Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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B.M.M. II (Better Missiles Mod 2)
   
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Tags: mod, Battle
File Size
Posted
Updated
1.794 MB
7 Mar, 2015 @ 6:53pm
16 Sep, 2018 @ 7:02pm
38 Change Notes ( view )

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B.M.M. II (Better Missiles Mod 2)

Description
B.M.M. II
After 4 months of hard work, I willingly present to you, the missile mod to end all missile mods, my final mod for Rome 2. (probably) The reason I even considered creating this mod is because I wasn't happy with my last B.M.M., I felt like i could have improved it with more time.The goal was to provide a more accurate display of the capabilities of ranged warfare, while attempting to integrate it in a way that felt seamless. So here's the final product; a fresh new perspective on missile weapons built from the ground-up.

What's to Come
I'm working on implementing a gastraphetes (Greek ancient crossbow) consisting of a new model, textures, and likely using the Attila crossbow animations. I will always keep it up to date even though it will work even with being "out of date". I will also make a Champloo's Units compatable version. Lastly, I will and have begun modding Attila and will carry on with that for the foreseeable future.

Overview
I would estimate that about 95% of the missile stats were altered in some way, but some of the highlighted features are:
Completely reworked ranges and damages for all missile units
•Ballistae fire bolt clusters
•Re-done UI / buttons for a improved viewing experience. (Thanks to [AiF] Waffles)
•Precursor javelins disrupting charges along with improved inertia physics (men can be staggered by them)
•Pila reduce charge and shield effectiveness
Direct arrow volleys wherever you want
•Incendiary sling ammo (heated clay balls were slung onto thatch to set it alight)
4 New arrows to replace the old ones.
•Less ugly trails, while still keeping the style

DETAILS, DETAILS, DETAILS
Bows & Arrows
•Added tri-lobe arrow
•Added barbed broadheads
•Added crecent Arrowheads
•Added broadhead arrowheads
•Increased ranges
•Higher trajectory at longer ranges
•Introduced flight path variations (Natural arrow spread)
•Completely re-done damages
•Altered incendiary strength
•Increased reload times
•4 different bows with different stats
•Reduced accuracy in weather conditions.
•Aim arrow barrages wherever you want with a new ability.
Javelins & Pila
•Slightly reduced ranges to a more historical level(5m. ish)
•Added precursor javelins disrupting charges along with improved inertia physics (men can be staggered by them)
•Pila reduce charge and shield effectiveness
•Increased and adjusted damage
•Greatly reduced ammo( Melee:2,Axemen:3,Peltasts:4,Javelinmen:5)
•Better velocity
•Bonus vs cav and elephants
•Reduced time in between shots
•Removed trails
•Altered incendiary strength
Slings
•Added weak incendiary sling rounds
•Created a larger difference between the 3 sling ammunitions.
•More range
•Altered damages
•Higher velocity
•Changed the reload times
•All stones bounce and roll (excluding lead shot)
•More ammunition
Artillery
•Ballistae shoot bolt clusters (3)or(6)
•Onagers fire explosive pots, not ballistae
•Most ranges altered
•Fire rates have been raised for polybolos and reduced for others
•Added Amunition
Misc.
•All redone UI and icons([AiF] Waffles)
•Shields have edited block chances thanks to Olaf the Third
•Lighter units have faster movement
•Mobs and Plebs can throw rocks
•Plebs are recruit-able for Rome in custom battle
•Altered the trails to be more see-through
•Faster chariots
•Spread out missile units

F.A.Q.
Q: Save game compatible?
A:Should be.
Q:Works With______?
A: Doesn't work with Radious Total War Mod or Battle Mod, but works with his others. Doesn't Work well with DEI or Legionary Tactics.
Q:WTF THIS SUX ITS SOOO OVRPOWERD
A:If they didn't kill people, they wouldn't have gone through the trouble of using them. Also, get out.

References(for those who like to complain that I have no idea what I'm doing.)
•History of Rome (Livy)
•Ancient Rome:The Rise and Fall of an Empire (Baker, Simon)
A Look at Some of the Small Finds at Ramat Rachel: Arrowheads (Jacob L. Wright)[www.academia.edu]
•Along with a host of other small texts and forum posts that were taken into consideration
•My personal experience in archery, and my making and using of three slings.

Special thanks to The Governor and Olaf the Third for their help!
Lastly, I recomend Champloo's unit pack because it fits the best (stat wise) with B.M.M. II
Popular Discussions View All (4)
9
23 Aug, 2015 @ 7:18am
Constructive Criticism
BlueMt
4
10 Apr, 2015 @ 4:25am
Playing With BMMII
BlueMt
1
28 Apr, 2015 @ 3:50am
Bug reports
lucky.Boy
212 Comments
Adalas⚜ 30 May, 2023 @ 11:56am 
man your mod somehow adjust the bug with the swords of another mod, but it changes the attack and other statistics, now it's too inbalanced to play.
PapaEnclave 14 Jan, 2023 @ 7:52am 
did ya make them crossbow men??
Girthy Gentile 12 Jan, 2023 @ 4:39pm 
I seen that you have already commented on its difficulty running with DIE and legionary tactics but what if you put this higher then those on the MOD order?
Принцесса 30 Nov, 2022 @ 5:55am 
Mod is good, only question regarding "focus fire". It would appear that I can only use it once and after my archers just stop responding to the area which I want to attack. Is it normal or am I missing something?
Peacemen 28 Jul, 2022 @ 8:58pm 
Please update crashing the campaign
Mori The Vampire Lord 9 Jul, 2022 @ 2:21am 
update
Arbiter Thel 11 Jun, 2022 @ 11:24am 
works fine in custom battles, but this crashes for me when launching a campaign, is it not save game compatible?
PRODEZX 8 Mar, 2022 @ 2:25am 
Does anybody play this mod with DEI ? How does it work compare with vanilla DEI/BMMII along ?? Thx forehand
Ardanza 7 Mar, 2022 @ 9:05am 
Glad this still works in SP. Can't play without it, thank you.
DARKH0BBIT 6 Dec, 2021 @ 5:08pm 
question so with the types of ammo's being abilities would it be possible to add a few more uses to them i find i run out way to quick when things get heated and i need to move my units