Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

67 ratings
Realistic Charges, Speed, and Mass
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Battle
File Size
Posted
Updated
107.925 KB
9 Aug, 2023 @ 1:38am
10 Nov, 2023 @ 1:33am
8 Change Notes ( view )

Subscribe to download
Realistic Charges, Speed, and Mass

Description
Divide et Impera (DeI) version available here!

Realistic Charges, Speed, and Mass
Ave, esteemed commanders and tacticians of the Steam Workshop! Do you love Total War: ROME II? Do you dream of the visceral cavalry charges of Antiquity? Eager to command the marches of Roman battle lines? Ready to (literally) crush your enemies underfoot?! Then this is the perfect battle submod for you!

Realistic Charges, Speed, & Mass offers an authentic, carefully crafted overhaul of the charge, speed, acceleration, and mass values of Total War: ROME II. Meticulous historical and contemporary research, attention to detail, and calculations have gone into the development of this submod.


Features:
Thunderous Charges: Shatter enemy formations! Charges across the board are now much deadlier, with refined unit collisions allowing the full mass and momentum of units crashing into each other to be felt. Units now begin their charges sooner and are quicker, and Cavalry, elephant, and chariot charges can now completely flatten unbraced formations, while Infantry battle lines now throw their full weight into breaking through and pushing back enemy units. Feel the fury as your cavalry smashes through enemy lines, instilling fear and chaos across the battlefield.

🏃 Realistic Unit Movement: Forward march! Unit speeds have been carefully recalibrated with realism in mind. A unit’s speed, acceleration, and deceleration now directly correlate with their mass. Your lightest skirmishers will be able to rapidly redeploy at a moment’s notice, while your heaviest phalanx units will need some time to get up to full speed. Additionally, marching speeds have been aligned across all units to the Roman standard of 3 mph / 4.8 kmh so that your formations remain fully intact for coming battles. Whether you're executing an ambush, launching a flanking maneuver, or engaging in a tactical retreat, your units will be primed to maneuver across the field.

⚖️ Authentic Unit Mass: Understand the weight of your warriors! Unit mass is now realistically calculated based on the bodyweight, clothing, armor, and weaponry of your troops, with values derived from historical works, studies, and research. Shock cavalry, elephants, and chariots can now be used to break through enemy formations due to their concentrated use of mass. From simple tunics and slings to the full panoply of a Parthian Cataphract, witness the battlefield as it truly comes to life with the impact of massive forces clashing.


Installation and Compatibility:
🛠️ Installation: This submod is completely self-contained to just a few database tables and is designed to seamlessly integrate with vanilla Rome II.
  1. Subscribe to this mod with the green SUBSCRIBE button.
  2. In your game launcher, make sure this mod is loaded above any gameplay-affecting mods.
  3. Good to go!

🛠️ Compatibility: This submod is compatible with all mods EXCEPT for mods that affect unit movement on the battle map. In cases of incompatibility, the mod placed higher in the load order will take priority. This submod is confirmed incompatible with the following mods:

🛠️ Files Modified: This submod modifies the following files:
  • battle_entities


Mods:
Divide et Impera:
         
Vanilla:


As always, feedback is appreciated! Enjoy, and please feel free to leave a like!
25 Comments
Noldor 22 Nov, 2024 @ 7:36pm 
Lol, i dont know what does it have anything to do with the campaign, but New World and this mod together will crash when opening a campaign game for some reason while it runs custom battles just fine. As the description says, Load this mod after New World and now seems to run fine.
Dr. Manhattan 14 Oct, 2024 @ 5:23am 
is this compatible with radious?
TheXpJohn 5 Dec, 2023 @ 3:57pm 
It dosnt change anything at all
Venator Vicain  [author] 10 Nov, 2023 @ 1:47am 
PATCH NOTES:

-Updated internal file structure to a new standard to allow better compatibility with other mods.
-Fixed a few bugs where some entity entries were using the incorrect values.
Venator Vicain  [author] 10 Nov, 2023 @ 1:36am 
@Pharaoh

I'd be curious to take a look, but unfortunately at this time I don't own the game. Otherwise, sounds like fun!
Venator Vicain  [author] 10 Nov, 2023 @ 1:36am 
@gh0st_inthe_SYSTEM03
@beanFlick

I'm going to say 1100 AD compatibility isn't likely. I did take a look at its file structure and noticed it shares a few entries that this also edits, meaning this mod can override the ones in 1100 AD. However, 1100 AD also has many custom entries that this mod doesn't account for, meaning it will be a mish-mash of modded and 1100 AD entries.
Pharaoh 3 Nov, 2023 @ 11:49pm 
We need this for tw pharaoh!
beanFlick 23 Oct, 2023 @ 4:17am 
Compatible with 1100 AD? I too would like to know
gh0st_inthe_SYSTEM03 28 Sep, 2023 @ 6:10am 
Hi! Can I use this for 1100 AD? Thanks
Venator Vicain  [author] 28 Aug, 2023 @ 3:32am 
Patch Notes:

-Horse masses recalibrated to better reflect the horses of the time period.
-Physics calculations for collision damage have been redone. Collision damage now scales linearly with the mass and acceleration of the unit to better match real-life physics.