Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Roma Invicta Standalone Balance
   
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Tags: mod, Battle
File Size
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104.169 MB
27 Dec, 2015 @ 8:12am
10 Aug, 2018 @ 6:05am
7 Change Notes ( view )

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Roma Invicta Standalone Balance

Description
This is a standalone version of my Roma Invicta mechanics. This does not contain all of the features of the full overhaul, such as the units, factions, campaign enhancements, or retextures. However it can be used on its own, and is meant to balance multiplayer, for competitive use.

Okay, since people don't seem to understand the purpose, I'll state it again: THIS IS A MULTIPLAYER, as in, custom battle, multiplayer lobby, 2v2, 3v3, 1v1, etc. BALANCE MOD. THIS IS NOT DESIGNED FOR USE IN THE CAMPAIGN. IF YOU WANT THIS FOR CAMPAIGN, PLAY THE FULL ROMA INVICTA OVERHAUL. I don't know if it works with other mods, so assume that it doesn't. Cheers.

THE FULL OVERHAUL IS HERE: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=412666551

What it does:

1) This makes the battles look far more natural, and can utilizes the combat mechanics from my Medieval 2 Total War classic combat mod.

2) Formation attack as a passive has been removed, but instead it is activated when you actually use a formation.

3) Formations are now useful, and have various uses/effects. You can easily lose a battle by failing to utilize the proper formations. The 'thin' nonsense lines of competitive Rome 2 are practically useless now, as the thicker formations have more benefits.

4) Completely rebalanced ALL units/unit types:

-a: Hoplites are now similar to Naginata Samurai from Shogun 2. They are decent against cavalry, and infantry. The Phalanx is extremely dangerous from the front.

-b: Pike infantry are now anti-hoplites, and can hold off most types of units from the front, however, they are far less lethal, can easily be outflanked, and heavy shield-infantry can push through the pike lines from the front *DEPENDING* on how deep your formation is. Thin formations are easier to penetrate than thick ones, but thick ones cover less ground.

-c: Legionaries are now highly professional and versatile infantry, capable of adapting to any situation. Unlike most rock-paper-scissors match ups, Legionaries require *two* counters to defeat, as a result, they are expensive. The best tactic to dealing with Legionaries, is to hit them with projectiles, and force them into testudo, then land strong cavalry/infantry charges.

-d: Skirmishers now have different ammo types, and abilities. Broad Head is the default projectile, and has a bonus against unarmored targets, but is weak against armored targets. Weighted tip, replaces 'heavy shot' and has a bonus against armored targets, but is weak against unarmored targets. Light shaft, replaces 'Whistling shot', and increases the range, and projectile arc, making it a sort of barraging attack, useful for assaulting walls.

5) Over 20 new abilities (No I did not steal this idea from Arena, I had the idea for these types of abilities LONG before Arena was a thing) plenty of new abilities ranging from 'Blood Rage' to 'Organized Retreat', all with important uses/bonuses/drawbacks.

6) Makes battles incredibly competitive, and very micro-intensive, as you are constantly having to micro your infantry/cavalry/skirmishers in new ways now in order to succeed. Rewards realistic strategies, and micro skills.

7) Capped and reworked loads of Elite units.

8) Adds a few basic (like 7 or so) units to a few factions for balancing purposes, may add a few more in the future.

9) Makes the blood/dust/fire less CPU intensive, and makes the blood spread on units look better.

10) Highly realistic combat, and balanced based on historical warfare.

11) Sieges take longer, walls are harder to break, and towers deal more damage over time.

12) Artillery is more dangerous, and has more range, however you only get 1, instead of 4.


NOTE: I AM LOOKING FOR ANY AND ALL FEEDBACK FROM GOOD PLAYERS, TO FURTHER ADD TO THIS MOD, AND WORK TOWARDS MAKING IT BETTER. ANY BALANCE ISSUES WOULD BE WELCOME HERE, PREFERABLY IN VIDEO/SCREENSHOT FORMAT. Thanks.

-----Also, if you want to join a group that plays the mod often, for testing/fun purposes, feel free to join this: http://gtm.steamproxy.vip/groups/romainvictacom

Special thanks to Lord Buio and Andrew Boyarsky
79 Comments
{Δ} Achilles  [author] 23 May, 2023 @ 9:54pm 
@KurdishTigers They aren't? I didn't remove them.
KurdishTigers:The Big 🧠 Gamer 23 May, 2023 @ 9:27pm 
why is kush gone?
{Δ} Achilles  [author] 10 Sep, 2021 @ 10:16pm 
@Fruit It could probably still work for singleplayer, but it was made for multiplayer. If you want to use the singleplayer version, you should use the full Roma Invicta overhaul, or my 'Medieval Total War Classic Combat', or 'Rome Total War Classic Combat' mods. Those also have the pushing, but do not make any of the balance changes/tweaks my overhauls do.
Fruit 9 Sep, 2021 @ 4:55pm 
I see that this mod was made for multiplayer, but some of the mechanics it brings to the table look really cool, such as single units being able to push through and surround the enemy, and I would like to use it in some of my campaign games. Would this cause any major issues?
{Δ} Achilles  [author] 12 Jan, 2020 @ 11:46am 
@FSB Ugryumbly It should still work. Try it.
Ugryumbly 12 Jan, 2020 @ 7:09am 
update pls
CropCircle 10 Aug, 2018 @ 2:17am 
update pls
Talavarras 4 Apr, 2018 @ 4:31am 
Ok thanks.
{Δ} Achilles  [author] 3 Apr, 2018 @ 4:19pm 
@Frijo I didn't realize people still played this. I'll consider updating it. Until then if you really want the balance mechanics of this, I recommend using the Roma Invicta overhaul, which has been updated.
Talavarras 3 Apr, 2018 @ 11:04am 
Is this updated for the last patch?