Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Navy Tweaks
   
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Tags: mod, Battle
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14 Jun, 2014 @ 9:13am
11 Jul, 2015 @ 4:38am
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Navy Tweaks

Description
Patch 17 compatible - CA removed campaign cap for elite ship so do I, multiplayer/custop battles cap matched.

There is plenty of naval overhauls, mods, compilations.. I have tried all of lower mods and after produced one mod with almost all meaningful things. This mod is meant for vanilla game without any complex overhaul mod. If is anything touching ships, then there might be oddities...

So what´s in my mod?

1) Slower speed for majority of ships, turning speeds, charge distances...together it means slower battle pace which allow player to match AI. It´ s no more ramming click fest. You have to position your ships more carefully. Re-ramming for light ships is causing less damage, for bigger it is harder to manauver. Ship HPs remain the same as moving this will influence how much damage will ship recieved from artillery (even land arty..).

- Naval strengths/weaknesses between Barbarian and classical Hellenistic ships. Barbarian now behaving more like a heavy transports for boarding. Hellenistic ships are able to ram effectively with harder maneuvering. This is putting Barbarian fleets at disadvantage on open sea battles against Hellenistic fleets.

-Differencies in campaign movement. Heavy ships are the slowest now (3900points), Transports are a little faster (4500) while the light ships being the fastest of them all (5100). In default everything has 4500 points.

- In Vanilla there are 3 ship types - Light, Medium, Heavy with transports belonging into lights. I´m adding transport class with lower ramming potencial versus other ship classes. Slower ship speeds,turning speeds...

- Ignition Threshold is way up (1,25x up to 2x) so ships are starting to catch fire a little slower and will not sink afer one fire arrow salvo. Still Ships are from wood and especially smaller ships could still sink pretty quickly under heavy fire.

- Fire pot ship damage is increased 2x so they are a little more useful now.

2) Roman Harpax - Hexarem ship with Ballista like weapon which is firing instead big harpoon with a rope to pull enemy ships close and board them afterwards. I make it playable as many other mods do, this ship was already in game but was never use by CA. Ship´s parameters are similar to other Assault & Tower Hexarems, so I let the crew be similar firstly with Triarii > Vet. Legionaries > Evocati Cohort as other roman Hexarems. These ships excel in boarding actions but have some limitations. Ships already engaged in boarding will be not pull to you. If there are some collisions of pulled ship and some other factors, the action could fail...There is nothing more I can do here. So better try to catch something alone like quicky moving archers ship around you. Harpax ships have the same multiplayer/campaign cap limit of 1 / 6. What´s more, in custom battle is presented only Triarii Harpax version as Rome could in custom use only Triarii Assault /Tower Hexarem. So I keep it same for Harpax. In campaign you can recruit them alongside with other hexarems at similar cost.

HOW TO USE HARPAX:
-Use button for Boarding/Ramming action. You need to be in boarding mode (else the ship is behaving like normal ship.) Now you can attack enemy ship manually as the ship doesn´t have "fire at will" as other Missile/Artillery, yet when it´s in range with target ship it will fire harpoon and pull hit ship near so crew can board it after that. Harpax ship will remain static during this operation. Another problem - there is no red circle showing max range of harpoon. From experimenting it looks like archers range. This ship definitely need some skill yet it´s fun to play when you know how. :) (Check Pictures. There are some taken in short time window to show how it looks like.)
-OR you can ram enemy ships like standart Hexarems...it´s still really big ship. :D

3) Little fix for Roman Hexarems. In Vanilla campaign Roman Tower Hexarems have cap limit of six ship for Triarii and Evocati crew versions but Veteran Legionaries version has no limit... So I set this version to share the same cap limit.

New Stuff:

4) Artillery ships Crews are now considered to be Naval Artillery class instead of Fixed Artillery. This will allow them to reinforce armies.

5) Increased the movement point cost of transition from land to sea. So armies should leave only from ports and will not spawn instantly as fleets.

6) Because my mod is lowering stats for transport ships I try to update autoresolver to reflect these changes.

7) Sea Sickness similar to that in Attila.

Another versions:
Naval Tweaks + Increased Movement for Ships (2x)

COMPATIBILITY:
- Any graphical mods
- Any mods that change turns per year, or technology tree changes
- Patch 17 + EE + WoS
- Not compatible with other battle overhauls

Credits to authors of all lower mods as this mod is based around their work and ideas.
Naval Combat
Nicely done naval overhaul mod.

Harpax
This was first time I heard about giant harpoons in Rome 2!! :)

Realistic Land & Naval Battles
This one combine two previous together

Naval Overhaul for Divide et Impera
I share with this mod almost identical ship speeds,turning,charging....Still a lot of differencies as ship HPs, ignition...

Historical Naval Overhaul Vanilla
Version 2.0 of previous mod for Vanilla and DeI

Fixed Artillery Ships[www.twcenter.net]
Crew of artillery ships was considered to be fixed artillery instead of naval artillery. This small change will allow them to reinforce armies. (Especially good for bigger port assaults leaded from sea)

Transports only through ports![www.twcenter.net]
Transport fleets should from now leave only through Port cities, but can land anywhere as usual. This seems to me like more realistic way...

Better Naval Autobattle

Sea Sickness
41 Comments
Daruwind  [author] 26 Apr, 2023 @ 11:30am 
The issues with harpax were probably why CA ditched it from full game. It is in files but it is not 100% working....There is not much i can do about it.
hunter 26 Apr, 2023 @ 5:51am 
is this mod still up to date?
Daruwind  [author] 25 Aug, 2015 @ 8:03am 
Update checked for patch 17 :)
morfeasnikos 11 Jul, 2015 @ 4:49am 
Ok Thank you!
Daruwind  [author] 11 Jul, 2015 @ 4:43am 
Mod updated for patch 17, just minor changes to campaign cap of elite ships (no cap), my harpax ships now copy it too. :-)
morfeasnikos 11 Jul, 2015 @ 4:28am 
thank you! i will wait.
Daruwind  [author] 11 Jul, 2015 @ 4:27am 
As far as I can see, it is still compatible. CA haven´t touched anything related.I´m right now checking this particular mod...give me a few minutes... :D
morfeasnikos 11 Jul, 2015 @ 4:19am 
Hi there !
I have a question, will this mod updated for the latest patch 17?
Daruwind  [author] 21 Feb, 2015 @ 7:12pm 
Mod Updated to WoS, 16.1 patch
Daruwind  [author] 20 Nov, 2014 @ 7:50am 
Mod updated to patch 16 and Black Sea Colonies