Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

MacklesMod: BoW Bugs as Artillery Ammo Types (instead of Standalone Units)
44 Comments
callyera 2 Dec, 2016 @ 12:29pm 
need no barbarian artillary :(
Old School Internet Warlord 30 Jul, 2016 @ 1:41pm 
Just realized it`s gone. Seems to be like this since a while. Any chance you`ll bring it back?
Senate and People of Earth 29 Jun, 2016 @ 5:42am 
No barbarian artillery has vanished... so very sad.
cek_kiri53 17 Jun, 2016 @ 12:30pm 
please update No Barbarian arillery mod. that made the game so much more realistic
Galactus 15 May, 2016 @ 6:28am 
What happened to " No barbarian artillery mod " ? It's gone... I love that mod man !
VictusActual 17 Dec, 2014 @ 4:29am 
Great Mod, Please Update!
Caratacus  [author] 21 Nov, 2014 @ 10:17am 
Going to update now I've got some spare time! Should be back up soon!
SparkyPingPong 20 Nov, 2014 @ 6:50pm 
Mod breaks the unit pools for the new Black Sea Colonies Nations/Massalia. :(
Caratacus  [author] 20 Sep, 2014 @ 6:08pm 
Updated for P15/EE. Sorry for the delay guys!
TorriderKnave43 21 Jul, 2014 @ 1:56pm 
Your mod doesn't work anymore for me. It's been for some time, and I thought it was my fault. I re-downloaded it many times, but nothing... the game runs smoothly, but the new artillery remains vanilla, not as new ammo...
TorriderKnave43 30 May, 2014 @ 1:13am 
Also, even if I activate your mod, my game still shows me DLC artillery as standalone unit; I don't know if this is due to the recent change about Rome...
TorriderKnave43 30 May, 2014 @ 1:04am 
I don't know, I just opened my game and see the new unit in custom battle. I thought it was added by some mod, but then I checked in the DLC official page and I found out that Rome actually had the beehive...
Caratacus  [author] 29 May, 2014 @ 3:45pm 
Oh god, when did Rome get a beehive onager? o.0 Will update accordingly at the next opportunity!
TorriderKnave43 29 May, 2014 @ 2:45pm 
Now that Rome has beehive onagre too, you should do a version to include it in your mod, I think...
Wayz 27 Mar, 2014 @ 4:53pm 
Yup that got it ;)
Caratacus  [author] 27 Mar, 2014 @ 4:49pm 
Should be fixed now, sorry about that! Considering that similar changes in another mod I updated at the same time weren't affected, apparently some random table entries were added today. No idea what occurred, but no problem now!
Wayz 27 Mar, 2014 @ 4:41pm 
Im running another mod that is having the same problem with roman fleet recruitment. not sure why ether. M.E.P is the mod if you are interested.
Caratacus  [author] 27 Mar, 2014 @ 4:40pm 
Yeah, just run a series of tests and found the same. Bloody odd!
Wayz 27 Mar, 2014 @ 4:40pm 
My bad, I tested all the others, grand campaign and CIG all fine its just the roman faction in HATG that has this problem. I forgot to retest this faction.
Wayz 27 Mar, 2014 @ 4:28pm 
Well whatever you did seems to have fixed it. Must not have updated properly since your last update but is working fine now. Thanks:)
Wayz 27 Mar, 2014 @ 4:23pm 
Just tried rome so far ...Will test the others now.
Caratacus  [author] 27 Mar, 2014 @ 3:33pm 
I cannot seem to replicate this issue on my end. Is this for all factions, or just the new Iberian ones? Does this also affect custom battles? Are you using the non-Steam version?
Wayz 27 Mar, 2014 @ 2:36pm 
If this mod is called "1_bow_artyfix" in data folder then this mod is still blocking unit recruitment in HATG.
Caratacus  [author] 27 Mar, 2014 @ 2:08pm 
Shouldn't be causing any further issues.
Wayz 27 Mar, 2014 @ 1:18pm 
From HATG as well havnt confirmed with campaign, But all recruitment options are gone with this mod activated.
Caratacus  [author] 21 Mar, 2014 @ 9:02am 
Thanks for pointing that out. Should be fixed now if you give it a whirl.
ThePupPeTmAsTeR 21 Mar, 2014 @ 8:54am 
I tested it out man i know. Also let CA know they confirmed this mod messes it up unless u changed something recently
Caratacus  [author] 20 Mar, 2014 @ 8:38pm 
It shouldn't do. I've updated it since Patch 10 came out to account for the new units. And this never touched custom battle unit permissions, so there were never going to be any issues there.
ThePupPeTmAsTeR 20 Mar, 2014 @ 8:28pm 
Theres a big problem with this mod now. When activated it prevents the new units that CA added to this dlc from appearing in custom battles and most likely the campaign aswell.
Goose Whimsey, PhD 16 Mar, 2014 @ 2:26pm 
Thank you so much! the original Beast of War DLC is practically useless withour your mod!
Rudolf Birger 28 Feb, 2014 @ 11:38am 
really worth it
Caratacus  [author] 25 Feb, 2014 @ 4:14am 
@cway - I could if I so desired. However I intended only to "fix" the bug ammo for the factions that are meant to have it.
cway 24 Feb, 2014 @ 11:50pm 
Caratacus are you able to give bee hive or scorpions to seleucids?
Dog 23 Feb, 2014 @ 10:10am 
Thank you for your quick response; I'll continue to plug your modifications to my Rome II playing friends (all two of them)!
Caratacus  [author] 23 Feb, 2014 @ 10:07am 
@ Dog - Yes. Removes the standalone bug arty units + vanilla affected arty units. Had to create new types in order to avoid giving this to every faction in the same culture group.
Dog 23 Feb, 2014 @ 10:06am 
Brilliant. Does this modification remove the old artifllery?
dunnerstick69 22 Feb, 2014 @ 11:28pm 
CA definitely has a way of not making things logical. This is quite an ingenius, yet expected, idea.
Caratacus  [author] 19 Feb, 2014 @ 7:17pm 
Updated the description with a link to a combi mod pack that includes both this and my No Barbarian Artillery mod pack!
Stab 19 Feb, 2014 @ 3:08pm 
I actually thought this is how BoW would be implemented, of course I was expecting some sort of sense in the matter... I shouldn't be surprised how it turned out. Thanks for this.
Caratacus  [author] 19 Feb, 2014 @ 2:54pm 
@ dominik - Unfortunately no. In order to remove the defunct units this will cause all sorts of f.ups if you run it with DEI, as far as I can tell from looking at the files.
Shadow of the East 19 Feb, 2014 @ 1:53pm 
Is this working with Divide et Impera?
Caratacus  [author] 19 Feb, 2014 @ 9:34am 
@TPm - For the standalone unit there is only one ammo type, so you don't actually get a selection. In the DB the various new "buggy" ammo types are all classed as "Poison Round". This means when I apply these changes to the Onagers for the Greek factions it replaces the existing poison round (the dead cows) with the bees. Ballista units didn't have a poison round ammo type before so this doesn't effect them. I've got a few ideas on how to get around this so, hopefully a solution will be forthcoming shortly :3
Karnil Vark Khaitan 19 Feb, 2014 @ 9:22am 
I like this idea
ThePupPeTmAsTeR 19 Feb, 2014 @ 8:56am 
exactly what i was thinking great job. Could u explain the known issue i dont fully understand it