Rome 2: Total War Mods

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.
 
Ah! Better campaign camera! I've been waiting for one like this, it really bugs me not being able to zoom out enough in the campaign map.
 
Shame the better campaign camera requires a new campaign to work, would probably give it a try otherwise!

Yea I saw that just after I posted, that is a shame. It's because the scripts are baked into the save game, new changes to the lua file involved won't be applied to an old game.

I wonder if you can get into the save game to change the settings yourself, it's probably encoded and compressed though :(
 
http://www.twcenter.net/forums/showthread.php?619365-Special-Abilities-Be-Gone!

Removes special abilities.


- 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 to a degree--it will override any changes he makes to special abilities. Consult his thread for further details.

And

http://www.twcenter.net/forums/showthread.php?619994-Realistic-Heights-mod

Self-explanatory
 
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.
 
I very rarely ever use mods. I like to complete the game vanilla first. But I'm actually considering using Special Abilities Be Gone.

Flaming javelins!? Flaming arrows for mounted archers? Spam-fest Rally?! Don't understand some of the new stuff to be honest >_>
 
I do genuinely think there is a great game under here.

Get rid of the awful CPU bottleneck, give us some GOOD anti aliasing options and tesselation and this game will look stunning.

Give us a family tree and sort out generals, get rid of capture the flag open field battles, give us guard and fire at will orders back and the game could get back on track
 
Big AI improvements, new and adjusted units, starting strength balances and corrections, troop fatigue adjustments....

plus a load of other stuff:

http://www.twcenter.net/forums/showthread.php?573483-gt-gt-gt-DarthMod-Rome-v9-0-1-Download-lt-lt-lt

Try it - You'll probably not look back!

Oh I've used it in Shogun 2, just didn't notice anything different lol! :D

Is that link for Rome 1 or 2? It won't load. :(

I very rarely ever use mods. I like to complete the game vanilla first. But I'm actually considering using Special Abilities Be Gone.

Flaming javelins!? Flaming arrows for mounted archers? Spam-fest Rally?! Don't understand some of the new stuff to be honest >_>

This game marks Total War's transition to consoles, which is why flags and silly special abilities and streamlined campaign have reared their ugly heads. There's an article further back in the thread stating it's going to be released on Xbone and Ps4. It would explain the big drop in graphical quality from Shogun 2 aswell, we are basically beta testing for consoles. :)

EDIT: Trying to get that Radious overhaul, but you need some rubbish called Pack File Manager and only sourceforge seems to have the download for the program, but lo and behold their websites down.

WHY USE SOME STUPID .PACK RUBBISH WHEN YOU CAN GIVE US NORMAL ARCHIVES!? raaage.
 
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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.
 
Yarkis Personal Battle mod (there is a version compatible with the Radious Total Mod somewhere)

CONTENT

- 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

More staginess and longer battle.
Warriors keep a distance between themselves.
Enemy unit can retreat and then come back in battle.
Unit speed reduced.

2 (or 4) years per turn mod - absolutely essential mod; the only thing it affects is the number of turns it takes for a year to pass, in effect making your generals live longer; there is no changes to building or research time



WIP mods:

Splenyi' Realistic Unit Names
- pretty much self-explanatory

Celtic Galliae Project - Celtic troops rextextures, very HQ
 
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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
 
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.
 
More WIP mods:

Real Roman Reforms - this one's going to be a game changer for playing as Rome

Annoyed about the lack of any Marian Reforms or any evolution of the Roman army? This mod aim to solve this problem! Real Roman Reforms will add no less than 3 reforms to the game, simulating the development of the Roman Army, expanded the faction's roster and making a roman campaign more immersive
Planned Features:
Greatly Expanded Roman Roster, to give a feel of an army that changes over time, drastically.
There will now be four stages of the Roman army - Camillan, Polybian, Marian and Augustan
Contextual Reforms - the developments in the Roman army will be a result of either unique, time consuming technologies, or completing missions

​For Example: If Rome unites Cisalpine, Italy and controls 3 provinces in Magna Graecia, the reward will be the Polybian Reform

NOIF's Unit Retexture Mod - I can't recommend Noif's mods enough; he's known for great quality textures so keep an eye on this one (and there's no hurting in trying out what he's already done!)

Imperia Antiquitatis - A Realistic Representation of Ancient Warfare - another fully featured overhaul mod in the works

Imperia Antiquitatis (Empires of Antiquity) is a total overhaul modification that puts a great deal of stress on realism.

My opening goal is to revamp the battle mechanics, with the ultimate goal of turning your soldiers into humans with actual thought and reactions to the battlefield's situation, rather than the "fight-to-the-death" robots of vanilla.

Naturally along with this, I'll also be working on (all with a pure realism perspective) casualties, formation, mass, missile physics, fatigue, cohesion, morale, and the god-awful unit balancing.

I will put special attention into the significance of morale on the battlefield, and that every soldier on the field is just a man (no more sub-super human units like in vanilla).

Hope you like the concept I know that this wont be for everyone, but the people that this mod is designed for will love it.

I've just started development, and hopefully will have a beta out soon. Watch this space

This will evolve into more than a battle mechanics mod, in the future, but for now this is my biggest concern.
 
... rather than the "fight-to-the-death" robots of vanilla.
...
I will put special attention into the significance of morale on the battlefield, and that every soldier on the field is just a man (no more sub-super human units like in vanilla).

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...
 
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.
 
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