Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Simply Slower Combat
40 Comments
michael unstings 13 Apr @ 11:26am 
any chance we could get a version where the unit running speed is unaffected please?
Maryondo 27 Jun, 2023 @ 5:06pm 
Just for the record: Mod is still working fine
armen 3 Dec, 2021 @ 8:46am 
I'm trying to find the folder that the mod is in so I can modify some of the stats, but I cant find the file I looked in the modules folder for Rome 2 and the workshop folder but cant find it. Is it because its outdated or am I doing something wrong
SS Panzer 502 27 Aug, 2021 @ 9:58pm 
rome2 fast combat
SS Panzer 502 27 Aug, 2021 @ 9:58pm 
fast combat??? I want
christiante77 8 Jul, 2020 @ 12:28pm 
Hello friend, this mod is necessary, but is there any chance that the units will obey to run ?, they only run when they charge against the enemy, it is great that the combat lasts longer but if they run this would be perfect, thanks
TheIronMenace 12 Aug, 2019 @ 4:27pm 
Is this mod working?
smokeydinero 20 Jun, 2019 @ 1:23am 
because some people like to watch the animations play out instead of having the view constantly 100m above ground. if you dont like it, dont use it.
austria-HRE 9 Jun, 2019 @ 3:58pm 
why do so many people like this shit? it's so boring.
smokeydinero 18 Apr, 2019 @ 3:45am 
is this save game compatible?
Chaosbot 5 Mar, 2019 @ 10:03am 
<3
TheIronMenace 4 Nov, 2018 @ 5:48pm 
please UPDATE
Lord Plunkett 10 Sep, 2018 @ 10:28am 
update
Augustus666 12 Mar, 2018 @ 12:41pm 
Update, please!!!
ToXeR 30 Nov, 2017 @ 12:28am 
Hey Will! this mod is great! Any plans to update it for Divided Empires dlc (if needed)?
Rubino303 7 Feb, 2017 @ 12:23am 
This mod is a must have dude :steamhappy:
Will  [author] 17 Oct, 2015 @ 12:50pm 
I increased Missile armour penentration to make sure they aren't useless, i didn't increase it so that they had the same potency as without the mod, that would be silly, i still want missile kills to be slowed down which is the point of the mod, but not missiles to be useless. So your range units aren't machine guns like they sometimes are in Vanilla but they'll still rack up kills, especially if used wisely. It would be compatible with most unit mods, unless they use any unique weapons, armour or shields. It would still work, but those particular units with unique equipment would not be balanced.
Chunky Fetus Smoothie 17 Oct, 2015 @ 11:10am 
but the MELEE unit degrades*
Chunky Fetus Smoothie 17 Oct, 2015 @ 11:10am 
How does the doubled armour values affect the effectiveness of missile units?
I mean, nothing has been changed in terms of their ammunition so they kill e.g 30% less than they used to but the unit degrades are proportional so they will still on average deal the same damage to each other as they did before.

Also does this work with things like Sebidee's unit overhaul and Champloo's gold unit compliation?
Will  [author] 31 Jul, 2015 @ 1:36am 
I have tested this mod again and have to say i disagree with you. Units route at about 40% or if exhausted after a lot of combat at around 50-60%. Elite units naturally last longer though. Units tend to reform if they route at large numbers, assuming you don't chase them down of course. I took some screenshots and put them into this album, all i am running is this mod. http://imgur.com/a/qB0bG
Will  [author] 30 Jul, 2015 @ 1:34am 
I find what you say odd, having played with this mod for a while, and also hating when units don't route, i don't notice the same thing as you. For me units do route around 50%, but it depends on various factions naturally. Make sure you're not running any other mods but I'll run this again just to check. Maybe i should add in my editted morale files too which i haven't got round to releasing.
CB|Torlo 29 Jul, 2015 @ 11:20pm 
I do enoy this mod, but I can't keep playing it. The reasons are:

- You can have units of 120-150 men never having sharp drops in moral due to extreme loss of life in a short time, thus never routing until being completely shattered at 3-10 men left. Making an enemy rout is one of the only ways to win when outnumbered.

- You say this mod alows your plan to come together. My plan comes together, and then they fight almost to the last man, no matter what i do. Wether i use cavalry, which has been mentioned by others, or use archers to mow down troops before they get close, a numercal superior army will awlays win.It simply comes down to a brawl.

- In the beginning of the game, if you don't play as a major faction (i.e. Rome) you are always otnumbered. Not being able to beat a bigger army, becuase you can't rout them, is highly annoying.

- Overal, I like your other mods, but this one, I just can't play. I put 4 hours into this just now, and I'm sorry, but this just isn't for me.
Maestermint 8 Mar, 2015 @ 4:28am 
Just kidding, it was another mod that I used!
Maestermint 8 Mar, 2015 @ 3:48am 
Could you make flanking more effective? As of now, flanking do some damage during the charge, but the flanked unit keep fighting for a pretty long time.
Wiator 28 Feb, 2015 @ 12:18pm 
You get right William. Stay on track because Lord Mithras has a thin skin.
Will  [author] 27 Feb, 2015 @ 7:53am 
Cavalry charges do kill, you might have been using light cav or just got unlucky. Mercs should be changed, remember this doesn't change unit stats, but their weapons and armour will be different. I would just say that the game can be unpredictable and weird things happen all the time. There's no change to unit balance in this mod.
Lord Mahlekai 25 Feb, 2015 @ 7:16pm 
I have also noticed the mercenaries seem unchanged. They wrecked my buddies spartans earlier when he had MORE spartans than their veteran mercenary hoplites.
Spedka 24 Feb, 2015 @ 5:25pm 
It may be a good idea to increase missile units' ammo x2 to offset their reduced damage. Just a thought
Lord Mahlekai 24 Feb, 2015 @ 5:07pm 
Thats what I meant, even the charge didnt kill a single person
Will  [author] 24 Feb, 2015 @ 2:36am 
Well Cavalry is much more about the charge impact and damage than prolonged combat. But yes especially medium and light cavalry will struggle against heavy infanties.
Lord Mahlekai 24 Feb, 2015 @ 1:53am 
There is one problem i have with this mod. Cavalry does almost NO damage to heavy armored units. Other than that this is perfect.
Will  [author] 22 Feb, 2015 @ 1:02pm 
Glad you like it.
Wiator 22 Feb, 2015 @ 4:19am 
I'm looking for that kind of modifications. I call them 'elegant'. I've tried it out and it really gives a bit more tactical leeway without killing the game spirit and 'offending Jupiter'. Wheel and deal further. Thanks a lot. You are in my centuria now.
The Sane Hatter 21 Feb, 2015 @ 2:16pm 
can you imagne hoplite on hoplite battle IT WOULDNT END
Will  [author] 21 Feb, 2015 @ 10:12am 
I have not, but don't forget that armour values are doubled, so missles will have to deal with double armour, which essentialy makes missles half as effective.
Gas Head 21 Feb, 2015 @ 6:12am 
Have you edited missile weapon damage too? If not, this could be very unbalanced and make missile units too strong.
Will  [author] 21 Feb, 2015 @ 2:16am 
No problem thanks!
RexJayden 20 Feb, 2015 @ 7:57pm 
That sounds equivalent. I will definitely try this mod on my next playthrough. Thanks for what you have done. Rated and favorited for now. :eldust::elfood::elindustry::elinfluence::elscience:
Will  [author] 20 Feb, 2015 @ 4:58pm 
I can't say as i haven't played that mod. This one seems to make combat take about 4 times as long, so 5 minutes would be 20 minutes.
RexJayden 20 Feb, 2015 @ 4:14pm 
Nice mod. How would it compare to the Battle mod from Akuru? Are these battles longer or shorter? :CommonWealth::ElvenCourt::WheelOfAges: