Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Ancient Combat
   
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Tags: mod, Battle
File Size
Posted
Updated
43.844 MB
28 Jan, 2018 @ 6:02pm
4 Nov, 2023 @ 5:08am
59 Change Notes ( view )

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Ancient Combat

In 2 collections by AveMetal
Para Bellum submods & Compatible mods
69 items
AveMetal Collection
19 items
Description
This mod improves Rome 2 battle mechanics, focused in realism and historical accuracy but keeping a balance with the gameplay. It allows longer and more tactical battles, making them more challenging and epic!

Ancient Combat mod features:

- Matched combat reworked to avoid disrupted formations, but also including a wide variety of kill animations and improved charges.

- Reworked morale and fatigue systems to have long (around 15 minutes) and dynamic battles: now the units don´t fight till death (except elite soldiers in "favorable" conditions) and are more prone to flee from the battlefield if they are flanked or surrounded, but they are also more likely to return if they are far from danger again. But be careful, because this also applies to the enemy...

- Tweaked weapons damage and armour values to a sweet spot where the heavy infantry can stay in a melee fight for long but loosing troops in a slow constant way, however they are still vulnerable to the rear or flank attacks. I tried other mods that increases the battles length, but I didn´t like the results because the infantry suffer so few casualties that it becomes boring...

- The number of soldiers is increased in the pikemen units, from 160 to 240 in ultra size and from 120 to 180 in the large size option. Also the rank depth of the hoplites is changed to 8 rows, and in the pikemen units is set to 9 rows being a bit less wide in frontal size than the other infantry/line units, so it is still important to protect their flanks. This change is done to achieve a more historically accurate representation of these units, but keeping a balance with the gameplay.

- Other units modified in numbers are the mobs and plebs, that now count with 400 men in ultra size and 300 in large. The cheapest swords and spears units from each faction, like levy or militia, increased their number to 240 (ultra) and 180 (large); and the weaker units like hillmen or eastern spears is increased to 320 men (ultra) and 240 (large). The recruitment, upkeep and multiplayer costs of these units have been increased a bit also, but in the case of the mercenaries of these type of units, they have not been modified in number or cost.

- Loose spacing is available for all units except for hoplites and pikemen, but close formations like shield wall, phalanx or testudo increase the protection against projectiles.

- Projectiles physics, ranges and ammunition adjusted.

- Cavalry speed and mass changed: the charges are still powerful but not as much as in vanilla, and as the unit suffers losses the charge strength also decreases.

- Ships speed balanced to avoid the Benny Hill show over the seas.

- Changed the spotting distances values to allow the AI to keep the battle line formations, use reserve forces and attack the flanks in a better way.

- Not tested with DeI, other overhauls or combat mods, but could be compatible if this mod has load preference in the Mod Manager.

- Compatible with saved games (no need to start a new campaign) and with patch 20 (Ancestral Update).

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145 Comments
rbblanford 5 May @ 12:06am 
Is their Formation attack with the roman units? or has that been removed?
spartan3510 13 Nov, 2024 @ 7:42pm 
Fantastic mod, the only problem is when you land transport ships for units above 160 men and the second transport ship for that unit doesn't come ashore. If you somehow fix that it might be the best mod on the workshop
roberbond 18 Oct, 2024 @ 5:51am 
where must i place this mod? before or after para bellum?
biasion099 22 Jan, 2024 @ 9:50am 
Hi, if i can ask, how it's possibile tò mod the spacint when a unità Is in combat? I mena, i hate when unità collaps. I don't want to copy nothing, but i don't under stand how you were able to remove this problem. Thanks for the help of you answer. This Is my preferres mod.
biasion099 27 Nov, 2023 @ 2:00pm 
hi, i would thanks you for this mod, because i was very dissapointed whit the new DEI AI in battle, because it tends to form 3 separated big blobs trying to forcing a flak (ALWAYS).I prefer to see a formation in line t like this mod do. i noticed that with DEI sometimes troops get hexausted imediatly, but i know that this mod is not tested with that. Thank yuo
AveMetal  [author] 4 Nov, 2023 @ 5:16am 
Ancient Combat updated with the latest improvements added to Para Bellum Combat and is also now compatible with the rest of the Para Bellum mods.
Axland 22 Oct, 2022 @ 11:15am 
Thanks Ave Metal, that's news for me. I will make a try right now.
AveMetal  [author] 22 Oct, 2022 @ 10:34am 
There is already a submod for 12TPY for Para Bellum:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2678323658
and another for 24TPY:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2678323990

About one city per province it has its flaws as Para Bellum includes walls for several settlements like Numancia, Rhodes, Syracuse, Lilybaeum, Numantia, Jerusalem, Tyros, Nemossos, Palmyra and Arse. These cities preserve their original resources, but don´t show the walls on the GC map.
Also includes more historically accurate borders for Carthage, Lybia, Egypt, Cyrenaica, Cyprus, Sardes, Galatia, Seleucids and Media. Custom initial armies, etc. so using other mod that changes the startpos file will not be compatible with these features.
Axland 22 Oct, 2022 @ 10:16am 
I like much Para Bellum, is to me the best overhaul for Rome II, the thing is that I like to micromanage the game changes. 12TPY, one city-one province...
AveMetal  [author] 22 Oct, 2022 @ 10:10am 
@ No, it is only compatible with Para Bellum of the overhaul mods.

@ Axland: in Para Bellum you can push with heavier units, if you press control and left mouse click while you drag the unit.

@ Sourmain: Great! :steamhappy: