Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

DeI - Realistic Charges, Speed, and Mass
108 Comments
Дымок 5 Mar @ 3:13pm 
are they compatible with these mods DeI - Realistic Missiles and Projectiles DEI - Realistic Combat Overwhelming DeI - Realistic Charges, Speed, and Mass, or something else you need to install
Askar 4 Feb @ 7:34am 
this means you got too many mods, maximum amount with normal launcher known to me is around 32-34 more than that you got those missing textures glitch
steesh86 2 Jan @ 3:31pm 
For some reason this mod is impacting upon the graphics of units in battle, making some heads, arms etc invisible. I am only using DEI, a few official DEI submods and the Roman Extravaganza pack.
MeatSweats 22 Oct, 2024 @ 1:24pm 
@Venator Vicain, thanks for putting this together. Tried out the mod and love the cavalry charges, however I'm noticing some weird unit behaviors for heavy troops. Very common for heavy troops to run MUCH faster than their actual charge speed. For example, I'm seeing roman legionaries move as fast as skirmishers before contact with enemy units, and when I have them charge their speed is reduced dramatically. Also noticed that legionaries can move ridiculously fast in shield wall formation if tell them to run. Just feels unauthentic with how dramatic the speed changes are for heavy units. I am using DEI 1.3.3, so perhaps I need to use 1.3.4?
Venator Vicain  [author] 15 Oct, 2024 @ 2:50am 
PATCH NOTES:

- Compatibility for 1.3.4
- Overhaul of unit entity groupings according to the balancing philosophies of Kam 2150 and historical references. Heavy, disciplined troops will slowly charge towards the enemy, while lighter troops will more readily charge in. Phalanxes and shieldwall troops will also now rotate much more slowly.
kaltz 19 Aug, 2024 @ 7:19am 
does it work with 1.3.4?
The Grimwar 20 Jul, 2024 @ 10:38am 
You play pure vanilla?

Supreme, you have NO idea what you're missing out on.
I am Supreme 20 Jul, 2024 @ 1:08am 
I play pure vanilla and only want a mod that makes cavalry similar to how they are in Atilla. Does this only work for DEI mod and if so can anybody point me to a mod that buffs cavalry for vanilla.
CSG 20 Jul, 2024 @ 12:33am 
works with the newest beta?
xtz 16 Feb, 2024 @ 3:03am 
@Venator Vicain does this work with faster battle?
ADM =) 25 Dec, 2023 @ 1:08pm 
Hey! Awesome mod, thank you, i was wondering if this work with and affect the units in MARCSUMM DEI Realistic Roman Legions "Formerly Noniac" - DEI 1.3.3 Updated if i were to use both?
Toyvendor 30 Nov, 2023 @ 5:52pm 
bonus vs inf and bonus vs cav 3*
Toyvendor 30 Nov, 2023 @ 5:52pm 
for some reason the cavalry types that have bonus inf 1 and bonus inf cav do lil damage on rear charges and are completely out classed by skirmisher cav rear charges. For example my iberian cav would kill 5 models on a rear charge where my numidian skimishers kill ~30 models on a rear charge.
Garviel Loken 30 Nov, 2023 @ 8:27am 
I have my own combat submod, but I learned how to mod by seeing others do well, and incorporating it!

what were the main changes, literally db table speaking? I assume lot of kv_ and battle entity stuff
Venator Vicain  [author] 10 Nov, 2023 @ 1:48am 
@Todt

Yes, it's fully compatible and good to go, no extra work required!
Venator Vicain  [author] 10 Nov, 2023 @ 1:48am 
@FartBreath92

Hopefully you've been able to sort this by now, but yes!
Venator Vicain  [author] 10 Nov, 2023 @ 1:47am 
PATCH NOTES:

-Updated internal file structure to a new standard to allow better compatibility with new updates to main DeI.
-Fixed a few bugs where some entity entries were using the incorrect values.
Todt 29 Oct, 2023 @ 9:38am 
does this work withe Dei rise of the republic
Braincell 9 Oct, 2023 @ 2:39am 
@Laughing Forest its a vanilla thing
Laughing Forest 2 Oct, 2023 @ 12:11pm 
I'm returning to Rome 2 after a very long hiatus, question about movement animations (especially running)...there seems to be a slight "stutter" when they run (and maybe sometimes walk?). Is this a vanilla/normal issue? Thanks
FartBreath92 2 Oct, 2023 @ 10:23am 
Is this supposed to be put above the DEI Beta in the launcher too?
Space_Lettuce_OG 26 Sep, 2023 @ 10:47pm 
Is there any way to make cavalry behave more like they do in Attila, where they don't get hung up/snagged on 3 individual soldiers from a different unit than the one they are ordered to charge at, and then stop the charge to engage the 3 soldiers?
The AI, whether deliberately or accidentally, will constantly use this cheese-tactic to halt 90% of my charges. It's infuriating.
If there is a way, I will do the legwork myself, as long as it can be done in pfm. I just need someone to tell me what needs to be done.
I'm pessimistic about being about to do this in Rome 2 though, despite the fact that Attila looks almost identical, game engine wise, to Rome 2.
Venator Vicain  [author] 24 Sep, 2023 @ 7:34am 
@chevalier1982

Fixed and updated in Realistic Missile and Projectiles!
chevalier1982 23 Sep, 2023 @ 2:44am 
Hello! I've noticed an interesting thing. A cavalry with prec weapon - shoot it too early during charges, and all darts fall down right beneath the legs of the enemies.
Venator Vicain  [author] 21 Sep, 2023 @ 4:54am 
@General Gaius

As Kam2150 said, the formation behaviors / animations are hardcoded, otherwise I'm sure the DeI dev team would've been more than happy to implement as such.

@Sauce

I'm glad you're enjoying it!
Sauce 20 Sep, 2023 @ 6:40pm 
Halleluah and bless your soul. I have been waiting years for somebody to drop this mod.
kam2150  [author] 18 Sep, 2023 @ 2:17pm 
Because that formation does not allow it due to engine limitation, not by our design.
Knowstalia 16 Sep, 2023 @ 8:40pm 
Can you make a mod that can make a legionaire throw their pila even thou they are in a "Defensive Formation" stance? Throw pila button in DEI dont work when they are in that formation.
Paulusderbear 13 Sep, 2023 @ 9:57am 
Thank you very much great work :)
Venator Vicain  [author] 13 Sep, 2023 @ 5:14am 
@Paulusderbear

Thank you for informing me, I've added it to the confirmed incompatible list. Yes, they do modify the same file so there is a conflict between the two. I've created a version for use in place of DeI - Slower Battles here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3035056869

Enjoy!
Paulusderbear 13 Sep, 2023 @ 4:33am 
If i put Dei slower battles submod above those mods it seems no longer to work and if i put your mods above slower battles battles are not slowed also it there a conflict between these two ?
Venator Vicain  [author] 9 Sep, 2023 @ 9:05pm 
Patch Notes:

- Updated for compatibility with DeI 1.33
- Crawl speeds updated as a factor of mass.
kam2150  [author] 31 Aug, 2023 @ 7:14am 
Morale penalty for fighting cavalry does not exist. Its old entry from previous TW games, that had its effect disabled in Rome 2. You can set it to be -1000 morale and nobody will rout.
A lot of morale mods add entries that have only placebo effect but people don't notice it. There is also no morale penalty for formations being broken down. Flanking morale penalty is on purpose lowered in DeI as game often applies it to melee combat, only rear morale penalty works fine. Also rear and flank morale penalty can stack so depending if game glitches or not, you can double the penalty. On DeI discord I posted all morale effects that do work in Rome 2.
The Grimwar 30 Aug, 2023 @ 12:21pm 
Like the Etruscan javelinmen or Mercenary Sardinian Spear Archers for example?
The Grimwar 30 Aug, 2023 @ 12:20pm 
If this change is to be implemented, then surely I hope that the spear armed missile units wouldn't have this morale penalty against cavalry?
Ragnarok 30 Aug, 2023 @ 3:33am 
What the morale submod did was impose hefty penalties for being flanked, having their formation break down, for having to fight cavalry as a missile unit, and other things. This made it much easier to break enemy armies in a historical fashion and also honestly made the campaign more tolerable since stack spam could be cut down.
Venator Vicain  [author] 28 Aug, 2023 @ 10:21pm 
@Ragnarok

What would you have in mind in terms of morale? I can take a look at those values, but they'll always be a bit more abstract and game-ified.
Ragnarok 28 Aug, 2023 @ 8:12am 
I am impressed. Hopefully this can salvage battles for me. Are you guys planning on making morale more realistic? There used to be a submod that did that but it stopped being updated a year and a half ago.
Venator Vicain  [author] 28 Aug, 2023 @ 3:32am 
Patch Notes:

-Horse masses recalibrated to better reflect the horses of the time period.
-Physics calculations for collision damage have been redone. Collision damage now scales linearly with the mass and acceleration of the unit to better match real-life physics.
Joe Rogan 25 Aug, 2023 @ 8:00pm 
Is it possible to make it so that when we have phalanx we can back off but still pointing forward? Remember Total War Arena? Is that even possible to integrate something like that? Like organized giving ground but still fighting head towards the enemy?
Am not saying you should do it dev, am just asking if you think it's possible.
I havent seen this type of movement in any total war game besides Arena.
Venator Vicain  [author] 23 Aug, 2023 @ 7:36pm 
@michimatsch

I hope you enjoy! I intend to release an update overhauling horse and dromedary mass values to better reflect the horses of the time, as well as an update to the physics calculations to better adhere to the real-world. Hope your playthrough is as good as ever!
michimatsch 23 Aug, 2023 @ 2:52pm 
Starting a new playthrough after a long pause of playing DEI. Your mods sound interesting, I'll give 'em a whirl.
Venator Vicain  [author] 19 Aug, 2023 @ 2:53pm 
@skr

Yes, it is savegame compatible!
ᛠᚹᚤᚷᚤᚳⰓ∂ 19 Aug, 2023 @ 6:22am 
Save game compatible?
Venator Vicain  [author] 18 Aug, 2023 @ 4:23am 
@Cararctacus

Yes, this does indeed improve cavalry! The more realistic mass values for infantry and cavalry mean that cavalry pack a much greater punch against infantry on the charge in particular, which is sure to knock down and disrupt formations much more handily than before.
Venator Vicain  [author] 11 Aug, 2023 @ 11:35am 
Another change is that infantry charging speeds across the board are much faster, representing a full sprint to engage the enemy. However, cavalry run / charge speeds now vary more, with charges beginning sooner (approx 100m), but are overall a bit slower, representing the difficulty in maintaining cohesion in a cavalry unit, as well as representing the varying speeds of differently sized horse breeds carrying their riders, but backing it up with overwhelming mass. An average heavy horse unit can reach speeds of up to 36 kmh, similar to recorded examples of Winged Hussars much later in history.

Hope this clears things up! Of course, there's much more to it, but the general gist of it is that it both increases AND decreases these values appropriately to better match historical / real-life references.
Venator Vicain  [author] 11 Aug, 2023 @ 11:35am 
@アルベルト Pietralunga

It's both! It's a complete overhaul of movement in DeI. All unit speeds, accelerations, and turning speeds have been recalculated based on their mass, recorded measurements, and historical references. Some units are faster, some units are slower.

For example, all unit marching speeds have been adjusted to approximately 3 mph / 4.8 kmh to match the historical marching speeds of the Roman legions, a decrease from the 1.5 m/s of vanilla Divide Et Impera. This applies to hoplites too, which had a slower marching speed previously, leading to battle lines fracturing on the move to engagements.
アルベルト Pietralunga 11 Aug, 2023 @ 4:45am 
Does this increase or decrease the speed of units from DEI? DEI is already realistic, in the sense that unit speed has been decreased across the board from vanilla
Venator Vicain  [author] 9 Aug, 2023 @ 9:03am 
@Leondas
@dazwalker869

Thank you!
dazwalker869 9 Aug, 2023 @ 7:18am 
This makes DEI battles, the way it is meant to be. Amazing Mod. Thank you Venator Vicain.