Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Human Factor (in battles)
   
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Tags: mod, Battle
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25 May, 2016 @ 2:23pm
14 Jul, 2016 @ 12:04pm
6 Change Notes ( view )

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Human Factor (in battles)

In 3 collections by Prime
Vanilla Playing - Tier 0/1
51 items
Vanilla Playing - Tier 3
10 items
Prime'z Mods
5 items
Description
Human Factor will make battles more dynamical by adding Hadrenalin bursts and Panic.

This way you will have more mobility, many tactical manouvers and demoralizing effects that will make your battles funnier to play. All this without ignoring your physical human nature!

NEW : DEI Bridge available here

This mod makes some changes to the common battling fundamentals without interfering with specific stuff like units, weapons, projectiles, animations, formations etc.. It's a "behavioural" mod and it's designed to be compatible and played with other battle, animation and special effect mods.

Check out the 'Suggestion' paragraph at the bottom of this page. Your feedback is always appreciated and can help improving this mod. In case you like it, please rate it. In case you don't, please leave your comments and your change proposals should you have some.

★ HUMAN FACTOR v1.1 ★

FEATURES

1) Realistic fatigue consumes :
  • Units start battles in a new "Energized" status, visible in tooltips.
  • As long as units stay in the "Energizied" status, they will overperform up to 180% in offensive stats excepted Missile damage. This status specifically increases melee attack, melee base damage, damage AP and accuracy.
  • Movement is also greatly enhanced when not tired
  • This "Fury" effect disappears in about 2 min. of full combat, taking your units to the "Normal" status. Note that walking and running around won't consume much virtual "Combat Fatigue" (which is mostly absorbed by fighting, charging, shooting etc..).
  • In the "Normal" status you will keep a good portion of speed so that you can play more tactically (flanking, rear attacks, ambushes, hit & go, shock charges, etc..)
  • As a typical result of the "hadrenalinic behaviour", as soon as you start being fatigued, your physical collapse will follow very quickly. You still have some limited utility when tired but very tired and exhausted units need replacement - unless you have everything under control - or they will become useless in a couple of minutes.
  • Starting from the "Normal" status, your offensive stats and your damage will progressively decrease to the point of eventually triggering long battles, in need of tactical support.

2) Great mobility and deeper charges to all units :
  • You may now change formation type or troop disposition while fighting more rapidly
  • You can now use the "Run" button without compromising your combat performances.
  • Cavalry, especially shock units, can be ordered to launch very fast charges
  • Charges are more impacting
  • Hidden, flank and rear attacks, rushes to archers etc.. are now frequently viable.
  • You can move with more urgency if caught under enemy fire and not exhausted..
  • Units all realistically march together at the same walking speed (if walking).
  • Spotting abilities are now realistically better (x2) when not tired!

3) Dynamic miissile blocking :
  • You have progressively less chances to be hit, the faster you move under fire.
  • Tight formations will give an added chance to block enemy shots
  • Idling, reloading or even shooting while under fire may now turn to a real massacre.
  • Running cavalry has the highest chance to evade enemies' missiles and artillery.

4) Continuous ranged fire power :
  • Ancient battles had both sustained and tactical support from ranged units so they can now shoot with more continuity and reload faster, if not tired yet. The increased ranged damage due to the higher shot frequency has been compensated so that the overall damage from ranged infantry and cavalry is about the same as before.
  • Ranged units start their battle as "Energized" but lose accuracy, damage power, reload and movement speed while getting tired.
  • Ranged units can now be reached while retreating (in skirmish mode)
  • For simulating the effect of diminishing projectile stocks, the units' ammo is now linked to fatigue : the more you shoot and the faster you will get tired, the smaller ammo recharges you will obtain from time to time.

5) It greatly rewards tactics in terms of morale and creates panic situations.
  • You start with 100 base morale (less than 4x Vanilla) but morale losses are way bigger.
  • Every successful attack taken to the enemy's flanks or in the rear will now apply a significant morale penalty (from -35 to -70). Such effect is even greater if "served" with a charge.
  • The new status "Panic" will trigger in case of sudden or continuous big morale losses. Huge morale losses only come from good attacks form behind, flanking, great simultaneous kills or ambushes. Average losses come from freightened horses/elephants, unit destroyed, fortifications gone and even "exposed" positions.
  • Fighting near city centres will give defenders more morale
  • All Warcry effects are now 33% wider and Generals have a 25% bigger radius of effect. This is necessary for supporting unit replacements, when playing with reserves.

COMPATIBILITY

This mod doesn't change any of the following :
  • Specific unit attributes
  • Special abilities
  • Formations
  • Spacing
  • Fighting rules
  • Textures / Blood
  • Animations
so the good news is that you can bundle it with most of your other battle mods without even having to load it as last.

Please remember that this mod will work together with Overhauls but the resulting gameplay will always be a sort of "mix" between the two different mods.

For DEI users there's a specific bridge to add here.

SUGGESTIONS

This mod is well played with all the following :____________

Check out all other mods by Prime
Popular Discussions View All (1)
2
1 Jun, 2016 @ 2:32pm
Historical accuracy and gameplay.
Prime
67 Comments
cat 27 Mar, 2021 @ 10:36am 
very cool mod i love it
The † Faith † 9 May, 2020 @ 8:07pm 
update please lol
Jesus Loves You^_^ 20 Sep, 2017 @ 3:05am 
I think this is already a dead mod. BTW, testing it heavily, I think with this parameters battles are way too short and not realistic, peoples killings each self like a machine gun. Also energized status last too long and troops are tiring too slow. Also, I don't see any normal reason why factors are totally chaotic modified in every fatigue status; if somebody is very tired, for example, he will perform same way in attack as in defense, for sure.
Jesus Loves You^_^ 15 Sep, 2017 @ 10:01am 
Any improvements on this superb mod ?
Mumion der Unsterbliche 25 Jun, 2017 @ 11:20pm 
Update pls.
RøммeŁ | Jefazo 24 May, 2017 @ 12:18pm 
I dont agree with elkoso38 (:
Dominus 23 May, 2017 @ 9:32am 
I agree with elkoso38
elkoso38 16 May, 2017 @ 12:49pm 
Your mod is a very good idea BUT it make troops very fast when energized not realistic for me..IMO
Rubino303 8 Feb, 2017 @ 12:37am 
Great mod :steamhappy:
Jesus Loves You^_^ 7 Dec, 2016 @ 12:09am 
Agreed, the vanilla and even DeI is too ''generalised''; you can't have the same %ratio to rout units; it's obvious the better units rout less.