Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Ancient Combat
145 Comments
rbblanford 5 May @ 12:06am 
Is their Formation attack with the roman units? or has that been removed?
spartan3510 13 Nov, 2024 @ 7:42pm 
Fantastic mod, the only problem is when you land transport ships for units above 160 men and the second transport ship for that unit doesn't come ashore. If you somehow fix that it might be the best mod on the workshop
roberbond 18 Oct, 2024 @ 5:51am 
where must i place this mod? before or after para bellum?
biasion099 22 Jan, 2024 @ 9:50am 
Hi, if i can ask, how it's possibile tò mod the spacint when a unità Is in combat? I mena, i hate when unità collaps. I don't want to copy nothing, but i don't under stand how you were able to remove this problem. Thanks for the help of you answer. This Is my preferres mod.
biasion099 27 Nov, 2023 @ 2:00pm 
hi, i would thanks you for this mod, because i was very dissapointed whit the new DEI AI in battle, because it tends to form 3 separated big blobs trying to forcing a flak (ALWAYS).I prefer to see a formation in line t like this mod do. i noticed that with DEI sometimes troops get hexausted imediatly, but i know that this mod is not tested with that. Thank yuo
AveMetal  [author] 4 Nov, 2023 @ 5:16am 
Ancient Combat updated with the latest improvements added to Para Bellum Combat and is also now compatible with the rest of the Para Bellum mods.
Axland 22 Oct, 2022 @ 11:15am 
Thanks Ave Metal, that's news for me. I will make a try right now.
AveMetal  [author] 22 Oct, 2022 @ 10:34am 
There is already a submod for 12TPY for Para Bellum:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2678323658
and another for 24TPY:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2678323990

About one city per province it has its flaws as Para Bellum includes walls for several settlements like Numancia, Rhodes, Syracuse, Lilybaeum, Numantia, Jerusalem, Tyros, Nemossos, Palmyra and Arse. These cities preserve their original resources, but don´t show the walls on the GC map.
Also includes more historically accurate borders for Carthage, Lybia, Egypt, Cyrenaica, Cyprus, Sardes, Galatia, Seleucids and Media. Custom initial armies, etc. so using other mod that changes the startpos file will not be compatible with these features.
Axland 22 Oct, 2022 @ 10:16am 
I like much Para Bellum, is to me the best overhaul for Rome II, the thing is that I like to micromanage the game changes. 12TPY, one city-one province...
AveMetal  [author] 22 Oct, 2022 @ 10:10am 
@ No, it is only compatible with Para Bellum of the overhaul mods.

@ Axland: in Para Bellum you can push with heavier units, if you press control and left mouse click while you drag the unit.

@ Sourmain: Great! :steamhappy:
xzpacozx 21 Oct, 2022 @ 6:17am 
compatible with dei??
Axland 28 Sep, 2022 @ 4:42pm 
Anyway I recommend this mod if you are not keen to get an overhaul like Para Bellum.
Axland 28 Sep, 2022 @ 4:39pm 
I use armies combining pikemen with other units. I like pikes are not overpowered, but I miss the ability to push, that way you must play in a defensive straight line 90% of battles, Alexander would not like that.
Fourtyounces 16 Sep, 2022 @ 6:46pm 
Ya I fixed it had some weird files left over from an old mod
AveMetal  [author] 15 Sep, 2022 @ 11:47am 
@ AbeS: The log for this mod is almost the same as Para Bellum Combat as they share the core of the mod, I just updated it:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2010751318

@ Sourmain: To avoid problems and be sure all works as it should, make a clean mods installation before starting a new campaign, by following these steps:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2010751524/4747300038104744049/
The tips are also important, like don´t activate new mods once you start the campaign, etc.
AbeS 15 Sep, 2022 @ 11:39am 
@AveMetal I see there was update today, where can I find changelog?
Fourtyounces 14 Sep, 2022 @ 11:42am 
Im not sure why but this mod makes my game crash every 4 turns
AveMetal  [author] 31 Aug, 2022 @ 4:03pm 
- Terrain effects update:
Now the units stats (morale, speed, melee atack and defence, etc.) are influenced by the 12 types of terrain (shallow water, forest, thicket, mud, gras, etc.) so there are a total of 80 effects that can influence the battle's fate.
You can see the terrain type and its effects by hovering the mouse pointer over the ground, when no unit is selected.
- Added custom armour values.
AveMetal  [author] 31 Aug, 2022 @ 4:02pm 
I´ll check it ;)
Dominus 28 Aug, 2022 @ 1:32am 
Missiles are too weak, especially pilum, barely does any kills at all when I throw them, which is a joke tbh. Not saying you should make them too powerful, but as they are right now they are almost completely worthless.
Crimson Sky Dux 25 Aug, 2022 @ 4:50am 
Apart mobs and pikemen the other units are the same vanilla size?
RoyalSupergamer 10 Jul, 2022 @ 1:27am 
You should really increase missile damage even by a little because they are practically worthless now
orges 20 May, 2022 @ 10:35pm 
amazing, but can you make all Agoge trained units fight to the death instead please, for more historical accuracy of course.
First Sea Lord Kiwi 17 Apr, 2022 @ 8:19pm 
Hey, would it possible to make All Spartan units to do your modified phalanx?
AveMetal  [author] 8 Mar, 2022 @ 12:06pm 
Which Para Bellum mods?
Voltaic 7 Mar, 2022 @ 7:13am 
I forgot to mention I am using the Para Bellum mods, maybe they are conflicting with your?
Voltaic 7 Mar, 2022 @ 7:10am 
@AveMetal. First of all, great mod! I am not sure your mod is at fault here but...I am however frustrated with both my troops having to be micro-managed and the fact the AI is able to walk/run away from an engagement with no consequences while my troops sit and watch. This is particularly true for cavalry units, I have had AI cavalry completely surrounded yet they simply sneak away as if my units are asleep, without giving chase or inflicting casualties on the enemy. Is this caused by your mod? Can you explain what is going on here? Thank you!
AveMetal  [author] 19 Feb, 2022 @ 4:08am 
Some enemies can reach to the sword melee but the push/knockback mechanics works as intended. To be sure there is no other content conflicting I'd try a clean installation of the mod, following this steps:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2010751524/4747300038104744049/
sonosimoneebasta 18 Feb, 2022 @ 11:31pm 
become a sword fight instead of pikes vs sword/spear ecx. combact
sonosimoneebasta 18 Feb, 2022 @ 11:30pm 
the pikes doesn't knockback enemy infantry
AveMetal  [author] 18 Feb, 2022 @ 3:30pm 
In which way? I have tested it thoroughly and works fine.
sonosimoneebasta 18 Feb, 2022 @ 1:01pm 
the macedon phalanx doesn't work
AveMetal  [author] 18 Feb, 2022 @ 10:51am 
Fixed the skirmishers not throwing at their max range, and also it can work (again) as standalone mod.
Pats 26 Jan, 2022 @ 1:21am 
@playing win condition only: thank you so much sir. I was trying to fix it myself with pack manager but couldnt. Will use this
cat 25 Jan, 2022 @ 11:51am 
@Pats: Try this mod and have it above Ancient Combat. I had the same issue with para bellum I just revert it back to vanilla game values (ps. the problem lies within the projectiles)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2724473431
Pats 25 Jan, 2022 @ 10:53am 
Tried battles withonly this mod and can confirm it is indeed this mod causing it. Dont know if its intentional
Pats 25 Jan, 2022 @ 4:53am 
I have bunch of mods but nothing major. Maybe realistic legionary tactics causes this. I will do some more testing and report back sir thanks for your work
AveMetal  [author] 24 Jan, 2022 @ 3:10am 
Not in theory, I'll have to check maybe there is a bug.
Pats 24 Jan, 2022 @ 2:48am 
does this mod makes javelins super close range? my velites doesnt shoot according to their range indicator
sonosimoneebasta 2 Jan, 2022 @ 9:50am 
The campaign doesn't start with this mod, why?
AveMetal  [author] 22 Dec, 2021 @ 5:49pm 
Updated to the Para Bellum Combat standard, to maximize compatibility also with this collection of mods.
AveMetal  [author] 16 Dec, 2021 @ 6:01am 
@ ♫Joe Blaze♫: Most likely is conflicting with another mod. In any case, try a clean mods installation: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2010751524/4747300038104744049/

@ bluemoon: The answer is the same as for Para Bellum - Combat.

@ Slaanesh's Désire: Photoshop modified pics :p
♬♫~Joe Blaze~♫♬ 16 Dec, 2021 @ 1:47am 
Where should I put this in the load order?
♬♫~Joe Blaze~♫♬ 16 Dec, 2021 @ 1:47am 
This crashes the game on starting, I've tested it many times.
bluemoon 15 Dec, 2021 @ 7:49pm 
Can this mod be used with unit packs? What would be the effect of doing so?
Molag Bal 21 Nov, 2021 @ 3:38am 
Hey, what graphics mode are you using in these images?
AveMetal  [author] 24 Mar, 2021 @ 5:33am 
The unit sizes are the same in Para Bellum Combat. Just use this one if you play with vanilla units, and PB Combat if you use the PB Units.
Lmao Zedong 20 Mar, 2021 @ 10:51am 
Does this work with para bellum? I know the combat changes are roughly the same but I kinda want the larger unit sizes in that mod
AveMetal  [author] 29 Nov, 2020 @ 11:12am 
I think that is not so unbalanced. It is designed for very hard difficulty battles, maybe below they can last longer. But I think that while they can hold a line for a while, that kind of units run very easily with a rear of flank charge. Also using terrain in your favor with better units increases a lot your advantage. And with factions like Rome, or against units like pikes that also have higher numbers, it is also very easy to wipe them out.

Still, if you dont like it, is easy to change with File Pack Manager, opening the mod and changing their numbers in the db/main_units tables, or you can try my mod Para Bellum - Combat that is a bit more advanced and with some morale differences, that will make run away faster the low tier units but you would need also Para Bellum - Units I & II with it.
Stefan 24 Nov, 2020 @ 4:40pm 
Thankyou thats exactly what I said , but shorter :)
Just want a good balance between quality and quantity, thats all