Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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AVE: Roman units DATA
   
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Tags: mod, Units
File Size
Posted
Updated
201.566 MB
13 Dec, 2015 @ 11:11am
14 Mar, 2017 @ 2:01am
5 Change Notes ( view )

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AVE: Roman units DATA

Description
THIS IS THE GRAPHICAL PART FOR 'AVE_ROMAN_UNITS_125', 'AVE_ROMAN_UNITS_125_20_UNITS', 'AVE_ROMAN_UNITS_150_20_UNITS' and 'AVE_ROMAN_UNITS for dev et imp'
You will need this pack to play those mods
You don't need to download this if you play 'AVE_ROMAN_UNITS_125_150', because the graphical part (textures) is already included in that mod.
This mod also offers a reskin of roman units, even if you are not a subscriber of the mods mentioned above.

THIS MOD IS PATCH-17 COMPATIBLE ONLY
To switch to 'Patch-17': Go to your Steam page and then select LIBRARY. Right click on your game 'ROME II' on the left. Go to properties. Select BETAS in the pop-up screen. In here you can select 'patch_17'.

IF YOU WANT TO COMMAND A REAL ROMAN LEGION WITH 52 UNITS, 9000 MEN STRONG THEN GO TO 'AVE_ROMAN_UNITS_125_150' AND EXPERIENCE MASSIVE BATTLES !

HAVE FUN COMMANDERS !
19 Comments
REGNATOR  [author] 20 Nov, 2021 @ 3:32pm 
After a long period of abscense, I'm willing to upgrade my mods, but I realy need to spend a lot of time on taking lessons to become sergeant firefighter. I hope you understand
Vitellus 28 Aug, 2019 @ 7:23am 
UPDATE PLEEEEEAAAAASEE!!!!
Damien73(SAVOIE) 11 Aug, 2018 @ 2:00pm 
update please
REGNATOR  [author] 3 Dec, 2017 @ 6:30pm 
To "dallarmiswan":
When you decide to have 480 men/ unit, the 'main_units_table' should describe the right amount of 'mounts' (horses/camels/...). If this should not be the case, many 'riders' and their mounts will give conflict, resulting in riders to be doublle on horseback, or having no mounts at all. I'm not supporting 480 men/unit for many reasons. You can always look in my workshop for a reasonable kind of 'men/unit', regarding your wish as you want them to be. Keep in mind that a unit with 480 men/unit is not 'workable' in many ways (embarking on a ship, keeping guard on ramparts).
REGNATOR  [author] 3 Dec, 2017 @ 6:15pm 
The newest upgrade of Creative Assembly is rather drastic. This is why all around the community modders are working very hard to keep their mods working as they did before. Many tables have been changed. The changes, made by Creative Assembly, forces modders around the world to alter their mods, which in some cases could take some time. I can only hope for you, subscribers, to have a little patience. I'm working very hard to get my mods to be compatible with the newest 'patch/DLC'. The upgrades should be launched by 16th of DECEMBER.
ShadowLordArchol 1 Dec, 2017 @ 5:25am 
Hi Regnator, sorry but I've not noticed that you have answer to me. I don't understand what you mean, but it gives me an idea. I've activate a mod that brings the number of man to 480 per units. But it seems don't act on cavalry. For exemple, the Equites unit vanilla remains 80 men. So I don't know
REGNATOR  [author] 5 Sep, 2017 @ 6:09am 
Please make sure you have only one variant of "Roman units" active (+ DATA, for the textures). If you have more than one version active, then the game could take the number of men (soldiers) from one version and the number of mounts from another, wich gives conflict, resulting in 'mounted units' having no mount at all. Please keep me informed if it still shouldn't work.
ShadowLordArchol 4 Sep, 2017 @ 7:58am 
It seems to be this one
ShadowLordArchol 4 Sep, 2017 @ 7:48am 
Hi, i've installed some of your mod but when they are active i lost all the horse of the mounted units, even those who are of the original game, which can give this problem?
REGNATOR  [author] 24 Jan, 2017 @ 6:02am 
I think, since you use a lot of mods, the best way to determine which mod causes crashes is to play my mod (units + DATA) and then one of your mods listed below. "KLA's new Roman Generals Mod" could give a conflict, the others should be compatible (little chance that they use the same ID numbers). May I ask you to try this out? When you have determined which mod gives conflict, let me know and then we can alter a few things so the mods will be compatible.