Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Longer Land Battles Mod
   
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Tags: mod, Battle
File Size
Posted
Updated
241.471 KB
26 Nov, 2013 @ 8:19pm
18 Jun @ 12:06am
43 Change Notes ( view )

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Longer Land Battles Mod

In 1 collection by Volcano
Volcano's Rome 2 Mod Collection
9 items
Description
For: All campaigns, but you do not need this if you have Volcano Battle Mod (that mod contains this and two other battle mods)

This mod is inspired by the Alpha Realistic Battle Time (ARB) mod, but the approach here is to have shorter battle times than it, but longer battle times than the standard game. In other words, the mod is similar to ARB, but different adjustments are made, as it is intended to be the middle of two extremes. This is not made in criticism to that excellent mod, rather, it is adjusted to suit our own personal preference. Please see the excellent Alpha Realistic Battle Time mod by "Akuru" if you prefer even longer battles (which are, on average, twice as long as this mod):

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=195038964

Specifically, the creation of this mod was based on my own multiplayer campaign experience where we felt that we were not fully satisfied by the battle time for our own personal tastes, so we tweaked what we wanted to make it "feel right" (a middle of the road between both cases as a mix of "realism" versus "practical", as far as our desire to operate within a 40-60 minute time limit per battle.

***No unit values are adjusted!***

Unique changes:

-Base "to hit" percentages reduced over the standard version of the game. Overall this causes half as much blocking to occur than ARB, but much more than the standard game. For the most part, most large battles should last around 30 to 40 minutes. This intentionally avoids all the messy and cumbersome unit value adjustments made in other battle mods (like Radious Battle Mod).

-Base "knock down" percentages adjusted.

-Reduced fatigue recovery by 1/2 (idle, idle-rain, idle-snow). The problem with the original values is that it only takes a matter of minutes to recover full fatigue from exhaustion to fresh, where as in reality it should take at least twice as long in order to better stress and reward intelligent use of reserves.

-Increased fatigue accumulation by 2x for charging, climbing, combat, running (both man and horse), but not for light cavalry. This was done because fatigue accumulation does not happen fast enough from these activities, especially from running. In the standard game, you can essentially run halfway across the map before dropping one level in fatigue to "active". This change encourages approach marches (which gives more time to skirmish) as opposed to one side running completely up to the other and engaging.

-Doubled the accuracy penalty for fog conditions to -20% instead of -10%. This was done because the old value of -10% was not a substantial penalty for the powerful missile that exist here. Also decreased the base projectile accuracy for light, medium, and heavy fog and rain and for medium and heavy snow.

-Adjusted the battlefield terrain data so that build up terrain (like forests, rocks, stones and scrub) now provide a more significant penalty to movement, so as to make them more important in the tactical equation, and also to slow down the battle in restricted terrain. This change also allows units with the "Ignore Terrain" ability to better evade and escape when operating in restricted terrain.

NOTE:

Intended to be used with my "Realistic Skirmisher Ammo + Siege Artillery Mod", since it addresses the skirmisher/missile side of things:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=197237117

...also, for a full compilation mod of all my battle mods together go here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=205674098
192 Comments
Volcano  [author] 1 Feb @ 3:31pm 
Thanks for the compliment, glad you like it.
Have fun :WH3_clasp:
K 1 Feb @ 6:59am 
The perfect mod for combat! I love all the changes; thanks for making Rome 2 feel how it was meant to!
Volcano  [author] 19 Dec, 2024 @ 1:38pm 
@Reksio
Yes, it should work fine with new units. This mod is a lighter version of the battle mod for Rome 2, and it should work with just about all other mods.
DSK||Reksio 19 Dec, 2024 @ 1:24pm 
this mod work for new unit from mod ?
Volcano  [author] 9 Jul, 2024 @ 2:34pm 
I think it has to be above it to work correctly. Try that first, and if it it seems like it isn't working then swap it after that.
Krischel 9 Jul, 2024 @ 6:31am 
Does this MOD have to be above or below DEI in the MOD list?
lwhのsama 20 Mar, 2024 @ 7:10am 
always need !
. 3 Mar, 2022 @ 9:46pm 
Perfect, thanks.
Volcano  [author] 1 Apr, 2021 @ 1:20am 
Yes, it should in theory, since it has a tiny footprint, so to speak. Best thing to do is try it out - it shouldn't mess up anything either way.
Razgrizz 27 Mar, 2021 @ 1:13pm 
so this works with radious?