Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Heavy Roman Navy & expansion with new formations
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Update: 2 Sep, 2017 @ 1:15pm

Update: 2 Sep, 2017 @ 9:57am

Update: 27 Dec, 2016 @ 9:48am

Update: 27 Dec, 2016 @ 1:22am

Update: 12 Dec, 2016 @ 12:06pm

Update: 3 Dec, 2016 @ 7:50am

Update: 2 Oct, 2016 @ 1:55am

Update: 25 Sep, 2016 @ 1:25am

Solved every problem in custom battles.
Before this update, in custom battles, using a large number of units, custom funds and a very large size of the game map, it happened, occasionally, the game crashes.
Now every problem should be fixed.

Update: 18 Sep, 2016 @ 1:38am

Solved any conflict with a simultaneous use with the mod "Imperial Rome Heavy Cohort" of Zaskar70: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=309119426&searchtext=Heavy+Cohort

Update: 13 Feb, 2016 @ 12:39pm

- UPDATE 2016 -

It was done a substantial job of renovation, in various aspects of the mod.
- I added 9 formations (applicable in addition to the new naval troops, even to previous vanilla troops), completely rebalancing statistics (each with its own bonuses and penalties) in order to make more realistic battles. They provide in-game description. For the development of this aspect I was inspired by two older mods no longer fully working, for which I thank Moon Hoplite, abel1717 and Akuru.
- I changed the papers of the naval units, in order to make them instantly recognizable, by entering in each the corresponding Latin number.
- I made more resistant the hulls of ships, especially for Hepteres and Octeres, considering their size. Similarly it was increased their ramming strength, especially against small and medium ships.
- I rebalanced the statistics of the embarked units, especially Praetorianum Evocati.
- I modified the statistics panel, adding new information.

Formations balanced and modified:
- Wedge: formation strictly offensive, in which I greatly increased the parameters concerning the melee attack, the weapon damage and attack bonus, and I declined the defense melee and the armour;
- Flying Wedge: formation also it offensive, but less "extreme", in which I attenuated both the "benefits" that the "disadvantages" compared to the classic wedge;
- Hollow square: static defensive formation with a slight decrease in the attack and a slight increase in defense and moral; useful to protect inside the troops lighter or more important (specially artillery);
- Square: static defensive formation penalized in attack but with considerable bonus in defense and moral; useful to resist attacks coming from multiple directions;
- Attacking Testudo: defensive formation that can move (slow) slightly penalized in attack but with bonus in defense and moral; strong protection against bullets;
- Defensive Testudo: classical defensive static formation building penalized in attack but greatly advantaged in defense and moral; strong protection against bullets;
- "Shield Wall": static defensive formation slightly penalized in attack but with good defense bonus and morale; useful to withstand a charging enemy front;
- "Roman formation": defensive formation that can move (slow) with a slight bonus in attack and a slight penalty in defense;
- "Centuria formation": defensive formation that can move (slow) with aspects of attack and defense that mediate between the two formations earlier.

The statistics panel includes the following information (you can see examples in screens):
- Melee attack (infantry, cavalry and archers);
- Weapon damage (infantry, cavalry and archers);
- Charge bonus (infantry, cavalry and archers);
- Bonus vs infantry (infantry and cavalry);
- Bonus vs cavalry (infantry and cavalry);
- Accuracy (archers);
- Reloading (archers);
- Ammo (infantry, cavalry and archers);
- Weapon range (infantry, cavalry and archers);
- Missile damage (infantry, cavalry and archers);
- Melee defence (infantry, cavalry and archers);
- Armour (infantry, cavalry and archers);
- Health (infantry, cavalry and archers);
- Morale (infantry, cavalry and archers).