Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Human Factor (in battles)
67 Comments
cat 27 Mar, 2021 @ 10:36am 
very cool mod i love it
The † Faith † 9 May, 2020 @ 8:07pm 
update please lol
Jesus Loves You^_^ 20 Sep, 2017 @ 3:05am 
I think this is already a dead mod. BTW, testing it heavily, I think with this parameters battles are way too short and not realistic, peoples killings each self like a machine gun. Also energized status last too long and troops are tiring too slow. Also, I don't see any normal reason why factors are totally chaotic modified in every fatigue status; if somebody is very tired, for example, he will perform same way in attack as in defense, for sure.
Jesus Loves You^_^ 15 Sep, 2017 @ 10:01am 
Any improvements on this superb mod ?
Mumion der Unsterbliche 25 Jun, 2017 @ 11:20pm 
Update pls.
RøммeŁ | Jefazo 24 May, 2017 @ 12:18pm 
I dont agree with elkoso38 (:
Dominus 23 May, 2017 @ 9:32am 
I agree with elkoso38
elkoso38 16 May, 2017 @ 12:49pm 
Your mod is a very good idea BUT it make troops very fast when energized not realistic for me..IMO
Rubino303 8 Feb, 2017 @ 12:37am 
Great mod :steamhappy:
Jesus Loves You^_^ 7 Dec, 2016 @ 12:09am 
Agreed, the vanilla and even DeI is too ''generalised''; you can't have the same %ratio to rout units; it's obvious the better units rout less.
[Project-夢] TDrew 3 Oct, 2016 @ 5:24pm 
@^7=^1[^7El ^1A^7SE^1SINO^1]^7= totally agree friend! at least elite and veteran units should rout only with 70%90% of casualitys would be reeeeeeealy cool.
Korpen 20 Sep, 2016 @ 7:04am 
I guess this ain't compatible with unit mods like Champloo's Unit Pack? And is it compatible to use "Increased Spotting Distances for a More Tactical BAI" mod?
The Baxterman 6 Aug, 2016 @ 1:31pm 
hey man a really good mod for making a battle longer is the kill animation overhaul it makes battles look really good and take much longer it gives the feeling on self preservation to the units a bit
=[El Assesino]= 6 Aug, 2016 @ 6:57am 
so far a beter mod then the Dei war cry mod, but can you improve the following, now units disengage with 70-80 men aroudn, can you change this to 40 perhaps and elite to less?

And battle time could be a little slower to improve quality of fight.
The Baxterman 4 Aug, 2016 @ 9:03pm 
so no unit packs will work i am a little confused on that
Fireandsteel 4 Aug, 2016 @ 5:41pm 
"This "Fury" effect disappears in about 2 min. of full combat, taking your units to the "Normal" status. Note that walking and running around won't consume much virtual "Combat Fatigue" (which is mostly absorbed by fighting, charging, shooting etc..). "
Does this mean My reserves will have "Fury"?
So I can utilise this fury near the end of the battle to effectivly win?
Fireandsteel 4 Aug, 2016 @ 6:51am 
Also, I am not sure if you have made it clear somewhere, But i was not able to find the info. But lets say I have units in reserve and It is coming to halfway mark in the battle. THese units have not been in battle, or very limited battle. They are fresh. Will they get the combat Fatigue?

That will allow them to slaughter exhausted troops?
Fireandsteel 4 Aug, 2016 @ 6:46am 
Hey Prime, This mod looks very interesting. I want to play It with my Dei campaign. Not sure if it will conflict?
RøммeŁ | Jefazo 1 Aug, 2016 @ 1:00pm 
How does the elephants work in terms of morale, I mean what`s necessary in order to make a elephant go "mad"?

Thank you
Tenerife_Boy 18 Jul, 2016 @ 7:47am 
Hope it could also be compatible with the Hellenika mod, wich I'm part of :P
Prime  [author] 18 Jul, 2016 @ 4:35am 
@8-The-General-8 Hi, I didn't integrate it with overhauls other than DEI but I'm quite sure that their level of incompatibility is not a major issue. Except for units that belong to ADDED battle entities which might have a lesser speed, all other features should mix together without significant incompatibilities. In the meanwhile, during the summer i'm working to a full battle mod project, more adherent to historical realism, which will be integrated to all popular overhauls.Cheers.
8-The-General-8 18 Jul, 2016 @ 3:54am 
I noticed you have made a version for DEI, I was wondering if you could make a version for Alexander Hellenic Edition and Radious and other popular mod overhauls.

Thanks for a very enjoyable mod!

Tenerife_Boy 14 Jul, 2016 @ 2:36pm 
Nice!
Prime  [author] 14 Jul, 2016 @ 12:07pm 
Unit speed -20%, when running. Charging speed -10% in each fatigue status. Cheers.
Prime  [author] 3 Jul, 2016 @ 2:06pm 
@Infilazo | RøммeŁ | Jefazo Hi and thank you very much for your words. There's no campaign parameter affcted by this mod, up to the current version. Cheers.
RøммeŁ | Jefazo 3 Jul, 2016 @ 6:47am 
Absolutely INCREDIBLE mod, for me, the best battle mod for Rome II so far, even better than Radious of course. Everything is balanced and realistic and that's not easy at all believe me, I've tried every battle mod in the workshop.

So congratulations, it's a pity that this mod is released 3 years later than the game,but anyways, better late than never. If I were you I would consider to make a similar mod for attila or warhammer ( don´t know how is the battle in warhammer but knowing CA it must be bad ^^)

On the other hand, does this mod affects to some issue in the camnpaign? or it just add changes to the battle?
Thank you :))
Prime  [author] 13 Jun, 2016 @ 7:47pm 
@matt2884 It mainly depends on tireness but it's situational: armored units are more relevant at the end of long fights because everybody loses defense skills but they keep up their protection so it needs more time and less tired attackers to kill them. Also, bodyguards may fight til the end cause of abilities. Even defensive formations can resist a lot cause of discipline and area morale boosts (like elite hoplites). For sure tactical manouvers break more than kills. You won't now find disciplined units fleeing just because after the first 3 minutes they lose 30% of men for example. Units fight with a very low base morale but they must be feared cause they are perfectely able to gain some morale while fighting (charges, flank, traps, ambushes, camels fears, artillery etc). If you do that and they don't break, then it could be useful to inspect your other mods or to increase the difficulty level or we can work at some tweaks. Let me know please how it goes. Cheers
matt2884 13 Jun, 2016 @ 3:47pm 
Hey Prime, I love what you are doing with this mod. I really like the fatigue system. My Roman troops often gain an advantage at critical points in a fight when I "use the whip" ability. the only problem I seem to be having is that I rarely ever have a unit in my army or the oppoosing army break. Every unit from elite units to the lowliest slinger fights to the last man. I'm guessing by your desciption of the moral system that shouldn't happen. I don't have any other mods installed that affect unit stats or behavour. I was just wondering if you have encountered this before or if you have any ideas why this might be happening.
Dr Poocrumbs 9 Jun, 2016 @ 3:12pm 
Duh, I forgot I've got other battle mods running. That was probally the issue. Sorry about that.
Prime  [author] 9 Jun, 2016 @ 1:30pm 
@Dr Pookums Specific morale of specific units haven't been changed. Surely Generals stand fighting more because they have a better damage/fatigue ratio than any other units, that keeps their morale up. I personally never noticed week units going 1-10 and still fighting unless 1) special abilities are spammed on them 2) they stay in defensive formations that increase defense stats to the point that other units are so tired that they need more troops to kill them. I'm currently working on a full battle mod that have more freedom because can mod more tables and stuff and I will try to replicate and handle this situation, in order to check what triggers it. In the meanwhile can you please tell me which unit it was? Or maybe are you using other battle mods together with HumanFactor that prolong battles ? Trying to understand better. Cheers.
Dr Poocrumbs 9 Jun, 2016 @ 12:53pm 
This was good at first, until I noticed entire units being held up by 1-10 men left fighting to the last man. Kind of annoying because low tieir low morale units were doing this. I could understand if it was top tier units.
Lysander Of Sparta 8 Jun, 2016 @ 4:35pm 
@Prime - Thanks, buddy! I'll give those a look!
Prime  [author] 7 Jun, 2016 @ 9:12pm 
@Lysander I agree 100% with you. I gave my contribute for making the campaign more challenging with Your people's Trust where you must care about people's expectations but there are some other mods that add new relevant mechanics to Campaigns, like People of Rome 2. Cheers
Lysander Of Sparta 7 Jun, 2016 @ 2:03pm 
I noticed the (for battles) title up there - does that mean you might do something for campaign as well? These are all very interesting ideas, but so far in campaign the only thing about my characters I care about is if they're in my ruling family.
Prime  [author] 3 Jun, 2016 @ 3:56pm 
@Crusnik Hi, when not yet Tired the mod will give a slight % advantage to damage dealers (on both sides) due to hadrenalin and tension. Specific unit stats aren't changed but melee defence and bracing start being more effective when Fatigued. In the next version anyway I'm adapting the damage curve so that 1) the initial damage is less devastating (down to 160% from 180%) and 2) units in tight formations gain a defense bonus, following your inputs. Thanks for your suggestions. Cheers.
ΓΙΆΝΝΗΣ ΒΙΚΈΝΤΙΟΣ 3 Jun, 2016 @ 12:29pm 
loving the mod so far, its great for cav users like me, they can easily turn the tides of the battle w/ this mod. I got one comment though:

Dont you think melee vs melee frontal charges are way too devastating? im using DEI mod so i think units are well balanced. But when the main line of both armies engage, almost half the line collapses in less than a minute due to morale drop from excessive casualties. and its way more devastating when a charging unit meets a bracing unit, the bracing unit almost loses everytime, even w/ hoplites(which are supposed to be expert at it)

Im planning to stick w/ this battle mod since its the best one i find so far that completely erases the dull battles of DEI so i can probably deal w/ it, but its really too much IMO.

P.S. my assessment is based on my current campaign, which is Athens at the early stages. so the units, be it mine or the AI's are still weak.
Prime  [author] 2 Jun, 2016 @ 11:49am 
@SCARECROW Yes. Roma invicta is a good overhaul and hopefully combining it with this mod should "fix" some of Roma Invicta's debatable choices (in my personal opinion). If you use a Mod Manager with priorities (not the CA one), please load HumanFactor as last. Cheers
SCARECROW 2 Jun, 2016 @ 8:31am 
can it work with Rome Invicta mod?
Boycott microtransactions 1 Jun, 2016 @ 1:49pm 
@Prime, ok sad to hear that. But that's fine.

thanks and have a nice day/morning/evening/ whatever time it is in your country.
Prime  [author] 1 Jun, 2016 @ 1:17pm 
@Vengeance208 Sorry I don't have a Shogun game for testing.
Prime  [author] 1 Jun, 2016 @ 1:16pm 
@frank_baschetti : There's a compatibility mod to add for DEI, you can find its link above.
Prime  [author] 1 Jun, 2016 @ 1:15pm 
@Tensir 2) Yes, you're right about Fatigue consumes, unfortunately the game dosn't offer fatigue control according to equipment and weapons (so heavy infantry aren't more fatigued than light one and this is a bit unrealistic actually). What I can do is making the Energized period more fatiguing (thus shorter) for all unit types and/or make the normal status last less (consider anyway that this will make tactical battles a bit shorter). I will do some tests. Thanks for the hints.
Prime  [author] 1 Jun, 2016 @ 1:04pm 
@Tensir 1) I think something related to knockback mechanics and mass is possible by touching some fight rules present in game but it requires that this mod become a full battle mod. There already are some battle mods that give more emphasis to pushbacks, maybe you could try one of them and ask its author to amplify mass and knockback chances. Alternatevely I can get your suggestion and start doing a specific battle mod to be used with or without this mod.
frank_333 1 Jun, 2016 @ 9:18am 
its compatibility with divide et impera ?
Draco Dns 1 Jun, 2016 @ 6:31am 
Great Mod, Thx From Brazil...
Tensir 1 Jun, 2016 @ 5:41am 
Does this mod make it possible to push enemy troops back (or to have your troops pushed)? It really hurts me when i assault one enemy unit with my three ones and they actually fight in one place. The ancient battles were actually more about pushing enemy back, and not about actual killing. You know, in medieval II it was really well done because every unit had it's own mass and pushing enemy away was something normal. I hope you know what i mean. And if i can give you a little piece of advice - for a period of time i had a pleasure to enjoy some fighting in re-creation (early medieval), and i have to say that fatigue comes much faster than in two minutes of continual combat. But it also disappears shortly when having some rest. Thanks.
Boycott microtransactions 1 Jun, 2016 @ 1:14am 
Please can you make this mod for Shogun 2 aswell.

Thanks :)
Smeg 31 May, 2016 @ 10:58am 
@Prime you have done more than enough with this mod. I mean my overall issues with Rome 2 is the pacing of the battles. So many people want slow drawn out battles hence the poularity of Europa Barbarourum for rome 1 and things like radious mod for rome 2 but i much prefer speedier battles as they get you more involved and bring out the importance of mobility so the mods i have installed already have been your mod here and a mod that increases animation speeds by 15 percent and I for the first time actually enjoyed a battle in rome 2 and it has made me genuinely excited to play through a campaign. Thank you again for releasing this great mod :D
Prime  [author] 31 May, 2016 @ 10:26am 
@ImperatoR ♛ Thanks! Should you want a custom mod for making your TW Rome gameplay better, just ask xD. Currently I can work on mods and scripts but I don't have enough skills for graphical works. This is a valid intent for all of you who have ideas and love this game. Cheers.
wypas