Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Para Bellum - Open Beta
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Update: 13 Nov, 2023 @ 10:50am

Adjusted to the size of Para Bellum units, the starting units of the playable factions of the First Civil War campaign.

Update: 27 Oct, 2023 @ 5:14am

Open Beta updated with the spectacular Marius vs Sulla campaign, created by Euro-Centric Military Historian:
https://steamproxy.net/sharedfiles/filedetails/?id=2507194347

This campaign was already compatible and recommended in our compatible mods collection, but now it is perfectly integrated with Para Bellum, with its scripts, mechanics, units, etc., and you can find it in the Open Beta main menu campaigns as the "Late Roman Republic: First Civil War".

Many thanks to Euro-Centric Military Historian for sharing so kindly this great campaign, and also to DETropper from the Divide et Impera team, for allowing me to use his superb script to make this possible.

Update: 21 Sep, 2023 @ 12:37pm

- Transferred to the campaign mod, with some adjustments, the War weariness mechanics, supplies, omens, expanded seasonal conditions now also available for all campaigns.
- Transferred also the resized battlefields.
The info of these new mechanics and changes was detailed in the previous update announcement, and shown when a new campaign is started.
- Alternative autorresolve calculations taking into account more variables like the new units classes.
- Alternative Marian and Imperial legionaries animations holding the pila.

Update: 16 Jun, 2023 @ 7:24am

Open Beta updated with new game mechanics that make variable lots of factors and that you must take into account to plan and accomplish your strategies successfully:

- Seasonal conditions added to all DLC campaigns, correcting many details and adding more variety of effects, icons, etc. For example, now the food amount varies between the seasons, during the spring will reach its peak while a harsh winter will have a negative effect. Also these effects will be reflected in the public order, morale of the troops, replenishment, the economy and other decisive factors.
- War Weariness: Whilst you are at war with other factions war weariness will increase. A higher war weariness leads to reduction in public order across your provinces. Though can be reduced by winning battles or signing peace treaties, losing battles will increase it.
- Supplies: A limited supply system whereby your land armies on your own territories will gain supply, but will lose in unowned land regions. Once their supplies run out they will start to take attrition, so this needs to be taken into account when planning your campaigns.
- Omens: Every season the omens will influence the spirit and state of your troops, so they will be a key factor to take into account before engaging in battle.
- Rebellion chance can be checked by hovering over the 'Current public order:' text in the Province Details panel.
- Added Wonders of the Ancient World messages to most of the campaigns DLCs (WIP).
- Removed weird tornado effect around ships with the "Row faster" stance.
- Battlefields resized: now they are a little smaller, something intermediate between vanilla and the largest size allowed by the game used before. With maximum size sometimes the AI was placed in distant hills/forests so it could took a while to find them, this is something some players complained about but not a big deal if you used cavalary as scouts. But for me the main issue was that the reinforcements never arrived on time and always exhausted so it was pretty easy to defeat them (now the fatigue is adjusted too). The larger battlefields mod is still compatible so there is always the option to use the bigger ones: https://steamproxy.net/sharedfiles/filedetails/?id=1525031333. Also the deployment areas shape changed a bit, allowing to deploy the units with guerrilla ability in the enemy flanks and rear flanks area, making it possible to apply better tactics to the factions that developed this warfare style such as the Iberians and the Germans.

Open Beta - Update compatibility:

The new mechanics require a fresh campaign start. About the saved-games compatibility I'm not sure, but if you have issues in the next link you can download the previous version and overwrite the updated one, for this search the Para Bellum - Open Beta.pack file that is located in one of the folders at \Steam\steamapps\workshop\content\214950\
And replace/overwrite it with the previous version (_OLD file) by renaming the mod like the original one, deleting the suffix _OLD
https://1drv.ms/f/s!AkxsjR9oKKNhhcVDaWm6LWPjw20JfA?e=TiVVhw
Also there is a version of the updated mod but without pirates (_NO_PIRATES, delete the suffix and overwrite too), so if you have a crash while passing the turn I recommend this option (after performing a clean installation of mods as you can see in point 7 of the rules), though I only received two notifications of this issue since the Beta release...

And remember to activate the "Run user script mods" in the game mods options, and restart the game for these mechanics to work.

The translations needed for non-English languages will be ready in the coming weeks, so till then some text could appear in blank in other languages.

Credits for their amazing mods:

Dresden (Divide et Impera team): Season Effects.
JaM (Rome II Total Realism IIII): HatG minor factions script.
Minion-J: Wonders of the Ancient World.
R2TW team: War Weariness, Supplies, Omens and Rebelion chance scripts

Update: 1 Oct, 2022 @ 11:22am

- Fixed armour stats for the Polybian troops.

Update: 19 Sep, 2022 @ 10:20am

New 4K textures for the vegetation. It blends better with the ground textures and changed some types of plants that fit better in each climate: Atlantic, Mediterranean, etc.

Update: 15 Sep, 2022 @ 10:37am

Ported the last combat system improvements from the Open Beta to the main mods: Para Bellum - Collection, Para Bellum - Combat and Ancient Combat.

Update: 1 Sep, 2022 @ 3:47pm

Transferred features from Para Bellum - Open Beta to the main mods:
-Corrected tunics colors for the greek/roman female spy porthole, changing the yellow tunic.
- Improved the appearance of generals for WoS and RotR (Italics, Romans, Greeks and Carthaginians).
- Increased the activation time of the row hard ability in the abilities with less than 60 seconds, and reduced to 60 seconds the recharge time in all of them.
- Fixed swords and axes weapon length.
- Fixed imposter models for the greek and carthaginian hoplons.
- Italic/etruscan/greek RotR cuirass, linothorax and tunics variety improved and minor fixes to the models to fit the new skins included with the Open Beta.
- New sarissa model. With more variations to come in future updates.
- New definitions and patterns for the Athenian peltas.

Update: 31 Aug, 2022 @ 3:59pm

- Terrain effects update:
Now the units stats (morale, speed, melee atack and defence, etc.) are influenced by the 12 types of terrain (shallow water, forest, thicket, mud, gras, etc.) so there are a total of 80 effects that can influence the battle's fate.
You can see the terrain type and its effects by hovering the mouse pointer over the ground, when no unit is selected.
- Updated Spanish translation.

Transferred features from Para Bellum - Open Beta to the main mods:
- Lowered the ships' speeds, for more realistic and tactical naval battles.
- Reduced significantly the amount of greek nude hoplites in WoS and GC. Alternatively, you can deactivate with the recently released Dressed hoplites submod.
- Revised armour types values.
- 145 new units cards and transport/artillery ships masks corrected.

Update: 13 Aug, 2022 @ 4:18pm

- Fixed Roman Polybian late land/navy generals not displaying.
- Added Iphikratean hoplites and Iphikratean peltasts as navy generals units in the WoS and GC campaigns.
- Improved population growth values.
- 9 Units cards improved for Macedon (GC) and Epirus (GC & WoS).
- Fixed WoS general skin bugged.
- Fixed Spanish translation.

Features from Open Beta added to Para Bellum Campaign/Collection:
- New campaign names in the main menu, based on the historical period, and placed in chronological order.
- Fixed agents not taking effect with some actions.