Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
JaM  [developer] 29 May, 2021 @ 11:34pm
Pike Phalanx changes:
Here is what i did to pikemen - Pike Phalanx formation is divided (as before) into 5 phases. Each phase gives certain bonuses and penalties. At first, melee attack, melee damage is increased, together with bracing bonus, as time goes, this bonus is being reduced (simulating fatigue).
To make sure Phalangites are not completely invulnerable from all sides, instead of increasing their melee defense due to pikes, i have instead boosted their shield defense as that bonus is strictly directional and therefore doesnt apply from rear - this way, if you manage to outflank the pikemen, you will kill them a lot quicker (plus increased rear attack morale penalty would also play
its role). But frontally, pikemen will be extremely dangerous, so charging into pikes is really not a good idea.. Yet, they are not unstoppable force even from the front, because as fatigue kicks in with later stages, they will get less and less effective, to the point some strong melee units might get into their ranks (Legionaries) and deal a lot of casualties..
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Showing 1-15 of 16 comments
Gataarius 30 May, 2021 @ 10:43am 
Thank you for the explanation and all your efforts. If I notice anything, I'll let you know
JaM  [developer] 13 Sep, 2021 @ 11:12am 
Thanks to @Addi the Hun feedback, i've managed to fix the issue with Hellenic reforms, and improved it a bit. plus it should now work for all Hellenic factions.

First reform will come with "Military Tactics Drills". Thanks to this research, Levy Phalangites units will be upgraded into Phalangites. Second upgrade option will come much later with "Strategic Maneuvers" where all Phalangites will be upgraded into Thorakoi Phalangites, while Peltophoroi will upgrade into Thorakitai (swordsmen). At the same time, factions with Thureos Hoplites will be able to upgrade these into Thorakitai
Gataarius 23 Nov, 2021 @ 6:15am 
You state: "frontally, pikemen will be extremely dangerous".
Is it normal that levy phalangites do not kill much?
JaM  [developer] 23 Nov, 2021 @ 6:18am 
what do you mean? i tested them today, against celtic chosen swordsmen and they annihilated them with ease..
JaM  [developer] 23 Nov, 2021 @ 6:30am 
do you have discord? If you want we can discuss this in details over there
Gataarius 23 Nov, 2021 @ 6:42am 
I can download Discord. Where can I join?
JaM  [developer] 23 Nov, 2021 @ 6:47am 
Last edited by JaM; 23 Nov, 2021 @ 6:47am
JaM  [developer] 23 Nov, 2021 @ 1:40pm 
I'm considering dropping current pike setup completely.. made some tests with passive pike phalanx ability, and it surprisingly works quite well.. plus, this way i don't need to worry about pikemen outside of pike wall formation, as they are always in it.. so their stats can reflect their actual combat power, instead of having to use multipliers attached to formation stages..
Gataarius 24 Nov, 2021 @ 2:41pm 
Originally posted by Gataarius:
You state: "frontally, pikemen will be extremely dangerous".
Is it normal that levy phalangites do not kill much?

I found the issue!

Levy phalangites are deadly, BUT they refuse to kill at the entrance.

Three test locations:
[1] At the entrance of a fortification, levy phalangites are close to useless;
[2] At any other position, the exact same unit is deadly;
[3] At another entrance position, levy phalangites are also deadly.

Screenshots:
[1] https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2663265278
[2] https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2663266442
[3] https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2663266867
JaM  [developer] 24 Nov, 2021 @ 10:45pm 
i think its because those gateways cause AI to press its units into single tight space and pikes are unable to push enemies so they get overwhelmed with numbers... If pikes are in normal formation, AI attacks them more spread out, and their animation is sufficient enough to fight them effectively.
Gataarius 25 Nov, 2021 @ 10:25am 
Could you please explain what you mean with "AI presses its units into single tight space"?
I feel like understanding this sentence would change a lot for my in-battle strategies.
Gataarius 25 Nov, 2021 @ 1:42pm 
Another situation where levy phalangites refuse to kill. This time on higher ground:

Screenshot 1 - Before
Time left: 54:26
Kills: 0
Losses: 0
Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2664078049

Screenshot 2 - After
Time left: 51:49
Kills: 8
Losses: 54
Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2664080810

So after 2min 36sec there were 8 kills and 54 losses against a weaker opponent while standing on higher ground.

Other pikemen units also had the same problem:
Example 1: only 3 kills https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2664081920
Example 2: only 7 kills https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2664082561
JaM  [developer] 25 Nov, 2021 @ 7:04pm 
when AI needs to move through tight place like gate, it will blob multiple units together.
JaM  [developer] 25 Nov, 2021 @ 7:20pm 
Anyway, i think what you are missing on these pictures is the fact, that pike formation deteriorates over time, and its melee attack value goes down, longer unit has pike phalanx active.. pike phalanx formation has multiple stages, where each one lasts about 90 seconds, and where next stage is weaker and weaker... so practically, you dont want to activate pike wall too early, because it will tire your men and they be ineffective when they actually get into combat...

Anyway, as i said, i will make some adjustments in next update, which i probably release today, so some things will change..
Gataarius 26 Nov, 2021 @ 7:29am 
From now on, I shall delay phalanx formation as long as possible, thanks!
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