Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Closer Deployment Zones
119 Comments
Ragnar 3 Feb, 2023 @ 7:07am 
If I need to edit the pack to have the deployment zones just a little far apart, what data do I need to change?
I've also noticed the smaller the deployment squares, the better for the AI to have an organized battle formation, 1 line skirmishers, 2 line melee attack unit followed by a 3rd line reserve
Yes I play 41 units a stack
Jmerc91 17 Jul, 2022 @ 8:50pm 
does this affect auto-resolve at all? More specifically, does autoresolve consider deployment zones a factor in its calculation?
Boog 8 Feb, 2022 @ 9:49am 
Doesn't need to be updated, works just fine :steamthumbsup:
Julietta 30 Mar, 2021 @ 9:20am 
<3 love it thx
I-I-Eclipse-I-I 14 Mar, 2021 @ 11:56am 
thank you for the mod, thumbs up sent
Pei 3 Aug, 2020 @ 7:53pm 
Hello idiots in the comments. It doesn't need updating, like several other mods. Works fine. Now screw off and play some Rome 2.
Gimli 7 Jun, 2020 @ 4:31am 
gthtd 7 Feb, 2020 @ 8:59am 
Mod works fine tho
KieranThen00b 25 Jan, 2020 @ 2:34pm 
Not been updated in almost 6 years, what makes you think there suddenly gonna do it now? :/
The † Faith † 5 Oct, 2019 @ 4:44pm 
author you a bitch...




















i hope that helps you come back to update this mod
SunBurnt Penguin 13 Jun, 2019 @ 5:50am 
Update please, this is too useful to let slip
big mac da rapper 26 Mar, 2019 @ 12:30pm 
update
Mooi 26 Mar, 2019 @ 10:59am 
You'll be my dad if you update
big mac da rapper 24 Mar, 2019 @ 4:55pm 
update please. If you do not have the time to do so than I understand
Kisaragi 16 Mar, 2019 @ 10:11pm 
please update
-.- 6 Mar, 2019 @ 7:14pm 
please update :)
Iolaus 14 Feb, 2019 @ 6:52pm 
Yes, update please, because Ultimate Grand Campaign mod that's recently become very popular has your mod on their recommended list, so there is quite a few people looking at this mod again, that's why you're seeing the activity.

xDizzyBx 11 Feb, 2019 @ 9:17am 
If you are willing and have the time that'd be great.
Philip  [author] 11 Feb, 2019 @ 8:54am 
Do people want an update here? It wouldn't take me very long
xDizzyBx 11 Feb, 2019 @ 5:16am 
Another dead mod due to the update.
Sae La Vie 25 Dec, 2018 @ 8:27pm 
Update? :cozyrealmroyale:
Negan 10 Oct, 2018 @ 1:47am 
обновите пожалуйста!!!
Ragnar 19 Aug, 2018 @ 11:10pm 
yup its working, just rename the mod to be at the top of the load order, just put a 0 right before the name no spaces
Ragnar 19 Aug, 2018 @ 10:57pm 
@Philip, last time I checked it was but you have to rename it so its at the top of your mod load order, will try again now and confirm
Philip  [author] 10 Aug, 2018 @ 10:13am 
Is it no longer working?
Lord Varman 10 Aug, 2018 @ 10:06am 
Update please.
The Dictator 10 May, 2018 @ 4:46am 
update pls
Piero 18 Mar, 2018 @ 7:49am 
Hello, could you please update your mod to work with the latest patch? Thank you
Augustus666 13 Mar, 2018 @ 10:07am 
Still works :)
Lotor13 21 Feb, 2018 @ 11:49am 
exelent
Nemo 26 Jan, 2018 @ 6:19am 
Working fine for me on patch 18.
OliverProbek 7 Jan, 2018 @ 12:56am 
Hi thie mod is critical , please update ;)
Kinjo 31 Dec, 2017 @ 11:32pm 
I'm just curious how did you make this mod? Did you just edit the deployment files or use the editor?
Ragnar 10 Nov, 2017 @ 4:15am 
Hello Philip and Rohirrim, just wanted to ask if you would please update this mod
Felix_Mundiál 5 Aug, 2017 @ 8:09pm 
Hi, Philip, thank you for your great mod as well as the inspiration of cml editing wherein! I'm now struggling with battle.xml editing for historical battles concerning unit position coordinates and orientations as one may be actually unable to manually type coordinates for every unit I guess? I wonder if you have the time to guide me in this, and if convenient add me for me to communicate with you, thanks bro!
Guzzo the Fat Rat 12 Dec, 2016 @ 2:12pm 
Sweet!
Working Joe 5 Sep, 2016 @ 12:53pm 
Further explanation: I've copy/pasted the values into the respective xmls (north, south, east, west) and created a mod pack with those in it, but to no avail.
Working Joe 5 Sep, 2016 @ 12:51pm 
I think I have a basic understanding now thanks!

What I'm trying to do is import the deployment zones from TWW/TWA (they both use the same values) into ROMEII, but when I go to do it, the changes don't show up in game (in custom battle or campaign battle).

Any thoughts?

Love this mod btw.
Philip  [author] 5 Sep, 2016 @ 10:52am 
Each point of the compass denotes the direction of the attacking party. I believe an approximation is made on the campaign, depending on the angle of attack with an army stack. North serving as point of reference, if alliance ID 0 is the attacking side (I'm going off memory now and it may actually be the other way around), they will have the lower Y values in that file, because they're south of the defenders (i.e. attacking in the northern direction). Conversely, in the south.xml, the same alliance ID (0) denotes the defending party instead, and ID 1 denotes the attacking side. The simplest method here is actually copying the values from the north.xml, pasting them in the "wrong" place, to to say, in the south.xml. The northern alliance ID 0 definitions should be pasted under the southern alliance ID 1, and ID 1 under southern ID 0. I realize that may come off as a confusing explanation, but that is how you will perform it.
Working Joe 5 Sep, 2016 @ 10:44am 
Thank you! Very helpful! So how do the "north/east/south/west" xmls relate to each other?
Philip  [author] 5 Sep, 2016 @ 10:15am 
It works just like a coordinate system. Each dot, which contributes to the overall borders, is defined with an x value and an y value. Every dot is connected to the next one in descending order. If your goal is larger zones, you want to increase the difference between the highest and lowest x values (or, indeed, you values) of the defined dots.
Working Joe 5 Sep, 2016 @ 9:28am 
I understand that the values denote a position for the deployment zone, but I can't figure out how to make it smaller/bigger etc.
Working Joe 5 Sep, 2016 @ 9:24am 
How were you able to figure out the meaning behind the values in the xml?? Lol I can't for the life of me figure it out.
Philip  [author] 28 Jul, 2016 @ 12:27am 
Yes
Salamandra 27 Jul, 2016 @ 8:17pm 
Is this Divide Et Impera compatible?
Araldur 5 Jul, 2016 @ 6:42am 
Muchas gracias por el mod ^^
Elliot_Ostrand 17 Apr, 2016 @ 1:48am 
I think this is fine if you can see where the enemy is set up or if there is no artilary. If there was a mod that adjusted map size based on the presence of artillary it would be more fair.
AlienDark12 27 Nov, 2015 @ 12:33pm 
Divide Et Impera compatable?
Daydreamer95 24 Nov, 2015 @ 1:55pm 
Awesome mod! I realized after playing medieval 2 that I missed closer deployments and luckily there is probably a mod for that too. Thank you for your hard work guys!
Zeelandius 25 Sep, 2015 @ 7:52am 
Can you also make a version with extended, thus bigger, deployment zones ?
I like to manouvre them in realtime to the battlezone, and that way positioning is nicer.