Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

DeI - Realistic Missiles and Projectiles
109 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
Joe 7 Feb @ 7:08am 
No vanilla version? Sad...
Who_ci 29 Nov, 2024 @ 12:46am 
When i do the testudo formation i can see my roman soldiers being pushed by the arrows like they were rockets and dyng so easily. I know is a problem related to base game (vanilla) because of the hp system. Is it possible to fix this so anti-proyectile formations are not useless?
Venator Vicain  [author] 15 Oct, 2024 @ 2:49am 
Hello all! The scope of the vanilla version has been expanded, and will come eventually as well as a new overhaul for vanilla battle mechanics. In the meantime:

PATCH NOTES:

- Compatibility for DeI 1.3.4
Gorg420 20 Jul, 2024 @ 12:10pm 
Works with ongoing save game ?
Ümit Seyhan 20 Jun, 2024 @ 3:59pm 
Still waiting for the vanilla version.
Sanakan 19 Jun, 2024 @ 1:40pm 
Thirding the requests for vanilla below :steamthumbsup:
Arbiter Thel 15 Apr, 2024 @ 7:45pm 
please make a version for vanilla
Otho 14 Apr, 2024 @ 8:28pm 
Any plans on making a version for Vanilla?
Neo 22 Mar, 2024 @ 10:25pm 
Противник часто использует огненные стрелы, это так и задуманно ?
Eight 30 Jan, 2024 @ 5:59am 
Also i have another question,is it a modules function,the fact that the archers are doing very little regarding casualties?Dont get me wrong here,i love it but i was wondering if i did something wrong in the load order and messed up the module,thats why i asked.
Eight 30 Jan, 2024 @ 5:50am 
Is there a specific load order for your modules author when used with DEI?
Venator Vicain  [author] 17 Nov, 2023 @ 3:24am 
@Doomed

I do get the warning that some mods are out of date, but I haven't personally experienced any crashes on my end.
Doomed 15 Nov, 2023 @ 12:56pm 
mods make the game crash and i get the warning that mods are out of date as others have said
[TPPL] King Leonidas 14 Nov, 2023 @ 9:46am 
Disabling the shield is an afterthought. There meant to kill the wearer behind them. there an specialized AP javalin
Venator Vicain  [author] 10 Nov, 2023 @ 1:52am 
PATCH NOTES:

-Updated internal file structure to a new standard to allow better compatibility with new updates to main DeI.
-Addressed a bug that allowed slingers to continuously interrupt archer volley animations, meaning that archers would never be able to get a full volley off after a certain number of casualties without repositioning, resulting in slingers vastly overperforming against archers. To combat this, slingers have been given values closer to mainline DeI, while still maintaining their effectiveness against armor.
-Complete overhaul of how calibration distances, calibration areas, accuracy, ranging, and skirmishers behave when loosing projectiles.
-Direct, accurate fire at close range and indirect, mass fire at long range is now properly simulated with these changes. For best results, get in close, but be careful!
-Feedback appreciated as always!
Venator Vicain  [author] 10 Nov, 2023 @ 1:46am 
@hzh

Yes, good analysis! Their heaviness, especially in comparison to other javelins, and isolated shaft made them very effective at penetrating and disabling shields, and while they're much more dangerous in this submod than in base DeI, they won't completely annihilate a unit on their own. I made sure to make them very effective as a precursor to the main melee engagement, however.
Venator Vicain  [author] 10 Nov, 2023 @ 1:44am 
@Tonno RioMicker™ 🦔

Elephants have a LOT of health in base DeI, it will definitely take a lot of volleys to take them down regardless of whether the submod is installed or not. They're still the best bet to take them down, so keep at it. Hope this helps!
Venator Vicain  [author] 10 Nov, 2023 @ 1:43am 
@SpaceWeasel

Interesting findings, but this doesn't line up with tests and stats on my end. They have much higher AP damage and impact force that should let them penetrate most shields than in vanilla, but I'll double check to be sure. Thanks for the feedback.
Venator Vicain  [author] 10 Nov, 2023 @ 1:41am 
@The Grimwar

Good question! No worries at all, the order between the two doesn't matter, so feel free to place them in any order as long as it adheres to standard submod installation rules. Hope this helps!
Venator Vicain  [author] 10 Nov, 2023 @ 1:40am 
@Esper

Hold out hope! I've unfortunately been very busy recently but hope to come back and develop a fully-realized version for vanilla, among other goodies!
Venator Vicain  [author] 10 Nov, 2023 @ 1:40am 
@[TPPL] King Leonidas

Hello, javelins can pierce through shields and will debuff shield efficiency in melee combat for some time. Hope this helps!
hzh 3 Nov, 2023 @ 2:07pm 
@SpaceWeasel If you have any idea about historical facts, you would know Pilums weren't made to slaughter people on a throw with 25%+ casualties, no range weapon was.... It's fantasy and immersion breaking, the vanilla is already arcadey enough. Also if you actually play DEI you wouldn't even compare this to that. To me, i believe this version was made for DEI, a historical and tactical overhaul mod, not something close to the vanilla's 5 minutes and battle is over style...
Duke Pro 14 Oct, 2023 @ 10:32am 
@Tonno RioMicker™ 🦔 Yea tbh elephants are just essentially the tanks of antiquity, they will decimate you if they get the chance vanilla or dei, though i remember seeing a unit for some greek country that was specifically good against elephants
Tonno RioMicker™ 🦔 8 Oct, 2023 @ 4:24pm 
I'm not sure if it is intended but I tested having Baktrian javelinmen/Velites throw javelins against Carthaginian elephants standing still and the elephants just won't freaking die. It takes like 6 volleys of javelins to the face before a single elephant is killed.

How is one supposed to even fight elephants this way?

P.S. I don't know if this is an issue of DeI or your mod specifically but I'm pointing it out.
SpaceWeasel 8 Oct, 2023 @ 3:38pm 
I though this mod would make the pilum deadlier but it's not the case at all. I've done some repetitive testings and Vanilla pila are far more effective at killing (~25% more) but this mod introduce stunt effects that break charges.
♔Old Dragoon♔ 5 Oct, 2023 @ 6:41pm 
If the slinger bullets have inscriptions such "Take That!" or "Attack Octavian's ar**hole!"...I'm in!
Axland 5 Oct, 2023 @ 2:46am 
Wanting to try this in vanilla campaign.
The Grimwar 2 Oct, 2023 @ 8:35pm 
Hey, something I think hasn't been considered before, but I do believe it would benefit greatly if you specific which goes above the other: this mod, or Realistic Charges?
Esper 25 Sep, 2023 @ 8:12am 
Can't wait the for the vanilla version, loving it in DEI!
[TPPL] King Leonidas 25 Sep, 2023 @ 7:57am 
i'm guessing only javalins can stun
Venator Vicain  [author] 24 Sep, 2023 @ 7:33am 
Patch Notes:

-Updated precursor-type javelin-type projectile ranges to allow them to connect with enemy targets on the commencement of a charge.
kam2150  [author] 23 Sep, 2023 @ 3:55pm 
Neither of these mods should be used with Realistic Missiles as they edit same tables.
Polluxo 23 Sep, 2023 @ 3:45pm 
Also it works with the DEI dynamic combat which increases weapon dmg by even more to 40%, so it must be something wrong with faster battles.
Polluxo 23 Sep, 2023 @ 3:38pm 
I've come to report that it's a compatibility issue with DEI faster battles mod. It's not an issue with load order since I tried with this mod above, but this mod will not work if faster battles is enabled.
Polluxo 21 Sep, 2023 @ 8:15pm 
Maybe because I am using DEI Faster Battles? It increases weapon damage by 25% and probably modifies the same file?
Venator Vicain  [author] 21 Sep, 2023 @ 6:37pm 
@Polluxo

That is incorrect, by default javelins should have a range from 60m - 80m, make sure that this submod is loaded ABOVE Divide Et Impera

Ex:

1. X
2. X
3. SUBMOD
4. DeI Part 1
5. DeI Part 2
6. DeI Part 3

Hope this helps!
Polluxo 21 Sep, 2023 @ 6:32pm 
Can't tell if this is working. On the unit card my levy javelinmen have a range of 85 is this correct?
Venator Vicain  [author] 21 Sep, 2023 @ 4:52am 
@bandana250

Excellent source, thank you!

@Noldor

Ideally not, perhaps a bit stronger on average due to knockback effects, but nothing that should shatter DeI's game balance. I hope you enjoy, and any feedback is always appreciated!
Noldor 18 Sep, 2023 @ 11:12pm 
Does this turn DeI missile units into LotR elves again regarding lethality like in vanilla Rome?
Still im going to try it and see for myself. Looks interesting.
A little scared because i dont want to make my armies mostly cav again because AI armies cant just stop recruiting tons and tons of skirmishers. lmao.
bandana250 17 Sep, 2023 @ 3:42am 
Regarding comments in this section... I would be remiss if I didn't mention that 'Archaic Arms' is the person who provided Historical Archery's chronograph results in the video. He has just recently concluded his three-part series about the Balearic sling on youtube, which is a great watch and something that I highly recommend others to see.

I highly recommend giving Mr.Jaegoor's youtube video a watch, as he tests several different sling projectiles vs ballistic heads as well as against a Coolus helmet. Mr.Jaegoor has a pinterest gallery with photos of a slingstone impact against another Roman helmet + the fracture marks it left on a skull.

https://www.youtube.com/watch?v=mMMebwEdAaE
The Grimwar 13 Sep, 2023 @ 12:31pm 
Yeah, you just got to position them behind your walls, not on them, unless the enemy brings only a few missile units.
Venator Vicain  [author] 13 Sep, 2023 @ 5:17am 
@The Grimwar

Gotcha, I see it now. In the interest of maintaining as much compatibility with DeI as possible, I won't be adjusting any technologies, but again I do reiterate that javelins are still incredibly effective even with reduced range!
The Grimwar 11 Sep, 2023 @ 8:16am 
They increase ammo and fire rate, but that's about it.
Venator Vicain  [author] 11 Sep, 2023 @ 5:18am 
@The Grimwat

I believe there are some technologies that already do something like this. Even with the decreased range, javelinmen of all types should still be VERY effective at what they do.
The Grimwar 10 Sep, 2023 @ 4:34pm 
Hey man, I have an idea: What if certain siege defense technologies increase the missile range and damage of all garrison javelinmen since I'm fairly certain they're all 60 now?
Venator Vicain  [author] 5 Sep, 2023 @ 10:45am 
@thoffman11

Yeah, if you and a friend both share the same modlist then there's no issue with running as many shared mods as you'd like. Hope this helps!
thoffman11 5 Sep, 2023 @ 10:21am 
i havent tried it yet but is there anyway to play this with a friend was wondering if we have the same mod can we play a battle against each other?
BloodyBaker 5 Sep, 2023 @ 3:14am 
thank you :steamhappy: