Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Ancient Combat
148 条留言
ppyrobytee 9 月 16 日 上午 2:55 
wished this worked with unit mods
Manel_Playerr 9 月 8 日 下午 1:29 
Why do hoplites get such a massive buff in melee attack when in phalanx?
Ronin 8 月 21 日 下午 12:14 
Is this the same or similar as the "Parabellum - Combat" mod but more for vanilla? I accidentally ran both and had no issues but just curious if I should be using one or the other or if there is any difference between them? Thanks
rbblanford 5 月 5 日 上午 12:06 
Is their Formation attack with the roman units? or has that been removed?
spartan3510 2024 年 11 月 13 日 下午 7:42 
Fantastic mod, the only problem is when you land transport ships for units above 160 men and the second transport ship for that unit doesn't come ashore. If you somehow fix that it might be the best mod on the workshop
roberbond 2024 年 10 月 18 日 上午 5:51 
where must i place this mod? before or after para bellum?
biasion099 2024 年 1 月 22 日 上午 9:50 
Hi, if i can ask, how it's possibile tò mod the spacint when a unità Is in combat? I mena, i hate when unità collaps. I don't want to copy nothing, but i don't under stand how you were able to remove this problem. Thanks for the help of you answer. This Is my preferres mod.
biasion099 2023 年 11 月 27 日 下午 2:00 
hi, i would thanks you for this mod, because i was very dissapointed whit the new DEI AI in battle, because it tends to form 3 separated big blobs trying to forcing a flak (ALWAYS).I prefer to see a formation in line t like this mod do. i noticed that with DEI sometimes troops get hexausted imediatly, but i know that this mod is not tested with that. Thank yuo
AveMetal  [作者] 2023 年 11 月 4 日 上午 5:16 
Ancient Combat updated with the latest improvements added to Para Bellum Combat and is also now compatible with the rest of the Para Bellum mods.
Axland 2022 年 10 月 22 日 上午 11:15 
Thanks Ave Metal, that's news for me. I will make a try right now.
AveMetal  [作者] 2022 年 10 月 22 日 上午 10:34 
There is already a submod for 12TPY for Para Bellum:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2678323658
and another for 24TPY:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2678323990

About one city per province it has its flaws as Para Bellum includes walls for several settlements like Numancia, Rhodes, Syracuse, Lilybaeum, Numantia, Jerusalem, Tyros, Nemossos, Palmyra and Arse. These cities preserve their original resources, but don´t show the walls on the GC map.
Also includes more historically accurate borders for Carthage, Lybia, Egypt, Cyrenaica, Cyprus, Sardes, Galatia, Seleucids and Media. Custom initial armies, etc. so using other mod that changes the startpos file will not be compatible with these features.
Axland 2022 年 10 月 22 日 上午 10:16 
I like much Para Bellum, is to me the best overhaul for Rome II, the thing is that I like to micromanage the game changes. 12TPY, one city-one province...
AveMetal  [作者] 2022 年 10 月 22 日 上午 10:10 
@ No, it is only compatible with Para Bellum of the overhaul mods.

@ Axland: in Para Bellum you can push with heavier units, if you press control and left mouse click while you drag the unit.

@ Sourmain: Great! :steamhappy:
xzpacozx 2022 年 10 月 21 日 上午 6:17 
compatible with dei??
Axland 2022 年 9 月 28 日 下午 4:42 
Anyway I recommend this mod if you are not keen to get an overhaul like Para Bellum.
Axland 2022 年 9 月 28 日 下午 4:39 
I use armies combining pikemen with other units. I like pikes are not overpowered, but I miss the ability to push, that way you must play in a defensive straight line 90% of battles, Alexander would not like that.
Fourtyounces 2022 年 9 月 16 日 下午 6:46 
Ya I fixed it had some weird files left over from an old mod
AveMetal  [作者] 2022 年 9 月 15 日 上午 11:47 
@ AbeS: The log for this mod is almost the same as Para Bellum Combat as they share the core of the mod, I just updated it:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/changelog/2010751318

@ Sourmain: To avoid problems and be sure all works as it should, make a clean mods installation before starting a new campaign, by following these steps:
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2010751524/4747300038104744049/
The tips are also important, like don´t activate new mods once you start the campaign, etc.
AbeS 2022 年 9 月 15 日 上午 11:39 
@AveMetal I see there was update today, where can I find changelog?
Fourtyounces 2022 年 9 月 14 日 上午 11:42 
Im not sure why but this mod makes my game crash every 4 turns
AveMetal  [作者] 2022 年 8 月 31 日 下午 4:03 
- Terrain effects update:
Now the units stats (morale, speed, melee atack and defence, etc.) are influenced by the 12 types of terrain (shallow water, forest, thicket, mud, gras, etc.) so there are a total of 80 effects that can influence the battle's fate.
You can see the terrain type and its effects by hovering the mouse pointer over the ground, when no unit is selected.
- Added custom armour values.
AveMetal  [作者] 2022 年 8 月 31 日 下午 4:02 
I´ll check it ;)
Dominus 2022 年 8 月 28 日 上午 1:32 
Missiles are too weak, especially pilum, barely does any kills at all when I throw them, which is a joke tbh. Not saying you should make them too powerful, but as they are right now they are almost completely worthless.
Crimson Sky Dux 2022 年 8 月 25 日 上午 4:50 
Apart mobs and pikemen the other units are the same vanilla size?
RoyalSupergamer 2022 年 7 月 10 日 上午 1:27 
You should really increase missile damage even by a little because they are practically worthless now
orges 2022 年 5 月 20 日 下午 10:35 
amazing, but can you make all Agoge trained units fight to the death instead please, for more historical accuracy of course.
First Sea Lord Kiwi 2022 年 4 月 17 日 下午 8:19 
Hey, would it possible to make All Spartan units to do your modified phalanx?
AveMetal  [作者] 2022 年 3 月 8 日 下午 12:06 
Which Para Bellum mods?
Voltaic 2022 年 3 月 7 日 上午 7:13 
I forgot to mention I am using the Para Bellum mods, maybe they are conflicting with your?
Voltaic 2022 年 3 月 7 日 上午 7:10 
@AveMetal. First of all, great mod! I am not sure your mod is at fault here but...I am however frustrated with both my troops having to be micro-managed and the fact the AI is able to walk/run away from an engagement with no consequences while my troops sit and watch. This is particularly true for cavalry units, I have had AI cavalry completely surrounded yet they simply sneak away as if my units are asleep, without giving chase or inflicting casualties on the enemy. Is this caused by your mod? Can you explain what is going on here? Thank you!
AveMetal  [作者] 2022 年 2 月 19 日 上午 4:08 
Some enemies can reach to the sword melee but the push/knockback mechanics works as intended. To be sure there is no other content conflicting I'd try a clean installation of the mod, following this steps:
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2010751524/4747300038104744049/
sonosimoneebasta 2022 年 2 月 18 日 下午 11:31 
become a sword fight instead of pikes vs sword/spear ecx. combact
sonosimoneebasta 2022 年 2 月 18 日 下午 11:30 
the pikes doesn't knockback enemy infantry
AveMetal  [作者] 2022 年 2 月 18 日 下午 3:30 
In which way? I have tested it thoroughly and works fine.
sonosimoneebasta 2022 年 2 月 18 日 下午 1:01 
the macedon phalanx doesn't work
AveMetal  [作者] 2022 年 2 月 18 日 上午 10:51 
Fixed the skirmishers not throwing at their max range, and also it can work (again) as standalone mod.
Pats 2022 年 1 月 26 日 上午 1:21 
@playing win condition only: thank you so much sir. I was trying to fix it myself with pack manager but couldnt. Will use this
cat 2022 年 1 月 25 日 上午 11:51 
@Pats: Try this mod and have it above Ancient Combat. I had the same issue with para bellum I just revert it back to vanilla game values (ps. the problem lies within the projectiles)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2724473431
Pats 2022 年 1 月 25 日 上午 10:53 
Tried battles withonly this mod and can confirm it is indeed this mod causing it. Dont know if its intentional
Pats 2022 年 1 月 25 日 上午 4:53 
I have bunch of mods but nothing major. Maybe realistic legionary tactics causes this. I will do some more testing and report back sir thanks for your work
AveMetal  [作者] 2022 年 1 月 24 日 上午 3:10 
Not in theory, I'll have to check maybe there is a bug.
Pats 2022 年 1 月 24 日 上午 2:48 
does this mod makes javelins super close range? my velites doesnt shoot according to their range indicator
sonosimoneebasta 2022 年 1 月 2 日 上午 9:50 
The campaign doesn't start with this mod, why?
AveMetal  [作者] 2021 年 12 月 22 日 下午 5:49 
Updated to the Para Bellum Combat standard, to maximize compatibility also with this collection of mods.
AveMetal  [作者] 2021 年 12 月 16 日 上午 6:01 
@ ♫Joe Blaze♫: Most likely is conflicting with another mod. In any case, try a clean mods installation: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2010751524/4747300038104744049/

@ bluemoon: The answer is the same as for Para Bellum - Combat.

@ Slaanesh's Désire: Photoshop modified pics :p
♬♫~Joe Blaze~♫♬ 2021 年 12 月 16 日 上午 1:47 
Where should I put this in the load order?
♬♫~Joe Blaze~♫♬ 2021 年 12 月 16 日 上午 1:47 
This crashes the game on starting, I've tested it many times.
bluemoon 2021 年 12 月 15 日 下午 7:49 
Can this mod be used with unit packs? What would be the effect of doing so?
Innorvous 2021 年 11 月 21 日 上午 3:38 
Hey, what graphics mode are you using in these images?
AveMetal  [作者] 2021 年 3 月 24 日 上午 5:33 
The unit sizes are the same in Para Bellum Combat. Just use this one if you play with vanilla units, and PB Combat if you use the PB Units.