Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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McShooterz's Rome Bonus pack
   
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Mots-clés : mod, Units
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3.154 MB
16 nov. 2013 à 19h03
3 aout 2024 à 22h44
84 notes de changement ( voir )

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McShooterz's Rome Bonus pack

Description
This mod adds units and buildings to the Roman Faction. Balance is based on vanilla.

*This mod is designed for post patch 15 games, and will not properly work in campaigns started before patch 15. This mod only adds new items, so there is very little chance of conflicts with other mods.

*It is highly suggested to use the crash fix for custom battles found here: http://steamproxy.net/sharedfiles/filedetails/?id=379540487&searchtext= when using this or any other unit pack in custom battles.

Game Changes:
Praetorians, Praetorian Guard, and Praetorian Cavalry can be used as general units in campaign.


New Buildings for Rome:

Military Buidlings:
Urban Barracks
Imperial Auxiliary
Guard Post -> Fort -> Stronghold
Portus Magnus

Training Buildings:
Basilica Armidoctor -> Armidoctor Magnus
Imperial Exercitoria -> Exercitoria Magnus
Imperial Equestris -> Equestris Magnus
Basilica Saggitariorum -> Saggitariorum Magnus

Equipment Buildings:
Forge -> Shield Maker -> Armourer
Forge -> Blacksmith -> Fabrica
Forge -> Fletcher -> Sagitta Fabrica
Worshop Dock -> Engineer Dock -> Naval Engineer Port

City Center Buildings:
Tabularium
Theatre
Ludus Magnus

Agriculture buidlings:
Horse Pasture - > Horse Stable -> Horse Ranch
Sheep Pasture -> Sheep Pens -> Sheep Ranch
Pig Pens -> Pig Farm -> Large Pig Farm
Bee Keepers -> Honey Farm -> Large Honey Farm

Religious buildings:
Shrine of Bacchus -> Temple of Bacchus -> Basilica of Bacchus
Shrine of Ceres -> Temple of Ceres -> Basilica of Ceres
Shrine of Venus -> Temple of Venus -> Basilica of Venus
Shrine of Vesta -> Temple of Vesta -> Basilica of Vesta
Shrine of Mercury -> Temple of Mercury -> Basilica of Mercury
Shrine of Diana -> Temple of Diana -> Basilica of Diana
Shrine of Hercules -> Temple of Hercules -> Basilica of Hercules

New Units:

Melee Infantry:
Urban Cohort
Arcani
Heavy Auxilia
Socii Principes
Veteran Gladiators
Radiarius Gladiators
Levy Gladiators
Tracker Auxilia
Militia
Falx Auxilia

Spear Infantry:
Socii Triarii
Town Watch
Roman Farmers
Urban Guard
Praetorian Auxilia

Ranged Infantry:
Socii Velites
Light Auxilia
Roman Slingers -> Slinger Auxilia
Roman Archers -> Archer Auxilia
Praetorian Archers

Cavalry:
Archer Cavalry Auxilia
Roman Light Cavalry -> Light Cavalry Auxilia
Speculatores -> Exploratores
Cavalry Lancer Auxilia

Other:
Light Chariot Auxilia
Chariot Auxilia
Pike Auxilia
War Dog Auxilia

New Naval Units:
Raiding Hemiolia, Light Auxilia
Pursuit Trihemiolia, Light Auxilia
Trireme, Light Auxilia
Scorpion Trireme, Light Auxilia
Quinquereme, Archers
Quinquereme, Light Auxilia
Quinquereme, Archer Auxilia
Tower Hexareme, Praetorians
Tower Hexareme, Praetorian Guards
Heavy Tower Hexareme, Praetorian Archers
Heavy Tower Hexareme, Urban Cohort
Discussions populaires Tout voir (5)
12
3 nov. 2014 à 8h02
Units
McShooterz
8
29 mars 2014 à 14h56
Resources
McShooterz
6
9 févr. 2016 à 19h12
Buildings
McShooterz
279 commentaires
xmascactus1993 2 aout 2024 à 0h53 
Thanks! Figured it was something like that. Great mod, appreciate the timely responses and fix.
McShooterz  [créateur] 1 aout 2024 à 23h27 
Alright, the ships that changed from tech were not added to the buildings, so I should have fixed that so they will appear after researching the techs.
xmascactus1993 1 aout 2024 à 21h11 
I'm seemingly unable to recruit them in my testing. Apologies if I've made a mistake. Tested with clean start, House Cornelia and Julia, Normal Difficulty, and only this mod above custom battle fix. Wemod for one turn tech to double check there wasn't a tech requirement in the management category. Is there perhaps a hidden requirement I'm unaware of?
McShooterz  [créateur] 1 aout 2024 à 15h39 
I fixed the naval units so they are recruited in the campaign again.
xmascactus1993 1 aout 2024 à 13h31 
I'm interested in how that'll effect compatibility, but this mod is good enough I already run it on a lighter list. Any chance we'll see a return of the naval units soon? Making Roman Navy viable is something precious few mods actually touch.
McShooterz  [créateur] 1 aout 2024 à 9h53 
Mostly lots of changes/bonuses in the Roman economic tech tree to make it more interesting.

Some small tweaks to building stats.

I added a chance to have children (all characters) on the Venus buildings, but I have no idea if it actually works because the game doesn't have any feedback for the value.

I probably should not have included into this mod, stat effects to army stances and increased the level caps to 20 for everything, but I did not feel like making a new mod for those.
xmascactus1993 31 juil. 2024 à 14h32 
So glad this is back! But what were the recent changes/updates?
Kooploop 6 oct. 2023 à 14h04 
Will there be a unit only version of this?
McShooterz  [créateur] 13 avr. 2023 à 15h22 
I am not sure if you can rename buildings in game. If you know how to mod, you can always make a copy of the mod and try to get the names working.
zorro 13 avr. 2023 à 14h06 
One question, can I modify the names of the buildings and they remain saved or would I have to do something else?