Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Volcano Battle Mod
418 Comments
Multicellular Organism 21 Jul @ 3:18pm 
I would say there is no need to make it too complicated. In my opinion just lowering the run speed of ground units by 30% would do the trick.
Volcano  [author] 21 Jul @ 1:49pm 
Thanks for the compliment, glad you like it.
I will take a look at the speed when I am able (working on other mods at the moment), but from memory, I don't think you can differentiate with unit speeds based on unit sizes. From what I recall, there is just the walk, run, charge speed of a "man" which affects all units, regardless of size (although there might be a light, medium, heavy man). But then again, that is from memory.
Multicellular Organism 20 Jul @ 4:25am 
Thank you for creating this fantastic mod! The battle pacing is significantly improved, resulting in a far more enjoyable and cinematic experience. My friends and I have been having a blast playing with it.

We have one suggestion that we believe would greatly enhance the mod's realism. Currently, ground units (particularly those with 100+ personnel) move at a speed that seems unrealistic, maintaining perfect formations even at high speeds. Since your mod prioritizes realism, we feel that reducing the speed of these units would dramatically improve the overall immersion and gameplay.

We appreciate your hard work and dedication. Thank you for considering our feedback!
Volcano  [author] 2 May @ 4:59pm 
Sounds like you might instead want the lite version of this mod here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=198482822

...I mean, this mod might work, you could try it out and see (that is always best, see if you like how they play together), otherwise it might be that this mod and that one changes unit data tables, I am assuming, and might conflict in some way. Or not. :steamfacepalm:
Lil125 (not muted) 2 May @ 9:59am 
Hello ! would this mod work with 2x size mods ?
Volcano  [author] 24 Mar @ 1:51pm 
Yeah, that would work better I think. :steamthumbsup:
Hattori Hanzo 22 Mar @ 2:14am 
how about if it's only the longer land battles mod pack?
Volcano  [author] 21 Mar @ 12:53pm 
Most of it should, like the melee combat stuff, but the skirmisher ammo and such changes would not. But then, that shouldn't be that important, because any mod like that would specify its own ammo count for its own (new) skirmisher units anyway.
Hattori Hanzo 21 Mar @ 9:24am 
does this work with mods like age of bronze?
Volcano  [author] 11 Mar @ 1:45pm 
Thank for the compliment and the award. :steamsunny:
Glad you like it. Happy gaming! :WH3_clasp:
djkotor 11 Mar @ 1:12pm 
Coming back after using this mods for years to give an award. You really made some wonderful gameplay changes here, especially with the realistic skirmisher ammo portion!! Thank you so much!
Volcano  [author] 23 Dec, 2024 @ 3:33pm 
You are welcome, thanks for the compliment. :steamhappy:
Have fun! :WH3_clasp:
captainducko 23 Dec, 2024 @ 3:46am 
I like this mod a lot, played it for years, thanks for making it
Volcano  [author] 22 Dec, 2024 @ 8:14pm 
Sound like it should work together, if it is a re-skin. Right also, it should reduce the numbers of artillery to be less extreme.
captainducko 22 Dec, 2024 @ 10:08am 
should this work with AAA generals and rome II HD series? I'm no expert but looking inside the .pack the HD rome series appears to be only a reskin, it doesn't create new units. (In other TW games unit 'reskins' actually create new units that aren't overwritten by a battlemod. Hooveric, for Warhammer for example)

And this gives us 3 onagers instead of 4 right? and 2 ballistas instead of 4?
Volcano  [author] 19 Dec, 2024 @ 1:37pm 
@Reksio
It should work OK with new units, I think. Hard to say - I made this a priority in later mods, but I am not sure if I did it in Rome 2 (things were a lot different back then). Best thing to do is try it out and see how it plays.
DSK||Reksio 19 Dec, 2024 @ 1:25pm 
this mod work for new unit from mod ?
Pepino_2011 26 Aug, 2024 @ 8:15pm 
thanks
Volcano  [author] 26 Aug, 2024 @ 8:02pm 
No idea, but search the mods for "unit spacing", I am sure you will probably find something.
Pepino_2011 26 Aug, 2024 @ 7:55pm 
thanks and any recommendations on mods that dont cause the units to just become a squished mess of men when charging into another unit, it kinda breaks immersion for me
Volcano  [author] 26 Aug, 2024 @ 7:01pm 
Side thought: I might revisit this mod one day, since people don't seem to want ultra realistic battle length, just longer battles (as I have learned over the years since).
Volcano  [author] 26 Aug, 2024 @ 7:01pm 
The mod affects all units, not just elephants.
Pepino_2011 26 Aug, 2024 @ 4:19pm 
does this just like affect elephants
Axland 20 Apr, 2023 @ 3:40am 
I suscribed to Naval Battles and Realistic Ammo because sadly something goes wrong in battles, as I mentioned AI make moves that convert battles in a melée mess where one unit moves when engaged and with impunity goes to engage another unit, in real battles that unit would rout because there is no order or line or something akin.
Seal 18 Feb, 2023 @ 7:34pm 
Over half an hour for armies of light troops to grind eachother into dust with not one unit of skirmishers breaking, nearly total annihilation of both sides. Something's not right here...
Volcano  [author] 3 Aug, 2022 @ 3:15pm 
Yeah, well it does depend a lot on the morale buffs the units have, but I generally agree that units don't retreat as much (because that was one of the original complaints to me was that they retreated too much in the standard game). I made some morale adjustments and then maybe they don't retreat enough. But I would say, as imperfect as it is, the way this plays is better than the standard game in that regard (if there was a choice between retreating too much and not enough).

That said, perhaps one day I will look into the moral side of things and "split the difference" of what is is now, and what the standard game is... if I can find some time to do it. :steamfacepalm:
tudordumitrascu 3 Aug, 2022 @ 11:49am 
Thx for answer. Another short comment is about fight to (almost) death in too many cases, many units don t give up even with 85% casualities, and will disengage even in this situation only if they are totally sourrounded. Actually almost all battles are finished with total destruction of an army, which is somehow nerealistic. I don t know if the battle mechanics has a logic perspective of battlefield - for example if AI could retreat if the odds are against him, even if the casualities are not so heavy. For exemple a tactical or a good order retreat could be great (slowly giving up terrain but still engage with the enemy)
Volcano  [author] 27 Jul, 2022 @ 2:25pm 
Well, the one-off naval battles won't make much sense I guess, but really its about leaving room in the campaign so that ship upgrades are worth getting, and make a big difference.
tudordumitrascu 26 Jul, 2022 @ 8:35pm 
I like this mod but I really don't understand the naval battle anymore..
Axland 9 Jun, 2022 @ 11:45pm 
I miss some aspects of Rome I battles...
Volcano  [author] 9 Jun, 2022 @ 7:43pm 
I hadn't noticed that much. I suppose it depends on mass of the units, and how close they are once they make contact with each other along the line. Then there are the occasions where a unit will rotate to face the enter of another enemy unit, but generally it is possible to keep order along the front line if you avoid telling them to fight a specific unit.
Axland 9 Jun, 2022 @ 5:41pm 
What surprised me the most is that some units disengage to go for another in more advantageous position, sometimes that causes strange fluctuations of enemy troops thru my ranks. I don't know if that is a problem with Rome 2 collision model.
Volcano  [author] 9 Jun, 2022 @ 3:07pm 
Glad you like it. Yes, the AI does OK usually, sometimes not, but then again -- the Cannae catastrophe happened in real life, so yeah. Certainly I have had a lot of epic battles vs the AI, though. :steamsunny:
Axland 9 Jun, 2022 @ 2:50pm 
Not bad Volcano, battles are a bit chaos but the AI seems to have time to react.
Volcano  [author] 7 Mar, 2022 @ 8:20pm 
Thank you. Enjoy! :steamhappy:
Jedi Yadiyada 7 Mar, 2022 @ 1:31pm 
Thanks for the effort
Volcano  [author] 20 Apr, 2021 @ 7:11pm 
This mod has nothing to do with the AI behavior in battles, so I don't think it has anything to do with any changes in this mod (no changes were made to either battle AI, nor battlefield behavior, other than movement speed on certain ground types).
Aslan Ponto 19 Apr, 2021 @ 2:34am 
Aside from the ships landings, the mod has another issue. In defensive river bridge battles, the enemy just doesn't attack you. They keep on their side of the river. Moreover, even though you cross by another place of the river in order to attack them (since it's too boring waiting for the time to expire) they only react when you're extremely close to them. I checked it out using the battle with the mod on and off, and it's due to the mod.

On the other hand, I said a few months ago that I didn't feel a significant difference in terms of battle duration, but a few days ago I checked it out vanilla battles again and I felt that they are way more faster. I take back my words in that regard.

This mod is very good, it's only necessary to deactivate it when you're fighting in AI's coastal settlements and rivers.
Albano 19 Apr, 2021 @ 1:02am 
ships landings do not work fine
Volcano  [author] 12 Jan, 2021 @ 5:55pm 
Whoops, I missed your second comment. I am not sure if there are any AI battle mods to be honest. Sorry. :steamsad:
Volcano  [author] 12 Jan, 2021 @ 5:54pm 
Right, the issue with the ships not landing/embarking was to do with mass (physics), and movement properties, but I don't change anything relating to how the AI makes decisions. I wish I could, but this seems to not be something you can modify as far as I can tell.
[83rd]1in1class 31 Dec, 2020 @ 2:45pm 
Hah if this is not a battle mod for AI could you point me in the direction of some
[83rd]1in1class 31 Dec, 2020 @ 2:43pm 
Hmm.. idk few post down jopestus was having issues with ships not landing, you mentioned an adjustment to that. This is "battle mode" would think this does AI battle. Lol I'm hella confused
Volcano  [author] 31 Dec, 2020 @ 11:33am 
Sorry but this mod has absolutely nothing to do with battle AI.
[83rd]1in1class 25 Dec, 2020 @ 12:56pm 
AI in battle doesn't attack.. ships don't unload they just sit there as well as units that attack on land. If and when they do attack it's never the full army just a few and the rest just sit there till the clock runs out of time
Volcano  [author] 3 Dec, 2020 @ 4:49pm 
Maybe you have another mod installed that is conflicting with it? Or, perhaps the armies you are using are brittle, morale wise? It should certainly be noticeably longer battles over the standard game, given two relatively equally matched sides.
Aslan Ponto 3 Dec, 2020 @ 2:47pm 
I don´t feel a significant change in regard of battle duration. I still win the battles (even those against much bigger enemy armies) in about 15 minutes. Perhaps all these changes are already within the vanilla version? I agree that the ammunition is better now (some units seemed Gatlings).
Volcano  [author] 25 Nov, 2020 @ 8:08pm 
Thanks Brunner, enjoy! :steamhappy:
Newcastle 20 Nov, 2020 @ 6:27am 
Hi Volcano, your mods are all amazing. I used yours for Shogun 2 and was in love with it.
Now, II'm moving to Rome 2 and once again you saved the game for me.
Volcano  [author] 1 Oct, 2020 @ 7:21pm 
OK, glad it works. Yeah, its got to do with the inertia of the ship movement, which I tried to make more realistic (to prevent the speed boat battles), and it seems like it comes with those minor side effects though.