Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Halkenburg May 31, 2017 @ 11:27am
Divided et Impera mod combat system is a joke
While I do LOVE the cultural background of divide et impera folks tried to provide us as well as how diverse the units and factions are, I will NOT accept the combat system quality.

The combat system of the mod is beyond me, I ordered my hastati unit of 200 men to attack another unit of 200 etruscan boys in phalanx formation, what happens? only 10 men are attacking while the 190 remaining are just sitting back, well spaced and disorganised between them, doing nothing even though i spam right click

I am NOT missing something, IT SHOULD BE SIMPLE, I RIGHT CLICK MY UNIT ATTACK , THE FIRST AND SECOND ROWS MUST BE ATTACKING
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Showing 1-13 of 13 comments
Raoule May 31, 2017 @ 12:18pm 
Exactly, thats a point i dont understand too. They made the BEST mod in ANY way and then offer those battles... Boring rout festival with stupid enemy who always gets shot or backcharged... Only mod where you see 100+ Pretorians routing.

But tbh, when i would simulate a game, DEI is the best, so much love and effort inside that project... Its a pitty, i will never understand that battle decisions too.
Sorry to say that all in all. I feel a bit bad cause the mod is cool. But not my taste.
Cosmic Cat May 31, 2017 @ 12:49pm 
There are a bunch of submods that change the battle pacing/balance. Perhaps one of those would be more to your liking?
Raoule May 31, 2017 @ 1:32pm 
Yes, i tried them. Ultra fast battles and so on. It helped a lot, but not entirely (e.g. Formations)... And the main problem is the lack of compatibility to other great stuff from the workshop. For me, its better to use tons of smaller mods and try all alternatives to combine them into my own "overhaul". But ill never get that great campaign feeling Dei offers, so ill check it back every version. Still not my taste, like i said. Sadly...
Cosmic Cat May 31, 2017 @ 1:48pm 
Since CA hardcoded the BAI (Battle AI) no one can change it except for CA themselves.

Seems some people like the new balance, but I'm like you not its biggest fan. It prompted me to learn how to mod just to be able to enjoy the new campaign but with the old battle balance.

And yes, I understand what you mean - I also like a lot of other stand-alone mods that I found and all of them weren't compatible with DeI. In the end I just learned how to make them compatible myself :p2chell:
Raoule May 31, 2017 @ 2:13pm 
Originally posted by Electorine:
In the end I just learned how to make them compatible myself :p2chell:
can you tell me what programm you use to mod? or you have a tutorial link?
Cosmic Cat May 31, 2017 @ 2:37pm 
Originally posted by THCder_raoule:
Originally posted by Electorine:
In the end I just learned how to make them compatible myself :p2chell:
can you tell me what programm you use to mod? or you have a tutorial link?


I've mainly used PFM with some Assembly Kit.

You can use Magnar's excellent modding tutorials:

https://www.youtube.com/playlist?list=PLmtG8Z54VtqjC_HovpY948lmmOuxRd66q
Snofur Jun 1, 2017 @ 4:51am 
I completely agree on this, it is way different than vanilla and all I could think of was that ''formation attack'' function Rome had, where they try to keep formation.

I hope they can work further on this if possible.
Last edited by Snofur; Jun 10, 2017 @ 3:10pm
Raoule Jun 1, 2017 @ 10:38am 
Thx Electro, i will try to dig deeper into this one...

And to clear that out: DEI intend to offer a REALISTIC gameplay, in reality the main casulties were indeed routing prisoners and not kills tbh. The rout/kill rate is "correct", even more than in vanilla. But i just dislike owning routing people, for me its much more fun to actually fight and kill the enemy.

On the other hand its not that realistic to field thin lines of 2-3 men deep to hold 20 lines of enemy troops. But its the battle mechanic ingame,also often used in MP were fights mostly are a big joke... DEi just continued that mechanic and missed completely the point of a brawl. You can hardly 1 hit people in Dei, charges are too slow and not powerful and also the weapon damage is way to low to counter that outstanding defence/armor even low tier units have with this overhaul.

And its possible to change that. Warcry submod was a way in the right direction, but made pikes op cause of basic Dei stats and was removed cause of breaking the overhaul... Its a pitty, but theres way more to optimize with single mods than using Dei atm. Again, sadly waiting the next version or "better" submods.
Sorry for the wall and greetz^^
Ratnips Mar 7, 2019 @ 12:20am 
there ways u can go around this man and it can become a cheat for you if u study how formation and how the ai works with the dei it becomes ez
BRAN MAC BORN Mar 8, 2019 @ 2:03pm 
Or you can play Wars of the Gods instead.
Pharaoh Mar 9, 2019 @ 10:02am 
https://steamcommunity.com/sharedfiles/filedetails/?id=1479163534&searchtext=DEI+combat+revisiited found this mod and I really like it makes pikes behave similar to rome 1
Last edited by Pharaoh; Mar 9, 2019 @ 10:02am
123four Dec 30, 2020 @ 9:09am 
The combat is pretty weird. I've had occasions where shock cavalry charged the center of my pikes and received almost no casualties. I have also had situations where javelin men and archers where able to wipe out units in tetsudo, even though they were facing directly at them.
kam2150 Dec 30, 2020 @ 10:13am 
Combat is not weird as a lot of base game issues got fixed.

Testudo flanks do not provide shield protection so these parts will still get shot down. Even 3 units of indian lonbows are not able to make a significant dent into marian legionaires. There were some tweaks added so testudo works a bit better for next patch.

Charging pikes get some bonus but it is intentionally lowered due to how bugged phalanx is in the game and how AI loves to suicide own cavalry general into pikes early on. Basically all phalanx attack do not count as melee, they always count as counter charge. So the higher penalty for charging pikes is, the better they were in melee, leading to stuff like 500+ kills per pike unit or single unit holding easily 1500 men on their own. Since how AI loves to bottleneck own units vs pikes, you cant make them invincible with such odds from the front as you wont be ever able to lose as them. Keep in mind unit HP is also important since there is no random death chance. If horses already took some damage, they will drop like files to phalanx. Even if they wont lose much from charge, they will still get mauled in short time due to bonus vs cav of pikes.
Last edited by kam2150; Dec 30, 2020 @ 10:32am
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Date Posted: May 31, 2017 @ 11:27am
Posts: 13