Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Para Bellum - Campaign
1.232 commenti
InsanityTwists 11 ott, ore 22:50 
Crashes on sieges destroying walls and doors have a fix?
xXPost_MclarenXx 28 set, ore 18:33 
Im having trouble this mod it worked fine b4 but now i just crash to the desktop immediately after starting a new campaign
alexmac564 7 set, ore 13:02 
i start with a debuff to some of my stats as rome why and whats causing it?
Esoteric84#2384 2 set, ore 7:02 
the army spam, while ai is poor is cheating, but im surviving
Crazy Joe Devola 30 ago, ore 16:55 
Wonderful mod! What an effort! Thanks!!! :steamthumbsup:
Mr.Grin 18 ago, ore 11:12 
слишком часто играя за Рим достает ДЕЦИМАЦИЯ, как снизить ее частоту?
Is it possible to turn off Omens and War wearnes is it broken,affect only player and every 2nd turn occurs,completly unwanted think in Mod,it is enought that you broke auto resolve and we now need to fight manualy battles when i am 80% vs 20% and reinforcemet works perfect for AI but not for us even when i stand next to city,completly broken mod with God AI
Sykh_86 6 ago, ore 12:00 
AI just spam whole armies :/
Got Meatloaf 1 ago, ore 18:21 
is the blood staying on the ground for anyone? I check everything. graphics maxed out nothings makes it work
qwerty 27 lug, ore 12:19 
any news on AOR?
Bigmini10 5 lug, ore 7:12 
it is normal that the AI pays no upkeep for his troops?
ILKAY 4 lug, ore 8:37 
battles are so hard why?
xxJD190xx 23 giu, ore 13:14 
Is there a sub mod that uses the IA map on Grand Campaign?
laztoledo 21 giu, ore 11:28 
Seems like my armies run out of supplies in a turn or 2. What is the fix to this? Also, can velites and levy have skirmish mode?
Vanchino 16 giu, ore 11:49 
loving the mod, but I got one issue with population, when I conquer a settlement the population decline as hell and the settlements that I started with, the population barely grows and also decline very much, while I got the right buildings,food surplus and public order stable.

So am I doing something wrong here or is the population mod not working as it should?
⚜ Gabriel G.N ⚜ 7 giu, ore 9:51 
I must have all of the dlc's of the game to play all of the scenarios that the mod has to offer? Because for me, it's only available the vanilla ones, i want to play as sulla and it's unavailable for me. Someone can answer this question?
xxJD190xx 4 giu, ore 23:25 
Is there a submod where I can use the IA map on grand campagin?
Urethra Scuba Diver 9 mag, ore 23:15 
Can you make it that you can build the coliseum and the Circus Maximus?
ThorinCatt 9 mag, ore 17:07 
Is it normal for battle maps to be so flat? Since not having more diverse terrain with forests, mountains, etc... takes away the tactical part of the terrain.
ram.gq.91 30 apr, ore 7:04 
Rome faction: There is big difference between easy mode and normal. In easy mode other factions will attack you and but up a fight but you can beat them easily without much difficulty. Normal mode is like the whole world hates you and will declare war on you. Battles are hard and require you to have use tactics especially against hoplites. Flanking works just like the Romans did IRL.
Ultralex 20 apr, ore 17:17 
my multiplayer game with my friend crashes when he or I click "END TURN" DOES ANYONE KNOW HOW TO HELP ME
BrianGeneral 30 mar, ore 12:37 
also: can someone explain exactly how the supply system works? how long can an army be in foriegn territory befroe atrition begins? it seems random in my game. one army lasted three turns, another got it immediately
BrianGeneral 30 mar, ore 8:48 
like the mod so far, jumped back into it after about a year of not playing total war games at all... anyway, I would vote that any subsequent version allow for supply of armies in allied territory, and definitely for faster naval movement. Though, I understand why the naval movement is slow, to avoid the AI spamming naval invasions across the map in one turn...but still...
RALLEMANDEN132 17 mar, ore 13:33 
why are my units walking so fkn slow
Samurai 8 mar, ore 22:34 
How the hell do I get ambushed by an enemy army, while he isn't in an ambush stance, and while i'm not in a stance that would allow me to get ambushed? This happened while it was the enemies turn. They ambushed me while it was their turn, while their army was in full view of my army.
PhatDuck 28 feb, ore 18:33 
@metal They have less ammo, but they are more destructive, especially when fighting any eastern or Celtic forces. Cavalry is less effective against them. Accuracy should be low and armor/shields should have a great impact
qwerty 25 feb, ore 1:44 
any news on the AOR ??
stacho.jr 23 feb, ore 8:29 
Oh and one more thing.
IRL moving an army by sea was faster than marching by land, so it really doesn't take a year to sail from Greece to Crete
stacho.jr 23 feb, ore 8:18 
I'm sorry to say this but I hate this stupid food system that someone here invented and now all the mods are copying it. I have 4 territories in 1 province, 2 territories have farms and the province has an edict for +5 food and I go from +10 to -5 food for no reason, no event, nothing at all, while the AI doesn't have to deal with food at all.

Also, Rome became the Etruscan League in a few turns, so the main factions won't last until the late game.

And still not solved the problem of the base game where I have to face a plague every 5 turns.

So yes, the mod fixes some elements of the game, but in principle it is no different from other mods and does not significantly surpass them in anything.
Metal Izanagi 15 feb, ore 14:51 
@PhatDuck Ranged units seem to have a lot less ammo than in vanilla, and once they're out of ammo they're pretty vulnerable to just getting charged by an actual melee unit. I've literally let my Hastati sit and tank slingers while approaching, and then charge to take them down.

The only way ranged units should be doing the kind of damage you're talking about to any shielded units is if you're keeping your back or non-shielded side to them, in which case it's just a positioning issue that can be resolved easily enough.
PhatDuck 8 feb, ore 16:55 
Missile units are so ridiculously over powered. Please, adjust this as soon as possible. slingers, archers, javelinmen, they are all over powered. when both sides engage, essentially 50% is ranged or killed by ranged units. They are a necessary compliment, but they never cause this level of damage on a true battle field.
Sunbird 5 feb, ore 10:29 
Love this mod.

But from me also a Vote for that allied cities supply units.
PhatDuck 28 gen, ore 0:23 
Ill be straightforward here, as someone who has played this game for 2k + hours. We all know the game cheats, this mode continues to allow it but boosts you ability to combat it. BUT......it is not a safeguard. the game cheats, save your time.
Anonymous 23 gen, ore 9:24 
Hey AveMetal. A small request: Would it be too much to ask to get a small submod from your team where it's possible to play with the normal military camps again? Even if it's not realistic, I had a lot of fun with it and I guess you would make one or the other fan of your mod very happy. Alternatively, I offer you to describe me how I can modify it myself. Many thanks in advance.
Smiling Knight 19 gen, ore 14:39 
Game doesn't respond in one save and I have no idea why :(
Maybe some update broke it? Also game asks to turn your mod off because "it is outdated", tho it's not true :steamsad:
Plagaeis_The_Wise 15 gen, ore 14:16 
I wish that the supply system could be turned off, or maybe you could purchase supplies from an ally city. or have sitraps's and client states give supplies to your army. I am trying to build a client state kingdom but my armies are just attrition-ed. this is my favourite mod and have enjoyed many hours on here, thank you. the supply addition had me quite for months though, but i can't go back to vanilla because it is boring.
Smiling Knight 11 gen, ore 16:55 
This mod is Great! Thank you a lot for making it! Playing Crysis of the Third Age and absolutely love those roman helmets on all units :bust::roman_shield::Hercules:
HeMan 9 gen, ore 13:07 
I really love this modpack. Where can I find the concept art loading screen images? They are beautiful but I cant find them on discord or anywhere else.
Apollyon 26 dic 2023, ore 22:58 
Absolute banger of a mod.
However, I am not a fan of the supply system. I want to fight wars on my allies territory, to make sure the enemy doesnt reach my borders, and I cant, cause my armies run out of supply 3 turns in.:steamsad:
Would be nice if armies didnt lose supplies while in ally/puppet territory, or maybe just have a tiny little submod that removes it entirely.
NoMalarkey 25 dic 2023, ore 14:12 
In the Punic War campaign the supply mechanic is oppressive. It can take you 2-3 turns to traverse an Allie's territory and by then you are out of supplies. Basically the only way the supply mechanic works is to map paint.
Oda_sw-Mag1str 23 dic 2023, ore 12:53 
мод вылетает как только заканчиваешь делать ход , в сетевой компании, подскажите что может быть ? и есть ли русификатор ?
AveMetal  [autore] 22 dic 2023, ore 16:55 
Campaign update:

- The rosters of Cyrenaica and Cyprus were expanded, to make these factions more interesting to play and differentiate them more between them and with Egypt, but maintaining a slight influence for historical reasons.
- Additionally, the bug where Egypt could not recruit war elephants was fixed.
AveMetal  [autore] 22 dic 2023, ore 16:55 
Updated effects:

- Now you can spark the buildings with the incendiary artillery, and they will burn with big flames and smoke columns. In addition, depending on the material they can end up with a nice deflagration.
- The effects of artillery hits on terrain have been improved, with a new artillery impacts texture and raising dirt. Also the incendiary artillery effects on the terrain are improved, with the terrain burning, etc.
- The properties of many particles has been enhanced: now the blood will remain the whole battle duration; the smoke and fire effects, the dust raised by the troops, the desert wind or the snow in the blizzard, are no longer limited by the rendering distance.
- The dust effects now are adapted to each type of terrain (snow, grass, mud, desert).
- Volcanic eruptions on the campaign map.
- No FPS impact noticed, in comparison with the previous version.
AveMetal  [autore] 22 dic 2023, ore 16:55 
IMPORTANT: This update requires to redownload and replace the Para Bellum - Effects movie.pack file of your Rome II data folder, available through the link in the Steam Workshpo mod description. It is required to update this file in the case you use any of these mods:
Para Bellum - Collection
Para Bellum - Effects
Rivers of Blood - Gore Edition
Rivers of Blood - Realistic Edition
barryrlmurphy 4 dic 2023, ore 12:37 
What is up with rebellions? Basically rebels every turn even though the public order is +30 etc
Seems to be a game breaking bug. Pity because it looks like a really good mod other than that
Hellen 2 dic 2023, ore 12:04 
at this point might as well call it para rebellion. Please tweak the rebellion chance, it is not fun this way.
Calima 29 nov 2023, ore 20:23 
How to stop the game from asking me to move my capital every time my leader move to a city?
Kaiser Friedrich Wilhelm II 16 nov 2023, ore 12:44 
@mudbane stop being autistic as fuck and look at the fucking mod load order you stupid peice of shit
qwerty 22 ott 2023, ore 5:21 
will you add AOR to this mod ? it would be amazing
sup 14 ott 2023, ore 6:10 
Also if its ok can you guys make all the satraps part of the sassanid empire in empire divided?