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Thread: Rome II Mod Questions & Recommendations

  1. #1221
    GM207's Avatar Decanus
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    Default Re: wrath of sparta mods

    Toon where can I find your AIO mod, and is it downloadable from the TWC?

  2. #1222

    Default Any mods that recreate Rome 1?

    Any mods that recreate Rome 1?

  3. #1223
    Civis
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    Default Re: Any mods that recreate Rome 1?

    i want to know if anyone ever made a mod that added (maybe always fortified) rebel armies with 0 movement points to the campaign map
    to represent all the minor tribes in the region that are not made into a faction .
    And if anyone ever added rebel pirate fleets spawning to the seas
    Attila: Total War TWC benchmark thread - New results included - last content update 14.03.2015

  4. #1224

    Default Re: wrath of sparta mods

    I definitely recommend the Hellenika mod !
    Hands down one of the best total war experiences I ever had.

  5. #1225

    Default Devide the army

    Hi,first of all I am sorry if my post were somehere before, but I couldnt find any similar ... so ... is there somewhere mod which allows devide army ... I mean to separate few cohorts and send them elswere where they are more needed. It was possible in TW Rome. Or another mod, with option with scorch region like in TW Atilla?

  6. #1226

    Default Historical unit sizes?

    Any mod that changes the unit size of men ? I used ot use the triple unit size and worked great but the modder is not going to update it with the new dlc ... so I am wondering if there are others?

    ------CONAN TRAILER--------
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  7. #1227

    Default Predicted food and public order mod?

    First of all I'd like to say I looked for a relevant forum to post this idea especially in the mods subforums but didn't find any fitting "looking for mod" place to post this. If this is not the right place I'll be glad to take this discussion elsewhere. Having said that, onto the matter:

    Sometimes you can completely mess up your food and public order balance in your province if you are not careful with what you are building. I think it would be handy if somewhere in the UI you could see your predicted food and public order upon building completion. Is there a mod for this?


    While I'm at it, is there a mod that helps you know which provinces have building upgrades available so you don't have to cycle thorugh ALL of them every turn?

    If such mods don't exist, how hard would they be to make on my own? I have no idea about modding but given that these are "simple" UI additions they shouldn't be too hard to make should they?




    Thank you in advance.

  8. #1228

    Default Re: Historical unit sizes?

    Quote Originally Posted by PROMETHEUS ts View Post
    Any mod that changes the unit size of men ? I used ot use the triple unit size and worked great but the modder is not going to update it with the new dlc ... so I am wondering if there are others?

    there is one on the steam workshop
    Last edited by Frunk; January 09, 2018 at 02:28 AM. Reason: Threads merged; quote added.

  9. #1229
    Alwyn's Avatar Frothy Goodness
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    Default Re: Predicted food and public order mod?

    Welcome to TWC, kpagcha. Unfortunately, I don't know of any such mods or how to make one.

    You're right, it's easy to mess up food and public order in Rome II. The fact that we can upgrade a building doesn't mean that this would be a good choice. I see this as a balancing mechanic which makes the game more challenging and requires more strategic thinking, compared to games where we can 'build everything everywhere'. I'll comment on what I have learned about managing food and public order - I'm sorry if I tell you things you already know.

    If you haven't seen it, I recommend watching Skye's Guide to Food; he explains the food system and shows (at 1:23) where to find your faction's total food surplus (or deficit) underneath the mini-map. I find it useful that food is automatically shared across your empire. If one province has a -6 food deficit, this doesn't matter if your faction has an overall food surplus, because that province automatically imports food. When choosing building upgrades, I suggest seeing food and public order as another currency. If I have +6 food overall (across my whole empire) and two building upgrades would each cost 6 food, then I need to choose between then unless I can increase food production. In fact, in that situation I probably wouldn't upgrade any building, because a food surplus boosts economic growth and unit replenishment.

    If you have peaceful provinces which are far from any front line, you can convert them to food and/or economic production centres. When I have all regions in a province, I usually specialise regions. For example, the specialisation of regions at the start of a Cimmeria campaign was explained in Chapter Two of my short Cimmeria AAR The Lost Colony.

    It's also worth looking carefully at your faction's building chain and technology tree. Some factions have a building in the Public Forum/Meeting Place line which produces food. There is often a building which produces public order and wealth with no downside, such as the Roman Auditorium, the Greek Gymnasia (both in the 'town centre' building chain) and the Iceni Horn Maker (in the 'Artisan's Lodging' building chain). Some factions have a temple which doesn't consume food or even produces it. Carthage has technologies which increase food production (perhaps other factions do, too?).

    If you suffer from public disorder, it's worth hovering over the province's overall number for public order to see what is causing the problem. For example, playing as Carthage, I went east to take regions with a very different culture. This caused 'cultural difference' public order penalties of around -15. It helped to build temples with the strongest cultural conversion effect, to send dignitaries to stand still in those regions with their abilities turned on (the left hand button in the dignitary's panel) and to level up dignitaries with skills to speed up cultural conversion.

    You mentioned cycling through every province, every turn, to see which provinces have building upgrades available. I don't do that. I generally assume that there are buildings which could be upgraded in most of my provinces, most of the time. When the time is right (in terms of food, public order, money and strategic situation), I'll upgrade the most useful building(s).

    As I said, I'm sorry if I'm telling you things you already know. For what it's worth, my first instinct is to reach for mods to simplify things like this, too. Initially, I didn't just use a mod to simplify the politics system, I turned it off. Then I realised that I was missing out on a balancing mechanic which made the game more challenging.
    Last edited by Alwyn; December 17, 2017 at 03:16 AM.

  10. #1230

    Default Mod to control the enemy army?

    Is there a mod so you can control both your army and the enemy army to test units vs units properly without the AI screwing up, the generals running around messing it up, etc?

  11. #1231

    Default Mod to balance level 4 buildings?

    Posting this here because I couldn't find a "looking for mod" subforum in the mod section. Sorry if this is the wrong place.

    I have heard that it is not recommended to upgrade buildings from level 3 to 4 in Rome 2 because the food or public order penalties are often pretty punishing compared to the little gain they give. And it's true, I have experienced that mass upgrading some buildings to level 4 completely disrupts your food chain or kills the public order in a city.


    This shouldn't happen. Upgrading a building should be a no-brainer and should always benefit you rather than harm you. I have seen some videos where it is proved that upgrading a couple of buildings to level 4 is actually worse than keeping them level 3 because their bonuses and penalties cancel each other out, and what's worse the total math is actually worse than with the level 3 buildings!


    So my question: is there any mod that attempts to balance out these level 4 buildings without making them too OP? I'm thinking maybe the -8 food buildings (whereas level 3 would be -4 food) should be -6 food.

  12. #1232

    Default Defensive Client State Mod?

    Is there a mod that turns your Client States behavior into a defensive mode?

    In my current Tetricus Campaing my Client States in Hispania start sending out Full Stacks accross half the map to conquer Cities there. but I want them to stick to their current lands an just defend them. Otherwise i will have small Islands of Client State Provinces everywhere ing up my nicely build Empire appearence.

  13. #1233

    Default Re: Rome II Mod Questions & Recommendations

    anyone know any mods that reduce loyalty and make civil wars more likely for DEI?

  14. #1234

    Default Is there a mod that gets rid of civil wars?

    I don't like the idea of fighting a civil war.
    Of all the hosted mods, is there one that gets rid of civil war as a possibility?

    Actually, I found one:
    http://www.twcenter.net/forums/showt...-Civil-War-Mod
    Last edited by ♔Greek Strategos♔; February 28, 2019 at 12:33 PM. Reason: Merged posts.

  15. #1235
    Spitfire -WONDERBOLT!'s Avatar Vicarius
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    Default Re: Rome II Mod Questions & Recommendations

    What's the most historically accurate mod for the time period.
    GIVE CREDIT TO YOUR ENEMY AND LITTLE TO YOURSELF, AS IT MAKES YOUR VICTORY ALL THE GREATER!
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  16. #1236
    Spartan198's Avatar Protector Domesticus
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    Default Re: Rome II Mod Questions & Recommendations

    Does anyone know of a mod that completely removes clouds and weather effects from the campaign map? They block my view and slow FPS for me. I've searched the Steam workshop and haven't found anything.

    Quote Originally Posted by Spitfire -WONDERBOLT! View Post
    What's the most historically accurate mod for the time period.
    For Rome II, I would say probably Divide et Impera.

  17. #1237
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: Rome II Mod Questions & Recommendations

    Quote Originally Posted by Spitfire -WONDERBOLT! View Post
    What's the most historically accurate mod for the time period.
    I haven't admittedly tried many various mods, but can tell that Divide et Impera is surely a way to go. If historicity is not always at the very top of their agenda, they strive most of the time to be as historically acurate as they game itself permits it.

    Quote Originally Posted by Spartan198 View Post
    Does anyone know of a mod that completely removes clouds and weather effects from the campaign map? They block my view and slow FPS for me. I've searched the Steam workshop and haven't found anything.
    Have you seen this one here?

  18. #1238
    Spartan198's Avatar Protector Domesticus
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    Default Re: Rome II Mod Questions & Recommendations

    Quote Originally Posted by seleukos99 View Post
    Have you seen this one here?
    No, I missed that one. It was last updated in December 2017, so I'll have to see if it works (wouldn't be the first "outdated" mod I've used that still worked, if it does). In any case, thanks for pointing it out.

  19. #1239
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: Rome II Mod Questions & Recommendations

    Quote Originally Posted by Spartan198 View Post
    No, I missed that one. It was last updated in December 2017, so I'll have to see if it works (wouldn't be the first "outdated" mod I've used that still worked, if it does). In any case, thanks for pointing it out.
    You are welcome! It's one of the mods that keeps being recommended on DeI's forum to those who want smoother campaign map. I guess it should work even though it hasn't been updated for a while. I haven't, though, tried it myself, yet.

    What I use, however, is this 'no arcade effects' mod that could also be of interest to you if you are looking to gain some extra FPSs on the campaign map. In my opinion, the map looks also a bit more authentic without all these unnecassary flashy effects.

  20. #1240
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Rome II Mod Questions & Recommendations

    Quote Originally Posted by Eothese View Post
    Any mods that recreate Rome 1?
    Alas the King is Dead.

    Quote Originally Posted by Spartan198 View Post
    Does anyone know of a mod that completely removes clouds and weather effects from the campaign map? They block my view and slow FPS for me. I've searched the Steam workshop and haven't found anything.
    Quote Originally Posted by Spartan198 View Post
    No, I missed that one. It was last updated in December 2017, so I'll have to see if it works (wouldn't be the first "outdated" mod I've used that still worked, if it does). In any case, thanks for pointing it out.
    Εven if you don't use DEI my performance tips thread could be of use to any of you. Just click on my signature.
    You could also message for any help you may need.

    Quote Originally Posted by seleukos99 View Post
    I haven't admittedly tried many various mods, but can tell that Divide et Impera is surely a way to go. If historicity is not always at the very top of their agenda, they strive most of the time to be as historically acurate as they game itself permits it.
    Thank you for your supportive words.
    Would you be so kind and point out any unhistorical feature we have implemented in the mod? I'm curious and always eager to hear all opinions, so we could minimize any remaining issues.
    Last edited by ♔Greek Strategos♔; September 06, 2018 at 09:40 AM.

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