Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Alpha Realistic Battle Time Mod
111 Comments
TasCommando 23 Dec, 2017 @ 9:53am 
rip developer
steve_ford85 4 Feb, 2016 @ 4:04am 
Please update
HUNTER 26 Aug, 2014 @ 10:27am 
I tested terachian hoplites vs terachian hoplites

They kill eachother a man per minute.....

but swords vs swords takes muuuch faster than spears.

please check this for balancing.
pws73 30 May, 2014 @ 4:13pm 
could you update your mod for batch 13 ???
Potato Soup 28 May, 2014 @ 9:33pm 
Update needed
Kingfisher 28 May, 2014 @ 1:45am 
Update!
CEO of Racism (fully vaccinated) 6 May, 2014 @ 2:32am 
any ideas about how to alter naval boarding kill rate? i like extended combat, it's easy to fix in land battles with the block rate but i can't figure out naval battles. any ideas?
noelchan127 14 Apr, 2014 @ 9:47am 
Hey why does this mod seem to remove the ability for pikemen to keep the enemy from closing and thus making pikes weak?
Akuru  [author] 1 Apr, 2014 @ 5:01pm 
@Romulus Is fully funtional with patch 11 and it work with the DLC's
Vlka Fenryka 1 Apr, 2014 @ 3:54pm 
This is fully funtional with patch 11? Does it work with the DLC's?
Akuru  [author] 27 Mar, 2014 @ 11:58am 
@RexJayden bouth versions working with last patch
RexJayden 27 Mar, 2014 @ 7:42am 
So if we are using the latest version of Rome 2, total war, with all the latest updates, which version of your mod should we use? Thanks in advance Akuru. :claugh::steamflake:
Akuru  [author] 21 Mar, 2014 @ 8:27am 
@IDGAF Confusion was produced cause beta patch Not all use beta so I have 2 variants of mod.
Coastalaxe 21 Mar, 2014 @ 1:13am 
Sorry this was is just "alpha battle time mod", while the other one is "alpha battle time for patch 9" I believe... but the patch 9 one says it's also compatible with patch 10, and is more recently updated...
Coastalaxe 21 Mar, 2014 @ 1:11am 
Hey, it's kind of difficult to know which version of your mod to use. This mod was last updated on January 24th; another version was updated on January 31st, but they both say that they are compatible with the latest patch beta (which is now out of beta). Are they both the same version? Is there a difference? They are named the same and have the same description...
Akuru  [author] 20 Mar, 2014 @ 5:45pm 
@sebeee one of my siege battle was 4,5 hours :) If you want faster use missile units and maneuvers.Morale of army depend many factors of general alive, if surrounded, if any frendly units rout, etc With combination this factors can make rout elite units sometimes. But you can use PAX ROMANA I where most of faction units got changes in morale balance according his historical morale (some units prefer die then become captive or routing)
( ° ͜ʖ °) 20 Mar, 2014 @ 3:08pm 
I like the idea but ... is it not a bit exagerated I tried it ou in a battle with greek units on both sides and no cav. and after 30 min. all men where exhausted and each unit had lost only 2 or 3 men!!! i did not finish the battle because at this rate of 1 men / 10 min. it would have taken approximately 10 hours!!! to kill half the enemy army .... and nothing says that they would rout with 50% losses
Zidious G 23 Feb, 2014 @ 11:32am 
Ok, will try it some more.
Akuru  [author] 23 Feb, 2014 @ 11:19am 
@Zidious G This is depend if your troops was surrounded or your general was died or if some troops retreated. Depend from army and units morale level also
Zidious G 23 Feb, 2014 @ 10:35am 
Hm, just tried it out. Seems that enemies flee too early anyway. If a unit has 160 soldiers, I want them to fight until 30-50 are left, but many fled at 100 or more...
Akuru  [author] 23 Feb, 2014 @ 10:21am 
@Zidious G Yes
Zidious G 23 Feb, 2014 @ 9:47am 
So this mod makes battles longer, without other changes to unit stats?:AOEShield:
Akuru  [author] 28 Jan, 2014 @ 12:54am 
@pws73 Morale system is in process of rebalancing and testing now, after patch 9 beta
pws73 27 Jan, 2014 @ 4:39am 
Good mod~!!!
But, It would be great if cavalry charging is more harder and backward/encircled attack more effect enemy's morale
I frequently observed that only 10~20% soldier in encirclement keep their postions strongly...
even in backward cavalry charging...
So, pls... Could you improve your logic similar to DEI mod ???
Akuru  [author] 28 Dec, 2013 @ 12:47pm 
@Diblos dont know about all mods compatibility sorry
Diblos 28 Dec, 2013 @ 12:45pm 
this mod is compatible clased combat??
Akuru  [author] 23 Dec, 2013 @ 7:30am 
ahmm this mod have no influence on game balance as missile vs mele, but if somebody need rebalance and nerf missile- I have mod Alpha Weapon Rebalance for
Manute 23 Dec, 2013 @ 7:12am 
first of all excuse my bad english
your mod is y fauvorite for roma 2 battles but you have change the damage of jabalines pilums etc and this have ruined it in my opinion because your mod mad the battles longers and reduce weapons damage and now with a charge with legionaries i kill half of the units of an army i think it is sooooo unbalanced please change this if you can, because in my opinion this is a big fail in your mod, thanks anyway for your great work
Akuru  [author] 17 Dec, 2013 @ 5:45pm 
this mod is compatible with patch 8.0 now and have a bit longer battle duration, than https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=195038964
Akuru  [author] 17 Dec, 2013 @ 10:46am 
ahh walyi use other my mod with same name for patch 7 is same but is
ready for new patches

Walyi 17 Dec, 2013 @ 10:39am 
ok thanks
Walyi 17 Dec, 2013 @ 10:38am 
yes i have some other too but they are for visuals(unit editing for example)
Akuru  [author] 17 Dec, 2013 @ 10:37am 
close combat i think must to be updated
Akuru  [author] 17 Dec, 2013 @ 10:37am 
probable you have any more mod up
Walyi 17 Dec, 2013 @ 10:36am 
could it be a conflict between this and close combat?..
Walyi 17 Dec, 2013 @ 10:35am 
for me it"s crashing
Akuru  [author] 17 Dec, 2013 @ 10:35am 
weapon rebalance dont work yes

Walyi 17 Dec, 2013 @ 10:35am 
hm..
Akuru  [author] 17 Dec, 2013 @ 10:35am 
is work with patch 8
Walyi 17 Dec, 2013 @ 10:35am 
super useful mod btw
Walyi 17 Dec, 2013 @ 10:34am 
update your mod please
camryndr09mays 30 Nov, 2013 @ 11:27am 
I wish there was a mod that made units die faster, onehour battles are killing me with these 2jobs
Piros 30 Nov, 2013 @ 4:30am 
That mod it is necessary to have, this one or that of the link?? Or the 2.....
Good Work
Akuru  [author] 14 Nov, 2013 @ 9:30pm 
I will fix my Mod for full compatibility as soon as the patch 7 will be released
But now use this one. Is same Alpha Realistic Battle Time Mod with full Patch 7 beta compatibility.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=195038964
Pork or Beef? 14 Nov, 2013 @ 6:13pm 
Still a great mod but sadly not compatible with the new patch (7 Beta
I reckon since the new patch has increased FPS (at least for me), more units can be displayed on screen, meaning longer battles...
I am a bit curious on how you increased the duration of battles (possibly increasing stats such as morale, health and such). Although the battles duration is good, one-on-one battles seem to last a long time (at least with units with high armour and melee defence) which seem to kill a bit of the realism. Perhaps a mod where the values that you changed are in-between the vanilla and this mod would be more realistic, that can also be compatible with other mods which change unit sizes... Resulting in the same longer duration, but less 'stalemate syndrome' if you catch my drift
PURE THEORY OF LAW 13 Nov, 2013 @ 12:11am 
Great mod! thanks!
Akuru  [author] 10 Nov, 2013 @ 9:27pm 
@chicken legs all balance influence by my mod is proportional, so no influence :)
Pork or Beef? 10 Nov, 2013 @ 2:34pm 
@Akuru yeah I figured you changed stats equally... But were they proportional or just standard across the board i.e. doubled the health stat or gave a 20 bonus to each unit in health.. This would mean that each elite unit would gain and bigger advantage than others...
If I cbf'd I would screw around with stats to get something I would like but between work and university I really cbf'd lol
Pumk1n K1ck3R 10 Nov, 2013 @ 12:00pm 
thats the hing i too have noticed ,
Sirandrewdrake 10 Nov, 2013 @ 11:56am 
After more testing I beleive that the in-balance that many people detects is not related to the stats, or the fatigue, that has been fixed, the problem is that since melee last a lot longer, is a lot easier to manouver around the enemy, I was able to turn the tables around on an ambush with this mod, even when I was outnumbered by arabian troops, of similar quality (stat wise) juts because I was able to to gather my cohorts and fight like one. Bottom line is, maybe you should give it a try and make melee last 150% to 200% more (maybe as a new mod) and see how it rolls. In vainilla a one on one combat finishes in 2 passes max, with the mod can take 4 to six since the soldiers switch targets between bouts (that is the probable reason why @E.Alhajary notes there is not as many beheadings and dismemberment)