Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Ranged units more realistic
   
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Tags: mod, UI
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13 May, 2016 @ 4:45am
13 May, 2016 @ 5:24am
3 Change Notes ( view )

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Ranged units more realistic

Description
Ranged units made more realistic.


Slingers get 100 instead of 25 stones (running out of stones? i think not!)
Slingers had the best range in ancient history, so they get + 50 range, outranging archers slightly

Archers get 25 more range, slightly less then slingers but far more then Peltasts
Archers get 3 extra damage, arrow do more damage then stones.

Peltast throw big spears, not small rocks or small arrows, so they are far more likely to penetrate armor or even an shield. So they got an 50% Armor Penetration buff
Peltasts also wore more protection then slingers and archers (they had to get close), a peltast (=shield) en bronze helmet were common. So i gave them healthbuff, so they are a bit more tough then archers and slingers.

Every unit is usefull now but all in different ways, ranged units are now actually worth to enlist in your army.
34 Comments
KurdishTigers:The Big 🧠 Gamer 2 Jun, 2023 @ 2:08am 
could you make a version of this but its just the javelin changes
AnakineCapMab 4 Jul, 2021 @ 2:56am 
Again, this mod is quite nice but I think that the changes that are made are more based on balancing the units as most as you can @Necrim, instead of taking into account all of the real life and historical data and trying to make the units as logical as they could.
AnakineCapMab 4 Jul, 2021 @ 2:56am 
Javelin throwers : To be quick, javelin = spear thrown with a strong force. This means: very high damage, very high armor penetration, good accuracy, low range (when I did javelin throwing at school even the big sport guy couldn't throw more than 50 meters with a fake spear) and most of all LOW AMMO. I mean can you imagine if it's possible that these guys could have a shield, a sword and 20 javelins on them ? Not very probable ain't it ? I think that javelin throwers should be divided into two categories : those which are more focused on close to medium ranged combat, and for decimating enemy troops which are engaged with your main infantry force, and some like peltasts, which have a little more focus on melee combat and have like 4 to 6 javelins to throw before fighting (a cheaper alternative to those barbarian infantry units who throw javelins while charging).
AnakineCapMab 4 Jul, 2021 @ 2:56am 
Since the slingers are just basically a mob with pieces of wood and stones that are made to kill another mob of peasants, some "elite slinger" units should be added, since they were also quite common at the time (for example Balearic slingers, extremely accurate and strong with a sling, were present in many armies).

Archers : These should have more armor penetration (we are talking about blades falling from the sky at 100 kph) but not too much or they'll outclass and outbalance the javelin throwers. Their damage should also be boosted a bit (again, blades falling from the sky), but the unit cost should in countermeasure be way higher (good arrows are quite expensive to make). The accuracy should also be increased a lot to balance the fact that it takes time to aim and load a bow. Again, elite bowmen (like the ones from Kush) should be added.
AnakineCapMab 4 Jul, 2021 @ 2:55am 
I think that some bonuses and balance changes need to be reworked a bit. I'll list all of my ideas for each main ranged class down below :

Slingers : I don't think that a stone would be able to completely pierce an armor and kill someone instantly, so the armor piercing bonus should be removed. However, these are extremely dangerous and deadly for lightly armored units, and so they should probably get a damage buff to counterbalance their low armor piercing. I also disapprove of the fact that their reload time was increased, since taking a stone from a pouch and launching it from a slingshot is extremely fast and easy to do (I even it experimented in my garden): instead of lowering the reload time it should be increased even further. The low accuracy is a good balancing measure though and I also think that their range should be a bit reduced to reflect the low power of a sling (in the case it is used by unexperienced "soldiers").
Chuck 20 Aug, 2019 @ 11:38pm 
can you please update it to the latest version?
crz 24 Feb, 2018 @ 4:30am 
Sanmaya of course it does not mean automatically 175 meters its just so you have a visual idea of that range but still i do not dislike slingers at all but i dont like how they are overwhelming against archers. And i know it cant be balanced perfectly 100% but something like 200m for slingers and 275 for normal archers, 300 for longbow or recurve and 250 for composite bows.
Because your mod is still named "Ranged units more realistic" and that means all not just slingers :P
Sanmaya  [author] 24 Feb, 2018 @ 2:42am 
@cruze i have to think about the gamebalance. Also a range of 175 doe not nec mean a range of 175 meter. It's just range 175 something. Mayby 1 total war range is 2.2 meters :P
crz 22 Feb, 2018 @ 8:47am 
archer range is still 175 max.? british longbows shooting range was about 427 meters
so i guess the ancient normal bows recurve or even "ancient" longbow should be 200 min.
otherwise it would be unbalanced. and archers should get their 30 arrows every type like in Rome 1 which i think is more realistic than 15...
i mean come on you go to a big battle and giving your dudes just 15 arrows...
Sanmaya  [author] 17 Dec, 2017 @ 12:18am 
@Gustav, true, but compared to archers, they can carry more ammo (100) is realistic

Lead shots were indeed better then stones vs armor. But slingers using stones prob aimed for the non protected parts of the body. A stone hitting your head hard can mean death or an eye lost.