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Thread: Rome II Mod Questions & Recommendations

  1. #581

    Default Re: [TWR2] Mod Recommendations & Queries!

    .
    Last edited by Mediteran; November 20, 2015 at 05:41 PM.

  2. #582

    Default Best Mods right now

    Hello forum! First of all i want to apoligize if this is posted on the wrong section. If it is, could anyone move it? Thank you.

    So, i left rome total war 2 quite a while ago, i think amongst the chaos of patch 4 or something alike that. So, i was wondering, what are the best mods right now? When i left I was using Silven's mod (outdated), and i had the impression that radious mod had battles too fast (perhaps just a bad install?)

    SO, my question is, what are the best mods right now? I know there is magnar, radious, etc, but i would like to hear your opinions while the game is downloading from steam once again! Thank you once again!

  3. #583

    Default Re: Best Mods right now

    In my opinion DeI is the best overhaul mod.

    EDIT: http://www.twcenter.net/forums/forum...t-Impera-(DeI)
    Last edited by Post Hoc; March 31, 2014 at 02:14 PM.
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

  4. #584

    Default Re: Best Mods right now

    Well I don't like using complete overhaul mods before the whole game is patched and finished and I'm done with the vanilla game Als when those mods are finished I can enjoy them to the fullest, now they're still being worked on as far as I know and I don't like my games / mods to change while I'm in a campaign, I already have to deal with CA's patches for a half year now..

    So best mod that isn't a overhaul mod for me is 'no more forced march', because it pretty much fixes the AI with almost no changes to the vanilla game, except that you can't use force march. So no extra economic bonus to keep the AI alive or other things, which they actually don't really need with the 'no more forced march' mod, it pretty much makes the 'vanilla' game playable and a lot more fun with only this little change. For me it still feels like I'm playing vanilla right now, allthough technically that isn't true of course

  5. #585
    TeutonicKnight's Avatar Miles
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    Default Re: Best Mods right now

    I like Radious.
    "Artillery lends dignity to what might otherwise be a vulgar brawl."

    ~Frederick the Great

  6. #586

    Default Re: Best Mods right now

    Without a doubt, Gort at the Gates.

    Seriously speaking though DeI wins hands down.

  7. #587

    Default Re: Best Mods right now

    Thank you for your... contribution... (get it?)

    Now seriously, thank you for your suggestions, i will give DeI a shot, but keep your suggestions coming!

  8. #588
    Hinkel's Avatar Commander in Chief
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    Default Re: Best Mods right now

    You dont need anything expect DeI and GEM

    This is GEM (for graphic only):

    --------------------------- The American Civil War for Total War ------------------------------

  9. #589

    Default Re: Best Mods right now

    I've been playing Tetrarchy and I really like it.

    Currently about to try Toon's All in one mod, it looks really good.
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  10. #590

    Default Re: Best Mods right now

    I just recently got into DEI and I love it. Radious's mod is also quite good.
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  11. #591
    tungri_centurio's Avatar Senator
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    Default Re: [TWR2] Mod Recommendations & Queries!

    DeI,GEM,aztec's lighting mod,bullgod's icon mod combined,makes rome2 playable for me

    but they still can't match roma surrectum2.6 for rome1
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. -Marcus Aurelius

  12. #592

    Default Re: [TWR2] Mod Recommendations & Queries!

    is there any mod wich reduces the unit card size & makes them more useful?....by that i mean more like the other total war games

  13. #593

    Default can you point out some mods for me

    I really enjoy this game but there are a few things that I just really do not like.

    First I hate the fact that a solider can transform into a boat I mean really where does that happen and we call it strategic navy really? Boats should have to be used for any transport on water and transports that aren't deadly battlle ships and war types of ships should be fighters transports have always been weak and vulnerable that's what made use of the successfully strategic. Anyway so I would love to have that as a mod.

    The second is the general limit for creation of armies which is horrid if we are going to do that then allow us to make a custom garrison for each establishment we take as to protect them all takes a diff type of force and unit for each one then again if We had transport ships only moving troops that might cut down on these sudden attacks into well guarded areas

    And the resource map mod I saw that was really a nice addition to the game making the territories more worthwhile and strategic

    Anyway thanks for any help you can give

  14. #594
    baptistus's Avatar Senator
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    Default Re: can you point out some mods for me

    Quote Originally Posted by Breeze View Post
    First I hate the fact that a solider can transform into a boat I mean really where does that happen and we call it strategic navy really? Boats should have to be used for any transport on water and transports that aren't deadly battlle ships and war types of ships should be fighters transports have always been weak and vulnerable that's what made use of the successfully strategic. Anyway so I would love to have that as a mod.
    No mod to change the "magical" transport ship, sorry. and do not wait for this kind of mod, it is quite impossible to make a mod like that.

    The second is the general limit for creation of armies which is horrid if we are going to do that then allow us to make a custom garrison for each establishment we take as to protect them all takes a diff type of force and unit for each one then again if We had transport ships only moving troops that might cut down on these sudden attacks into well guarded areas
    Not sure If I understand everything, but there are mods which increase the army cap limit (easy to find it on the workshop). But be carefull because of the civil war: the more armies you can have, the more armies will spam during civil war (or find a mod to avoid the civil war)
    There are mods to adjust the garrison per building, but there is no mod which let you make custom garrisons

  15. #595
    Dago Red's Avatar Primicerius
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    Default Re: can you point out some mods for me

    baptisus is right, you cannot mod out the offensive magic boats (one of the main reasons I gave up on the game) but you can limit their use. You want to use the NO FORCED MARCH mod.

    Its main function is to stop every army, in every faction, forced marching everywhere it goes, every single turn. That's good enough reason to use it but a splendid side effect was that the AI went for less joy rides in the ocean as well. It also generally improves some of the gameplay, by preventing AI stacks from just teleporting themselves across vast distances and you end up with some broader tactical options/field battles. And since the siege AI remains completely broken that is also welcome.


    Here's the rest of my must have list, several of which hit other concerns you have;

    Must have campaign mods:

    Meaningful Resources -- completely transforms economic game, adds resources all over with consequences, and new buildings.
    Melius Imperi, A Better Empire -- adds depth to the building game, allows new building lines like fortified towns vastly increasing garrisons at expense of food and commerce (even the AI uses it) along with a roads building chain.
    Traits, Talents and Toadies (aka, "TTT") -- completely transforms character development, especially in conjunction with ...Any 2-turn or 4-turn per year mod.
    Bullgod's Unit Cards -- never going back to vanilla.

    Also need an overhaul to go along with these, and right now I recommend Magnar Mod. Apart from faction and battle changes his overhauls the diplomacy AI, making negotiations 10x more reasonable and sane. It's like actually dealing with different empires and city states looking out for their interests, versus the same stubborn, canned response each time.

    Must have graphic mods:

    G.E.M.
    Mech Donald's effects
    NOIF's re-textures
    Ancient colors


    Note: Many of the smaller mods are already included in overhauls like Magnar or DeI so you want to check the main page of the overhaul mod you're using before you subscribe to all those mini mods, as they may conflict.

  16. #596
    68 Powers's Avatar Campidoctor
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    Default Re: can you point out some mods for me

    I like Divide et Imperia or whatever its called, Magnar mod is pretty cool too if you like to play the romans a lot.
    Peace on earth - Death to the Enemy!

  17. #597
    LawL_LawL's Avatar Ducenarius
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    Default Re: can you point out some mods for me

    I second the recommendation on DeI. Things get heated in the sub sometimes, as far as discussions go (I'm often there with some of my own fuel for the fire) but the mod is great where a lot of realism aspects are concerned, and there's a lot of like-minded people discussing things at any given point. For the hard-core realism lover DeI has Aeimnestus' sub-mod turning battles into real slug fests.

    If you're not particularly into realism or have insufficient time to spend fighting battles for more than 5 minutes, Radious has been a long time main-stream mod that does improve the base game quite a bit while keeping to the vanilla feel of things for the most part.

    As for the transport thing, as others have said the issue is something others have looked into without much success. I think altogether removing the automatic transport system would be a decent enough solution, more or less a throwback to the Rome 1 and Medieval 2 system of using navies to move armies. Though I doubt I was the first to think of this and likely this is simply not possible to do as they no longer have armies and navies interact via armies boarding navies for transport, but rather armies embarked joining navies for escort.

  18. #598

    Default Re: can you point out some mods for me

    Radious or Divide et Impera or Magnar mod for big overhaul mods, then there is a tons of stuff around (you can check the all in one toon mod for some of the "tons of stuff").

  19. #599

    Default Re: can you point out some mods for me

    All of those mods look nice but I cant get any of them to work.

  20. #600
    demon442's Avatar Laetus
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    Default Re: [TWR2] Mod Recommendations & Queries!

    Querie: (Question):
    Title: Agent "Unique Trait" editing
    Hello. I am trying to look for a/the file to edit an agents unique trait ability. What I mean is the first trait that an agent gets. For example, a spy can have the first trait as
    "Assassin" (+5% chance of wounding enemy agents in self defense, Manipulation > Coerce: +3% change successful manipulation (this action), Assasination > Concealed Blade... etc.). Or
    "Herbalist" (Assasination +3%, Posion Provisions +4%, Posion Wells 4%, +6% replenishment rate for all units).

    So I'm trying to find a file where I can edit out all the spy's first traits besides the Herbalist one. They come as Herbalist for Suebi for sure, (maybe celtic?), and they come as Alchemist for Egypt. I've tried restarting campaigns for around an hour for Selucid and had no such luck getting one (possibly un-obtainable). When I was doing this I did it on egypt once and I got it however I've already done a Egypt campaign and dont which to start again.

    My findings so far:
    I've been browsing through a couple of files on PFM and have found some that resemble it. (I am using DEI not the originals so I may not even be in the correct directory). Pretty much all of the files called Ancillary_xxx_xxx, however the most promising one seems to be Charcter Skill level, however I can not "delete" the excess. Can anyone give me some information on these types of files? Cheers ^^.

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