Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Historical Naval Overhaul Vanilla.pack
   
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Tags: mod, Overhaul
File Size
Posted
Updated
192.143 KB
8 Aug, 2014 @ 7:26am
13 Aug, 2014 @ 1:45pm
9 Change Notes ( view )

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Historical Naval Overhaul Vanilla.pack

In 1 collection by BunnyPoopCereal
DEI Battle/recruitment Mod Improvements
5 items
Description
This mod is designed for vanilla. Compatible with Patch 14

Ver 2.0 Final

- Added single ship units
- Reworked upkeep for naval units


Ver 1.5

- Doubled ignition threshold

Ver 1.4

- Doubled naval unit sizes

Note: It never made sense why naval units are so expensive and yet weaker than land units.

Ver 1.3

I have good news and even better news. I was able to fix the faction traits not displaying when starting a new campaign. Additionally I doubled naval replenishment rates and increased campaign movement requirement for land armies moving to sea (Takes time to build ships)

Which means that it now takes land armies 1 turn to go from land to sea.

- Fixed crash in startup
- Fixed crash in creating new campaign
- Boosted Navy stance: Double time to use for all naval units
- Halved naval unit campaign movement

Note: This is the only existing solution for increasing transport unit speeds. You can thank CA's incompetence for that.

There is a bug where land armies transitioning from sea to land will automatically go on Patrol Region (aka Forced March) stance. This is hard-coded and we can offer no solution.

Ver 1.2

- Added complete naval battle overhaul
- All ship speeds have been adjusted according to ship type
- Mass of ships revamped
- Other factors (acceleration, deceleration etc..) adjusted in a logical manner according to real world principles

Ver 1.0

- Increases naval campaign movement points based on ship type.
- Increases ramming speeds based on ship type.

Feedback is welcome.

Credits

Many thanks go to Hetairos for his extensive naval warfare overhaul from Authentic Ancient World[www.twcenter.net] and the permission to use his work as a base for this modification.

Additional thanks goes to Dresden, gdwitt, and BlackVirus for offering moral support and advice.


Use TWC mod manager/launcher and prioritize so this mod overrides any existing mods. Download from TWC Mod Launcher[www.twcenter.net]
73 Comments
Imperator 21 Mar, 2017 @ 3:58pm 
wasnt asking anything to change bud... i was asking if it did A,B,C, or D. ended up just trying it, found it reducing number of ships but not making it just one.
BunnyPoopCereal  [author] 21 Mar, 2017 @ 1:15pm 
Marshal this mod is super outdated. I'm not going to change the values. There could be a similar mod out there though.
Imperator 20 Mar, 2017 @ 9:09pm 
so im playing with a mod that gives me 480 man Cohorts for Rome (and because that was too easy mods to give other factions larger units) and because of this my fleets are stuck having 3,4, and even 8 ships for a single unit which as you can imagine causes some huge cluster fvcks and makes amphibious landings neih impossible....

will this mod consolodate my fleets to 1 ship per units, do nothing, fvck evrything up, or just crash the game? or should i just stfu and try it?
VonWraith 5 Sep, 2015 @ 3:13pm 
does anyone know if another modder has updated or overhauled this mod on another thread or link to a similar Mod?
FON 29 May, 2015 @ 12:01pm 
can you recommend any mod like this?
BunnyPoopCereal  [author] 29 May, 2015 @ 11:52am 
nop.
FON 29 May, 2015 @ 11:15am 
will it be updated
BunnyPoopCereal  [author] 29 May, 2015 @ 5:16am 
It's NOT been updated. There should be other naval mods out there for you guys
NalgaSucia 28 May, 2015 @ 11:20pm 
Thank you. I will check it out.
BunnyPoopCereal  [author] 27 May, 2015 @ 4:19am 
This mod has not been updated since patch 14. Cheers