Wars Of The Gods - Ancient Wars. Features include: Unlocked Factions for Grand Campaign, Imperial Augustus, Wrath of Sparta, Ceaser In Gaul, Hannibal At The Gates and Rise of the Republic Over 1500 units added across all factions Unique AOR (Area Of Recruitment) for many units Roman Army Major Overhaul Various BAI and CAI updates to give much smoother gameplay. Divide et Impera is a total overhaul of Rome 2 that seeks to provide a challenging, historically accurate, realistic experience of the ancient world and warfare. Sub-Forums: Sub Mods for Divide et Impera.
Welcome to the TWC Wiki!You are not logged in. Please log in to the Wiki to vote in polls, change skin preferences, or edit pages. See HERE for details of how to LOG IN. |
Radious Total War Mod (TWR2) | |
---|---|
Platform | Rome II: Total War |
Mod Type | Overhaul |
Era | Standard Rome II era |
Mod Leader | Radious |
Release Status | Various (see individual mod versions) |
Forum / Thread | Here |
Radious Total War is a number of smaller mods that total to a large overhaul mod for Rome II: Total War. The objective of Radious Total War is to improve the Rome II gameplay experience in a variety of areas, similar to the Shogun II mod of the same name.
History
Radious: Total War acquired a hosted mod forum days after Rome II: Total War's release on September 3, 2014. Since that time, Radious Total War not only continues to change and grow, but also stays compatible with the latest of various downloadable contents and patches.
Description
This mod stays true to the Radious: Total War modding style found in the Shogun II Radious: Total War. Which means that is more correct to say Radious Total War is actually eight standalone mods (4 Unit Packs, Unit Pack Compatibility, AI Mod, Battle Mod, Economy and Research Mod, Campaign Features Mod, and Graphics Mod) that are still fully compatible with each other which collectively form a game overhaul. Open .json file. The purpose of having several smaller mods is so that users can choose from the dozens of options as to which aspects of Rome II: Total War will be adjusted and which parts will stay.
Features
- Radious: Total War includes 455 additional units in 4 culturally themed unit packs (186 in Barbarian Invasion, 134 in Rise of an Empire, 131 in Eastern Eclipse, and 60 in Sand Empires). The largest Unit Pack, Barbarian Invasion, gives 186 units for the Germanic, Iberian, Thracian, Briton, Celtic, Dacian, and other barbarian factions. Rise of an Empire Unit Pack totals to 134 units added to Rome, Carthage, Epirus, Athens, Sparta, Macedon, Illyria, and other minor factions. Eastern Eclipse Unit Pack gives units for Seleucids, Armenia, Pontus, Parthia, and other Eastern faction to a total of 131 units. The smallest Unit Pack, Sand Empires, gives 60 units to Numidian, African, Arabian, and Eastern subcultures.
- Unit Pack Compatibility is a necessary installment for all non-English versions of Radious: Total War. This is from the added text modders put in the game, largely in Unit Packs. Without this mod, only English custom unit names and descriptions can be seen. Unit Pack Compatibility is available in Spanish, French, Italian, German, Czech, Polish, Russian, and Turkish.
- The AI Mod makes the AI change how it recruits and uses armies, resulting in a more aggressive opponent that uses balanced armies. There is an extra army recruitment slot for the player and AI. The AI will also prefer and try to build armies and military buildings. Diplomacy is also overhauled in this mod. The AI will more likely trade, arrange and improve treaties, and join in wars with factions they like, while also breaking treaties and requesting allies to go to war with factions they do not like. Most diplomatic stances and actions also give more extreme effects.
- The Battle Mod reworks almost every aspect of gameplay warfare has been reworked to improve Rome II's battles. The timer to capture the flag(s) is doubled, and the general aura radius was also increased. Almost every unit was balanced and had its morale, experience bonuses, combat bonuses, and projectiles changed and made more diverse, and shields, arrows, armor, and munitions are reworked. Unit stances and cohesion are also improved.
- Economy and Research Mod main features change how cities are run. The food, squalor, and building systems and effects are rebalanced. Building costs and smithy damage bonuses are changed, and removing the technological requirements for military building gives the AI more varied buildings and future armies. The building system, building effects, and food consumption are also rebalanced.
- Campaign Features Mod provides four turns per year and more armies can be under the player's command. It is more difficult to provoke hostility and easier to achieve friendly relations with the AI, which makes the AI more willing to commence diplomacy with the player. Civil wars are removed. Major factions are stronger since they receive a slightly higher income bonus. Army and Navy stances, as well as Conquest Decisions, are reworked.
- The Graphics Mod makes several changes in the graphics on the campaign (such as clouds and selected city/general glow effect) and battle map (smoke and dust animations) to help improve realism and in some cases increase frames per second. New loading screens and improved blood effects for Blood and Gore DLC are also included.
The Team
Radious – Mod Leader and Translator
Burebista – Primary Unit Card Maker
Dramabelli – Promotional Artist and Translator Play backyard baseball 2003 free.
Farsovereign – Unit Maker
GERULA666 – Logo and Banner Creator
SilentResident – 2D Graphics Artist
Swiss Halberdier – Tester
With thanks to:
Noif de Bodemloze – Artist and Unit Card Maker
Carcaju – Artist and Unit Card Maker
Champloo, The Wolfman, Zaskar70, Maffers, Alexander, Zamoo, MrMarko, SquireEwokonTitan, The Gravemind, Miris82, TuranianGhazi, Agent2P, Prussian Warrior, Wullie_Mac, Smarny, and Fidena – Unit Makers and Translators
Minecraft Overhaul Mods
Visual Material
Battle Screenshots
External Links
Rome 2 Best Overhaul Mods
Topic Subject: | Major Overhaul Mod Discussion Thread |
posted 04-03-14 02:23 AM EDT (US) Since the subject hasn't been raised for quite some time, I'm curious to know what (if any) Major Overhaul Mods are being used by members of the Rome 2 Heaven community? I've personally been a player and supporter of Divide et Impera almost since it's creation, and from what I can tell it's become the Major Overhaul Mod of choice by a large portion of the Rome 2 player base. Version 0.85 of DeI was released yesterday morning and brought with it several faction and gameplay overhauls, including a revamp of army and navy stances. Thought the DeI team might not adhere to 100% historical accuracy, I believe they've created the perfect balance between historical authenticity and enjoyable gameplay with their mod. 'Life is more fun when you are insane. Just let go occasionally'.- yakcamkir 12:14 'It is not numbers, but vision that wins wars.' - Antiochus VII Sidetes 'My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel Grayhair Angel of Total War: Rome II Heaven and the Total War: Attila Forums | |
Author | Replies: |
posted 04-03-14 08:44 AM EDT (US) 1 / 7 The only beef I have with DeI is the provinces they give Carthage in the beginning. I have both Radious and DeI in my mod workshop thing, but I've been preferring to use a conglomeration of mods to my tastes. Only thing I do have to say about DeI is that the battles are fantastic! They last much longer, and it's more of a sudden break rather than a drawn out piecemeal battle. I remember one battle I had with the Turdetani as Cartahge where it seemed I might actually lose, as they had good morale left, and were chopping away at my guys to the point where they were killing faster than being killed. Then suddenly the Turdetani break, seemingly all at once. I suffered many casualties in that battle, but it was a very fun one! I am the Carthaginian who became an angel, and surrendered his wings for a life on the sea of battle. My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel the Deflowerer |
posted 04-03-14 12:35 PM EDT (US) 2 / 7 In the early days of Rome 2 modding, Radious' works were definitely my mods of choice. However, I eventually grew bored with all the 'fantasy units' he added and moved on to Magnar's mod. Magnar's reminded me a lot of Europa Barbarorum with it's focus on historical accuracy even at the cost of gameplay balance so I played it for quite some time. What pulled me away from it however, wasn't DeI itself but two modders whose works I'd been enjoying and following for quite some time: Dresden and Epaminondas The 'Oblique'. Dresden had taken charge of the 'Traits, Talents and Toadies' mod after Hellbent resigned from modding so I'd been following his progress with this and his Hegemonia and Turn Per Year mods, while I'd been enjoying Epaminondas' 'Ancient Colors'. When both of them announced they'd be working together along with Selea (creator of the Ars Gratia Artis mod) on a new project called 'Divide et Impera', I immediately became interested and started following and supporting their new endeavor and the rest is history. ***** To focus back on DeI itself, the battles are indeed one of my favorite parts. I was fighting a battle against the Persians as the Seleucids in one game and out of all the battles I've fought since I bought this game it's still my all-time favorite one (so far). I was outnumbered roughly 2-to-1 by the Persians whose army was mainly comprised of spearmen, hillmen with assorted light infantry and a few squads of Medean cavalry, while my army was based around a core of phalangites supported by hillmen on the flanks with 3 units of Medean cavalry and my general's Cataphract Elephant guard. The battle started fairly by the book with my phalangites pinning the enemy infantry in place, while my cavalry countered the enemy's but halfway through disaster struck. One of the units of hillmen guarding the left flank of my phalanx line suddenly broke and began fleeing from the battle. Hillmen already have poor morale so when the other units saw one group running for the hills they soon followed suit. Instead of chasing after the routers, the AI sent its infantry charging straight into the exposed flank of my phalangites who managed to hold but were in dire peril. I would usually send my general to shore up such a calamitous break, but he was already busy countering the Persian cavalry on the right flank and I knew if I pulled him, and the morale boost from his presence, away that my hillmen there would break and the disaster would only repeat itself. With no other real options left, I decided to focus him and all my attention on routing the left flank of the Persian army before my own left could collapse anymore. The rest of the battle played out as a nail-biting see-saw with some of my phalangites breaking and routing from the field, but thanks to my general's elephants (and some touch and go charging with my cavalry) I emerged triumphant though it was a somewhat Pyrrhic Victory. 'Life is more fun when you are insane. Just let go occasionally'.- yakcamkir 12:14 'It is not numbers, but vision that wins wars.' - Antiochus VII Sidetes 'My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel Grayhair Angel of Total War: Rome II Heaven and the Total War: Attila Forums |
posted 04-03-14 03:04 PM EDT (US) 3 / 7 Elephants are definitely a battle saver, as they are more than slightly over powered lol. In one of my HatG battles, I created a general in Gadir (I think it's called Gades in game) to save said town from the Turdetani which had recently declared war. Of the 1200 or so Iberians deployed against me, 500 and some change were killed by my elephant general alone. Granted, many of the Iberians were slingers/javelinmen and lightly armored infantry that can't hold back an elephant charge, but still I am the Carthaginian who became an angel, and surrendered his wings for a life on the sea of battle. My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel the Deflowerer |
posted 04-03-14 05:01 PM EDT (US) 4 / 7 They can definitely be game changers if used at the right time and place, but they can also be countered fairly easily if you know the right tactics or the enemy commits them too soon. When I have them, I use them mainly to counter cavalry and only send them charging into infantry if they have a clear shot at their flanks & rear or if they're exhausted and vulnerable to morale shocks. The thing that lets them rack a high kill rate is that they get what I call a 'death area' around them when they're chasing shattered or routing units. I'm guessing CA gave them this to simulate how elephants would easily stomp anything that got in their way to death, especially a helpless person fleeing for their life Against them, I mainly stick to the tactics I used in EB: pelt them with hundreds of arrows, javelins and stones until they're all dead or they run amok. 'Life is more fun when you are insane. Just let go occasionally'.- yakcamkir 12:14 'It is not numbers, but vision that wins wars.' - Antiochus VII Sidetes 'My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel Grayhair Angel of Total War: Rome II Heaven and the Total War: Attila Forums |
Top Rome 2 Overhaul Mods
Rome 2 Best Overhaul Mods
Topic Subject: | Major Overhaul Mod Discussion Thread |
posted 04-03-14 02:23 AM EDT (US) Since the subject hasn't been raised for quite some time, I'm curious to know what (if any) Major Overhaul Mods are being used by members of the Rome 2 Heaven community? I've personally been a player and supporter of Divide et Impera almost since it's creation, and from what I can tell it's become the Major Overhaul Mod of choice by a large portion of the Rome 2 player base. Version 0.85 of DeI was released yesterday morning and brought with it several faction and gameplay overhauls, including a revamp of army and navy stances. Thought the DeI team might not adhere to 100% historical accuracy, I believe they've created the perfect balance between historical authenticity and enjoyable gameplay with their mod. 'Life is more fun when you are insane. Just let go occasionally'.- yakcamkir 12:14 'It is not numbers, but vision that wins wars.' - Antiochus VII Sidetes 'My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel Grayhair Angel of Total War: Rome II Heaven and the Total War: Attila Forums | |
Author | Replies: |
posted 04-03-14 08:44 AM EDT (US) 1 / 7 The only beef I have with DeI is the provinces they give Carthage in the beginning. I have both Radious and DeI in my mod workshop thing, but I've been preferring to use a conglomeration of mods to my tastes. Only thing I do have to say about DeI is that the battles are fantastic! They last much longer, and it's more of a sudden break rather than a drawn out piecemeal battle. I remember one battle I had with the Turdetani as Cartahge where it seemed I might actually lose, as they had good morale left, and were chopping away at my guys to the point where they were killing faster than being killed. Then suddenly the Turdetani break, seemingly all at once. I suffered many casualties in that battle, but it was a very fun one! I am the Carthaginian who became an angel, and surrendered his wings for a life on the sea of battle. My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel the Deflowerer |
posted 04-03-14 12:35 PM EDT (US) 2 / 7 In the early days of Rome 2 modding, Radious' works were definitely my mods of choice. However, I eventually grew bored with all the 'fantasy units' he added and moved on to Magnar's mod. Magnar's reminded me a lot of Europa Barbarorum with it's focus on historical accuracy even at the cost of gameplay balance so I played it for quite some time. What pulled me away from it however, wasn't DeI itself but two modders whose works I'd been enjoying and following for quite some time: Dresden and Epaminondas The 'Oblique'. Dresden had taken charge of the 'Traits, Talents and Toadies' mod after Hellbent resigned from modding so I'd been following his progress with this and his Hegemonia and Turn Per Year mods, while I'd been enjoying Epaminondas' 'Ancient Colors'. When both of them announced they'd be working together along with Selea (creator of the Ars Gratia Artis mod) on a new project called 'Divide et Impera', I immediately became interested and started following and supporting their new endeavor and the rest is history. ***** To focus back on DeI itself, the battles are indeed one of my favorite parts. I was fighting a battle against the Persians as the Seleucids in one game and out of all the battles I've fought since I bought this game it's still my all-time favorite one (so far). I was outnumbered roughly 2-to-1 by the Persians whose army was mainly comprised of spearmen, hillmen with assorted light infantry and a few squads of Medean cavalry, while my army was based around a core of phalangites supported by hillmen on the flanks with 3 units of Medean cavalry and my general's Cataphract Elephant guard. The battle started fairly by the book with my phalangites pinning the enemy infantry in place, while my cavalry countered the enemy's but halfway through disaster struck. One of the units of hillmen guarding the left flank of my phalanx line suddenly broke and began fleeing from the battle. Hillmen already have poor morale so when the other units saw one group running for the hills they soon followed suit. Instead of chasing after the routers, the AI sent its infantry charging straight into the exposed flank of my phalangites who managed to hold but were in dire peril. I would usually send my general to shore up such a calamitous break, but he was already busy countering the Persian cavalry on the right flank and I knew if I pulled him, and the morale boost from his presence, away that my hillmen there would break and the disaster would only repeat itself. With no other real options left, I decided to focus him and all my attention on routing the left flank of the Persian army before my own left could collapse anymore. The rest of the battle played out as a nail-biting see-saw with some of my phalangites breaking and routing from the field, but thanks to my general's elephants (and some touch and go charging with my cavalry) I emerged triumphant though it was a somewhat Pyrrhic Victory. 'Life is more fun when you are insane. Just let go occasionally'.- yakcamkir 12:14 'It is not numbers, but vision that wins wars.' - Antiochus VII Sidetes 'My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel Grayhair Angel of Total War: Rome II Heaven and the Total War: Attila Forums |
posted 04-03-14 03:04 PM EDT (US) 3 / 7 Elephants are definitely a battle saver, as they are more than slightly over powered lol. In one of my HatG battles, I created a general in Gadir (I think it's called Gades in game) to save said town from the Turdetani which had recently declared war. Of the 1200 or so Iberians deployed against me, 500 and some change were killed by my elephant general alone. Granted, many of the Iberians were slingers/javelinmen and lightly armored infantry that can't hold back an elephant charge, but still I am the Carthaginian who became an angel, and surrendered his wings for a life on the sea of battle. My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel the Deflowerer |
posted 04-03-14 05:01 PM EDT (US) 4 / 7 They can definitely be game changers if used at the right time and place, but they can also be countered fairly easily if you know the right tactics or the enemy commits them too soon. When I have them, I use them mainly to counter cavalry and only send them charging into infantry if they have a clear shot at their flanks & rear or if they're exhausted and vulnerable to morale shocks. The thing that lets them rack a high kill rate is that they get what I call a 'death area' around them when they're chasing shattered or routing units. I'm guessing CA gave them this to simulate how elephants would easily stomp anything that got in their way to death, especially a helpless person fleeing for their life Against them, I mainly stick to the tactics I used in EB: pelt them with hundreds of arrows, javelins and stones until they're all dead or they run amok. 'Life is more fun when you are insane. Just let go occasionally'.- yakcamkir 12:14 'It is not numbers, but vision that wins wars.' - Antiochus VII Sidetes 'My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel Grayhair Angel of Total War: Rome II Heaven and the Total War: Attila Forums |
Top Rome 2 Overhaul Mods
posted 04-25-14 01:06 AM EDT (US) 5 / 7 Been busy the past couple weeks so I haven't had much time to play or post as I used to Started an Epirus campaign in DeI. Because Epirus' diplomatic penalty, I had to start things slow and limit my conquests to Greece and the area surrounding the Aegean and Adriatic. I focused mainly on the war with Sparta until Athens decided to butt in. I was outnumbered in several battles and managed to win them all, but because of DeI's tweaks to replenishment (and a submod that nerfs it even more) I wasn't able to follow up and conquer Athens and Sparta themselves until I'd wiped out all their armies and given my troops time to replenish and reinforce. Once Athens and Sparta were out of the way I went after Knossos and made Crete a part of the glorious Kingdom of Epirus. I had then just began to rest on my laurels when Rome declared war on me. So far I have southern Italy under my control and took Rome itself on my last turn. The Romans responded by offering a peace treaty and 32,000 talents, but I refused and chose to persecute the war to it bloody and inevitable end 'Life is more fun when you are insane. Just let go occasionally'.- yakcamkir 12:14 'It is not numbers, but vision that wins wars.' - Antiochus VII Sidetes 'My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel Grayhair Angel of Total War: Rome II Heaven and the Total War: Attila Forums |
posted 04-26-14 02:08 AM EDT (US) 6 / 7 Sounds terribly interesting. Meanwhile, I have been searching for mods which significantly alter the dynamics of campaign map gameplay in new different ways. Either the ideas I have in my head are highly difficulty, unsought of yet, or just not inspiring to those who mod Rome II. I shall have to try and break past the initial clueless factor that shall come with trying to do it myself, for it is gnawing at my soul like an Undead Hollow. HOW FAR WILL YOU GO FOR ROME? | ROME II HEAVEN | OUR TOTAL WAR HEAVEN STEAM GROUP |
posted 01-14-15 00:56 AM EDT (US) 7 / 7 *bump* So in the past 9 months there have been many new overhaul mods that have sprung into development, and many of the past ones (such as DeI and Radious) have evolved and improved even more. I've been playing a Macedon/Antigonidai campaign in Divide et Impera 1.0, which was released just before the turn of the New Year and I'm simply amazed at what the DeI team have done with their mod. Field battles have been completely rebalanced and siege battles have also been improved greatly with deployables for defenders and the AI now taking time to build siege equipment, wear down and even starve out cities instead of attacking right from the start and using torches to burn their way into a city. Economics and army maintenance have been tweaked so that no one (including the player) fields the max number of full stack armies all the time, and the loss of even one army can be a crippling blow for a faction that can leave them extremely vulnerable until they can raise a new one. Politics have also been tweaked so that your faction leader can have a global effect on your whole empire if he's stationed in the capital and players can reach a sweet spot that can keep their faction's ruling family in power without making civil war a certainty. The benefits from political ranks achieved by ruling family members also stack so that a fully promoted family member can greatly increase the order and efficiency of your empire and losing such a person in battle or to political intrigue can be a devastating blow to your dynasty that can change the balance of power against you. All in all, I highly recommend Divide et Impera 1.0 and all its following versions to any Rome 2 player who's looking to play a more historically authentic and immersive gaming experience with Total War: Rome II. 'Life is more fun when you are insane. Just let go occasionally'.- yakcamkir 12:14 'It is not numbers, but vision that wins wars.' - Antiochus VII Sidetes 'My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel Grayhair Angel of Total War: Rome II Heaven and the Total War: Attila Forums |
Rome 2 Overhaul Mods
Total War: Rome 2 Heaven » Forums » Modding & Maps » Major Overhaul Mod Discussion Thread | Top |