I thought as the official thread is far too cluttered and to discuss improvements to the general game it would be good to have a separate mods thread. I will try to keep the thread updated as and when more information becomes available. Please feel free to add mods that you recommend and I will update the OP.
I know classic TW fans will be looking forward to what is around the corner with regards modding. At the moment there are a few to keep an eye on:
Total Conversions
Magnar Mod v1.4
Multiple changes, you'll have to read the changelog in the thread to see the full list. 2 & 4 turns per year with adjusted research and build times along with many others (AI, Battle, Campaign etc)
Radious Total War
Multiple changes to Buildings, Campaigns, Battles and AI. I personally think most of his changes are great and you can pick and choose which elements you want to use. I currently don't use the graphics mod as I am using another listed below.
Rome 2 Total Realism Mod (Unreleased)!
- Not much is known of this as it was only recently announced. However with a focus on realism and historical accuracy and what looks to be a large and talented team (previous work on other successful mods) it is one to look out for.
Roma 2: Imperium Aquilarum (Unreleased)
- Again another mod with a large team, similar objectives to the Total realism mod above to provide a historically accurate game with the gameplay to match. Again one to follow!
Current Recommended Mods
Playable factions 100+
Allows numerous playable factions!
Graphical Enhancement mod
ENB shader to improve the look of the game, highly recommend.
Special Effects enhancement Mod V1.2
Realistic Heights
Edits the disproportionate heights of some units to make them more realistic.
Arcade graphics removal
Removes the selection highlights and graphical cues (bright flashing flags etc). May not be to everyones liking but I prefer it this way.
Splenyi's Better campaign camera) (Only works with new saves for now!)
A must to see your empire in all its glory!
Special abilities be gone!
*Is compatible with Radious Battle Mod and I believe Magnar Mod to a degree--it will override any changes they made to special abilities.
Yarkis Personal Battle mod
There is a version compatible with the Radious Total Mod somewhere. No Magnar mod version.
Close Combat Mod 2.0
Another combat mod, Radious compatible version in the comments, doubtful that it works with Magnar mod.
WIP mods:
Splenyi' Realistic Unit Names
Celtic Galliae Project
-Celtic troops rextextures, very HQ
Enjoy!
I know classic TW fans will be looking forward to what is around the corner with regards modding. At the moment there are a few to keep an eye on:
Total Conversions
Magnar Mod v1.4
Multiple changes, you'll have to read the changelog in the thread to see the full list. 2 & 4 turns per year with adjusted research and build times along with many others (AI, Battle, Campaign etc)
Radious Total War
Multiple changes to Buildings, Campaigns, Battles and AI. I personally think most of his changes are great and you can pick and choose which elements you want to use. I currently don't use the graphics mod as I am using another listed below.
Rome 2 Total Realism Mod (Unreleased)!
- Not much is known of this as it was only recently announced. However with a focus on realism and historical accuracy and what looks to be a large and talented team (previous work on other successful mods) it is one to look out for.
Roma 2: Imperium Aquilarum (Unreleased)
- Again another mod with a large team, similar objectives to the Total realism mod above to provide a historically accurate game with the gameplay to match. Again one to follow!
Current Recommended Mods
Playable factions 100+
Allows numerous playable factions!
Graphical Enhancement mod
ENB shader to improve the look of the game, highly recommend.
Special Effects enhancement Mod V1.2
- it enhances all smoke columns in cities and change the smoke color to black
- improves all the smoke trails from Onager projectiles and make the flames more fiery
- improves the explosion effects from onagers a little bit and make it bigger and more fiery
- deletes all the annoying greyish hit dust effects
- adds a little blood puff when units are beeing hit by projectiles
- improves all the smoke trails from Onager projectiles and make the flames more fiery
- improves the explosion effects from onagers a little bit and make it bigger and more fiery
- deletes all the annoying greyish hit dust effects
- adds a little blood puff when units are beeing hit by projectiles
Realistic Heights
Edits the disproportionate heights of some units to make them more realistic.
Arcade graphics removal
Removes the selection highlights and graphical cues (bright flashing flags etc). May not be to everyones liking but I prefer it this way.
Splenyi's Better campaign camera) (Only works with new saves for now!)
A must to see your empire in all its glory!
Special abilities be gone!
- Removes almost all special abilities from the game (with the exception of Frenzy--which has a fatigue penalty by default, and Generals' abilities, e.g., Rally)
- No more flaming javelins, and no more flaming arrows for mounted units (seriously CA, WTF)
- All Roman infantry now have Shield Wall, Offensive Testudo, and Defensive Testudo (previously only Triarii used it)
- Increases the recharge time of remaining special abilities (e.g., Rally now takes 300 seconds to recharge)
- No more flaming javelins, and no more flaming arrows for mounted units (seriously CA, WTF)
- All Roman infantry now have Shield Wall, Offensive Testudo, and Defensive Testudo (previously only Triarii used it)
- Increases the recharge time of remaining special abilities (e.g., Rally now takes 300 seconds to recharge)
*Is compatible with Radious Battle Mod and I believe Magnar Mod to a degree--it will override any changes they made to special abilities.
Yarkis Personal Battle mod
There is a version compatible with the Radious Total Mod somewhere. No Magnar mod version.
- Slows the kill rate of melee units down by at least 50% by reducing the hit chance and giving all units +10 bonus armour.
- Slower run and charge speed for all infantry and cavalry units.
- Reduces the accuracy of all missile weapons and the impact radius of artillery to make up for the slower movement speeds.
- Better unit cohesion in combat (by enlarging their collision box, lowering mass and charge speed).
- Increases the fatigue gain while being in combat or charging.
- Increases the timer of capture points to 5 min (so you don't have to babysit them all the time).
- Slower run and charge speed for all infantry and cavalry units.
- Reduces the accuracy of all missile weapons and the impact radius of artillery to make up for the slower movement speeds.
- Better unit cohesion in combat (by enlarging their collision box, lowering mass and charge speed).
- Increases the fatigue gain while being in combat or charging.
- Increases the timer of capture points to 5 min (so you don't have to babysit them all the time).
Close Combat Mod 2.0
Another combat mod, Radious compatible version in the comments, doubtful that it works with Magnar mod.
More staginess and longer battle.
Warriors keep a distance between themselves.
Enemy unit can retreat and then come back in battle.
Unit speed reduced.
Warriors keep a distance between themselves.
Enemy unit can retreat and then come back in battle.
Unit speed reduced.
WIP mods:
Splenyi' Realistic Unit Names
Celtic Galliae Project
-Celtic troops rextextures, very HQ
Enjoy!
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