Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

DEI - Realistic Combat Overhaul
Venator Vicain  [developer] 15 Oct, 2024 @ 3:44am
DEI - Realistic Combat Overhaul - Technical Details
DEI - Realistic Combat Overhaul - Technical Details

Core Battle Mechanics:
  • All unit health values have been recalibrated around a standard 100 HP system, but in essence replicates the 1 HP system in older Total War games.
  • All standard weapons, projectiles, and cavalry charges are capable of instantly killing affected entities.
  • Armor-Piercing Damage on melee weapons has been effectively removed, repurposed into a separate "Othismos" mechanic.
  • All successful hits on an entity will force them backwards into allies for help. Outmatched units will be progressively pushed back.
  • Phalanx formations (pike, hoplite phalanx, spearwall, etc) will no longer knockback enemy entities on a hit, increasing unit cohesion and improving their battle performance.
  • Time between melee attacks has been reduced.
  • Large entity charges will knock down enemies for a significant amount of time depending on damage and speed. Armor will decrease the amount of time an entity is knocked down for.
  • Large entity charge damage is now calculated linearly.
  • Charge bonus time extended.
  • Significant melee defence penalties are applied if an entity is attacked by more than one opposing entity or is attacked from the flank or rear.

Cavalry:
  • Cavalry mounts do not grant any additional health. All cavalry has 100 HP. Elephants and chariots are an exception.
  • All cavalry charges are capable of instantly killing enemy entities.
  • All cavalry hitboxes have been recalculated to be more accurate to the 3D model.
  • Cavalry are significantly more effective on flank charges and on the offense, but will struggle in any prolonged engagements or when charging heavy infantry from the front. Cavalry are extremely vulnerable to missile fire.
  • Cavalry begin a charge from significantly farther away, allowing them to rapidly close the distance against approaching missile fire. They are also by far the most efficient method of chasing down routing units.
  • Shock Cavalry units have increased mass to simulate their concentrated use of mass.
  • Elephants and Chariots have slightly decreased mass compared to real-life references in order to rein in collision damage.
  • Cavalry charges deal a portion of their damage as Armor-Piercing Damage.

Infantry:
  • All infantry hitboxes have been recalculated to be more accurate to the 3D model.
  • Infantry stays in closer formation and will more readily help each other in engagements and gang up on lone units more efficiently.
  • Light, Medium, and Heavy entity designations play a significant role in how they move and engage the enemy. A unit's equipment and mass affect how fast they walk, run, charge, accelerate, decelerate, turn, withstand charges, and more.
  • Heavy Infantry will march in tight formation and will slowly approach enemy lines on the charge. This makes them very efficient at forming fortified battle lines and maintaining cohesion while in melee combat, but makes them ill-suited for chasing down fleeing troops.
  • "Medium" Infantry will similarly march in formation but will more rapidly close the distance to enemy lines. This makes them very efficient at rapid response to aid heavy infantry lines. While they can chase down routing heavy troops, they will struggle to close the gap with skirmishers and light infantry.
  • Light Infantry are able to rush into combat or retreat from combat extremely quickly and efficiently. Unit cohesion on the charge may struggle, but light infantry are by far the most maneuverable and quick units, and can run down routing infantry if need be.
  • Phalanx and Shieldwall units are extremely strong from the front, but greatly struggle in maneuvering and have significant turnrate penalties. They are extremely vulnerable from the flank and rear.

Melee Weapons:
  • All standard melee weapons are capable of instantly killing an entity. The exception is short, non-primary weapons such as daggers.
  • Armor-Piercing Damage as previously defined has been removed from all melee weapons and has instead been recalculated into base damage values.
  • Armor Piercing Damage is now reserved exclusively for heavy two-handed weapons and/or shock weaponry (falx, lance, etc).
  • Heavy and shock weaponry are extremely effective at pushing back enemy lines.
  • Most melee weapons will lose their one-shot capability while in active formations.
  • Pike hitboxes now more closely match their 3D models.

Missile Weapons:
  • All standard projectile weapons are capable of instantly killing an entity. The exception is rudimentary, non-conventional, or blunt projectiles (fire arrows, thrown rocks, sling bullets etc).
  • All missile units will engage in direct, accurate fire at close ranges but will dynamically switch to area fire at range.
  • All projectiles will stagger and disrupt formations as they damage entities. Javelins are extremely effective at disrupting charges.
  • All missile units, except javelins, will dynamically adjust their firing angle depending on obstacles.
  • Javelins and Axes have significantly shorter range, but are more powerful. They provide significant debuffs to enemy units and have a chance to pierce through shields entirely.
  • Armor-Piercing Damage for projectiles is reserved exclusively for slings and heavy artillery. Slings will deal a small amount of armor-piercing damage but are unable to one-shot enemies.
  • Bolt-based anti-infantry artillery will fully pierce through shields and will insta-kill hit entities.

Armor and Shields:
  • Armor values have been dramatically increased across the board, numbering in the multiple hundreds. The dramatic differences between a cloth tunic and a full panoply of eastern plate should be extremely noticeable, with the heaviest armor sets able to shrug off less powerful projectiles and blows with ease.
  • Armor will dramatically reduce the time that an entity is knocked down by a cavalry charge.
  • Shield missile block chance has been slightly increased across the board to offset the lethality of projectiles.
  • Shields can be completely disabled temporarily by javelins and heavier missile projectiles.


This is not an exhaustive list, but this should provide a good idea of the changes to gameplay you can expect with this submod.
Last edited by Venator Vicain; 18 Oct, 2024 @ 10:21am
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Showing 1-6 of 6 comments
Daud 15 Oct, 2024 @ 10:23am 
Beautiful
TsundereSI2 15 Oct, 2024 @ 3:14pm 
this mod will probably not work with MARCSUMM Realistic Roman Legions right?
Venator Vicain  [developer] 15 Oct, 2024 @ 3:51pm 
@Tsundere512

As long as MARCSUMM Realistic Roman Legions uses equipment entries already found in base DEI to create its units, it should be seamlessly compatible. If not, I will integrate compatibility. Hope this helps!

EDIT: I can confirm that it is compatible.
Last edited by Venator Vicain; 15 Oct, 2024 @ 5:18pm
TsundereSI2 15 Oct, 2024 @ 6:18pm 
@Venator Vicain good to know, and looking at the mod, i think medium infantry should be quickest type to recover from a charge, because they have less armour making more mobile and better armor than a light unit so they could survive a charge
Venator Vicain  [developer] 18 Oct, 2024 @ 12:03pm 
@TsundereSI2

The idea of heavy infantry being best-suited to recover from charges is that, despite being literally heavier, their protection would permit them the ability to better absorb the force from the enemy's charge and therefore be ready to get back into position or the fight more quickly. This also plays better into the gameplay consideration that it may not be the best idea to cavalry charge heavy infantry head-on.
Last edited by Venator Vicain; 18 Oct, 2024 @ 12:03pm
Florian 12 Mar @ 8:16am 
Does this mod work with LEGENDARY EMPIRES considering this and that are both compatible with DEI
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Showing 1-6 of 6 comments
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