Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Human Factor (bridge for DEI)
44 Comments
Leondas 18 Oct, 2024 @ 3:54pm 
update!
ABELAXOR 1 May, 2022 @ 4:05am 
update pls
The † Faith † 10 May, 2020 @ 11:22pm 
update
Joker [IT] 19 Feb, 2019 @ 7:43am 
please update
RøммeŁ | Jefazo 30 Oct, 2018 @ 2:51pm 
Is it updated?
Pharaoh 17 Sep, 2018 @ 1:34pm 
Those gosh dang metroits.
Sol Invictus 13 Apr, 2018 @ 11:36am 
yea please update :)
Lord Castellan Majorian 26 Nov, 2017 @ 11:36am 
update
T-DawgTh3Epic! 12 Oct, 2017 @ 10:14am 
update pls
BROKEPC 10 Sep, 2017 @ 7:13pm 
update pls
MilfSlayer69 25 Aug, 2017 @ 6:04pm 
update pls
BROKEPC 2 Aug, 2017 @ 7:34pm 
updte pls
MacAttackGaming 26 Jun, 2017 @ 8:31pm 
update my man
Mumion der Unsterbliche 25 Jun, 2017 @ 11:20pm 
Update pls.
ΓΙΆΝΝΗΣ ΒΙΚΈΝΤΙΟΣ 15 Jun, 2017 @ 11:23pm 
any chance this could be updated for the new version of DEI? this is the best battle mod i've used so far and i wanna use it on the new DEI.
Sick#Rabbid 25 May, 2017 @ 1:31am 
does it still works with dei 1.2?
Madmaxxxx 12 Nov, 2016 @ 3:11am 
do i need all the other Divide et impera mods?
RøммeŁ | Jefazo 3 Sep, 2016 @ 7:04am 
So this mod is for having Human factor mod in the DeI overhaul , right?
Banjo (Mac) 25 Aug, 2016 @ 4:20pm 
Hey man, could you provide non-steam links for mac players?
Grandsome 6 Aug, 2016 @ 8:28pm 
Same problem with those bloody carthage elephants! They just go "out of control" and go about destroying my army.
TalosCw 28 Jul, 2016 @ 6:15pm 
Sure it was the african elephants the bests ones, cant remamber specific name, in my egypt campaign and fought them they stood the last two units of the enemy and took everythin i had to bring them down almost lost, then i went to try something out 4 phalanx units in three deep columns behind them 4 javelin units against these two elehpant units, nothin barely kill 4 models
Prime  [author] 28 Jul, 2016 @ 5:55pm 
@VladTheImpaler Hi, yes specific stats are unchanged by this mod which inherits the original Vanilla and DEI unit stats. There are anyway increases and decreases over time due to tireness but they are the same for all units. I can try replicating your scenario for eventually adding some observations. Can you please share they name of the elephant units which seem problematic ? Also, are you using other DEI submods ? Thanks
TalosCw 28 Jul, 2016 @ 3:19pm 
So decided to try out this mod and it really makes battle quite intresting, my only problem in my current campaing is elephants, this mod makes elephants impossible to bring down , i literally cant stop them, i know you dont change any stats but could this affect them like this??
=[El Assesino]= 16 Jul, 2016 @ 12:09pm 
Keep us posted
Prime  [author] 16 Jul, 2016 @ 9:08am 
@^7=^1[^7El ^1A^7SE^1SINO^1]^7= Hi thanks for your feedback. Human Factor is not a full "batlte mod" : unit stats aren't modified in their absolute values excepted for speeds and unit special abilities are 100% untouched. The real thing about this mod is the different distribution of morale and fatigue effects over time which can surely affect the battle but can't alter neither fix all eventual unit imbalances due to Vanilla or other battle mods if used. Also, the DEI integration is a difficult testing ground cause of all customizations inside. I can work, and i'm glad to do it, on common parameters here (ie. less bracing for tight formations, less attack power when scared or tired etc...). There's no access to unit specific stuff here that I can use to tweak it. I'm working to a new project "Realistix", not yet in beta, where I will be able to change all necessary thus your feedback is anyway precious. Cheers
=[El Assesino]= 16 Jul, 2016 @ 5:45am 
So some feedback, and just expressing my own humble personnal opinion.
3,000 Roman Legio's against 7,000 Baktrian dudes including 9 stack of Kataphract Cav.

Speeds adjustment seems good though some tweaking could improve battle comfort some more. But Romans hold firmly the line and no one gets by. Only Cal really caused some damage in the flanks.

Keep tweaking and the good work going !
=[El Assesino]= 16 Jul, 2016 @ 1:41am 
well let's see the result
Prime  [author] 14 Jul, 2016 @ 12:05pm 
Speed decreased 20%.
Prime  [author] 14 Jul, 2016 @ 11:58am 
@^7=^1[^7El ^1A^7SE^1SINO^1]^7= With this mod impacts have been only pushed by setting up different distances between single soldiers. I have also increased cavalry speed. I'm working on a full battle mod, where impacts become more visible because of altered masses. I can decrease the speed yes, that will make cavalry a bit less efficient and kicking anyway. Cheers.
=[El Assesino]= 14 Jul, 2016 @ 11:43am 
HI,

So I do like your mod though I have one question about it and one comment.
Starting with the question.

How does this increase on impact react on a massive wall of shields (haven't fought ROmans yet), it should my mitigated by the shields and the weight behind it.

My comment, I do think that the run speed is to fast and sometimes it looks like a group of chickens running towards the enemy or flanking. Can you lower the speed but keep the impact?

Thx
Prime  [author] 9 Jun, 2016 @ 5:29pm 
@Francesco Updated. Please let me know if Praetorian hollow square is now better.
Prime  [author] 9 Jun, 2016 @ 5:08pm 
@Owedevil Of course bringin in the idea of an initial "Hadrenalin" can make the difference, if the player knows how to play opportunistic. I can't argue against the idea of fun that people may have about movement speed though. I Have received feedback from players who love to watch, from others who prefer slow micromanagement and even from arcade ones so, taking this mod as one of the many different game approaches available on the steam workshop is definetly the way to go. I'm sure no modders wishes to impose an universal way to play xD Cheers.
Francesco 9 Jun, 2016 @ 2:15pm 
And sorry if I insist but imho DEI + your mod + square formation = perfect game :D
Francesco 9 Jun, 2016 @ 2:13pm 
I'm using it in DEI. Since rome (played with historical accurate armies) costs much and lacks cavalry it is always outnumbered (and often surrounded) other factions. I played some tests with praetorian guards and even if they are in square they route immediately as soon as they are attacked by two sides. The square was their strenght and was used by creators of DEI to balance the cost of the units, so if you could keep it that way it would be great :) thanks so much for listening
OwedEvil 9 Jun, 2016 @ 2:02pm 
Hmm, finding the mod makes battles more trivial instead of exciting, unfortunately. Quality units utterly demolish low quality. Tends to make things a tad monotonously quick and easy. Hope everyone else enjoys the mod, though. Worth a try.
Prime  [author] 9 Jun, 2016 @ 1:49pm 
I can increase morale while staying in defensive formations if the specific ability you're using is in DEI or Vanilla Thanks for your feedback.
Francesco 9 Jun, 2016 @ 11:23am 
hi, amazing mod, i really enjoyed it. There's only one issue with the roman square which became useless because they panic anyway. Try to fix that please, it will improve this mod in my opinion :)
Prime  [author] 7 Jun, 2016 @ 11:40am 
@CHE If you look at the diagram in picture, you'll see that melee attack values are only increased during the "Energized" phase, which, for a warrior, is a real emotion. Also, the rest of the damage curve is ALL under 100%. It means that melee attack vales have been actually decreased out of the Energized phase. What you are probably suffering, is the higher movement speed that makes everything happen faster. If you prefer slower battles, I guess the DEI battle system is already in line with your expectations. This mod is for giving an alternative to those players who prefer a faster movement and enhanced tactics. The world is nice because it's full of different flavors! Cheers.

PS: I've been working on a battle overhaul (this is not a battle overhaul) project aimed to total realism. Coming soon. Byee
CHE 7 Jun, 2016 @ 9:45am 
Increased melee attack values? That sounds like it would speed up battles. I'd rather Total War battles take LONGER (but not on slow-motion), as they did in real life (in real life, battles took HOURS, and in some cases multiple DAYS). This way, I'd have time to manage everything before some infantry routs my cavalry or some unit kills off my general... PLUS I want more time to zoom in and enjoy the fighting.
Prime  [author] 5 Jun, 2016 @ 7:17am 
Yes you need this + the normal Human Factor (in battles). Cheers.
Kasires 5 Jun, 2016 @ 5:03am 
so if i have currently enabled DEI mod ( standalone 2 parts, not the steam workshop 6 parts), what exactly do i need here? Both Human Factor (in battles) and Human Factor ( bridge for DEI)?
OwedEvil 3 Jun, 2016 @ 11:50am 
Looks promising, certainly better than the ponderous default DeI battles. Hope it'll live up to it's appearance as a great mod that adds excitement and intensity to the battle aspect of teh game.
The Fifth Loko 29 May, 2016 @ 7:49am 
Thank you for this <3
Prime  [author] 28 May, 2016 @ 11:31pm 
Sorry for the page temporarily blocked, I was still updating. Thanks.