Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Total War: ROME II - Reinstated
 This topic has been pinned, so it's probably important
Stealth4Health  [developer] 15 Aug, 2015 @ 11:22am
Advice For Those Experiencing Issues With ROME II - Reinstated
If you are experiencing any issues with Rome II Reinstated that you require assistance with in order to play or launch the game with the mod, please direct these to me here.

If your issues are occurring directly after a patch - this mod may be still out of date. You will have to wait for me to update my files in order to be compatible with the more recent build.

Note that the War Pigs unit is still not properly working. I don't think I will be able to apply fire vfx effects. So they are more a visual gimmick for now. For some people the Harpax Hexareme is not working. Verifying the integrity of the game cache or reinstalling the game should solve it.

PLEASE NOTE: Posting complaints in this thread or in the comments will not resolve your issue but you may find helpful advice from other players on some minor issues.

Stealth4Health
Last edited by Stealth4Health; 20 Aug, 2015 @ 4:16am
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Showing 1-11 of 11 comments
Batleth777 18 Aug, 2015 @ 2:09pm 
The Fire Raisers make the game crash. It has happened in custom battles and in HATG campaign. So far no other unit has crashed the game though, and the AI has been training the new units, so that's a plus. I am running the Patch 17 beta.

Update: Now that the AI is recruiting these units, I cannot remove this mod without breaking my save. Please don't take this the wrong way. I really like the mod, but there should be a notice on the main page that explains that it isn't possible to remove the mod if you're using it in a campaign.

Update 2: I backdated my game to patch 16 and Fire Raisers still make it crash.
Last edited by Batleth777; 18 Aug, 2015 @ 3:18pm
Stealth4Health  [developer] 18 Aug, 2015 @ 3:32pm 
Originally posted by Batleth777:
The Fire Raisers make the game crash. It has happened in custom battles and in HATG campaign. So far no other unit has crashed the game though, and the AI has been training the new units, so that's a plus. I am running the Patch 17 beta.

Update: Now that the AI is recruiting these units, I cannot remove this mod without breaking my save. Please don't take this the wrong way. I really like the mod, but there should be a notice on the main page that explains that it isn't possible to remove the mod if you're using it in a campaign.

Update 2: I backdated my game to patch 16 and Fire Raisers still make it crash.

The Fire Raisers should not make the game crash. Have you tried it with no other mods selected?
Batleth777 18 Aug, 2015 @ 7:02pm 
Hmmmm. I guess not. I don't know for sure which one it would be. I know I haven't had crashing problems before though. I'll check.

Update: Lol I guess it was a mod conflict. My bad. Thanks for helping with my noob problem.
Last edited by Batleth777; 18 Aug, 2015 @ 7:39pm
Batleth777 18 Aug, 2015 @ 8:39pm 
Ok. So after some extensive testing, I know what mods were causing the issue. The crash was from the mod "Pikemen start battles with pikes". I don't know why this would be. I tested a custom battle with Roman Fire Raisers against random enemies and it worked fine with every other mod I use. But once I activated the pikemen one, it would crash before the battle finished loading. There weren't even any pikemen in the battle. It seems silly, but do the Fire Raisers use any game resources related to pikemen?

On top of that, the mod "Real Mobs", which increases the size of mob units (and does absolutely nothing else), changed the stats of the Fire Raisers. It doubled their range, lowered their damage, and made them shoot flaming rocks instead of boiling oil

Again, I have no clue why either of these things would happen. I know that neither mod has been updated since December or so. My only guess is that they aren't fully compatible with the latest updates. They worked fine before I installed this mod. Go figure. Needless to say, I will be sticking with your mod. I have already let both of the other authors know about this conflict.
Stealth4Health  [developer] 19 Aug, 2015 @ 6:07pm 
Originally posted by Batleth777:
Ok. So after some extensive testing, I know what mods were causing the issue. The crash was from the mod "Pikemen start battles with pikes". I don't know why this would be. I tested a custom battle with Roman Fire Raisers against random enemies and it worked fine with every other mod I use. But once I activated the pikemen one, it would crash before the battle finished loading. There weren't even any pikemen in the battle. It seems silly, but do the Fire Raisers use any game resources related to pikemen?

On top of that, the mod "Real Mobs", which increases the size of mob units (and does absolutely nothing else), changed the stats of the Fire Raisers. It doubled their range, lowered their damage, and made them shoot flaming rocks instead of boiling oil

Again, I have no clue why either of these things would happen. I know that neither mod has been updated since December or so. My only guess is that they aren't fully compatible with the latest updates. They worked fine before I installed this mod. Go figure. Needless to say, I will be sticking with your mod. I have already let both of the other authors know about this conflict.

The pikemen mod is probably changing the combinations of the single animation fragments, so does my mod add new combinations of those animation fragments for the Fire Raiser and Harpax Hexareme units. So they access the same file. I will take a look if I can change it so that they are compatible.
But I have no idea how the Real Mobs mod could cause something like that.
Last edited by Stealth4Health; 19 Aug, 2015 @ 6:09pm
Batleth777 19 Aug, 2015 @ 7:02pm 
It isn't a big issue. I realized that the pikemen mod isn't really needed. The Real Mobs conflict is pretty strange though. Thanks for your help. :resmile:
Stealth4Health  [developer] 20 Aug, 2015 @ 8:14pm 
Originally posted by Batleth777:
It isn't a big issue. I realized that the pikemen mod isn't really needed. The Real Mobs conflict is pretty strange though. Thanks for your help. :resmile:

You are welcome, and it now should be compatible with the pikemen mod.
Batleth777 21 Aug, 2015 @ 11:31pm 
Sweet, they work together now. Nice work. That's an impressively quick update. :steamhappy:
カテ 6 Dec, 2015 @ 1:59pm 
The musician's walking animation is just them floating in the air while walking without their instruments.
Last edited by カテ; 6 Dec, 2015 @ 2:44pm
Stealth4Health  [developer] 15 Dec, 2015 @ 4:01pm 
Originally posted by |FTG| Sgt. Cate:
The musician's walking animation is just them floating in the air while walking without their instruments.

Yeah, that is the problem with the 3rd battle personality. I do not think I will be able to fix that. I could replace the standard bearer with the musician to make it work but I think that is also not the best solution. But last time I tested it, the muscians did not float in the air that often. So I think I will still keep them in the mod.
serialnoobkiller 6 Aug, 2016 @ 9:28am 
hi, i noticed the mercenary cimmerians are super cheap with no difference in stats, in roman and cimmerian roster
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