Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Aucta Vanilla - Combat
73 Comments
RebelSoldier  [author] Aug 7 @ 11:48am 
@X Karma101 X I'll check it out
X Karma101 X Aug 5 @ 6:01pm 
not sure if anyone has caught this or if its intentional, but this mod causes skills like rally and inspire to be glitched to infinitely on. I already did testing and it's for sure this mod
RebelSoldier  [author] Mar 29 @ 2:03pm 
@bcomplex I made some tweaks that might prevent the melee defense from being stacked that badly lmk how it goes
b-complex Mar 29 @ 1:33pm 
i dont think any of the other mods im using affects any gameplay stats
RebelSoldier  [author] Mar 26 @ 12:14pm 
@bxomplex are you playign any other mods? This its possible that their melee defense got multiplied to hell
b-complex Mar 26 @ 12:07pm 
MATE. idk if its mod or the game shitting the bed in a way i've never seen in a million fucking years of playing total war. but i just lost a battle as ROME against the starting estrucan army, cus their general unit, of 80 men, would not die. i killed 6 OF THEIR MEN when i had them surrounded with 2000+ of my units. we're talking, hastati, rorarii, velites and my own fucking general unit. I WAS SPAMING ABILITIES AND MY MEN COULD NOT EVEN KILL ONE. THE ITALIAN NOBLE CAV GENERAL UNIT HAD 1,970 KILLS. brother in christ what just happened. please fucking tell me hahaha. im not even mad just shocked
RebelSoldier  [author] Mar 24 @ 12:04pm 
@Ionnes Won't work for DEI, has too many custom models and weapons. I'd have to rebuild from scratch and I can't really do that in a reasonable amount of time and alos make it fit DEI's update schedule.
𝓘oannes 𝓐vgvstvs Jul 4, 2024 @ 1:19pm 
make one of these for DEI
RebelSoldier  [author] Mar 17, 2024 @ 3:58pm 
@Jolly Hit you can join here: https://discord.gg/zvtrbXUpcz

Unfortunately I don't keep changelogs otherwise I'd spend more time writing them than modding and testing. I've been doing some 'comfort' changes to the combat, (ie,. combat rate with shield wall increased, increased whistling arrow damage, made all units concealable in woods, cavalry stick more to more realistically penalize cycle charging) as well as adding new formations to the Rise of Rome DLC units. All changes I make to this mod should be save-game compatible. Feel free to hop in discord if your interested in playing with any of us or making any suggestion.
JollyJupiter Mar 17, 2024 @ 3:25pm 
The discord link is broken. Do you have change logs somewhere?
Thanks.
RebelSoldier  [author] Mar 9, 2024 @ 3:29pm 
@BlackKatana toned down shock damage and also improved cavalry stickiness when cycle charging
RebelSoldier  [author] Jan 14, 2024 @ 9:30am 
@Black Katana I'vbe had some pretty gnarly kill scores with shocks and that is expected but not quite that high lol. I will probably tune down mass damage slightly.

I will say though, that enemy comp doesn't not look very good at stopping a broad range of threats, so I'm no exactly surprised.
BlackKatana Dec 2, 2023 @ 6:16am 
RebelSoldier  [author] Oct 14, 2023 @ 12:10pm 
@armen doesnt matter what order unless you want other mods to overwrite, thanks for playing!
armen Oct 14, 2023 @ 9:03am 
where do I put it in the mod order
Raphx Jul 19, 2023 @ 5:21am 
can y play in other language please like french
Switching Doom Jun 25, 2023 @ 2:36pm 
german translate available?
RebelSoldier  [author] May 21, 2023 @ 4:48am 
@Quimgo They don't unless you got some kind of conflicting mod
QuimGO May 20, 2023 @ 1:11pm 
Why do cavalry go out dismounted in battles?
RebelSoldier  [author] Apr 27, 2023 @ 7:26am 
@Thel I tested it on custom battle, it was taking around 30-90 hits (depending on protection level) with the bolt towers to burn down the siege machines, about the same as it was for me. Obv the towers are supposed to be more potent against the seige machines than vanilla but this doesn't seem to be what you are describing.
Arbiter Thel Apr 25, 2023 @ 4:42pm 
try the City of Petra, on the Augustus map.
RebelSoldier  [author] Apr 24, 2023 @ 10:15pm 
@Axland loosened up projectile dispersion a bit, lmk how it goes.
RebelSoldier  [author] Apr 24, 2023 @ 10:14pm 
@Thel just attempted a potential fix lmk how it goes
RebelSoldier  [author] Apr 24, 2023 @ 9:58pm 
@Thel pretty weird, I could possibly see it happening with Tier 2 city towers since they have large bolts but I've played around 10-15 campaign and custom battle walled city seiges and haven't had that issue, at least with Tier 1 towers. Sometimes some modders mix some weird files into their mods that are not advertised. Is there a specific custom battle city I can test that you get this issue with?
Arbiter Thel Apr 24, 2023 @ 5:32pm 
only your mods, minus the unit mod, and a couple of re-skins for ED
RebelSoldier  [author] Apr 24, 2023 @ 5:36am 
@Thel what mods are you runnning, you may have something that either overwrites seige machine hitpoints with a lower value or ballista bolts with a higher penetration or damage value

Basic ladders should have no problems getting to the wall if no unit is supplementing the towers with fire projectiles.
Arbiter Thel Apr 23, 2023 @ 7:54pm 
ok i tested it, the rams, the towers, the ladders, the galleys, even the heavy versions, all destroyed. only the heavy towers withstood another hit. but two hits on a heavy siege tower is crazy
RebelSoldier  [author] Apr 23, 2023 @ 2:37pm 
@Thel do a quick custom siege battle with various siege machines and lmk how it goes.
Arbiter Thel Apr 23, 2023 @ 2:34pm 
ive tested Syracuse, Antioch, Ctesiphon so far, all the big cities have scorpion towers. they one shot any siege engine.
RebelSoldier  [author] Apr 23, 2023 @ 5:31am 
@Thel what city are you playing with with what level city?

I've done quite a few seiges by now and so far haven't had issues
Arbiter Thel Apr 23, 2023 @ 12:23am 
scorpion towers destroy siege engines in one shot! not even the giant ballista does that in one shot. please tell me that is a bug, all my siege works get vaporized as soon as the battle begins
Axland Apr 21, 2023 @ 11:55am 
Just posted a comment on your AI mod. I'm using a custom combo of mods and I 'm very happy because for long time I had not any stimulant campaign. Sara's Single Region Provinces works flawlessly with the AI. Just a quick test, because I was basically kicked by jealous neighbors. Much fun, thanks.
RebelSoldier  [author] Apr 21, 2023 @ 11:29am 
@Axland I will probably end up loosening projectile accuracy some more and I can look at unit weights/speeds

@Arbiter Thel Yes I can, as I could for most other total war games, but each game have their own iteration of and depreciated mechanics, and would take alot of testing to craft the same results. I used to actually have a mod for Attila a long time ago but its hard to keep both updated to the same standard.
Axland Apr 21, 2023 @ 7:39am 
As for the speed units I like the aproach of RTR, where phalanx is awful slow. Even the legionnaires, while having more freedom cannot catch any of the light psiloi units, like Thrakian skirmishers, slingers or anything like that. We must remember that the weight carried by these legionnaires was roughly 35lbs./20Kgs. That's a lot of weight and explains the need for velites or antesignani.
Axland Apr 21, 2023 @ 7:30am 
Sorry to put my critics here, when is a general critic to all mods except perhaps DEI, which favours more melée units, even Ave Metal agrees that psiloi need to be revised. As for your statement, a simply and thin line of pikemen is enough to contain the line while archers or slingers do their slaughter. Tested.

The problems for the true masters of ranged warfare, the steppe warriors are diverse. First and foremost, the battle maps are too small and it's easy to block flanking maneuvers. But also the size of their armies, badly affected for cavalry size unit. Solving these two and you have a legion killer machine, as it was historically. Probably to solve this is the reason because CA decided to maintain such high damage on projectiles.

You put the honey in my lips, friendly fire is more than welcomed and basically forces the player to use their ranged units wisely.
RebelSoldier  [author] Apr 21, 2023 @ 7:17am 
@Axland Combat speed is also relative. I'd like to think that this mod gives you more tools in your toolbag in that respect. You can have either very long drawn out battles or very short, decisive actions. Managing combat pace is part of the strategy. If I am fighting an enemy that is being reinforced, then ofc I will try to be as aggressive as possible and annihilate the enemy line before reinforcements arrive. If my flank forces are tied up and running behind schedule, then I'll slow down the fighting on my main line by assuming a defensive formation.
RebelSoldier  [author] Apr 21, 2023 @ 7:12am 
@Axland Projectile accuracy is something I was thinking about turning down, however you will have to realize that *more* friendly fire will be the most significant outcome of this. 10-20% of casualties from friendly fire is already very normal in this mod.

Missile infantry do run faster than medium and heavy infantry, however there are also other modifiers that go into movement, such as elevation, terrain type, and fatigue. You will have to pay attention to these affects. Terrain in general is much more of a consideration in this mod than vanilla.
RebelSoldier  [author] Apr 21, 2023 @ 7:10am 
@Axland the litmus test in total war for whether or not a unit is "too OP" is to make a full army of it and see if it can be countered by any other composition. Rome 1 for example had this issue with armored war elephants.

If you were to approach me with a 20 stack of slingers or archers, it would be annihilated in this mod by 6-8 cavalry units, or a half stack of melee infantry. Every kind of unit in this mod can achieve massive kill counts, depending on how they are used. I've had cavalry and pike units with kills in excess of 1000.
Arbiter Thel Apr 20, 2023 @ 4:33pm 
is there any chance you could make a version of this for Attila?
Axland Apr 20, 2023 @ 3:46am 
For a moment think why eastern factions, specially steppe cultures prefer the bow, while western factions have a lot less ranged units. It's simple, because the horses. With horses we have the paramount of a mobile and elusive unit that can soften their foes until the moment to engage. This formula persisted across centuries and you can see that Genghis Khan still used the same tactics.
Axland Apr 20, 2023 @ 3:22am 
Elite archers, at best, can get the stats of vanilla ones because their arrows where very light, same for slingers. I tried an army with 6 Rhodian slingers and it is more akin to IWW machine guns than ancient warriors. From 300 to 500 kills per unit. Come on, that's fantasy. No one historical record can credit that.

Psiloi must reduce their damage or aim drastically, and the heavy infantry, legionnaires, hoplites and similar troops must reduce their speed movement, because their problem is that they cannot run like they do in battles and catch psiloi units.

Please.
Axland Apr 20, 2023 @ 3:22am 
Interesting mod, but it fails like almost all other battle mods in ranged weapons.

I read the ancient chronicles of the Peloponesian War and the retreat of the Ten Thousand where the importance of the psiloi is clearly explained. The problem for non ranged soldiers is to catch these light troops who can fire and evade with impunity. That's what happened at the island of Pylos, it's what happened to the Ten Thousand, harassed all the way by archers and slingers, it's what happened to Romans at Carrhae. It's always like that, by itself the psiloi can't kill half army like vanilla and almost all battle mods do, I surveyed carefully kills in hundreds of battles and the results are clear, well managed psiloi get almost x2 kills compared to other units. That's not historical at all, and only serves to accelerate battles becoming more arcadey. Even the use of pilum was not conclusive.
RebelSoldier  [author] Apr 7, 2023 @ 5:04pm 
@Merc might have to disable some mods temporarily or change your load order, not sure. This mod doesnt affect ambush stances
Mercenario Apr 7, 2023 @ 3:53pm 
UI mods, orbis terrarium, true bronce, better water, and skins for the units
RebelSoldier  [author] Apr 7, 2023 @ 3:34pm 
@Merc what mods are you runniing
Mercenario Apr 7, 2023 @ 3:26pm 
bro my game crash when i intercepting an army and make an ambush to te IA in campaign, in the load screen battle the game no works anymore and crash. sorry for my inglish.
RebelSoldier  [author] Mar 29, 2023 @ 7:16am 
@El Tito if thats the case then Golden Age doesn't edit those attributes at all
ElTitoMuelas Mar 28, 2023 @ 1:05pm 
That's what I thought my friend, but it's not like that. Before writing I made sure that the Golden Age was on top but it doesn't overwrite the stats. Even when it is above it, it changes them and I don't know why.
RebelSoldier  [author] Mar 28, 2023 @ 12:42pm 
@El tito you should just be able to put this mod below Golden Age in the load order (Golden age overwrites) and you should be able to still have the new formations with vanilla style weapon/unit stats.
ElTitoMuelas Mar 28, 2023 @ 12:37pm 
The truth is that with the explanation it makes all the sense in the world. More than anything I was saying it because two other people and I are doing the Golden Age mod where we included changes in stats as well and this mod replaces our stats. Anyway, what I like most about the mod is the implementation of abilities such as shield wall, square, hoplite wall, etc... to units that didn't have them and I had been waiting for a formation mod for at least years. Would it be too much to ask for a separate mod only with the formations? Only that. It's delicious to see the young Spartans make the hoplite wall hahaha =)