Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Navy Tweaks + 2x Movement Range for Ships
   
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Tags: mod, Battle
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3 Dec, 2014 @ 2:53am
11 Jul, 2015 @ 4:38am
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Navy Tweaks + 2x Movement Range for Ships

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

***Default version and screenshots are Naval Tweaks***

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 (4300) while the light ships being the fastest of them all (4500). 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.

8) Increased movement range for all ships. It is now more historical and CAI is much better in ships usage than before.
Another version:
Naval Tweaks

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

Realistic Ship Colors

Sea Sickness
12 Comments
Memelordnord 28 Apr, 2018 @ 7:40am 
lov it
larrythexii 1 Apr, 2016 @ 2:59am 
the "tweaks" broke the shit out of naval combat. Naval ships can't fight transports because it takes way to many rams to kill them now, and the enemy transports just insta grapple on the first one so unless you are 2v1 you're screwed. The ships are also downright unresponsive now too, it requires way too much micro management to ensure all commands are followed. It's a shame because the strategic movement with the mod is pretty good, but the battles are too broken to use the mod.
Daruwind  [author] 25 Aug, 2015 @ 8:02am 
Update checked for patch 17 :-)
Daruwind  [author] 11 Jul, 2015 @ 4:44am 
Updated for patch 17, CA just removed unit cap for elite ships so my harpax line follows it now too. :-)
Sebulous 14 Jun, 2015 @ 4:55am 
Cool, well hopefully he puts in place some ideas similar to yours, with credit of course.
Daruwind  [author] 13 Jun, 2015 @ 9:07pm 
technically yes, in reality no. Radious is making his own changes, new ships etc..
Sebulous 13 Jun, 2015 @ 2:44pm 
Is this mod compatible with Radious: Total War?
Daruwind  [author] 21 Feb, 2015 @ 7:13pm 
Mod updated to WoS, 16.1 Patch
steven-koster 18 Dec, 2014 @ 12:31am 
Ok,great news.Thanks in advance;)
Daruwind  [author] 17 Dec, 2014 @ 5:01am 
Sure it is, but new campaign caused havoc in my mods. It should be really before Christmas.