Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Better shields DEI edition.
28 Comments
[CI] Honcho 10 Jul, 2021 @ 2:28pm 
This mod was great we need an update
Bloodsho7 13 Jun, 2021 @ 7:46pm 
Unfortunately this solid mod no longer works with DEI.
Kase 2 Aug, 2018 @ 9:24am 
please update
Ragnar 10 Apr, 2018 @ 12:51pm 
This mod ahows that it needs an update, whenever you can please Lemonater
JCB206 22 Dec, 2017 @ 11:29am 
Does this need to be updated for 1.2? Thanks for the great Mod.
JCB206 26 Oct, 2015 @ 2:04pm 
Does this need to be updated for 1.1? Thanks for the great Mod.
Ragnar 28 Feb, 2015 @ 4:31am 
I think it shields should be more effective when imbracing for incoming arrows Lemonater, and why Testudo still doesn't work right like in real life, I still get casualty when in testudo
=(e)= Lemonater47  [author] 27 Feb, 2015 @ 3:57pm 
It only becomes incompatible when the add in new shield types. So with most updates it should be fine without me updating it.
Varka 27 Feb, 2015 @ 3:52pm 
It seems it's still compatible with the current update and DeI, nice
=(e)= Lemonater47  [author] 4 Nov, 2014 @ 5:58am 
All shields.
Ragnar 4 Nov, 2014 @ 5:46am 
Is this for factions shields, or just Rome?
Shane The Confessor 18 Sep, 2014 @ 11:39am 
I'm glad someone addressed this
Falcor 9 Aug, 2014 @ 6:04pm 
It was used to hamstring horses, it is in ancient texts a lot and may have been sharpened more on one side to cut and the other to crush and either has advantages, also a thrusting weapon.
Falcor 9 Aug, 2014 @ 6:00pm 
Yes, I've seen a picture of the armor remains on pinterest. Also they were sharpened on on side or the other and the Dacian falx was straighter like the rhomphaia. I'm still testing Sebidee's Odrysian expansion to decide if they should be better and how to implement the unit when I'm not sure what the nobles have. Most falx off to the west should be more hooked.
=(e)= Lemonater47  [author] 9 Aug, 2014 @ 5:51pm 
The rhomphaia is also a lot heavier and works a bit like a medieval two handed sword. As in the cutting edge is kept slightly blunt to having more of a crushing effect against armour. Cleaving straight through most ancient armour.

Even the falx was pretty good. In the Dacian wars the roman lorica segmentata was rendered useless. Many legionaries went back to the mail hamata as it offered the same protection against a falx but it was lighter and more flexible. In the Dacian wars the Romans adopted greaves and the Manica which was gladiator arm armour. The armoured legionaries in the game represent this. They also has helmets with reinforcing bands which aren't in the game.

Falcor 9 Aug, 2014 @ 5:13pm 
Thanks for the info, I'll work on bows first until I get them right. Then I think the firing technique can be for a Roman archer unit and I'll mess with the damage ratio and look of it and it should effect other Romans way less in cival wars and the recurve accuracy will be small enough to keep armor and shields realistic. Still puzzled about making a melee unit with low armor get the effect of dodging without messing with melee defense or something, I want to fix the falx and rhomphaia difference as well because the in game falx is not curved enough. I'm assumin Odrysia's nobles are supposed to be rhomphaia and I've read they do more damage to horses, which is right , though some have lowered it. Really the falx is over powered compared to the rhomphaia, the latter has a solid metal handle and the former is wood.
Falcor 9 Aug, 2014 @ 4:29pm 
Well That's good enough, basically the special would make simultaneous hits half shielded per two arrows. getting it to look right would be cosmetic. Also I want to make accuracy drop a lot past an effective range based on the bow or if it's flaming. Pont blank a recurve is accurate enough to shoot between shields at unarmored spots so the numbers would relate that.
So flanking slightly on the non shield side works like real tactics then? That's good.
=(e)= Lemonater47  [author] 9 Aug, 2014 @ 4:18pm 
Shields work in a rather simple matter in this game. They have to to keep the game at a playable framerate.

They block projectiles at all times on the front, left and top of the character model regardless of where the shield visibly is. So the arc of the projectile doesn't really matter. Projectiles at a higher arc are just less likely to hit your own side in a fight.

You can change the arc by giving bows a different weapon damage type and change the range and damage values to reflect bows. That's the only way I know how to give the arc of projectiles.
Falcor 9 Aug, 2014 @ 3:26pm 
That sounds interesting, I'll relay the best ideas from mods I've seen to Sebidee and find out what can and can't be done. I know archers can do arcing shots but for all I know it is in scripts and units would need to move their shields in the front rows in reaction to the arrows, also the back soldiers being hit with arc shot would reduce friendly fire. Just a matter of what can really be done without messing with compatablity. Maybe very limiyed compat issues would be acceptable. I'm hoping to combine simple fix ideas that no one has done because they opted to overhaul. Maybe deflection with range adjustments would be close enough.
=(e)= Lemonater47  [author] 9 Aug, 2014 @ 3:02pm 
Well I do have another better shields mod that doesn't need DEI. And I could make a mod which improves armour by having a chance of the arrow doing no damage like arrows hitting certain types would do in reality.
Falcor 9 Aug, 2014 @ 1:38pm 
At MyArmoury.com I'm sure I could get more specifics on who used what bow or armor and how they match up in historical accounts or accurate reconstructions. I'll try DEI and Radious at some point. I just like to use a lot of mods with specific functions and they aren't compatable and I'm not happy with a few aspects of any overhaul, though I think I'd like them.
Falcor 9 Aug, 2014 @ 1:28pm 
Okay haven'y checked it out. I like the range and accuracy changes in S.T.I.M. I'm pretty sure different armor types do better against certain bow types, it would be interesting. I'm tihnking out a mod for those who want more control than an overhaul. Still not sure the arrow thing could be done without new animations because it would be a special command.
=(e)= Lemonater47  [author] 9 Aug, 2014 @ 3:35am 
DEI actually simulates arrows bouncing off armour as well.
Falcor 9 Aug, 2014 @ 3:24am 
Armor is too weak to them but it would need a bow type vs. armor type set of stats, same for melee. Scythian armor was mostly for arrows and not great agains swords or spears.
Falcor 9 Aug, 2014 @ 3:17am 
I think missiles aren't OP, but shields are too weak to them. A testudo should not die at basically the same rate as out of formation against slingers. Just stupid.
Falcor 9 Aug, 2014 @ 3:13am 
This is something I think makes sense. I mean maybe javelins should do the best of missiles.
However the other thing missing and this is why overhead shields matter more is Romans and maybe others shot a straight and volley, arcing, shot in unison to bypass shields. Since they faced small shields or less effective overhead shields if they were large. Just a thought and I've discussed with Sebidee too since it is absolutely historical.
=(e)= Lemonater47  [author] 7 Aug, 2014 @ 1:27pm 
Actually I made this mod and the one for Vanilla at the request of others.

Some people feel that infantry melt too easily in front of ranged units. It does affect kill ranks. And it makes flanking with range a much better option. All in all it requires you to micro with your ranged units a tad more to be effective with them.
fedora.tip 7 Aug, 2014 @ 10:27am 
Why do you feel this mod is needed? You think ranged units are OP? Does this effect javelin kill rates?