Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

DEI - Realistic Combat Overhaul (Updated for DEI 1.3.5 BETA!)
126 kommentarer
Sheep Strategist 19. nov. kl. 22:07 
Thank you! Will do
Venator Vicain  [ophavsmand] 19. nov. kl. 21:09 
@Sheep Strategist

Yeah, that's no problem at all! Have fun!
Venator Vicain  [ophavsmand] 19. nov. kl. 21:08 
Now updated for DEI 1.3.5 Beta!
Sheep Strategist 15. nov. kl. 22:37 
Hey Venator, I wanted to ask if I could use your mod as a base for a combat overhaul I wanted to make for DeI? If thats alright with you of course, I'd credit you as well for the help.

Thank you in advance!
Hiryu 9. nov. kl. 16:52 
i need battle more slow and watch more animation.....
Space Lord 2. nov. kl. 12:17 
Does this mod include your other DEI submods?
Makalister 19. okt. kl. 7:27 
yeah, great mod series but i'm also hesitant lol
Hescher_94 3. okt. kl. 16:03 
Are you working with the DEI Team on the beta?
My autism is wondering I should play with your mod now or wait for new DEI release
Hescher_94 3. okt. kl. 15:30 
Is this the all-in-one mod, right? For:
"DeI - Faster Movement
DeI - Slower Battles
..."
Rudi Böllert 3. okt. kl. 3:16 
Can you tell when the update for the DEI Beta is coming out?
Venator Vicain  [ophavsmand] 18. sep. kl. 8:09 
Yes!
genghiskhan92 13. sep. kl. 5:16 
great mod, will it be updated for the new DEI beta. 1.3.5 mod version ?
ChapterMasterMal 21. aug. kl. 12:33 
Does this work with Official DEI Realism?
LandonB 20. juni kl. 14:39 
Cant even load into a custom battle with this mod enabled
Leondas 1. maj kl. 5:45 
The most amazing mod ever!
RaZoR 14. mar. kl. 11:38 
after installing this mod the cavalry dies like flies, and i am talking about heavy cavalry, light cavalry gets completely annihilated. Thunderous charges? more like running into a wall. Not recommended at all
Ruitor3486 12. mar. kl. 8:35 
it is not clear to me as well if this combat overhaul is the sum of charges speed and mass and missiles mods
Дымок 6. mar. kl. 4:08 
Takarazuka,is it enough to install this module? this includes these modules DeI - Realistic Charges, Speed, and Mass
DeI - Realistic Missiles and Projectiles ?
Takarazuka 5. mar. kl. 18:11 
It says in the description specifically that those are not... they are the individual components broken out from this overhaul.
Дымок 5. mar. kl. 15:13 
are they compatible with these mods DeI - Realistic Missiles and Projectiles DEI - Realistic Combat Overwhelming DeI - Realistic Charges, Speed, and Mass, or something else you need to install
just asking because of all the comments..
is this mod broken?
Otho 21. jan. kl. 14:13 
Any update on the version for vanilla?
Keem 18. jan. kl. 17:43 
Woke mod
Mathayus 5. jan. kl. 8:22 
Hi mate, love the mod! I might be dumb, but it feels like some units get stuck because they cant unleash their precursor ranged attack... i.e. some roman units keep having the ranged attack and, if I dont manually switch to melee, they just stand there.
steesh86 2. jan. kl. 15:20 
For some reason this mod is impacting upon the graphics of units in battle, making some heads, arms etc invisible. I am only using DEI, a few official DEI submods and the Roman Extravaganza pack.
acof 26. dec. 2024 kl. 8:40 
Its so good, but why it is seperated from the main mod?
[83rd]1in1class 24. dec. 2024 kl. 15:10 
Seems that the units keep fleeing and charging back. Some don't even make their way back to the battle. They just sit in the field away from the battle. Playing with no moral mod so it's not the moral of the units.
zumon 14. dec. 2024 kl. 18:31 
Hey guys, I like the mod, however i don't like the restrictions it places on phalanxes, it reduces how thin you can have your ranks quite significantly, making the entire line feel very short, leading to easy envelopment for the AI. Must say I've only tested it with Baktria, so can't state that it is for every Phalanx unit, but have confirmed it was this mod making the tweak. I'm sure there must be a reason for it, but would argue that generals had been testing with how thinly they could risk their line throughout history, it may have been strategically foolish, but at least they had the option to experiment :)
Could this potentially be looked into? I'd even love it to go the way of Atilla layout formations where you can seem to spread the line as thinly as you want (at your own risk)

Otherwise great work, will check back to see if any changes have been made to this, but all good if not!
Red Panda 10. dec. 2024 kl. 12:24 
Dynamic Combat Speed ?
Venator Vicain  [ophavsmand] 7. dec. 2024 kl. 16:45 
Still around, just been busy! This update should bring some big changes!
Venator Vicain  [ophavsmand] 7. dec. 2024 kl. 16:44 
- Greater focus on cavalry's ability to maneuver around the battlefield. Cavalry units carry out maneuvers at a steady canter pace. Cavalry units have a tougher time turning, but entities can break into high-speed gallops to keep pace with formation, charge, and run down routing units.
- Unit fatigue speed penalties seem to be bugged for infantry and disproportionately affect cavalry, so I've reduced them a little bit.
- Infantry and Cavalry charge speed modifiers adjusted. Heavy-tier armored units should no longer be slower than their run speed when charging, but are still not at all ideal for running down routing units. Varied unit types and speeds are the key to victory!
Venator Vicain  [ophavsmand] 7. dec. 2024 kl. 16:44 
PATCH NOTES - 12/7/24

- Greater variability in speed and maneuverability between unit weight classes. With a ~35 kg kit of armor causing the wearer to expand approximately twice as much energy, unit speeds should reflect paces that can be maintained over a moderate amount of time.
- Reduced Javelin-class projectile damage across the board. Will review for feedback.
- Reconfigured entity weight class stats to be a bit more in line with the base mod's design goals.
- Erratic unit movements, especially in wide line formations will severely hurt formation cohesion, this should incentivize players to travel in thicker columns or block formations and should combat the cheese where you make your line as wide as possible to envelope single units
- Phalanx and Shieldwall units are highly encouraged to keeping to thicker block formations as the ideal way to maneuver them.
Taylor 5. dec. 2024 kl. 6:07 
Awesome can you make a collection of DEI mods you play with?
JesusChristIsLord 3. dec. 2024 kl. 17:34 
Also this mod would work with animation mods? and dei submod realistic morale routing mod?
JesusChristIsLord 3. dec. 2024 kl. 17:12 
I love you. You are perhaps the only modder who ever have thought of making a realistic combat mechanic for DEI been years, I hope you dont ever abandon this mod. keep at it!
very_friedly_dude 27. nov. 2024 kl. 21:59 
this mode make projectiles even more powerfull then it was
Hawke 24. nov. 2024 kl. 10:21 
Am I able to use this as a standalone without the main DEI mod or does it only work in conjunction with the main mod?

Thank you
Switching Doom 17. nov. 2024 kl. 9:34 
I don't know why, but the enemy general always rushes at me, no matter which faction I'm fighting against or where the battle takes place. He's always the first to charge at me, only to face death within 20 seconds. I'm not sure if this mod is causing it, though. :RyseCoin:
Leondas 16. nov. 2024 kl. 12:09 
Hello Does it need update for 1.3.4?
SirAlbertCamus 16. nov. 2024 kl. 6:49 
@Dreams its a compilation of the two with an added overhaul of the infantry as well from what I can gather. If you read the "Technical Details" discussion it breaks down the effects of the core mod.
Dreams 16. nov. 2024 kl. 3:23 
this mod is a compilation of the two mods : DeI - Realistic Charges, Speed, and Mass
DeI - Realistic Missiles and Projectiles ? or i need subscribe the other mods ? Thx
Drax70 8. nov. 2024 kl. 4:49 
Hello @Donald Trump,

Yes, but put "Ultimate kill" ABOVE "Cinematic" ..!
No, these versions I have recommended you, don't mess up the formations! :steamthumbsup:
Master Chief 6. nov. 2024 kl. 18:54 
@Drax70 thanks for the reply, I'm still relatively new to ROME 2+mods so do I put both these mods on top of this mod or below in the mod manager? (obviously above DEI) and do the animation mod you listed mess up formation attacks? (like hoplites fighting 1v1 instead of in hoplite wall)
Ixybus 6. nov. 2024 kl. 6:07 
Wonder if anyone has my same issue:

I had a Bronze Pikemen pinned down with 2 Hastati units. The pikement were inside their pike formation too if that amounts to something, but I moved my Campanian cavalry and charged behind the pikemen unit and, as soon as a couple entities of my unit touched them, the charge kind of "stopped" and didn't really deal any damage.

Reading about what this mod does kinda makes me feel like a charge would actually disrupt units but I found my unit actually stopped the carge before the collision, I wonder if it's a bug?
Master Chief 5. nov. 2024 kl. 22:02 
Hello Venator I enjoy your mod but is there a reason as to why there is a lack of kill/death animations? It's not a dealbeaker or anything i just like to sometimes zoom in and watch the battles but very often the kill animations are the heart attacks. Again thanks for the mod!
jams 5. nov. 2024 kl. 7:49 
to get similar effects without having the crazy high armor values (fighting seems to take forever now, routing units take a long time to kill) should i just use the realistic mass and realistic projectiles, instead of this whole mod?
The Beer Hunter 3. nov. 2024 kl. 15:33 
Hey, i’ve been really enjoying the mod but one thing I’ve found is the length of my battles is much lower compared to before, granted i’ve been able to get off good flanks and Javs into flanks but the general pace has defo changed, not complaining (just preference) -

wanted to ask what would you say are the main differences in this version to the realism mass and realism missiles you previously did? Know there was the slower variant there.

Great work on the mod!