Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Three Kingdoms Unit Shape
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Tags: mod, Battle
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21 Jun @ 5:28am
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Three Kingdoms Unit Shape

Description
Applies Three Kingdoms Unit Shape's formula to all units in Rome II. Essentially a full copy of Three Kingdoms Unit Shape but for Rome II.

One of the notable innovations in Three Kingdoms is the adjustment of unit shapes in accordance with the unit scale setting.



In previous titles, unit shapes were fixed presets that determined their depth in horizontal ranks. This often resulted in what is colloquially known as the ‘spaghetti lines effect’ at higher unit scales, where formations became excessively stretched. Conversely, at lower scales, formations could be deeper than they were wide, creating significant vulnerabilities to flanking attacks.

A major drawback of this system is that the AI cannot adapt its formations. Unlike human players, the AI fails to recognise when its units are improperly stretched vertically and does not adjust formations to be more square, which would enhance manoeuvrability. This limitation renders the already disadvantaged AI even more susceptible to exploitation by players.



Three Kingdoms employs a straightforward formula that applies to all units before a battle begins.



This formula ensures that every unit on the battlefield—both player-controlled and AI—adopts a formation with an aspect ratio of 8:5. It is applied uniformly across all unit scales, ensuring that units are consistently wider than they are deep without becoming overstretched. This arrangement benefits both players and, crucially, the AI, as it enhances the AI's manoeuvrability while minimising flank exposure.

Rome II, based on an older engine, lacks the next-gen innovations of Three Kingdoms. However, it is possible to manually replicate the scaling mechanic by calculating the ideal shape for each unit outside the game and adjusting Rome II’ rigid unit shapes to align with Three Kingdoms’ approach.

Due to the streamlined battle mechanics in Three Kingdoms, the formula for Rome II had to be slightly more complex to accommodate various unit formations. Manually adjusting each formation would be overly laborious, so I opted to incorporate the spacing shape of each unit into the formula.



My revised formula examines the spacing shape of each unit, cross-referencing their vertical and horizontal dimensions to determine their relationship, and then adjusts the unit’s target shape accordingly.



As is customary in this franchise (with the notable exception of the original Rome II (non-Emperor Edition)), the standard unit size is ‘High’, which is always one tier smaller than the actual unit size the game is balanced around (‘Ultra’). Since ‘High’ is the default setting for new players, I consider it the standard unit size, and the base version of the item is designed for this scale. However, versions for all unit sizes have been completed:

👉 Small
👉 Medium
👉 Ultra

If you encounter any oddly shaped (i.e., square) full units, please report them—units should maintain a shape close to 8:5 when at full strength.

[donatello.to]
9 Comments
Hori  [author] 30 Jun @ 3:53am 
le Ultra uniquement
Azuma™ 30 Jun @ 3:49am 
Je joue en Ultra; Je ne comprends pas si je dois mettre CE mod ou le "ULTRA" uniquement, ou les deux.
iuser2011 25 Jun @ 5:01am 
Correction: Dosciples of Apedemak have even 4 depth formation. 4 or 5 depth are the only right formations for such units, I think.
iuser2011 25 Jun @ 4:49am 
But still I think changing depth rank is probably the right path to iprove AI performance in battles. It's just need slightly different approach. For some units more depth, for others - less. Even Creative Assembly understood that, it seems, when they made Disciples of Apedemak(Kush): melee infantry with very high charge bonus. They have 5 depth formation. The only one such melee infantry unit in the game, if I'm not mistaken.
iuser2011 25 Jun @ 4:38am 
@kam2150:
"Setting default rank depth does nothing to prevent player from stretching units BUT makes AI units much easier to flank by player and shorters AI frontage." - Completely agree.
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But I would say, there is NO any really serious problem with formations depth at all. Before melee combat starts it's all good(more or less). But then AI starts to do very wrong things: move to wrong directions, attack from wrong angles, attack wrong opponents, etc. (Just look how AI use cavalry units. Especially heavy cavalry. And it's just one example.)
kam2150 24 Jun @ 3:07am 
There is table called "unit_category_tables", you can set there minimum amount of ranks, preventing units being stretched and does not mess up with mod compatibility.

Setting default rank depth does nothing to prevent player from stretching units BUT makes AI units much easier to flank by player and shorters AI frontage.
iuser2011 23 Jun @ 6:33am 
@Hori:
1) Interesting, but horrible description, honorable Hori! :) Couldn't you just say: "I changed "Rank Depth" column in land_units_tables", instead of those obscure formulas?!

And actually you supposed to say something like this, because that makes your mod incompatible with any mod: warning to users.

2) For some units your formations are absolutely wrong, like for Oathsworn, etc. All those guys with big mean weapons, who can deal heavy damage. They need 5 or 4 depth formation(not always, but for most situations), so they could unleash maximum hell to enemies!
karagin 21 Jun @ 10:41am 
indiriyorum bakalım güzel olmuş mu?
ROMKA-2 21 Jun @ 6:09am 
Wow man, I really love the accuracy of your description, it is as if you were to make a scientific paper on that - with the formulas, narrative, and the example pictures. Admire your attention to detail, thank you!