Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

DEI - Realistic Combat Overhaul
114 Comments
LandonB 20 Jun @ 2:39pm 
Cant even load into a custom battle with this mod enabled
Rudi Böllert 2 May @ 7:32am 
Hello there, will this be compatible with the new Empire Divided Expansion and Fixes? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3438867952&searchtext=
Leondas 1 May @ 5:45am 
The most amazing mod ever!
RaZoR 14 Mar @ 11:38am 
after installing this mod the cavalry dies like flies, and i am talking about heavy cavalry, light cavalry gets completely annihilated. Thunderous charges? more like running into a wall. Not recommended at all
Ruitor3486 12 Mar @ 8:35am 
it is not clear to me as well if this combat overhaul is the sum of charges speed and mass and missiles mods
Дымок 6 Mar @ 4:08am 
Takarazuka,is it enough to install this module? this includes these modules DeI - Realistic Charges, Speed, and Mass
DeI - Realistic Missiles and Projectiles ?
Takarazuka 5 Mar @ 6:11pm 
It says in the description specifically that those are not... they are the individual components broken out from this overhaul.
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
just asking because of all the comments..
is this mod broken?
Otho 21 Jan @ 2:13pm 
Any update on the version for vanilla?
Keem 18 Jan @ 5:43pm 
Woke mod
Mathayus 5 Jan @ 8:22am 
Hi mate, love the mod! I might be dumb, but it feels like some units get stuck because they cant unleash their precursor ranged attack... i.e. some roman units keep having the ranged attack and, if I dont manually switch to melee, they just stand there.
steesh86 2 Jan @ 3:20pm 
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.
shittyhsgame 26 Dec, 2024 @ 8:40am 
Its so good, but why it is seperated from the main mod?
[83rd]1in1class 24 Dec, 2024 @ 3:10pm 
Seems that the units keep fleeing and charging back. Some don't even make their way back to the battle. They just sit in the field away from the battle. Playing with no moral mod so it's not the moral of the units.
zumon 14 Dec, 2024 @ 6:31pm 
Hey guys, I like the mod, however i don't like the restrictions it places on phalanxes, it reduces how thin you can have your ranks quite significantly, making the entire line feel very short, leading to easy envelopment for the AI. Must say I've only tested it with Baktria, so can't state that it is for every Phalanx unit, but have confirmed it was this mod making the tweak. I'm sure there must be a reason for it, but would argue that generals had been testing with how thinly they could risk their line throughout history, it may have been strategically foolish, but at least they had the option to experiment :)
Could this potentially be looked into? I'd even love it to go the way of Atilla layout formations where you can seem to spread the line as thinly as you want (at your own risk)

Otherwise great work, will check back to see if any changes have been made to this, but all good if not!
Red Panda 10 Dec, 2024 @ 12:24pm 
Dynamic Combat Speed ?
Venator Vicain  [author] 7 Dec, 2024 @ 4:45pm 
Still around, just been busy! This update should bring some big changes!
Venator Vicain  [author] 7 Dec, 2024 @ 4:44pm 
- Greater focus on cavalry's ability to maneuver around the battlefield. Cavalry units carry out maneuvers at a steady canter pace. Cavalry units have a tougher time turning, but entities can break into high-speed gallops to keep pace with formation, charge, and run down routing units.
- Unit fatigue speed penalties seem to be bugged for infantry and disproportionately affect cavalry, so I've reduced them a little bit.
- Infantry and Cavalry charge speed modifiers adjusted. Heavy-tier armored units should no longer be slower than their run speed when charging, but are still not at all ideal for running down routing units. Varied unit types and speeds are the key to victory!
Venator Vicain  [author] 7 Dec, 2024 @ 4:44pm 
PATCH NOTES - 12/7/24

- Greater variability in speed and maneuverability between unit weight classes. With a ~35 kg kit of armor causing the wearer to expand approximately twice as much energy, unit speeds should reflect paces that can be maintained over a moderate amount of time.
- Reduced Javelin-class projectile damage across the board. Will review for feedback.
- Reconfigured entity weight class stats to be a bit more in line with the base mod's design goals.
- Erratic unit movements, especially in wide line formations will severely hurt formation cohesion, this should incentivize players to travel in thicker columns or block formations and should combat the cheese where you make your line as wide as possible to envelope single units
- Phalanx and Shieldwall units are highly encouraged to keeping to thicker block formations as the ideal way to maneuver them.
Taylor 5 Dec, 2024 @ 6:07am 
Awesome can you make a collection of DEI mods you play with?
JesusChristIsLord 3 Dec, 2024 @ 5:34pm 
Also this mod would work with animation mods? and dei submod realistic morale routing mod?
JesusChristIsLord 3 Dec, 2024 @ 5:12pm 
I love you. You are perhaps the only modder who ever have thought of making a realistic combat mechanic for DEI been years, I hope you dont ever abandon this mod. keep at it!
yourpersonalslave 27 Nov, 2024 @ 9:59pm 
this mode make projectiles even more powerfull then it was
Hawke 24 Nov, 2024 @ 10:21am 
Am I able to use this as a standalone without the main DEI mod or does it only work in conjunction with the main mod?

Thank you
Switching Doom 17 Nov, 2024 @ 9:34am 
I don't know why, but the enemy general always rushes at me, no matter which faction I'm fighting against or where the battle takes place. He's always the first to charge at me, only to face death within 20 seconds. I'm not sure if this mod is causing it, though. :RyseCoin:
Leondas 16 Nov, 2024 @ 12:09pm 
Hello Does it need update for 1.3.4?
SirAlbertCamus 16 Nov, 2024 @ 6:49am 
@Dreams its a compilation of the two with an added overhaul of the infantry as well from what I can gather. If you read the "Technical Details" discussion it breaks down the effects of the core mod.
Dreams 16 Nov, 2024 @ 3:23am 
this mod is a compilation of the two mods : DeI - Realistic Charges, Speed, and Mass
DeI - Realistic Missiles and Projectiles ? or i need subscribe the other mods ? Thx
Drax70 8 Nov, 2024 @ 4:49am 
Hello @Donald Trump,

Yes, but put "Ultimate kill" ABOVE "Cinematic" ..!
No, these versions I have recommended you, don't mess up the formations! :steamthumbsup:
Your Local Democracy Officer 6 Nov, 2024 @ 6:54pm 
@Drax70 thanks for the reply, I'm still relatively new to ROME 2+mods so do I put both these mods on top of this mod or below in the mod manager? (obviously above DEI) and do the animation mod you listed mess up formation attacks? (like hoplites fighting 1v1 instead of in hoplite wall)
Ixybus 6 Nov, 2024 @ 6:07am 
Wonder if anyone has my same issue:

I had a Bronze Pikemen pinned down with 2 Hastati units. The pikement were inside their pike formation too if that amounts to something, but I moved my Campanian cavalry and charged behind the pikemen unit and, as soon as a couple entities of my unit touched them, the charge kind of "stopped" and didn't really deal any damage.

Reading about what this mod does kinda makes me feel like a charge would actually disrupt units but I found my unit actually stopped the carge before the collision, I wonder if it's a bug?
Your Local Democracy Officer 5 Nov, 2024 @ 10:02pm 
Hello Venator I enjoy your mod but is there a reason as to why there is a lack of kill/death animations? It's not a dealbeaker or anything i just like to sometimes zoom in and watch the battles but very often the kill animations are the heart attacks. Again thanks for the mod!
fnaf foxi the fosi the focbx 5 Nov, 2024 @ 7:49am 
to get similar effects without having the crazy high armor values (fighting seems to take forever now, routing units take a long time to kill) should i just use the realistic mass and realistic projectiles, instead of this whole mod?
The Beer Hunter 3 Nov, 2024 @ 3:33pm 
Hey, i’ve been really enjoying the mod but one thing I’ve found is the length of my battles is much lower compared to before, granted i’ve been able to get off good flanks and Javs into flanks but the general pace has defo changed, not complaining (just preference) -

wanted to ask what would you say are the main differences in this version to the realism mass and realism missiles you previously did? Know there was the slower variant there.

Great work on the mod!
fnaf foxi the fosi the focbx 29 Oct, 2024 @ 8:12pm 
alright, good to know :]
Hiryu 29 Oct, 2024 @ 7:03pm 
this mod dont have animation in the battle.
Venator Vicain  [author] 29 Oct, 2024 @ 5:07pm 
@Spurt

Ahh, in that case I'll leave them be with just a few small tweaks to help their phalanx v phalanx match-up length.

@iason8185

Yes, this will be addressed, absolutely!

@little germ

Nope, animation mods should be completely unaffected by this mod, hope this helps!
fnaf foxi the fosi the focbx 28 Oct, 2024 @ 4:32pm 
do animation mods conflict with this? ones that try and make the heartattack deaths less common
iason8185 27 Oct, 2024 @ 1:55pm 
Nice work!!!I just want to mention one thing .when a infantry unit charges the speed of the unit is redused for some reasonand the charge is quite soft and also I feel that killing animations have been redused.Could you fix those ones?
Knowstalia 26 Oct, 2024 @ 2:00am 
Knowstalia 25 Oct, 2024 @ 10:27pm 
Let me put it short, Old phalanx melts/grinds formations very easily, New Phalanx Pokes and fights close enough like real warriors. The Down side? No more "Choke Point God Units."
Knowstalia 25 Oct, 2024 @ 10:24pm 
@Venator Vicain, Actually I i liked how the new phalanx fights now, instead of the old phalanx where they just sit there and grind anyone who comes close enough, they now fight shield bashing and spear poking one another which is cool and realistic to look at. And add that to the fact that Roman Maniple now effectively fights them one on one which it's should have been the real thing, I mean it's the very reason why romans abandoned it in the first place, the fight effectively in any terrain not just flat ground and also to provide flexible and adaptable warriors able to fight where they should have.
Venator Vicain  [author] 25 Oct, 2024 @ 8:03pm 
@SPURT

Brilliant stuff, thank you for the thorough investigation. I'll take a look now!
Knowstalia 24 Oct, 2024 @ 6:40am 
Hello I think I know why phalanx does not excel as it was anymore.... based on the data that I found in your mod that I compared with DEI, your mod https://imgur.com/a/pzKeGZm shows "stat_melee_damage_ap" is not the same as DEI's https://imgur.com/a/0YO7ISL so probably this is the reason why phalanx lost it's punch. Also here is an example of a battle https://imgur.com/a/aRyag3P where an early princepe unit got a lot of kills and should have routed when in vanilla DEI, and here is the post battle result https://imgur.com/a/3ocrKu9 even though out numbered I still manage to defeat and inflict a lot of damage against Carthage and took a lot less damage on my army. Don't get it wrong, https://imgur.com/a/5TF4CgN the enemy army is quite decent and field some elite phalanx units too.
Knowstalia 24 Oct, 2024 @ 3:04am 
Also, if they can't step out of the line due to a very tight fight, they still fight as individual fighters and treated as such, not unlike in vanilla or in rome 1 where you put your phalanx in a choke point (like a river, gates etc.) you will have a killing machine able to chew anything in its front.
Knowstalia 24 Oct, 2024 @ 3:00am 
This mod based on what I observed, is that those "invisible lines" are removed and you can see now that legionaires and hoplites fight veryclose in a one-on-one duel. This is probably the reason why legionaires now are having an edge in fighting, the hoplites "Invisible Invulnerability Lines" are gone, and they now fight like in reality, where they shove their shields and poke their spears at their enemies. (PART 3 of 3)