Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

179 ratings
Naval Battle Mod
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Tags: mod, Battle
File Size
Posted
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109.697 KB
1 Nov, 2013 @ 3:10am
24 Feb, 2021 @ 2:55am
35 Change Notes ( view )

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Naval Battle Mod

In 1 collection by Volcano
Volcano's Rome 2 Mod Collection
9 items
Description
For: All campaigns, but you do not need this if you have Volcano Battle Mod (that mod contains this and two other battle mods)

Do you love the land battles in Rome 2 but you simulate all naval battles because they are too fast and are uncontrollable? Then this mod is for you! This mod adjusts naval units to the point that naval battles are fun and tactical.

Changes:

*Barbarian raider type ships now have practically no ability to ram by reducing their charge (ram) speed to match their normal speed, and by reducing all their charge distances to 0, and this already included their mass reductions in v1 below. Barbarian raider ships can now still ram because the ability cannot be removed (CA must do this in the code), but ramming with barbarian raider ships does very little damage now. Of course the reason why is because these ships were not made to ram, and their strength (no adjustments made here) is their fast speed and durability (long boats were well constructed). As a barbarian naval commander, you must either build Greek or Roman style ships for ramming, or build the large raiders for boarding, but utilize a lot of faster light raiders with slingers to keep your distance and stay out of ramming range. So, there is still a nice pro-con relationship maintained between barbarian and Greco-Roman-Persian-Egyptian ships.

*All transport ships now have their mass reduced by 1/2 as well as all other changes made to prevent barbarian ships from being able to effectively ram. The reason for this is to prevent the fleet of transports being just as effective at ramming as ships built for that purpose. Note that even though CA has used a model of a bireme/trireme for the non-barbarian transport ships, in reality it was just a large sailing ship.

*Slightly raised the speed of barbarian transport ships to be an average of what they were before (in v1 below), and what the non-barbarian transport ship speeds were. This makes them more compariable in speed to all the others, but still not as fast.

Changes:

*All ship speeds have been reduced by 1/2, so there is now time to think and develop the battle. Historically, triremes had a maximum speed of just 8 knots (ramming speed), and a sustained speed of just 4 knots, the latter being a little faster than jogging speed. So, this much slower speed of ships is much more historical. This change also makes siege ships more important because they are able to engage and destroy enemy ships before they are swarmed with enemy, and melee ships are actually useful because there is now time to coordinate boarding attacks.

*All ship acceleration values have been reduced by 1/16. This creates an effect where ships can no longer ram, and ram again repeatedly, without taking time to pull back and regain speed and momentum (although some ships can still manage to build up momentum for quick ramming, but this is at a reduced damage level now).

*All ship deceleration values have been reduced by 1/16. This helps prevent ships from stopping and turning on a dime as they did before. This change with the change to acceleration makes naval battles a clumsy affair, and prevents sudden and repeated ramming.

*All ship turn rates have been reduced by 1/2. This cuts down on the gamey "most pit" behavior where ships could collide, then while in close proximity, turn and ram new targets. Now ships are more sluggish which requires some tactics in close quarter engagements.

*Barbarian raider type units have had their mass greatly reduced so that they are no longer able to ram ships with the same effectiveness as Greek and Roman ships. They can still ram however, but at least they are not as capable at doing so. Future versions of this mod may address this even better, but for now CA will officially have to create a way to prevent these raider type ships from ramming at all.

*All transports are even slower now, which also is more realistic given that they were much slower than the fastest trireme (which, as mentioned, was very slow moving). Transports are now lumbering heavy laden targets.

*Increased the threshold that ships will catch fire by 2x.

NOTE:

For a full compilation mod of all my battle mods together go here:

http://steamproxy.net/sharedfiles/filedetails/?id=205674098
235 Comments
Twins 18 Apr @ 11:22pm 
ok cool, i want boarding actions to be useful actaully will tell ya if it works
Volcano  [author] 18 Apr @ 8:12pm 
Maybe, not sure. You could put it at the top of the loading order and try it out - it probably will work together.
Twins 18 Apr @ 7:58pm 
does this mod work with DEI
Volcano  [author] 7 Jun, 2023 @ 3:33am 
Ok, well, it sounds like you don't like the mod then. Not sure what you might be expecting me to do?
Not being rude here, just saying that the mod is meant to make naval battles more clumsy and deliberate, and I am satisfied with how it behaves (not to mentioned, I have moved on to newer TW mods), but I recognize that it isn't for everyone's tastes.
Phoenix 7 Jun, 2023 @ 3:07am 
and ships don't stop ether they slide, and wile realistic makes me want to die
Phoenix 7 Jun, 2023 @ 3:06am 
i really have tried with this mod, but the speed is just awful the units love to do whatever they want to and arty ships cant handle shooting at anything as they just start spinning, i think the changes are nice but not being able to do basic functions just does not cut it
Volcano  [author] 9 Nov, 2022 @ 10:52pm 
Thanks for the high praise. Glad you like it. Have fun! :WH3_clasp:
Volcano  [author] 19 Sep, 2022 @ 6:46pm 
I suppose it should, unless they also modified the naval combat.
k gandalf 19 Sep, 2022 @ 6:15pm 
does this work with dei? would fit so good in my campaigns
Volcano  [author] 19 Jul, 2022 @ 5:22pm 
Yeah, that would be nice, but unfortunately the engine doesn't support anything like that - that is, it doesn't take into account your speed when turning. It's just a constant turn rate, unfortunately. :steamfacepalm: