Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Longer Land Battles Mod
   
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タグ: mod, Battle
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241.083 KB
2013年11月26日 20時19分
2021年9月6日 1時39分
41 項目の変更履歴 ( 表示 )

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Longer Land Battles Mod

Volcano 作成の 1 件のコレクション
Volcano's Rome 2 Mod Collection
9 アイテム
解説
For: All campaigns, but you do not need this if you have Volcano Battle Mod (that mod contains this and two other battle mods)

This mod is inspired by the Alpha Realistic Battle Time (ARB) mod, but the approach here is to have shorter battle times than it, but longer battle times than the standard game. In other words, the mod is similar to ARB, but different adjustments are made, as it is intended to be the middle of two extremes. This is not made in criticism to that excellent mod, rather, it is adjusted to suit our own personal preference. Please see the excellent Alpha Realistic Battle Time mod by "Akuru" if you prefer even longer battles (which are, on average, twice as long as this mod):

http://steamcommunity.com/sharedfiles/filedetails/?id=195038964

Specifically, the creation of this mod was based on my own multiplayer campaign experience where we felt that we were not fully satisfied by the battle time for our own personal tastes, so we tweaked what we wanted to make it "feel right" (a middle of the road between both cases as a mix of "realism" versus "practical", as far as our desire to operate within a 40-60 minute time limit per battle.

***No unit values are adjusted!***

Unique changes:

-Base "to hit" percentages reduced over the standard version of the game. Overall this causes half as much blocking to occur than ARB, but much more than the standard game. For the most part, most large battles should last around 30 to 40 minutes. This intentionally avoids all the messy and cumbersome unit value adjustments made in other battle mods (like Radious Battle Mod).

-Base "knock down" percentages adjusted.

-Reduced fatigue recovery by 1/2 (idle, idle-rain, idle-snow). The problem with the original values is that it only takes a matter of minutes to recover full fatigue from exhaustion to fresh, where as in reality it should take at least twice as long in order to better stress and reward intelligent use of reserves.

-Increased fatigue accumulation by 2x for charging, climbing, combat, running (both man and horse), but not for light cavalry. This was done because fatigue accumulation does not happen fast enough from these activities, especially from running. In the standard game, you can essentially run halfway across the map before dropping one level in fatigue to "active". This change encourages approach marches (which gives more time to skirmish) as opposed to one side running completely up to the other and engaging.

-Doubled the accuracy penalty for fog conditions to -20% instead of -10%. This was done because the old value of -10% was not a substantial penalty for the powerful missile that exist here. Also decreased the base projectile accuracy for light, medium, and heavy fog and rain and for medium and heavy snow.

-Adjusted the battlefield terrain data so that build up terrain (like forests, rocks, stones and scrub) now provide a more significant penalty to movement, so as to make them more important in the tactical equation, and also to slow down the battle in restricted terrain. This change also allows units with the "Ignore Terrain" ability to better evade and escape when operating in restricted terrain.

NOTE:

Intended to be used with my "Realistic Skirmisher Ammo + Siege Artillery Mod", since it addresses the skirmisher/missile side of things:

http://steamcommunity.com/sharedfiles/filedetails/?id=197237117

...also, for a full compilation mod of all my battle mods together go here:

http://steamcommunity.com/sharedfiles/filedetails/?id=205674098
188 件のコメント
Volcano  [作成者] 7月9日 14時34分 
I think it has to be above it to work correctly. Try that first, and if it it seems like it isn't working then swap it after that.
Krischel 7月9日 6時31分 
Does this MOD have to be above or below DEI in the MOD list?
LWH♔sama 3月20日 7時10分 
always need !
Tree 2022年3月3日 21時46分 
Perfect, thanks.
Volcano  [作成者] 2021年4月1日 1時20分 
Yes, it should in theory, since it has a tiny footprint, so to speak. Best thing to do is try it out - it shouldn't mess up anything either way.
Razgrizz 2021年3月27日 13時13分 
so this works with radious?
Stefan 2020年12月31日 15時07分 
@Volcano, thankyouu
Volcano  [作成者] 2020年12月31日 11時43分 
@AKPanda, well, if flanking and rear damage is reduced then its because the AI is terrible at fighting. It forms a 'blob' then lets you get around to its rear, so the reduction helps negate the devastating effect of this a bit (but its still there).
Volcano  [作成者] 2020年12月31日 11時37分 
@Stefan, yes it should be compatible with all DLCs.
AKPanda 2020年12月27日 21時21分 
good mod, flanking and rear charge not as damaging as vanilla or DEI. might want to adjust a little?