Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Para Bellum - Combat
280 Comments
o8cbazz Apr 22 @ 7:03pm 
Or is there a version that only includes the animations?
o8cbazz Apr 22 @ 6:25pm 
Good mod, but why do all roman units appear as exhausted at the beggining of battles?
V1dzhey1 Apr 20 @ 3:27am 
i think this mod don't realistic.
Canttouchthis Apr 5 @ 12:29pm 
hello
how do you keep your phalanx and hoplites in phalanx or hoplite formation?
xanthippos Mar 9 @ 5:02pm 
why do archers out range slingers??? it is the otherway around and it isn't even close there are many historical sources for this
Manel_Playerr Sep 24, 2024 @ 9:38am 
Is the 60+ meele attack buff That the classical phalanx gives to hoplites intentional or a bug?Because lybian hoplites(One of the worst hoplites units in the game) shouldn't be capable of defeating praetorian guard(wich is One of the best infantry units there are in the game) on a 1v1 with no support and still have like half the unit (wich is 240 men). It's really infuriating That hoplites get this stupid buff since even surrounded with principes and triarii etruscan hoplites kill like 25 to 50 of each unit
Awkland Sep 2, 2024 @ 1:06am 
Hey, can you implement some of the features from B.M.M. II (Better Missiles Mod 2)?
X Karma101 X Aug 10, 2024 @ 10:30am 
my game keeps crashing out, whenever I try to load into my campaign
DulcisVindicta Jul 30, 2024 @ 6:28am 
First of all, fantastic mod

Second, Cohors Evocati and Evocati Imperatoria has the Very Heavy Spear Infantry unit, even though they are using swords, so I'm a bit confused. Are they defensive spear units or offensive sword units? I'm trying to optimize my legion so that I have less unit upkeep for an economic victory
ruskiez May 20, 2024 @ 9:50pm 
is there a way i can revert the unit names back to english?
async May 20, 2024 @ 5:52am 
Got the bug that my spear trowing range units wont shoot units in range. They first start throwing about half the range showed by the target zone. Is this intentional?
BrayDSA May 15, 2024 @ 12:29am 
there is a bug in which weapons disappear in the animations when using several animation mods and when there is only the one para bellum
WaRZa May 13, 2024 @ 7:07am 
Hello, the animation of the hoplites is buggy, when they are in close combat the swords and spears disappear, their hands are empty, vanilla game without any mod apart from this one
AveMetal  [author] Mar 31, 2024 @ 9:24am 
@ Profilo Molto Bello e Colorato: It is possible as I tried to explain in the description instructions.

@ tmaybaum: first notice I have, try a clean mod installation with the link you can find in the FAQ for Para Bellum at the description, to be sure all works as intended.

@ mjl1012: the one you are used to compared to vanilla.

@ Czerep: I think it should say due to lack supplies instead of decimation, I'll have to check it.

@ djilek, xXMitzuhideXx, Lawyer437r & Giovanni Giorgio: For me it works fine but someone find as solution upgrading the range skill in the generals Furious Fighter tree to help with increasing the range.

@ SpaceWeasel: Testudo formation includes the higher bonus against projectiles. You can try a clean mod installation with the link you can find in the FAQ for Para Bellum at the description, to be sure all works as intended.
Profilo Molto Bello e Colorato Mar 31, 2024 @ 4:13am 
Thanks, I'll try without this mod.
BrianGeneral Mar 30, 2024 @ 1:10pm 
@Profilo Molto Bello e Colorato yes you can. you can use just the campaign mod for example
Profilo Molto Bello e Colorato Mar 26, 2024 @ 9:09am 
Is it possibile to play parabellum without this mod?
tmaybaum Mar 23, 2024 @ 5:45pm 
Anyone else get a black screen whenever they try to fight a battle. Mod manager says they are all up to date but when I try to play a warning saying out of date mods being used. I have restarted my game, unsubscribed and resubscribed to this mod and restarted my computer but still whenever I try to manually fight a battle I always get a black screen.

I can hear sound and see the Total War cursor but everything else is black.
mjl1012 Jan 28, 2024 @ 11:38pm 
What is the best difficulty for playing this mod? I assume it's hard/hard for best balance
Czerep Jan 27, 2024 @ 11:50pm 
which mod includes decimation of units in the army? I am constantly losing units in a way that is not my territory, even among allies
Nellothefello Jan 27, 2024 @ 9:09am 
Is Kush from the Dessert Kingdoms expansion missing artillery in this mod? The quartermaster building doesn't provide anything except for income @AveMetal
Ixybus Jan 13, 2024 @ 10:44am 
Anyone else feel slingers deal way too much damage no matter what angle they shoot at?
Moist Bucket Dec 12, 2023 @ 3:55am 
The artillery placements are bugged. Is there a fix for this?
Moist Bucket Nov 30, 2023 @ 3:21am 
The skirmish doesn't work. The fire at will doesn't work. Other than that good. I also think that ranged warfare is too powerful and unrealistic.
Lawyer437r Oct 22, 2023 @ 1:41pm 
@djilek @xXMitzuhideXx me too. Seems to affect only javelinmen though
SpaceWeasel Oct 9, 2023 @ 7:32am 
Testudo or not testudo : Makes no difference, legionaries get shredded every time by missiles.
xXMitzuhideXx Sep 27, 2023 @ 6:43pm 
@djilek I also have this bug with the velites. The Range cone of velites looks kinda unreal.
djilek Sep 26, 2023 @ 1:19pm 
Hi AveMetal, I find that Velites still only throw their javelins at around half of the visible range cone. Can you confirm if this is a bug or if they are only intended to throw them at around half of the maximum range?

I only have the Para Bellum collection installed, and I tried the clean mods installation as you recommend.
AveMetal  [author] Sep 21, 2023 @ 1:00pm 
Para Bellum - Combat update:

- 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.
AveMetal  [author] Sep 21, 2023 @ 12:59pm 
- 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.
AveMetal  [author] Sep 21, 2023 @ 12:59pm 
- 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.
Миша Jun 22, 2023 @ 1:36am 
Love this mod! Just the right amount of fun and challenge.
Question though: Velites throw their javelins at a decreased range, far shorter than what is shown in the range indicator. Is this intended or something's wrong?
Generic Jun 1, 2023 @ 9:08am 
This mod makes Rome 2 the greatest historical battle simulator of all time. The AI actually skirmishes first, then duels with cavalry, then finally uses the main body of the army. It's like a textbook on ancient warfare. Perfection
Hohlenwerger May 11, 2023 @ 11:41am 
Thanks mate
AveMetal  [author] May 10, 2023 @ 3:53am 
@ Hohlenwerger: yes, the different parts can work as standalone mods.

@ SourDough & MissAlice: Check the mod FAQs, is explained there.

@ zorro(maxasmata): no DLCs are required to play Para Bellum.

@ FartBreath92: yes, it is intended. Though is a previous step to other changes that will come in the next updates...

@ Hawk™☆KevRockZ☆: It could be, but checking the compatibility with other mods depends on each one.

@ FluffyCoRe & The Salty Meatball: hoplites are not unkillable, they have their weak points, check the mod FAQs for more info. Also, I recommend using the roman abilities buttons and watching some YT gameplays, for example, The Green Kight's campaign, he is playing in legendary with Rome... O_O

@ Crusader1312: the terrain effects are recently included and would be difficult to get rid of them once implemented, so a submod in this regard is not very likely to happen soon.
Hohlenwerger May 1, 2023 @ 10:09am 
Hey guys, can i play para bellum without the combat mod ? I like vanilla combat Pace.
MissAlice Apr 15, 2023 @ 12:52pm 
Hello, why are there no fortsnin fortified stance battles? I really like forts!
zorro Apr 13, 2023 @ 7:20am 
now I will have to wait for the discount of that dlc
FartBreath92 Mar 18, 2023 @ 8:30am 
Is it intended that Velites and Leves not to have the skirmish button? Whenever I send them out, I need to always make them manually retreat. It becomes a bit of a hassle to even have them because unless I make them retreat, they just stand and get wiped out.
Hawk™☆KevRockZ☆ Feb 26, 2023 @ 4:25am 
Is this working with other unit mods aswell?
SourDough Feb 12, 2023 @ 9:01am 
Whenever I play a fort battle, it just shows as a a regular battle but with some deplorables (barricades, spikes). Is this supposed to be part of the mod or is this a bug? I liked cheesing fort battles ;(
The Salty Meatball Jan 14, 2023 @ 7:57pm 
I only play legendary you spaz I play legendary on every total war I've played roman units a so weak compared to other factions I managed to fix the moral issue but the legionaries can barely take on Greek or Carthage javelins in melee combat
The Salty Meatball Jan 5, 2023 @ 1:49pm 
can someone please tell me on what they did to the roman legion they are so weak its not funny the break at almost full strength 2 minutes of combat and they are routing i don't even have time to wrap around and surround them and that's with two general still alive and yes I'm on legendary but this is a joke these a full tech tree legionnaires retreating against basic swordsmen and mobs yes towns guards can someone tell me what in doing wrong here I've won on legendary battles before fighting on two or three fronts and never had two full stacks of units run like children
FluffyCoRe Dec 12, 2022 @ 12:59am 
Etrucscan hoplites are a tad unkillable. Posting to verify if this is intended behavior.
Long story short First battle as romans on VH, one group of hoplite soldiers while being surrounded on all sides routed my 1k men army. Multiple cavalry charges didn't break them, killing their general didn't help. They were one of the last two units in their army.

The frustrating part most of them just stand there like idiots without doing anything with their backs exposed to the enemy.

That was on beta version of PB. Similar results on regular Para Bellum.
Crusader1312 Dec 11, 2022 @ 2:26pm 
AveMetal Thanks for your response. I'll do the clean mods installation after I complete my campaign, I don't think it's a good idea to do it while I'm in a middle of a campaign.

You also mentioned you might add a submod to restore the map size. Do you think you can consider having the terrain effects as optional as well? Maybe also having more roman formations like a shield wall?

One last thing, when I attack an army that is fortified....well...there's no fort, only their defenses. I'm not sure if that's something you already knew, but I thought I'd let you know.

Thanks for all your hard work, I can't wait to see what else is in store for Para Bellum.
AveMetal  [author] Dec 10, 2022 @ 5:33pm 
First I'd try a clean mods installation as the way the Workshop manages the mods is not very good and eventually some contents can remain and cause conflicts, so to be sure all works as it should, I recommend to follow these steps: https://steamcommunity.com/workshop/filedetails/discussion/2010751524/4747300038104744049/

About the bigger battlefields size is just a 50% more than vanilla, though I have planned to release soon a submod to restore the original size.

About from where the reinforcements enter to the battle, it depends on the direction they came from in the campaign map, so is not related to the mod, but is something that you´ll have to take into account when positioning your armies in the campaign map.

And the issue that you comment about the AI attacking in diagonal is an issue that was introduced with the last game update (Patch 20) so there is nothing I can do about, it happens also in vanilla and other overhauls.
Crusader1312 Dec 8, 2022 @ 10:55am 
Will unsubscribing from this mod change how the enemy AI will behave in battle, like in when and where they will attack? The AI never seems to want to attack my entire battle line. They clump up in certain areas and often go for my flanks and when I get close to them they sometimes change their formations to a diagonal, and then I have to change my formations to match them.

Also when there's reinforcements involved everyone seems to be all over the place. If the enemy and I have reinforcements, what happens sometimes is we would both spawn in front of each other like a normal battle but their reinforcements would spawn behind me and mine would spawn way out behind them, and because the maps are so large my reinforcements can never come in on time, rendering them pointless. I'm left fighting a chaotic battle on two fronts. Also because the maps are so large the AI sometimes spawns far away on some hill and it takes way over 5 mins exhausting my cavalry to locate them.
Crusader1312 Dec 8, 2022 @ 10:54am 
I understand the point of trying to be realistic and I can respect that but I spend so much of the time just trying to get my reinforcements organized because the maps are so huge plus the slowness of the terrain effects it becomes not fun. When I finally do have a battle it's one clump of chaotic mess since the legions are never in a tight formation so it looks every man for himself. Therefore most of the time it feels more like a battle coordinator simulator than Rome Total War.

Look I love this mod, and ever since I picked up Rome 2 back up this year it's the only mod I've been playing with. The campaigns are great, and I've created the biggest Roman Empire I've ever had since I had this game back in 2017 because DEI takes forever. But unlike DEI I think that the battles could be improved. So I'm not really sure what to do at this point. If you want I can contact you with all the mods and submods for Para Bellum I have installed and maybe you can see a mod conflict where I can't?
AveMetal  [author] Oct 3, 2022 @ 10:47am 
@ diztortion: the mod has a realistic focus, so decapitations are not so often, but there are all sort of animations. If you want to change this you have to change them directly in the animations/animations_fragments .txt files.

@ Samurai08: That is not working as it should, I recommend a clean mods install to avoid mods or content conflicts: https://steamcommunity.com/workshop/filedetails/discussion/2010751524/4747300038104744049/
diztortion Oct 3, 2022 @ 9:15am 
Amazing mod like usual. Finally someone trying to improve the terrible vanilla siege mechanics:steamthumbsup: Anyone else notice that decapitation and dismemberment are extremely rare? I see maybe 1 decapitation/dismemberment animation a battle. Is there anyway I can increase this in the matched combat tables? Thank you :KneelingBow: