Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Para Bellum - Combat
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Update: Sep 21, 2023 @ 12:35pm

- Historical unit names for all campaigns/DLCs: Most units include historical names and below, in the description, their name in English. Originally many units shared the short descriptions, now hundreds of entries have been revised and a unique tag has been included for each one, so all units can include the English name with info about their origin and if it is auxiliary or mercenary in the description below the historical name.
- Revision of the infantry classes, with a more realistic approach (melee is now called assault infantry and the spears as line infantry). The long-range missile troops (bows and slings) now belong to the ranged infantry, and I added a new "support infantry" class that includes the skirmishers and light troops that can eventually engage in melee to support the other classes.
- Support and ranged infantry units increase from 120 to 140 men per unit. In this regard, the ammunition quantity is adjusted, mostly for the slingers that they had too much, though it can be increased through the general skills (military logistics). Cavalry increased from 80 to 100, but now they will be a bit more easily frightened especially by large groups of infantry. These changes are also taken into account in the Population mod and the historical battles, though are not yet implemented in the initial armies of the campaigns.
- Fatigue now has direct effects on units' speed, morale, defensive and attack capabilities. They will now take a little longer to exhaust, but it will be convenient to relieve them before reaching this point.
- Slight adjustments to projectiles range and damage, which overall work better with AI, for example cavalry may decide not to do an initial charge but stay close to the ranged troops.
- Fixed the cavalry generals issue showing them as hoplitic infantry class.
- Fixed light hoplites missing rapid advance ability and adjusted their stats in relation to militia hoplites that were almost the same.
- Revised cataphract armor values for cavalry and elephants.
- War dogs charge, attack and defense adjusted.
- Added Heroes of Sparta unit (increased to 300 men and a cap of 1) to the WoS campaign through the last recruitment building, called Monument of Leonidas.
- Slight adjustments to the unit's experience.
- Elite units are now scare immune.
- And many other adjustments and details revised.

Update: Sep 15, 2022 @ 10:38am

Siege battles updated:

Added the gates as capture points bring some noticeable improvements: AI defends better the area, not just above the walls, they deploy better in the entrances and as they don´t send all their troops above, there is better performance overall (less likely to have laggy/jerky animations) and also the pathfinding works better.

It is more tactical and dynamic, as there are 5 capture points and you can win by holding 2 points and neutralizing another one for at least 15 minutes. But this is not easy because the AI will send reinforcements between the different areas, and act overall in a more dynamic way: they can even go out to fight or use your ladders to climb the walls again.

Also, the siege equipment ignition threshold has been slightly lowered, so it will be a good idea to spot the weak points of the walls for the assault or to invest in better siege equipment.

Also, I've ported the last combat system improvements from the Open Beta to the main mods (Para Bellum - Collection, Para Bellum - Combat and Ancient Combat). As the formation attack is removed for the reasons I explained when I applied this change, I´ve released a submod if someone wants to restore it. Though I don´t recommend it, here it is:
https://steamcommunity.com/sharedfiles/filedetails/?id=2863325380

Update: Sep 1, 2022 @ 3:46pm

Transferred features from Para Bellum - Open Beta:
- Lowered the ships' speeds, for more realistic and tactical naval battles.
- Increased the activation time of the row hard ability in the abilities with less than 60 seconds, and reduced to 60 seconds the recharge time in all of them.
- Fixed swords and axes weapon length.
- Revised armour types values.

Update: Aug 31, 2022 @ 4:01pm

- Terrain effects update:
Now the units stats (morale, speed, melee atack and defence, etc.) are influenced by the 12 types of terrain (shallow water, forest, thicket, mud, gras, etc.) so there are a total of 80 effects that can influence the battle's fate.
You can see the terrain type and its effects by hovering the mouse pointer over the ground, when no unit is selected.

Update: Aug 25, 2022 @ 3:48am

The units stats info panel has been reworked so now it shows the maximum number of stats for each class (a total of 12), and the common rows shared between the different kind of units match, making it easier to compare the stats of different type of units. Also several scales of values are adjusted to improve the proportions of the bars.

Update: Jul 6, 2022 @ 3:02pm

Added "At the centurion command!" and "Tactical retreat" abilities to Noniac´s Para Bellum Legions units.

Update: Apr 13, 2022 @ 9:50am

Improved spear vs horsemen animation.

Update: Feb 18, 2022 @ 10:45am

Fixed so it can work (again) as standalone mod.

Update: Feb 18, 2022 @ 7:50am

Fixed the skirmishers not throwing at their max range.

Update: Dec 31, 2021 @ 7:32am

Fixed CiG and IA legatus units.