Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

DEI - Realistic Combat Overhaul
Venator Vicain  [developer] 21 Oct, 2024 @ 3:23am
DEI - Realistic Combat Overhaul - Feedback and Bug Reports
Please leave any feedback or bug reports you may have here, thank you! I am excited to hear about your experiences with this submod.
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Showing 1-9 of 9 comments
Panzerfanlol 22 Oct, 2024 @ 1:55pm 
Yeah ranged units like slingers and javelins are way too op.
The AI automatically focuses your general when they are in range and they will reduce a Triarii general's unit in defensive testudo to less than 60 men in about 5 volleys.
They also reduce Hastatii units in testudo, non-moving, way too quickly and cause gaps to form in their unit which increases their casualties drastically.
Most of the time, when fighting the ai who spams out slingers, your legion gets reduced to less than half before their infantry makes contact with yours.

It might be worth noting I am on vanilla and not playing DEI
I will probably turn this off for the rest of my new vanilla+ campaign lol
Venator Vicain  [developer] 22 Oct, 2024 @ 1:58pm 
You are playing an explicitly Divide Et Impera Submod with vanilla?
Panzerfanlol 22 Oct, 2024 @ 3:12pm 
Originally posted by Venator Vicain:
You are playing an explicitly Divide Et Impera Submod with vanilla?
Sorry about that my dude, as I said this was just in a collection for a vanilla+ I grabbed things from.
Knowstalia 24 Oct, 2024 @ 6:36am 
Hello I think I know why phalanx does not excel as it was anymore.... based on the data that I found in your mod that I compared with DEI, your mod https://imgur.com/a/pzKeGZm shows "stat_melee_damage_ap" is not the same as DEI's https://imgur.com/a/0YO7ISL)so probably this is the reason why phalanx lost it's punch. Also here is an example of a battle https://imgur.com/a/aRyag3P where an early princepe unit got a lot of kills and should have routed when in vanilla DEI, and here is the post battle result https://imgur.com/a/3ocrKu9 even though out numbered I still manage to defeat and inflict a lot of damage against Carthage and took a lot less damage on my army. Don't get it wrong, https://imgur.com/a/5TF4CgN the enemy army is quite decent and field some elite phalanx units too.
Last edited by Knowstalia; 24 Oct, 2024 @ 6:38am
Azreethal 1 Nov, 2024 @ 10:24am 
im just curious if an adjustment to charge bonus will be made. all other stats and damages went up but not charge bonus leaving shock infantry and cav feeling very very weak in this mod.
Ixybus 6 Nov, 2024 @ 6:04am 
I feel the previous user about charges.

I had a Bronze Pikemen pinned down with 2 Hastati units. The pikement were inside their pike formation too if that amounts to something, but I moved my Campanian cavalry and charged behind the pikemen unit and, as soon as a couple entities of my unit touched them, the charge kind of "stopped" and didn't really deal any damage nor disrupt their formation.

After reading the mod description and going to the other mods which I guess this one is based on, I feel charges don't keep up to expectations to what's actually advertised!
Ixybus 10 Nov, 2024 @ 2:48am 
I also noticed the new Breaching Power stat on units but it's always set to 0, I looked at all my unit types and it was always 0 so maybe there's an issue there?
Who_ci 29 Nov, 2024 @ 12:48am 
When i do the testudo formation i can see my roman soldiers being pushed by the arrows like they were rockets and dyng so easily. I know is a problem related to base game (vanilla) because of the hp system. Is it possible to fix this so anti-proyectile formations are not useless?
B.F.M II 7 Mar @ 11:32pm 
Coming back to Rome 2 with this mod after a few months and I have a couple of things to say:

1. Cavalry packs a helluva lot more punch than Vanilla or base DEI, and the way they move gives them a weightiness most other combat overhauls sorely lack (near-instantly turning on a dime is appreciated, but a bit much, especially for heavy cav).

2. Missiles also punch way harder with this submod, heavier ones especially like javelins and throwing axes, effective at disrupting formations before charging in. However I think they're a bit overtuned on the knockdown effect, so you might wanna scale it back like 5-10%, but it works marvelously regardless.

3. Infantry is where I have a bit of a pet peeve. For one, you may have overcorrected a bit too much on heavy infantry. Now maybe it's just me, but I feel that heavy infantry in particular has been made a bit too sluggish compared to their lighter counterparts, and the inconsistent speeds between some units of the same mass and panoply (Particularly noticeable with Roman heavy infantry) feels odd.

Overall, apart from point 3, I really like how battles play on this sub mod. Pretty nifty I must say.
Last edited by B.F.M II; 8 Mar @ 12:07am
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