Total War: ROME REMASTERED

Total War: ROME REMASTERED

Sebastian's Battle Overhaul
41 Comments
Chuck May 24, 2022 @ 10:39am 
Alright, thanks for the answer
SEBASTIAN  [author] May 24, 2022 @ 7:20am 
I'm not sure if it would conflict
SEBASTIAN  [author] May 24, 2022 @ 7:18am 
This mod changes unit stats a lot, so I would imagine the additional units would be quite unbalanced.
Chuck May 24, 2022 @ 5:32am 
Would this mod conflict with additional units mods of any kind?
SEBASTIAN  [author] Dec 20, 2021 @ 4:13am 
@Robototron

It probably is incompatible, however you can always download both mods and see if they work together. Just make sure you place this mod higher up than Imperium Surrectum in the load order, when you launch the game.
Robototron Dec 19, 2021 @ 2:19pm 
If the mod is incompatible with Total Conquest am I to assume that it's also incompatible with Imperium Surrectum?
SEBASTIAN  [author] Dec 17, 2021 @ 9:59am 
I have released a version of the mod for Barbarian Invasion. The link is at the top.
Giovanille Dec 17, 2021 @ 8:46am 
Yes, it's my fault, to test the mod, I just take one or two units in your file and copy the lines but for the "stats_sec" line I only changed the numbers and not the whole line. Result, the units were still trying to fight with swords without having a sword. LOL
SEBASTIAN  [author] Dec 17, 2021 @ 6:03am 
@Giovanille

From my experience the phalanx units are quite deadly against infantry head on. I tested the matchup you described (1 legionary vs 1 sacred band) and a lot more than a few died on both sides.
Giovanille Dec 17, 2021 @ 3:30am 
In the "descr_model_battle" file, the Carthaginian Sacred band have the line:
skeleton => fs_slow_spearman, fs_slow_swordsman
Normally, it would suffice to remove "fs_slow_swordsman" so that they do not use the sword. I'll try to see what happens.
Giovanille Dec 17, 2021 @ 3:30am 
Yes I agree with you, against the cavalry it was annoying, but I just tested in 1v1 unit (Sacred Band Carthaginian vs Legionary), the Carthaginians last 2 minutes and in melee, they do nothing. So I tried with the short spears, and this is better, they kill a few.
SEBASTIAN  [author] Dec 17, 2021 @ 12:25am 
@Giovanille

The phalanx units had a tendency to switch to the swords during heavy frontal charges by cavalry. Since the phalanx is supposed to specialize in dealing with cavalry charges, the sword was removed. This change also made AI phalanxes more consistent.
Giovanille Dec 16, 2021 @ 11:51pm 
It's good THX,
But why did you remove the secondary weapon (the sword) from all phalanx units?
Lord DGP Dec 16, 2021 @ 4:41pm 
Thank you for clarifying that.
SEBASTIAN  [author] Dec 16, 2021 @ 8:26am 
@Knightly

Thats nice to hear. I will see if I can develop a version for BI.
SEBASTIAN  [author] Dec 16, 2021 @ 8:16am 
The problem is also that if the "export_descr_unit"" file for Total Conquest" is significantly altered, at a later date, it might break a compatible version of this mod. Then I would be back to square one developing another compatible version.
SEBASTIAN  [author] Dec 16, 2021 @ 8:04am 
@Lord DGP

Both this mod and "Total Conquest" make significant changes to the "export_descr_unit" file.
As such making a compatible version would be difficult and time consuming though not impossible.
Lord DGP Dec 16, 2021 @ 6:30am 
Would it be possible to create a "light" mod version that is compatible with mods like Total Conquest?
Knightly Dec 13, 2021 @ 12:42pm 
Exactly what I was looking for to lengthen the duration of the battles. Looking forward to when you make a BI version as well!
A Wild Rose Dec 11, 2021 @ 8:27pm 
Thanks a lot! Seems like it's working well
SEBASTIAN  [author] Dec 11, 2021 @ 5:10am 
@A Wild Vash

It should work with the new update now.
A Wild Rose Dec 9, 2021 @ 7:21pm 
New update made it so the mod causes a fatal crash on launch
SEBASTIAN  [author] Dec 5, 2021 @ 10:50am 
Unit size is an option in the graphics menu. It controls how many soldiers are in a unit. Since this mod doubles unit rank depth it's best to play at High, Ultra or Extreme unit size.
01A3-91C-2789B11F "Vala" Dec 2, 2021 @ 6:57am 
What is ultra unit size?
MR_SpEdDonKey Sep 2, 2021 @ 12:10pm 
Does it affect the AI
Krupp May 23, 2021 @ 8:07am 
Your mod makes me love this Rome I remstared!
GanjaCommando May 9, 2021 @ 1:18pm 
Great. Thanks for the mod(s)!
SEBASTIAN  [author] May 9, 2021 @ 1:02pm 
Only the original game for now. However a version for Barbarian Invasion is planned.
GanjaCommando May 9, 2021 @ 12:22pm 
Is this for Barbarian Invasion as well?
SEBASTIAN  [author] May 9, 2021 @ 4:43am 
Update 1.2: Cavalry & Phalanx Overhaul has now been released.
Changes are listed in the change notes.
James Arlwind May 4, 2021 @ 2:32pm 
Okay so after completely reinstalling Rome ReM it crashed again, after unsubscribing from ALL mods just to make sure, the problem persists. Obviously not this mod (phew), but now I have to figure out what's going on. If ANYONE can assist, PLEASE let me know ASAP!!
SEBASTIAN  [author] May 4, 2021 @ 10:28am 
@James Arlwind

The aim of the mod isn't to significantly change the unit size but instead change battle formations & balance to better accommodate the preexisting larger unit sizes such as ultra and extreme.

IIf the game crashed when loading a new campaign it almost can't be due to this mod since the mod doesn't change any campaign files. It only changes battles.

I would suggest you do the following:

1. Redownload Rome Remastered
2. Start by running the game without any mods enabled and see if the problem persists. If the games still crashes it is most likely not caused by this mod.
3. If the problem is fixed you can try reinstalling/resubscribing to this mod and enabling it on its own. Hopefully the game continues to not crash in which case you can continue enabling mods until you find the culprit.

If you find out what is causing the crashes I would be interested in knowing.
James Arlwind May 4, 2021 @ 9:41am 
Okay so I tried playing with this mod, but the unit sizes didn't change - tried adjusting my setting from Extreme unit sizes to Ultra as is the recommended setting by you, but then when I launched a Julii campaign it crashed to desktop. Tried again and noticed my settings ad reverted to Extreme so readjusted and tried again; crashed to desktop. Also tried with Gauls but had the same problem. Then I turned this mod off and tried but it STILL crashed to desktop upon launching a campaign. Verified files and launched without the mod but AGAIN it crashed.

Before switching on this mod everything worked fine, but even after switching this mod off nothing works so am very confused.

Have now uninstalled Rome and am reinstalling to see if it's a Rome ReM problem or if something about switching on this mod somehow botched everything!! Will let you know the results of further experimentation.
SEBASTIAN  [author] May 4, 2021 @ 9:28am 
@Regan I will get to work on a BI version as soon as possible. If no problems arise i should be able to finish it this week.
pimpingbunny May 4, 2021 @ 6:09am 
nice, i always feel the battle ends TOO FAST
James Arlwind May 4, 2021 @ 5:16am 
Ohh okay I misunderstood how it affected the sizes :D
Regan May 3, 2021 @ 5:54pm 
One for BI someday maybe, thanks
SEBASTIAN  [author] May 3, 2021 @ 2:22pm 
@James Arlwind The extreme unit size is even larger than ultra unit size. Therefore the benefits of using this mod with that unit size should feel even more substantial.
SEBASTIAN  [author] May 3, 2021 @ 2:13pm 
@AWildTyler It should work with ongoing saves.
James Arlwind May 3, 2021 @ 2:00pm 
I have been working with the 'experimental' extreme unit size. What is the size difference between that and this mod?
Tyler May 3, 2021 @ 1:55pm 
this work with ongoing saves?