Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Increased Tower Rate of Fire (Realistic)
106 Comments
i cant feel the broken 10 Jan, 2023 @ 11:56pm 
Thanks for the swift reply, i seen the mod was inactive for awhile so was wondering if i was even gonna get a reply!

It might be conflicting with something else i have but i didn't think so and just wanted to check, i will check later and maybe see if i can get it working. Thanks again!
Peel  [author] 10 Jan, 2023 @ 11:53pm 
That's strange, there should be basically no conflicts (except with the other version of course).

I also don't remember fortified armies getting towers? If they do then great! I suppose I never stood an army around - I either defended with a city or was attacking...

Unfortunately I haven't been modding in years, and even uninstalled this game many years ago so checking if something is wrong would be a pain. My only suggestions are to make sure out of date mods are enabled, and to try one mod on its own to see if it's a conflict with a different mod you're using.
i cant feel the broken 10 Jan, 2023 @ 8:04pm 
Tried both this and the insane version on a fortified army defence battle and on a custom siege battle and neither worked in either situation

Unfortunate, only mod like this i can see on the workshop that doesn't make the towers too OP
atarashiiwatashi 30 Apr, 2019 @ 9:46pm 
I love your wrorks and your idea on R2.
Felixdogdog1314 21 Jul, 2018 @ 4:13am 
ok thank for telling me the way to do that, thx bro!
Peel  [author] 20 Jul, 2018 @ 1:39pm 
Open up the mod in pack file manager, change the rate of fire so that it's really slow, then save as your own mod. There may be more to it, but I haven't touched modding in years.

However, I urge you to instead appreciate the defences for what they are. Cities are meant to be hard to storm...
Felixdogdog1314 19 Jul, 2018 @ 6:47pm 
may i ask how can i make the tower weaker.. it cost too many loss when i attack the city
Peel  [author] 8 Jan, 2018 @ 10:13am 
If you want OP, go for the 'Insane' version...
Cioletti 8 Jan, 2018 @ 9:50am 
This mod is OP. I love it
SphereWorld 6 Jan, 2018 @ 4:33am 
Though a human player could contrive to catch towers before it causes too much damage. As AI has been very stupid when leading a siege battle, these towers could easily slaughter AI units.
Peel  [author] 6 Jan, 2018 @ 2:20am 
It makes them something to be avoided, destroyed, or captured. In my view they should be powerful. This mod aims to replicate the rate of fire of (two?) bowmen per tower, albeit with unlimited ammunition. Be glad they don't have rocks as well.

Assaulting a wall should be hard, a towered wall doubly so...
SphereWorld 6 Jan, 2018 @ 12:25am 
To be honest, this makes arrow towers too powerful.
Peel  [author] 1 Dec, 2017 @ 2:34pm 
That is strange. Try verifying game files and using this one alone once more, otherwise I have no idea. I'll try to check tomorrow if it still doesn't work.
Sefe 1 Dec, 2017 @ 12:03pm 
Firstly, i've tried it seperately and works good. But then, after i subscribed another mod, the game ddin't start and kepp waiting me at the first loading screen which is before the cinematic. So, i deleted that mod completely but the problem was continued with this mod. I don't understand where the problem come from
Peel  [author] 1 Dec, 2017 @ 11:51am 
As in this is in the list of mods, or you've tried it seperately? If this doesn't work on its own I'll look into it, otherwise it's likely to be a different mod...
Sefe 1 Dec, 2017 @ 11:25am 
Thanks for quick response.
Maybe it is because of the patch but the game dosen't start with most of mods and with this one. So i think updating can be a solution. But you know better than me. Then, the problem is about something else
Peel  [author] 1 Dec, 2017 @ 9:21am 
This has never needed updating before (it's a very minor change, done in an unobtrusive way), have you tried enabling out of date mods?
Sefe 1 Dec, 2017 @ 8:55am 
Great mod but could you update this for the Power & Politics patch?
Thomas Jefferson 2 Feb, 2016 @ 8:05am 
Ok, thanks
Peel  [author] 2 Feb, 2016 @ 7:48am 
My mistake, the video is of this version. Look at the other version of this mod for a video that better shows the killing power of the arrows.
Peel  [author] 2 Feb, 2016 @ 7:46am 
Well you certainly can't stand next to these on vanilla, but I don't know what DEI changes...

Watch the video for Armoured Legionaries in Testudo taking heavy losses under fire (and then scale that down to the regular fire rate of this mod - about one every second?).
Thomas Jefferson 1 Feb, 2016 @ 2:45pm 
I think arrow towers in DEI should have more HP... It seems like you can stand next to an arrow tower for quite some time before taking casualties... does your mod help with this?
Peel  [author] 10 Dec, 2015 @ 2:24pm 
I understood armour as working differently, perhaps they've changed it?

It can't just be missile fire anyway, as it works in melee too. And from what I gathered it only comes into play once the unit has been hit, and therefore the will sustain the ap damage anyway...
allennguyen93 10 Dec, 2015 @ 12:44pm 
i got confused about that too, some people on twc said, shield value contributes somehow to block chance. The definition in game for armor stat is how resistant troops against enemy missles fire, i guess, higher shield value means higher chance at blocking missiles. Since changing block chance does not improve much, i changed shield value in armor stat instead, that really helped
Peel  [author] 10 Dec, 2015 @ 12:33pm 
But you said you increased their sheild armour values - surely that would increase general armour from the front? I thought missile block chance and armour were different?

The problem with just increasing armour though, is the small armour piercing component of most weapon damage...

I just tried the boiling oil with a cooldown of 50, and it was still firing every 5 seconds or so. I have no idea what's going on. Sorry I can't help more, but if you find a solution please tell me!
allennguyen93 10 Dec, 2015 @ 12:24pm 
to be clear, the increase only occurs when troops are in testudo, it only increases block chance against missiles ( which makes it harder for missile units to hit troops in testudo formation). This increase does not provide protection in meele combat. Beside extra protection against missles, it does not change anything else. According to my test, it takes 3 minutes for 3 egyptian archer units to kill 11 of my rome armored legionaire soldiers in one unit. Without this fix, it only takes 40 seconds to kill that many
Peel  [author] 10 Dec, 2015 @ 12:12pm 
So you think it's just a fault with the missile block chance stat? And how does that fix affect standard combat?
allennguyen93 10 Dec, 2015 @ 11:11am 
@peel , to boost protection for troops aganist missle in tesduto formaion, i add 85 to shield value in armor stat (which also affect block chance against missiles). that really makes testudo formation worth it now. I tried that with block chance too, it really did not help at all
Peel  [author] 10 Dec, 2015 @ 12:20am 
Oh, that's strange. I'm not sure I ever checked that one in battle, so it could be a hard coded event (I'm making this up).

I had a similar problem with the arrows always doing damage that bypassed all protection (even testudo miss chance stats), and I don't think I ever fixed that.

I'll give it a look if I remember, but I'm pretty busy at the moment and chances are it's not fixable...
allennguyen93 9 Dec, 2015 @ 7:18pm 
peel, can you check the boiling oil reload time? it is still 10. I opened your mod with PFM, yes it is 15 but in the battle it's still 10. I put in my own value, but the value got locked at 10. can you take a look at this problem?
Peel  [author] 14 Sep, 2015 @ 10:05pm 
To Viki: It shouldn't ever need an update.

To Roman501st: Sorry, but I don't have Attila (and don't plan on getting it until there's at least 75% off)...

To nordedvard: Sorry, but I have no idea how to create battle map features. Good luck finding a modder that can though!
TexanChiss 5 Sep, 2015 @ 2:01pm 
Can you make a version of this for Attila?
GRADIUS 11 Aug, 2015 @ 2:07pm 
Hi ! IS there anyone who is willing to try this and create this. A truly realistic Garrison. A Roman garrison. With moats runt, a good defenses. A new camp garrison. That they can stand on their records in a defense. Yes such a fortress with watchtowers along the long border fences. and where they can splice out-duty arrows against the enemy. romeske soldiers could attack from. Now could the enemies only come if they dare!
Greeting Edward.
Viki 7 Jul, 2015 @ 12:25pm 
Update pls
120AT 15 Mar, 2015 @ 9:04am 
The picture looks crazy lol .
Peel  [author] 21 Nov, 2014 @ 4:20am 
As I've said before, I'm pretty sure it doesn't...
The Dictator 21 Nov, 2014 @ 3:47am 
needs an update to latest patch please.
Peel  [author] 12 Nov, 2014 @ 1:59pm 
Yes, and it works in custom battles (so you can check). I think it only changes stuff on the battlefield, so any savegame shouldn't affect it...
Tmoney 12 Nov, 2014 @ 12:49pm 
is it save game compatiable
Geof 22 Oct, 2014 @ 12:08pm 
ok thx :)
Peel  [author] 22 Oct, 2014 @ 11:18am 
It works perfectly for me (and I've 'updated' it for you - though nothing has changed). If yours isn't working it must be a clash.
Peel  [author] 22 Oct, 2014 @ 10:49am 
Okay, I'll have a look as soon as I have the time...
Geof 22 Oct, 2014 @ 9:12am 
no it does not work :(
Peel  [author] 21 Oct, 2014 @ 10:40am 
But does it work? Have you checked the 'use out of date mods' box?
Geof 21 Oct, 2014 @ 10:22am 
mod outdated :(
Peel  [author] 6 May, 2014 @ 12:36am 
Yes, at a realistic rate for one archer per 'window' (with infinite ammo)...
Aristoxenus 5 May, 2014 @ 2:28pm 
If i understand, the realistic one shoots quickly and have a better reload time?
Peel  [author] 7 Apr, 2014 @ 9:10am 
Shouldn't do, nothing has changed. Just tick the box...
prudencio_f 7 Apr, 2014 @ 7:50am 
need update to work in hannibal at the gates, no?
prudencio_f 31 Mar, 2014 @ 9:27am 
Ok, i will try!