Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Human Factor (in battles)
Prime  [developer] 31 May, 2016 @ 2:22pm
Historical accuracy and gameplay.
There's always a limit when gameplay is involved and this limit is called personal flavour.

I surely like realism and accuracy but I never used a flight simulator in my life. My sister hates accuracy, she's all for action and suspanse but still she gets irritated when game heros aren't like they are described in books or represented in movies.

My family only counts two persons and this is enough to reflect the chaos of all different players' attitudes towards gaming.

Luckily there are grays in the middle. Some of these grays lead to desert lands, some others are way over experimented, some are even unexplored territories.

This mod is a gray. It doesn't want to become a sort of new battling approach at all. It humbly proposes the following :
  • A gameplay that better suits to a sandbox game, where Insubres can take the whole Italic Paeninsula and Illyrians can dominate the known aquatic world! In a word, such a gameplay should be "less predictable". Every other approach that is aimed to prolong battles by lowering damage and slowing the action to .."cinematographic" parameters are only meant to reward the stronger factions. Long-term -> stronger will win; Medium-Term -> less predictable. Romans were killing around 15 soldiers per hour when in disciplined triplex.They always won in the end.

  • A gameplay that has reasons for existing, not purely arcade but based on realistic human behaviours. Hadrenalin, fear, panic, tireness, concentration loss, instinct.. those things MUST exist in a game about people.

  • A gameplay that focuses on players firstly and on content secondly, where game skills, those little ones that are needed to play TW, can be a bit more relevant to the final outcome.

I chose not to implement a full battle mod, because I'm sure there are already many skilled players out there who are able to put together some good ideas and start something really good, but if you feel the need to share your expectations, opinions or simply frustrations about this game, that can be technically addressed in a mod, I'm here.

Cheers and thanks for your time.
Last edited by Prime; 31 May, 2016 @ 3:05pm
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This is very interesting but with the combat fury i have noticed that the first few minutes of combat will decide the battle. While the fury things is nice it should be noted that high casualties wouldn't be made until the battle lines begin to fray allowing people to exploit the gaps in formations and cut apart groups as they begin to become isolated. Secondly I'd like to point out that if we're really aiming for the up most accuracy you should change that graph to be smoother for more disciplined units and units that fight in strict formations like Phalanxes to represent the less frantic rage filled approach to warfare which should be contrasted with more individualistic styles of fighting as displayed by Celtic groups. Thirdly you should see if you could make a slightly different system for horses that will remain energized for a far bit longer but after they become tired they will suffer very badly for it as they lack a lot of the cooling systems a human has.

Please don't take this too harshly I liked the mod and it's supposed to be suggestions for improvements not blind unobjective criticism for your work.
Prime  [developer] 1 Jun, 2016 @ 2:32pm 
@Lord cheap shots Harshly?! You're that kind of player that I'd "pay" to have as consultant considering the valuable source of hints that you can provide. Also, you mentioned 3 topics where I was actually in difficulty while finalizing this mod so I'm more than happy to listen to your point of view.

The "Energized" Cavalry is something I had to face when balancing ranged units as well. In that case it was easier because I could specifically tire them while shooting. WIth Cavalry it's more tricky because I can't, for games limitations, forcibly tire "idle cavalry" so I'm still thinking at a different solution.

For the "units in formations" realism I could adopt a workaround, in fact I can't define a dedicated peak damage value for fighters in formations. The workaround could consist in 2 actions : (1) raising up the middle curve (when in "normal" fatigue state), by setting up lower consumes for all formation fighters and (2) lowering the hadrenalinic burst from 180 to 150 making it smoother and a bit longer (for all units). Basically, (1) + (2) would mean more discipline and linearity for formations and less burst for everyone, which could be good, considering that the first minutes, if well played, can definetely shift the battle balance.

I could have more freedom if I had access to specific units and fight rules, but unfortunately that would make this mod a "battle" mod, interfering with ALL battle mods that players are using. Of course I would be more incentived to start a battle mod if I had hints, know-how and modelling support from people like you xD.

EDIT : If you manage to accept my friendship request, and access my private workshop, there's a 2.0 version (still not full battle mod) that implements players hints, included yours. Before publishing it for all, if you have time for a quick battle, it would be cool to have your feedback.

Cheers.
Last edited by Prime; 1 Jun, 2016 @ 10:59pm
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