Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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NORUNNNING_DEI
   
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Tags: mod, Battle
File Size
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917.513 KB
21 Jan, 2024 @ 4:13am
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NORUNNNING_DEI

Description
Hi, this mod is a piece of aFUTURE bigger BATTLE MOD fro DEI. I want to make this for other pop mods, but keep in mind that is an unofficla mod.

WHAT THIS MOD DO:
- Any infantry unit is capable only to wal. running is not permitted. The only runnning animation allowed is in the charge phase, in proximity of the enemy.
- Cavalry is not touched

WHY THIS MOD? WHY THIS EXTREME REMOVAL?
1) This extreme action is due to the frustration caused by watching the AI completely destroying the inmmersion making running his army from 2Km. The situation is always the same, the enemy start running and it arrives with low stamina in the combat. further
2) Further, the army arrives usually scombined: skirmisher advance faster, they don't whait the formation.
3) Running animation is (for me, but is subjective) very bad to see
4) From a realism point of view, i think that for organised formation it's impossible to run keeping it (Maybe i am wrong, it's only a supposition)


GOOG ASPECT:
1)Visualy, the approaching of two walking armies is very cinematic to see.
2) All the units arrive at the same time in the battle core
3) The Attacking AI formation advace ordinatly approaching perfectly your army. 32) cavalry is not affected by this. It's very difficult for cavalry to be enghaged by infantry unit (very booring when this happens because you forget to move out the cavalty from a place).

NEGATIVE:
1) To do this mod, a compromise was mandatory. the mod was made imposing equal the walking spee and the run speed. So you can select the 'run botton' but this will cause notthing. To avoid any fatique malus, the running effect on fatique is imposed =0. But this, unfoprtunatley, is extended also to cavalry. So cavalry can run without fatique (i want to try a different way to do this, but now this is what i can offer). This can be conuter-balanced by the fact that also the enemy cavalry is in the same advantage position, so parity is reached.

FUTURE PLANS
i am working in a simple but bigger mod that comprise all my mods to do a sort of BATTLE overhaul, that is my custom-version i play with.
I am learning to mod also the group formations, to force the IA to deploy (and maybe play) like i want (For example, i want the cavalty very distance form the infantry)


OTHER MODS
other mods that will be combined in future:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3142750000 UNIT ALTERNATIVE SPACING_DEI
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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3142689604 UNIT SIZE AND RANK _DEI


Thank, if you find any issues or suggestion to improve this, let me know

9 Comments
Vers 6 Jul, 2024 @ 1:14pm 
Love this! :steamthumbsup:
biasion099  [author] 16 Feb, 2024 @ 2:58am 
@ExPR that mode introduce also walking and running Speed, so It's not mpatibile. But if you are interested only in the animation, try to load in order: no run/alternative pike/DEI. In this way i think It's possibile.
ExPR 14 Feb, 2024 @ 1:25am 
compatible with alternate phalanx submod?
biasion099  [author] 3 Feb, 2024 @ 4:46am 
@kam2150 Yeah it's true, it's a negative aspect
kam2150 2 Feb, 2024 @ 2:23am 
Removing running without touching cavalry is huge nerf to how AI performs.
As AI usually does not wait for infantry to reach player line, it means it will just follow its scripted orders and jus die long before infantry lines collide. Similar thing applies to skirmishers and shock units, losing their balancing purpose from speed.
This is something we tried in DeI in the past but it simply does not work well and creates more issues, as well as making battles a lot easier.
biasion099  [author] 30 Jan, 2024 @ 1:59pm 
@Count D'Cinamon yeah the problem Is that is impossible to mod the AI Logic, you can only mod the deployment formation or priority Ai take tò choose a formation. I have to say that appart for the "boring" part of army only walking, i didn't notice any problem. Did you find any bug or other problem? Leat me know.
Count D'Cinamon 29 Jan, 2024 @ 7:56pm 
pretty ok attempt. i think if we can somehow make the ai logic to not be too eager to charge from across the map that would be neat. But i think this mod introduce more problem than it solve as it currently stand. also i think an army running / charging from longer distance can happen although not the norm and ideal most of the time.

Keep up the effort and goodluck!
biasion099  [author] 27 Jan, 2024 @ 10:11am 
@Mortarch Of Blood: The keep walking
Ciaphas Cain 27 Jan, 2024 @ 8:51am 
What about when a unit routs? Can they still run then or do they walk?