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Open the modfile with PFM, open Praeventores in Variantmeshdefinitions (rightclick, open as text), at the end of the text make this change:
<SLOT name="weapon_4" attach_point="weapon_05" >
<VARIANT_MESH model="variantmeshes\_variantmodels\man\weapons/javelin_leaf_01.rigid_model_v2" />
And yes, they are holding the javelins in their hands before throwing them. Do the same for the Exploratores.
I look forward to the ERE version. This is probably the best Roman overhaul out there.
So in testing it turns out unit HP is very important for missile survival, and I'd lowered the HP a bit in some units to compensate for increased melee defence - so I've improved unit HP back. Additionally, I've made a couple of new Roman shield types with slightly better missile block chance. All standard infantry now have slightly better missile block than barbarian equivalents, and all elite infantry have 'good missile defence' stat. Thirdly - I've buffed shield wall and spear wall formations vs missiles to encourage their use. In my battles I find myself changing formations frequently depending on what's going on.
In testing now, missile survival is significantly better than vanilla (to help counter barbarian missile spam).
You can definitely feel the extra missile defence compared to vanilla, but standard units will still get routed in 10-15 minutes by an archer army if not kept in testudo / wall formation.
I'm having trouble with garrisons because without startpos editing, the game always spawns new garrison units on 40% health. I will probably release that as a separate mod with a buff to increase replenishment rates. I want to do something about rebels as well - in my current game I'm having stacks of protectores and onagers pop up as rebels from discontent which is a bit silly.