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Thread: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

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  1. #1
    SenseiJT92's Avatar Semisalis
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    Icon14 [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    Greetings all,

    Please find here a sub-modification which edits the starting traits and abilities of the Roman faction. My own personal version of the modification amends the starting traits and abilities of all major factions; however I would like to see the reception of this modification before compiling and releasing such a mod.

    Most of the traits and anti-traits have been amended to provide Rome with a much more interesting position depending on which family you choose. This is not an 'OP' Rome mod; as anti-traits have been added to equal out the bonuses received. The result is a campaign in which your strategic decisions are influenced by the House traits; from building cities, to waging war. For example, the Junia now no longer suffer such a diplomatic penalty with 'all' factions; but the combination with the anti-trait for Hellenistic states will mean that conflict across the Adriatic is inevitable.

    Main Rome
    Main Rome

    Added a small bonus to Rome's core traits to further differentiate their legions from the forces of other nations.


    Julia
    Julia

    The Julia now have a stronger focus to conquer the Northern regions of Europe; being able to convert newly conquered lands more quickly than their rival families. However the further you stray from Home and expand, corruption in Rome will also increase.


    Cornelia
    Cornelia

    The Cornelia family have their eyes set on the riches of Southern Europe; however a major power stands in their way and conflict is inevitable. Their advantage lies with the reduced cost of their infantry, and excellent city administration. A small change to their relations with Hellenistic states will mean that they could be worthy allies... for the time being...


    Junia
    Junia

    Having recently halted the invasion of Magna Grecia from Epirus, the Junia family are feared by the Hellenistic Greek City states, fearing that Rome will exact revenge. The Junia's lack of support from other nations is gained at home; culture differences are no longer oppressed and the Junia have developed symbiotic relationship with foreign cultures. Also keen agriculturalists, the Junia benefit more than rival families in working the rich soils of Italia.


    Installation - Simply place into your Rome II data folder and enable in the Rome II mod-manager.

    Compatibility - Will work with all versions of DEI; old and new. This sub-modification currently only affects the Grand Campaign.

    Download Links -
    http://www.mediafire.com/download/i2...ing_Traits.rar
    Last edited by SenseiJT92; April 15, 2014 at 02:33 PM. Reason: Updating DL Links

  2. #2

    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    I like the idea, thanks!

  3. #3
    SenseiJT92's Avatar Semisalis
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    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    No problem

  4. #4
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    I LOVE this. Exactly, what we need!

  5. #5
    Leggy's Avatar Semisalis
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    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    Looks good .


  6. #6

    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    This is a really cool idea. I was wondering, would it be also possible to make a sub-mod where the whole family thing is scrapped and in its place were actual political parties? Like Populares and optimates (I think that is how you spell it). I always thought that would be neat.

  7. #7
    Heathen Storm's Avatar Where's my axe?
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    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    Quote Originally Posted by loukylouk View Post
    This is a really cool idea. I was wondering, would it be also possible to make a sub-mod where the whole family thing is scrapped and in its place were actual political parties? Like Populares and optimates (I think that is how you spell it). I always thought that would be neat.
    There's a mod for that

    OP: Great work, I'd love to see what else you do with the factions.

    Proud mod leader, modeller and public relations officer of Heiğinn Veğr: Total War


  8. #8
    Julio-Claudian's Avatar Senator
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    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    Quote Originally Posted by Heathen Storm View Post
    There's a mod for that

    OP: Great work, I'd love to see what else you do with the factions.
    Which mod would that be?

  9. #9
    Crappy's Avatar Civis
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    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    I think this is pretty neat - would be super cool to see what the effects would be for other factions!

    You said you have a version for yourself. Would it be a lot of work to post screenshots of the different effects for different factions in your version of the mod in this thread? Thanks!

  10. #10
    SenseiJT92's Avatar Semisalis
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    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    Greek City States

    Athens

  11. #11
    Black9's Avatar Biarchus
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    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    This is really cool, can't wait to see what else you do!

  12. #12

    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    Wow excellent work, wouldn't mind these changes (and more) making their way into the main DEI mod!

  13. #13
    SenseiJT92's Avatar Semisalis
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    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    Cheers fellas;

    currently I am re-vamping the different abilities - I can only make so many possibilities with the existing traits, as they are all very similar. Therefore I am creating new traits for each faction which will not be carbon copies of others.

  14. #14

    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    This is wonderful, thank you DfA.

  15. #15
    Lupo's Avatar Libertus
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    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    hi!
    When will the next version of your mod `s?

    mfg Lupo!

  16. #16

    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    Plz add Carthage. They should have high mercenary advantages, some naval and of course - it's a trade empire - trade advantages.

  17. #17

    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    Hello Death from Anon, any update to your mod?

    Could you consider removing the Junii cultural aversion to all factions trait? Probably make the game too hard to have everyone hate you, maybe add a different negative trait instead.

  18. #18

    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    I found out hot to change this myself.

    Anyone know where I can find a list of traits that can be used for the factions?
    My idea is make every playable faction have a moderate aversion to another faction or culture, while having a slight affinity for another.

    I know for the Hellenics there's a positive and a negative trait (Cornilii and Epirus), are there one of each type for each culture? Or can I make my own?

  19. #19

    Default Re: [Sub-Mod] Improved major faction abilities/traits - (version 0.1, Rome)

    Nicely done senseiTJ! It gives a unique feeling to the factions! Will u update this to have some other factions too or just rome...?

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