Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Better Shields
101 Comments
=(e)= Lemonater47  [author] 8 Jun, 2017 @ 4:24am 
Ragnar 8 Jun, 2017 @ 1:16am 
what was there previous status and what where they changed to?
And would this mod work with DEI?
=(e)= Lemonater47  [author] 2 May, 2016 @ 8:33pm 
Not many other mods modify shield stats. Usually only some large overhauls. So you shouldn't have issues with conflicts.
Ragnar 2 May, 2016 @ 6:09pm 
Does this mod need to be loaded before any other mod in mod manager's load order?
TexanChiss 17 Dec, 2014 @ 2:39pm 
BUGS!!!!!!!!!!
=(e)= Lemonater47  [author] 17 Dec, 2014 @ 2:39pm 
I did when you asked the first time it works.

In fact no just checking it apparently didn't update even though I told it to update. Stupid steam workshop bugs.
TexanChiss 17 Dec, 2014 @ 9:27am 
Update for 16.1 please.
=(e)= Lemonater47  [author] 17 Dec, 2014 @ 2:37am 
All factions, all shields.
Ragnar 17 Dec, 2014 @ 1:40am 
This works for all factions or just Rome?
TexanChiss 16 Dec, 2014 @ 11:42am 
16.1
JOEY897 4 Dec, 2014 @ 10:33am 
do you think you would be able to add a shield stat for units? (amunition, weapon damage, mele defence ect. this kind of stat)
JOEY897 4 Dec, 2014 @ 10:32am 
lets face it the roman and late period greek shields should be the most effective shields :)
TexanChiss 20 Nov, 2014 @ 11:27am 
patch 16
Floppy 17 Sep, 2014 @ 2:14am 
Thanks for the quick reply, just installed BAM :P
TexanChiss 16 Sep, 2014 @ 4:58pm 
update?
=(e)= Lemonater47  [author] 16 Sep, 2014 @ 3:17pm 
It should work with BAM. In fact it should be balanced to BAM very well. As that makes arrows more realistic and this makes shields more realistic. But I'll have to check the compatibility. But it should work together.
Floppy 16 Sep, 2014 @ 10:00am 
Will this be compatible with B.A.M? (Better arrows mod)
✠ Apollyon ✠ 15 Sep, 2014 @ 10:25am 
that is best rebalence mod for ROme II i find here good work before i tryed this *Radious Total War Mod* its so fucking unrealistic btw , but you did fine
twitch.tv/myth5hk 15 Aug, 2014 @ 12:20am 
thank you! :)
=(e)= Lemonater47  [author] 14 Aug, 2014 @ 9:54pm 
Updated it. They added a new shield type for the new units. The germanic wall shield. Should work now.
twitch.tv/myth5hk 14 Aug, 2014 @ 7:56pm 
does this need an update? does not seem to work anymore
Surg3on 12 Aug, 2014 @ 6:53pm 
thanks for not making pikes magically resistant to arrows :)
Falcor 10 Aug, 2014 @ 1:49pm 
Now that you explained how ingame shields work flanking should be enough. In certain formations they can't move anyway and formation attack could be turned off if that's the issue but I'd look for a person working on formation and pikes or spears or units in general. Check out the modding kit yourself along with many helpful articles on twcenter.net and Sebidee's series. I'm sure more invasive mod editting help will come later in that form. I accept the awful armor rating on Odrysian nobles even with scale armor and small shields, maybe a little low to balance the best melee weapon in the game. Others broke spears of at this time, they had special clubs in Odrysia and I suspect rhomphaia could knock off tips and guide shafts off target. On Romans I've seen that they trapped tips on shields by pushing and let someone through to stab the front row in the shaft space aside from tip cutting.
=(e)= Lemonater47  [author] 10 Aug, 2014 @ 4:47am 
The few number of pikes wouldn't do anything. The width of a shaft is about 4cm There's a 100cm gap between each pike minimum. 100x100 is 10,000 square centimetres. Only 16 square centimetres would be covered by pikes leaving 9,984 square centimetres open for arrows and other nasty things to come down.

They survived projectiles because of tactics. In their formation they are sitting ducks for projectiles. We don't know exactly what went on 2300 years ago. A compact force with small shoulder mounted shields ain't gonna be an impenetrable fortress. The testudo worked because their shields were massive. These guys don't have big shields.
Mullah Macron 10 Aug, 2014 @ 4:28am 
The pikes defeat was rome, when they advanced from the front with their shield and with their swords, the romans would cut the tip of the pikes. So increase the pike block please but reduce their flexibilty so they cannot move when in formation except going forward and backward, not be able to turn. Thanks
Mullah Macron 10 Aug, 2014 @ 4:28am 
The pikemen issue, A pikemans weakness is only flanking, Also in real life they could not turn when in formaton, So I think the pike block chance should be increased and the pike unit should not be able to turn when in formation, in this way they either ditch the pike and fight with their swords at a limited performance or keep their formation and be killed from the flanks. Alexander was successful with pikes because the dense number of pikes would block the arrows and the arrows would fall on the ground harmlessly, then the cretan archers would should them back at the enemy. As we know the persians had great ranged capabilities, if the pikes weakness was arrows then the persians would have won against Alexander.
Falcor 9 Aug, 2014 @ 4:07pm 
Missile weakness is on the non-shield, right flank it was in Rome 1 I think. I don't know how the attack angle could translate to lower shield numbers though. Just thought I'd mention this known tactic in case there is a way. Archers would try to come at 45 degrees left of target units instead of straight ahead. I know the mod kit is limited though and numbers have to take place of actual tactics because tat's the game.
=(e)= Lemonater47  [author] 7 Aug, 2014 @ 7:54pm 
The spears arrow blocking effectiveness is minimal. Mathmatically their pikes would block an extra 1% of all projectiles.
Катя Мяу <3 7 Aug, 2014 @ 5:15pm 
Hey Master of War, it is true,that pikemen were resistant to arrows, but that was not because of their shields, but the arrows were often simply hanging on the spear, which were directed upwards and fell to the ground.
Xplosive 6 Aug, 2014 @ 5:15pm 
could you make a version for Divide et Impera?
Surg3on 1 Aug, 2014 @ 5:07pm 
Master of War. You can do this yourself. Just learn the modding tools
=(e)= Lemonater47  [author] 12 Jul, 2014 @ 1:37am 
I'm looking at it from a practical point of view. Their shields are small and on their shoulders. Not great for projectile blocking.
Master of War 12 Jul, 2014 @ 1:05am 
But I disagree that their weakness is suppose to be projectiles. That is historically incorrect. It is something CA brought into the game for balance. And it is a problem that everyone now believes that it is historical, because CA made it so. The weakness of pikemen were flank attacks, both melee and missiles. I will have to look for the mod elsewhere then. But thanks.
=(e)= Lemonater47  [author] 11 Jul, 2014 @ 7:26pm 
Their shields are smaller and mounted on their shoulders giving less control to block incoming projectiles. I had it high I had pikes at 50% but they were just walking tanks then. So I reduced it down to 35. Vanilla they are 10% lol. Hoplites I have made 85%.

Both realistically and gameplay wise putting them at 80% does not make much sense. I have already tested at high values for pikes. Pikemen are very good in this game already. Making them survive tons of projectiles would make them unstoppable tanks again.

A pike units weakness is supposed to be projectiles. They can cope with being flanked by infantry and light cavalry. And once in combat can rack up 100 kills in a minute.
Master of War 11 Jul, 2014 @ 1:27pm 
How difficult would it be to mod the pike blocking chance to 80 and drastically reducing their morale and defense when attacked in the rear and flank? I would give a lot to have a mod that represented the pike phalanx correctly. They should be as strong as hoplites from the front but very weak if flanked and break extremely fast when flanked.
=(e)= Lemonater47  [author] 21 Jun, 2014 @ 3:00pm 
All shields have been altered. The block chance has been altered and some abilities were altered so the block chance didn't go over 100% with those abilities active.

Hoplite shields are as good as thorax a shields when it comes to the block chances as they do in vanilla. They have been increased from 50% to 85%.
Master of War 21 Jun, 2014 @ 2:48pm 
What else did you change? Was it only the pikes or did you raise all blocking chances or other effects? Did you make thorax shields better than hoplite shields?
=(e)= Lemonater47  [author] 29 May, 2014 @ 2:02am 
Pike shield block chance was increased from a 10% chance to a 35% chance. They have a small shield on their shoulder that they have little control over.

I did it by surface area of the shields when in a formation. A pikemans weakness is still ranged weapons. I buffed them too high before and they were walking tanks. All shields had different blocking values to begin with.
Master of War 29 May, 2014 @ 12:24am 
Hey Lemonator, I have gone on something of a crusade to have CA improve the shields in this game. I was wondering what exactly you did with this mod? Did you raise all shields blocking chance with the same value or did you do something else? I find that pikes and hoplites still have too low a blocking chance. Only swords are truly effective while being attacked from the front.
=(e)= Lemonater47  [author] 8 May, 2014 @ 2:02pm 
I will I live in NZ and they seem to patch it at 1am my time. Rome 2 also does some wierd things while downloading so takes ages. Will be updated soon. Though i have been assured that someone on the forums could use it with patch 12.
Imac Savage 8 May, 2014 @ 1:51pm 
Needs updated. vnice mod, plz keep updated. thankyou
=(e)= Lemonater47  [author] 22 Apr, 2014 @ 1:58pm 
It works with PATCH 11. I don't know if it works with beta patch 12.
JohnDenver'sSister 22 Apr, 2014 @ 5:34am 
Don't understand english very much, but try to fix it, true-warriors are waiting)) battle process is perfect with Your mod for me)
=(e)= Lemonater47  [author] 22 Apr, 2014 @ 4:43am 
When the game updates I'll update not before. I'm afraid only a minority plays the beta. And it actually should work with the new path without need of an update from me. Unless they add new shield types. They can change or even remove shield types and to will still work but they can't add more without it being incompatible.

Also my computer happens to be in several pieces on the ground and is likely to stay that way until Wednesday. Maybe even Thursday if I haven't figured of exactly what's wrong with it and fixed it.
JohnDenver'sSister 22 Apr, 2014 @ 4:11am 
Update, please!!!!!!
=(e)= Lemonater47  [author] 29 Mar, 2014 @ 3:30am 
Yeah they added new shield types into the game. So since my mod didn't have them in my mod pretty much deletes the new shield types and the units using those shield types complain and it crashes the game.
TAS04159 29 Mar, 2014 @ 1:24am 
hey got it updated and its working now. thanks for checking
TAS04159 29 Mar, 2014 @ 1:20am 
Yes i unchecked them all and loaded up one by one until it happened. then just to make sure i checked them all and then unloaded one by one until it didn't happen. seems like a clash but i dunno which one.i have no battle mods that adjust speed or anything
=(e)= Lemonater47  [author] 27 Mar, 2014 @ 11:56am 
I will check when I get home. So at least 5 hours yet. Very strange. Have you tried up checking all other mods except for this one? Could be a clash.