Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Para Bellum - Combat
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Tags: mod, Battle
File Size
Posted
Updated
51.056 MB
29 Feb, 2020 @ 3:19pm
21 Sep, 2023 @ 12:35pm
33 Change Notes ( view )

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Para Bellum - Combat

In 1 collection by AveMetal
Para Bellum - Official Mods Collection
11 items
Description
Si vis pacem, para bellum.
If you want peace, prepare for war.

This mod collection is a total conversion for Rome II with a historical approach, keeping a balance with the gameplay, and aiming for a more challenging and epic experience.

Para Bellum - Steam group
Para Bellum - Discord server[discord.gg]
Para Bellum - Official Mods Collection
Para Bellum submods & Compatible mods
FAQ for Para Bellum

Para Bellum - Combat
Complete overhaul of the Rome 2 battle mechanics, focused in realism and historical accuracy.

Unique features
- Push/stepback mechanics that take into account the weight of the units, for example with a heavier unit like the hoplites you can push and move a lighter one like the skirmishers, dragging the unit by pressing Left mouse click + left Ctrl to advance forward the unit.
- Reclassification of the unit types with a more realistic approach (line infantry, assault, etc.) and the addition of new classes like the support and hoplitic infantry.
- Number of soldiers adjusted for more realism and better game balance, for example low tier units or pikemen are more numerous. These changes are also taken into account in the new class system.
- Battlefields resized, enlarged to maneuver large armies and so that reinforcements arrive on time and without fatigue, and not lose much time searching for defensive armies. Also, includes custom deployment areas shape, allowing to deploy units with guerrilla ability in the enemy flanks area.
- Historical unit names for all campaigns/DLCs, including also the unit name in English below in the description.
- Overall phalanx enhancement: improved animations for pikemen and hoplites, and a new abilities for the hoplites to better reflect this tactic and its features.
- New abilities: Tactical retreat for all the infantry to avoid too many losses when disengaging combat. Othismos for hoplites, Push for experienced melee troops, and At the centurion command! for melee roman infantry. These last three very similar.
- New and enhanced animations, including a wide variety of kill animations.

Better AI
Overall improvement of the AI behaviour in the battlefield:
- Using better formations, and terrain in their favour.
- Changed the spotting distances values to allow the AI to keep the battle line formations, use reserve forces and attack the flanks in a better way.
- Better use of the troops with projectiles, not only the javelins and peltasts, with exchange of projectiles along the battle line before the charge, instead of just rushing.
- Infantry attacks along the battle line, not just focuses on the flanks. Also they hold better the position so the result is more realistic with pikes/hoplites armies.
- Projectiles protect themselves better behind enemy lines.
- Cavalry properly flanks, attacking in the right moment and making charges persistently.
So the result is more realistic and difficult to beat as consequence of the better tactical approach of the AI.

Focused on realism
- Matched combat reworked to avoid disrupted formations.
- Improved the pike phalanx combat, lasting longer.
- Loose spacing is available for all units except for hoplites and pikemen, though closed formations like shield wall, phalanx and testudo have increased protection against projectiles.
- Cavalry speed and mass changed: the charges are still powerful but not as much as in vanilla, but as the unit suffers losses the charge strength also decreases.
- Variable recovery timeframe between soldiers of the same unit, after cavalry charges knockdown.
- Reworked morale and fatigue systems for longer and more dynamic battles.
- Complete revision of the units' stats.
- Full revision of the shield, armour and weapons, to better represent the combat of this period. The line infantry can stay in a melee fight for long but lose troops in a slow constant way, however, they are vulnerable to the rear or flank attacks.
- Projectiles physics, ranges and ammunition adjusted.
- Walking and rowing slowly speeds equaled for all units, to maintain the formations of armies and fleets.
- Improved naval combat, for more realistic and tactical battles.
- Adjusted units' experience threshold.
- And many other adjustments and details revised.

Includes also:
- Terrain effects: https://steamproxy.net/sharedfiles/filedetails/?id=2880145170
- Better units stats info panel: https://steamproxy.net/sharedfiles/filedetails/?id=2867989067
- Improved Siege battles AI: https://steamproxy.net/sharedfiles/filedetails/?id=2892112157

Installation instructions
Subscribe and place the different parts of the mod in alphabetical order in the Mod Manager:

1. Para Bellum - Campaign (includes specific instructions and translation files)
2. Para Bellum - Combat
3. Para Bellum - Effects (includes specific instructions)
4. Para Bellum - Factions
5. Para Bellum - Interface
6. Para Bellum - Population (includes specific instructions)
7. Para Bellum - Units (requires the other Para Bellum - Units parts)
8. Para Bellum - Units II (requires the other Para Bellum - Units parts)
9. Para Bellum - Units III (requires the other Para Bellum - Units parts)
10. Para Bellum - Weather (includes specific instructions)

Though I recommend to use all the modules together, they can work separately so you can apply what you want, but keeping the order regardless of the number of subscribed parts.

Compatibility
- As a total overhaul, Para Bellum is only compatible with the mods included in the Para Bellum submods & Compatible mods Collection.

- Multiplayer compatibility only if both players have exactly the same contents (mods and/or GEMFX installed and subscribed). Also the Para Bellum Multiplayer patch is highly recommended (contained in the Para Bellum submods Collection).

- Compatible with all DLC campaigns and contents.

- Ancestral Update (Patch 20) compatible.

Credits and acknowledgments
This mod would have not been possible without the modders who very kindly gave me permission to use their terrific content in this project. My sincerest thanks and appreciation of incredible hours of hard work and dedication, goes to:

ToonTotalWar - phalangite animations: Wars of the Gods


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If you have any comments or suggestions, you are welcome.

Support
If you appreciate my mods, you can support my developments at:

[ko-fi.com]
Popular Discussions View All (1)
1
10 Feb @ 1:38am
Are slingers supposed to be OP?
Ixybus
275 Comments
Manel_Playerr 24 Sep @ 9:38am 
Is the 60+ meele attack buff That the classical phalanx gives to hoplites intentional or a bug?Because lybian hoplites(One of the worst hoplites units in the game) shouldn't be capable of defeating praetorian guard(wich is One of the best infantry units there are in the game) on a 1v1 with no support and still have like half the unit (wich is 240 men). It's really infuriating That hoplites get this stupid buff since even surrounded with principes and triarii etruscan hoplites kill like 25 to 50 of each unit
Awkland 2 Sep @ 1:06am 
Hey, can you implement some of the features from B.M.M. II (Better Missiles Mod 2)?
X Karma101 X 10 Aug @ 10:30am 
my game keeps crashing out, whenever I try to load into my campaign
DulcisVindicta 30 Jul @ 6:28am 
First of all, fantastic mod

Second, Cohors Evocati and Evocati Imperatoria has the Very Heavy Spear Infantry unit, even though they are using swords, so I'm a bit confused. Are they defensive spear units or offensive sword units? I'm trying to optimize my legion so that I have less unit upkeep for an economic victory
ruskiez 20 May @ 9:50pm 
is there a way i can revert the unit names back to english?
async 20 May @ 5:52am 
Got the bug that my spear trowing range units wont shoot units in range. They first start throwing about half the range showed by the target zone. Is this intentional?
BrayDSA 15 May @ 12:29am 
there is a bug in which weapons disappear in the animations when using several animation mods and when there is only the one para bellum
WaRZa 13 May @ 7:07am 
Hello, the animation of the hoplites is buggy, when they are in close combat the swords and spears disappear, their hands are empty, vanilla game without any mod apart from this one
AveMetal  [author] 31 Mar @ 9:24am 
@ Profilo Molto Bello e Colorato: It is possible as I tried to explain in the description instructions.

@ tmaybaum: first notice I have, try a clean mod installation with the link you can find in the FAQ for Para Bellum at the description, to be sure all works as intended.

@ mjl1012: the one you are used to compared to vanilla.

@ Czerep: I think it should say due to lack supplies instead of decimation, I'll have to check it.

@ djilek, xXMitzuhideXx, Lawyer437r & Giovanni Giorgio: For me it works fine but someone find as solution upgrading the range skill in the generals Furious Fighter tree to help with increasing the range.

@ SpaceWeasel: Testudo formation includes the higher bonus against projectiles. You can try a clean mod installation with the link you can find in the FAQ for Para Bellum at the description, to be sure all works as intended.
Thanks, I'll try without this mod.