Rome 2: Total War Mods

Soldato
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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

- 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

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)

*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).

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.

WIP mods:

Splenyi' Realistic Unit Names


Celtic Galliae Project
-Celtic troops rextextures, very HQ

Enjoy!
 
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Thanks for this we really appreciate the work gone into doing this. Great improvements to Rome 2 to look forward too. CA are releasing a new patch this Friday and quite regularly from what I here.
I've never tried any of the mods in the past, even though I've owned all of the TW series titles bar Shogun. I really am looking forward to Rome 2's mods. Please change the unit cards they look terrible.

No problem, can't wait for the first wave of conversions to hit :)
 
Radious has released a few more mods now, all good but the essential one is the battle mod, much more enjoyable. Units still die quickly (that mod will come later once they mod unit stats) but at least battles last longer now. As always these mods will be superseded quite quickly so check back here or the original thread for updates!
 
I haven't tested multiplayer so I can't say, best to try yourself or check the thread I'm sure that's been asked. If you do come across an answer post in here and I'll update the op for others to know.
 
What do the darth mods do except increase unit size and strangle performance?

I assume this isn't rome 2 related as Darth is no longer developing? They are total conversions so usually, AI, campaign, diplomacy, unit etc changes.

Best to read the official threads for a full breakdown.
 
Updated with a few additions. I removed the 2/4 year mod as in it's current state it is far too basic and I'm not sure if the mechanics tie in with other more worthwhile mods such as Radious's above.
 
Realistic Height is already in the OP, I've added the other one. Cheers

How are you finding it? I wasn't personally a fan of all the changes so didn't bother with it.
 
Added Magnar Mod which I'm now using instead of Radious. I was pretty early into my campaign so decided to start again with Magnar as the changes looked impressive.
 
Magnar mod includes 2 and 4 turns per year but also changes the buildings and research times to match. I'd recommend that over the normal 2 and 4 year mod as it's too unbalanced imo.

OP updated with the rest
 
Well, a lot of us use the Radious Total War mod and the 2 years per turn mod complements it well. There's nothing unbalanced about having your generals NOT die in 10 turns of old age.

Completely agree it's better than vanilla but the issue is that Radious hasn't been tweaked for research and building times to coincide with an increase in turns. I did include it in the OP when I created the thread as I had the same combination but it doesn't quite work as intended imo (yes generals don't die but research and tech happens too quickly).

I think they've got it backwards... This makes it sound like no units ever route and they all just fight to the death.

From everything I've experience and what I've read it seems that the units flee incredibly quickly and never stick around long enough to make the fight worth while...

Yes that's odd, in vanilla routing happens at 60-70% units remaining.
 
Except the research and building time does NOT change at all. A building or technology that took 4 turns to complete still takes 4 turns to complete. That aspect of the game is untouched. The only issue you might have is the historical accuracy one, as a lot of the research will be done earlier than the history would suggest. But that is an issue prevalent in the vanilla game already and not one that could be fixed by anything that doesn't overhaul the whole technology research aspect of the game.

Yh the issue is one of research/buildings that would take 4 turns in vanilla (ie 4 years) taking only 1/2 years modded. Anyway will update the OP with the other mods when I get back.

It's becoming increasingly hard to choose what mods to use! So much choice :p Will stick with what I'm running for now but you have to love the total war community, so much commitment :)
 
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