased to 800 (indeed, historically it's a bit less than doubled: there are five doubled centuries = 5*2*80).
TexanChiss 8 Jan, 2015 @ 2:21pm 
First cohort/Eagle cohort/Praetorian melee units should be double of 480.
Alucard Van Hellsing 7 Jan, 2015 @ 5:26pm 
pas de probleme avec le francais a l'anglais no problem with the french to english btw im american just thought id let you know in your native tounge
Maxsilv  [author] 7 Jan, 2015 @ 4:04pm 
Flip241, knocked back and knocked down effects will be improved in next update, but I've not tested Sebidee's mod so I don't think it will have exactly the same result (fortunately, we made two different mods)!
SukeBear 7 Jan, 2015 @ 2:24pm 
Does this cause units to get knocked back by missile fire like sebidee's mod, because that seems like an important aspect of realistic ancient warfare.
Maxsilv  [author] 7 Jan, 2015 @ 7:07am 
Solstheim, I have changed few unit stats (for example, increased ammo for some missile units), but most of changes concern combat system in general (morale, fatigue, rules, etc. and it's not finished yet).
Captain Briggs 7 Jan, 2015 @ 6:46am 
Have you changed any unit stats or did you just add more men?
MisterMystere 6 Jan, 2015 @ 3:46am 
voila
ratbleu 5 Jan, 2015 @ 6:16pm 
Puisque je te suis sur youtube je vais tester ça.
Maestermint 5 Jan, 2015 @ 1:32pm 
This looks very interesting! I'll try a few campaigns and battles and see what bugs I can find!
Maxsilv  [author] 5 Jan, 2015 @ 9:53am 
Vedat_colgecen, I can. However, I think it's not a good idea. Indeed, most of units in campaign have already 1 turn recruitment time, except in Wrath of Sparta but I agree with this choice.
Vedat Çölgeçen 5 Jan, 2015 @ 9:09am 
can you make a 1 turn recruitment unit time ?
Hero123 5 Jan, 2015 @ 8:33am 
Merci