Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Roma Invicta - Part 3 *WIP*
45 Comments
{Δ} Achilles  [author] 22 Dec, 2022 @ 5:49pm 
@Lt. Hans No. Not even. This changes far too much to be compatible. However, my other mods Rome/Medieval Total War classic combat partially work with DEI.
Chuck Noris on bathsalts 21 Dec, 2022 @ 1:28pm 
I know you've probably get asked this alot, my bad, does ths mod work with DEI?
{Δ} Achilles  [author] 21 Jun, 2018 @ 6:53am 
@Keeadynpitawanakwat It works with the latest patch.
Keyman05 20 Jun, 2018 @ 5:55pm 
Pls update
{Δ} Achilles  [author] 12 May, 2016 @ 1:15pm 
@Peacemen turns are in their original states on easier difficulties.
Peacemen 12 May, 2016 @ 3:15am 
@Achilles, can you lower the Tech turns to speed up the game. I find it so frustrating to turn so many times just to get the Tech that i upgrade. At least make the Tech turns to its original state.
Peacemen 10 May, 2016 @ 2:28pm 
It will be cool if you make also the Imperator augustus map to your grand campaign, I really want to see a walled jerusalem playing with your mod.
{Δ} Achilles  [author] 10 May, 2016 @ 2:21pm 
@Peacemen yes, it does. It uses startpos.esf to create new factions.
Peacemen 10 May, 2016 @ 2:15pm 
+achilles, does this mod override the startpos.esf? I just subscribed the Imperator Agustus map mod for the Grand campaign, and I just wondering if its gonna work. Overrating the startpos.esf is crucial on that mod.
Peacemen 10 May, 2016 @ 1:57pm 
Oh I see, that explains it. Thanks nice mod BTW.
{Δ} Achilles  [author] 10 May, 2016 @ 1:02pm 
@Peacemen There are 4 Rome factions for multiplayer/custom battle that divides Rome into 4 time periods. Scipio, Caesar, Trajan, and Constantinus. However, these are unavailable for single player.
Peacemen 10 May, 2016 @ 3:55am 
why there is 3 rome faction and how do i play them?
Celorico De Basto 6 Mar, 2016 @ 3:55am 
how i play with rome (trajan)?
Austere Hare 2 Jan, 2016 @ 7:26am 
need part 2. i think part 2 is private or something
Aria Sirius 1 Dec, 2015 @ 10:17pm 
yeah,I was referring to you all.
{Δ} Achilles  [author] 1 Dec, 2015 @ 3:21pm 
@Elitos It wasn't mine? I just made the unit, really, Wiid made the mod.
Aria Sirius 1 Dec, 2015 @ 11:53am 
hey,I was just wondering what happened to your Roman crossbows mod. was it too game breaking or what?
TheAlmightyGinger 31 Aug, 2015 @ 4:16pm 
@2RGT Mastro do you have any other mods activated?
Sir Mastro 26 Aug, 2015 @ 1:37am 
I do not see them. I only see the golden aura on the ground
{Δ} Achilles  [author] 25 Aug, 2015 @ 3:21pm 
@2RGT Mastro Not that I'm aware of.
Sir Mastro 25 Aug, 2015 @ 3:16pm 
massalian holplites have any problem?
Sir Mastro 25 Aug, 2015 @ 3:03pm 
-.-
Sir Mastro 25 Aug, 2015 @ 3:02pm 
yep i saw
I did not have selected the third part

(sorry for my eng)
{Δ} Achilles  [author] 25 Aug, 2015 @ 2:58pm 
Sir Mastro 25 Aug, 2015 @ 2:56pm 
ah okay i'll download again the mod thanks
{Δ} Achilles  [author] 25 Aug, 2015 @ 2:54pm 
@2RGT Mastro I checked the files, and they have a shield, their animations show a shield. I'm not quite sure what problem you're having. I'll see if I can figure it out further.
Sir Mastro 25 Aug, 2015 @ 2:45pm 
cohors ponderous doesn't have shiled..
TheAlmightyGinger 16 Aug, 2015 @ 2:50pm 
thanks bro. Yea I figured it out. I'm doing much better. My problem was I was doing mass recruitment. Adding a massive burden at once. as well as not trimming the fat on some of my armies that were on relatively secure borders.
{Δ} Achilles  [author] 14 Aug, 2015 @ 1:27pm 
@Jaford18 The economic model is there to keep you from abusing armies to defend every inch of your territory. In Vanilla Rome, one can have a full stack garrison in practically every city, with almost no consequences. Here, you simply have to balance between defending, and attacking. If you're not interested in performing any offensive campaigns for a while, reserve your troops around a central area, so they have easy access to a province, and can move to whereever there might be trouble. Alternatively, you need to work on maximizing your economic capabilities, make sure you have tributes to pay you money, and make sure you have plenty of trade agreements.
TheAlmightyGinger 13 Aug, 2015 @ 5:12pm 
Quick question, I'm playing as Rome and I've done quite a bit of building up my economic infrastructure but I still find myself scraping by economically (classic circle of building all I can so being forced to conquer to add more economic building but now needing the extra forces to hold the new territory) I understand the economic model is meant to add a challenge, but for those who are wanting a more relaxed and forgiving economic system do you have a mod to mitigate the economic challeges? or at least advice?
AZ Reaper 11 Aug, 2015 @ 12:24pm 
nvm was being stupid
{Δ} Achilles  [author] 8 Aug, 2015 @ 1:45pm 
@THATguyoverthere123 This is a massive overhaul, that probably changes even more things than DEI does... it is not compatible.
AZ Reaper 8 Aug, 2015 @ 5:52am 
DeI compatible?
TheAlmightyGinger 27 Apr, 2015 @ 3:26pm 
@ Lord Beerus Thank you very much I aprreaciate it. I understand what you were saying about them being early units and thus weaker. I appreciate it man and once again I love your hard work.
{Δ} Achilles  [author] 6 Apr, 2015 @ 9:52pm 
@jaford18 Well, shield armour matters quite a bit now, and alot of missiles are different at penetrating them. Arrow Towers may need to be nerfed though. That being said, you're using Polybian units, which aren't very good. When you get to the Imperial units of Rome, then you'll see a much bigger difference.

Thanks for the feedback, I'll look into it. If you see anything else, feel free to let me know.
TheAlmightyGinger 6 Apr, 2015 @ 7:21pm 
I like it but I do have one complaint, often when I play as early rome my forces will approach enemy walls in testudo and a first won't take any damage but once the first guy in the unit dies I start losing what seems to be 2 or 3 a second. Literally right when the first man fell I lost half the unit before they got out of arrow range. Atop of that I lost every man crewing a battering ram last one dying just as it reached the gate. In both instances it was only an archer tower firing on the unit as the battle was being fought elsewhere. my question is, have you noticed an imbalace from archer or rome defense stats. I appreciate your work and overall I love the mod, I truly mean this to help make the mod better. Especially since it is so fantastic.
{Δ} Achilles  [author] 26 Mar, 2015 @ 6:20pm 
@Chilly Not that I know of, that is why this is a sort of Beta.

By 'compatability' issues, I have no idea what you're referring to. It's an overhaul. It's not really compatible with many things.
3zzzs 26 Mar, 2015 @ 5:44pm 
Any bugs or compatibility issues?
Alexander The Greek 26 Mar, 2015 @ 9:11am 
ok
{Δ} Achilles  [author] 26 Mar, 2015 @ 5:54am 
@money.traider I don't speak Russian, but from what I gathered in the translated text, you're asking about recruiting allied units? You can, if a faction is your client state/satrapy, you can levy their units. What you get, is based on their level of barracks, and it randomly picks a unit you can recruit per turn. However, you can recruit elite allied units, if they are your client state.
Виталик 26 Mar, 2015 @ 5:49am 
А можно сделать так-что бы можно было нанимать отряды союзников в том числе элитные?
{Δ} Achilles  [author] 25 Mar, 2015 @ 6:06pm 
Persia has excellent cavalry, just not as good as Parthia. Persia has the strongest archers in the game, and one of the best spear units.
{Δ} Achilles  [author] 25 Mar, 2015 @ 5:06pm 
@Alexandros I figured it would match the theme of the Picts in the mod. ;)
Alexander The Greek 25 Mar, 2015 @ 4:37pm 
From this picture Roma defeated!!! Especially the pict with the axe made good work in roman face.
Kudu 25 Mar, 2015 @ 1:49am 
sounds and looks great im gonna give it a try... looks real promising keep it up