Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
leonardusius 14 Sep, 2021 @ 7:58am
Really need to know
And really don't know technically how you introduce the 'cohesion' from fatigue system.....searched all mod data tables and find nothing; no .lua script, no a single word 'COHESION' found in entire mod. Just bang myself upon a wall...beside this, your work is very cool.
Last edited by leonardusius; 14 Sep, 2021 @ 9:44am
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JaM  [developer] 14 Sep, 2021 @ 9:45am 
I'm using the fatigue system which is build in the game as cohesion... Then, im using unit abilities to modify how fast units get tired/lose cohesion.

If you look at kv_fatigue, you can see that i use "fatigue_resistant_delta value -16.. this is applied to any unit with "fatigue_res" attribute, which is given to all "disciplined" units that should keep cohesion for longer.

Keeping units idle, restored cohesion (-64) running, walking, fighting, charging etc, it all decreases it...

Skirmishers are immune to this, which is thanks to custom special ability, that prevents them to gain any "fatigue" (defined in special ability phase table)

And then, i just use fatigue effect table to assign effects based on fatigue state.. but instead of getting tired, disordered unit is faster (1.45x) but has less defense, less charge and less bracing...
leonardusius 15 Sep, 2021 @ 1:12am 
Thank you very much for the effort to answer my question. Most times peoples just ignore others or are laisy. Excellent mod and superb commitment. Now, that I'm clear, the best description is to say you introduced a NEW PASSIVE ABILITY called COHESION !!!!!!!!!!!!!! Because all peoples think you just REPLACED the fatigue with cohesion, which is not true. Fatigue still stay there for good. All my suggestion is to replace the instance words like 'arrows'', ''sling shots'', etc with something related to COHESION, in the tables.
Anyway I'm struggling with lua scripts for Rome 2 to make some personal changes. Now for army stances which I think are one of the most needed issues.

P.S.
''Then give Carthage Corsica, and give multiple African regions to African factions instead of Carthage, but make them client states of Carthage.

Libya will stay separate, but again, as Client State, with only Libyan units available to them, so they wont be a "Carthage copycat" they were in vanilla..

I might even add Samnites back as client state of Rome in southern Italy, while Etruscans will also start as client state of Rome at the start. This would allow Rome to recruit auxiliary units from both ''

That is an absolute necessity from historical perspective and very easy to do.
Be blessed.
Last edited by leonardusius; 15 Sep, 2021 @ 1:43am
JaM  [developer] 16 Sep, 2021 @ 1:08am 
Fatigue effects are still there, but they have different purpose and focus on actual Cohesion effects instead of simulating fatigue.. so units that are "exhausted" in vanilla game, would be running slowly, while in R2TR, they are running faster.. which is quite a difference..

Practically, it allows player to get units somewhere fast, order them to "run" and they gain speed bonus as they go... but they are also extremely vulnerable as they move to enemy attacks...

Plus, every single text that was referring to "fatigue" is now giving proper info on cohesion state... so effectively, FATIGUE mechanics was replaced with COHESION mechanics.
JaM  [developer] 16 Sep, 2021 @ 1:12am 
And regarding campaign changes, yes, those are absolutely necessary, but it will take some time to implement these.. I dont want to update startpos every week, as it makes updating the game a bit of a nightmare, as it requires starting new campaign to have these changes visible, so i dont want to force everybody to abandon their started campaigns...

Therefore, i will make these changes, but release the startpos when changes in it will be quite significant and relatively definitive. :)
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