Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Tags: mod, Overhaul
File Size
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5.321 MB
12 May @ 5:24am
26 Jul @ 9:16am
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Definitive Edition

Description
Rome II Total War changed over the patches even the designers forgot their idea and made it a real mess

We follow the original settings of the Rome II (most similar to shogun2), changed almost every stats(if both historical accurate and is the original setting) of Units and rules of battle to the Rome II original version but make some necessary adjustment(for gameplay and unit differentiation reason)

Examples:

1) Bronze armor is weak than Mail (both historical accurate and is the original setting)
2) Pikemen are weak than other melee infantry even from the front (both historical accurate and the original setting but the previous one is a long story)
3) thracian infantry are not bind their shields on their arm see book 《Osprey Men at Arms 360 The Thracians》
14 Comments
Bumblebee  [author] 26 Jun @ 6:11am 
CA changed Chariots Attack mode, they are just bumper car, do only collision damage. These are hard-coded, I can't change it. In the pre-alpha-version, Chariot does a attack resolution(using weapon damage, melee attack, target melee defence) to one entity while collides many which is the similar to elephants, while scythed chariots does this not only during charging but also while in move instruction, which cost 300 price in game.
Bumblebee  [author] 22 Jun @ 12:40am 
The pikemen front strenghth dabation is a long history, which we need to understand why polearms are useful in the ancient battle enviroment or fencer style duel but not helpful in WW1, WW2 or modern melee battle enviroment, see my discussion Attila mod "Modern Military Theory Opinion on Ancient Warfare: The Battle Overhaul version 0.5" to get full information.
Bumblebee  [author] 22 Jun @ 12:32am 
In D.Sim & J.Kaminski' book 《Roman imperial armour》Page 95 shows scale and segmented armour are better than mail and musculata. However, historically, the thickness of amour is adjustable, so they always offer enough or the same protection(this is true, the greeks replace 1mm bronze armour to 10mm linothorax amour but the later is lighter, and they approximately provide the same protection agains arrows in the modern experiment) in a expect battle, so the density of materials and their organization defined which we called armour value in the game, in this sense, I think iron plate armour, mail armour, segmented armour, scale armour should have the same armour value as their are the same in the pre-alpha version game.
Bumblebee  [author] 22 Jun @ 12:18am 
Should the shock cavalry have extra bonus for they are not carry a shield? I think the answer is no. Xyston is one handed weapon, Kontos is two handed weapon, the fomer is flexible, their effectiveness are nearly the same, and after macedonians met celts some of their cavalry carry shields later. So the shock cavalry should not be regared as two handed weapon units for seeking heavy blow to enemy then do not carry a shield.
Bumblebee  [author] 22 Jun @ 12:12am 
In the pre-alpha version, slingers and javelinmen are extremely weak than bowmen, there stats are based on shogun2 and empire totalwar, however that's true, historically, Balearic slingers indeed not used large stones("Lead shot vary in weight between 20 and 30g, though there are isolated examples both above and below these weights. The maximum weight in use in the Near East was 185g. If Diodorus is to be believed, the famous Balearic slingers used stones weighing on mina (350g). As Korfman pointed out in his article on the sling, such a stone would be about 6.3cm in diameter - only slightly smaller than a tennis ball."), slingers and javelinmen are engaged in the a less intense battle, for javelinmen always take 3 spears, only 2 for thrown, so the slingers do not carry too much stones are also reasonable
Bumblebee  [author] 22 Jun @ 12:08am 
In the pre-alpha version, pikemen enable the pike wall formation and gain "charge reflector" while lose "25 points charge bonus", this is hard coded, so I let the pikemen always have charge reflector by setting their weapon type as long pike.
Bumblebee  [author] 22 Jun @ 12:06am 
Ranks minimum system are wrecked in 2.4 version unlike the 1.0 version and shogun2 totalwar
Bumblebee  [author] 22 Jun @ 12:04am 
Elephants are hard coded, I cannot delete their:1) "mighty knock back"(which give extra damage for the knock off animation", 2)parthian shot, 3) moving shot, 4)chariot moving collision damage. The empire totalwar version elephants are fine.
Bumblebee  [author] 22 Jun @ 12:04am 
CA mistaked some celtic chariot units as scythed chariots...and there many other mistakes in the db
Bumblebee  [author] 15 Jun @ 8:18pm 
The mod called Definitive Edition because it does not use any of my "tweak", I just convert the current data into the raw data. If you like "the mod of mine", see my Attila total war mod called "Modern Military Theory Opinion on Ancient Warfare: The Battle Overhaul version 0.5"