Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Realistic Skirmisher Ammo + Siege Artillery Mod
354 Comments
Volcano  [author] 1 Aug @ 2:59pm 
For this one, probably, I think the footprint is small enough. Try this mod below that one in the loading order.
RodrigoelBlanco 1 Aug @ 2:46pm 
compatibility with Radious mod?
lwhのsama 24 Jul @ 3:35am 
大象士气被改的只有20点 太扯了 希望修复:steamthumbsup:
Volcano  [author] 10 Jun, 2023 @ 1:24am 
Sorry, I don't not use DEI. The ammo quantities are the starting amounts, very soon after getting tech buffs, building buffs, and others you will end up with more arrows.
Destra125 9 Jun, 2023 @ 7:21pm 
do you mind making a DEI version? and increase the ammo. especially for nomadic factions. Horse archers having 15 arrows is silly... maybe 35? 40
Tree 3 Mar, 2022 @ 9:47pm 
Nice!
Volcano  [author] 3 Dec, 2020 @ 5:10pm 
Certainly, but if I recall, I was trying to do it only for units that used Roman tactics. If the Thorax Swordsman fall into the that category, then I could certainly consider it (after I relearn how I did it), but I didn't think that they historically used the same tactics.
Aslan Ponto 2 Dec, 2020 @ 1:07pm 
I like so much the idea of skirmishing and precursor javelins for legionaries and galatians, but couldn´t it be applied to every precursor unit such as Thorax Swordsmen, etc?
Volcano  [author] 30 Oct, 2019 @ 4:44pm 
Ah thanks, good to know. Always good to be aware of which mods do not work with others.
VFA-97 Warhawks 29 Oct, 2019 @ 2:49pm 
Tested. The Mod "Formation of Roman Maniple" causes the issues.
VFA-97 Warhawks 29 Oct, 2019 @ 4:39am 
Ok, made custom battle without any other mod and worked. I will try to figure out which mod causing the issue.
VFA-97 Warhawks 29 Oct, 2019 @ 4:13am 
Two turns per year Build and research mode, Nerf Towers and Boiling Oil, Realistic Land and naval battles (but seems to be inactive and not updated as for now), Formation of Roman Maniple, Biggus Better Campaign Camera.

But i used them last year already and there it worked. I quickly make a test battle with only this mod active.
Volcano  [author] 28 Oct, 2019 @ 7:20pm 
OK, do you have any other mods in use? There could be a conflict.
VFA-97 Warhawks 27 Oct, 2019 @ 6:30am 
I played as rome. Campaign. All my Ballista units have 4 Ballistas.
Volcano  [author] 24 Oct, 2019 @ 8:19pm 
@VFA-97

Thanks for the compliment. As for the number of guns per unit, it depends on the type of gun. The bigger the gun size, the less guns in the unit. *checking*

Polybolos = 6 guns per unit
Scorpion = 4 guns per unit
Ballista bastion = 4 guns per unit
Onager bastion = 4 guns per unit
Onager = 3 guns per unit
Ballista = 2 guns per unit
Giant ballista = 2 guns per unit

Bastion units are the fortress units, if I recall.

So yeah, for a normal ballista unit in the field, it should be 2 guns per unit. If you are seeing more, then let me know which faction and I can verify that it isn't a mistake.


VFA-97 Warhawks 24 Oct, 2019 @ 10:56am 
i have this mod active but my artillery units like ballistas still have 4 ballistas per unit. Shouldnt they be just two?But everything else seems to work fine.

But huge job and many thx for the work. I cant imagine playing this game without this mod anymore.
Volcano  [author] 16 Oct, 2019 @ 6:11pm 
Thanks, have fun. :steamhappy:
Volcano  [author] 2 Oct, 2019 @ 8:06pm 
Thanks for the compliment. Glad you like it, enjoy!
Solon 29 Sep, 2019 @ 10:09am 
Congratulations on such and awesome mod.

I designed my mod, Ordo Militiae, this way when the game came out. I moved on until now, now that many issues are resolved. A pleasure to see this. Respect, fellow Modder.
Volcano  [author] 5 Jul, 2019 @ 4:14pm 
Thanks. :lunar2019coolpig:

Enjoy!
kellynorty 4 Jul, 2019 @ 8:35am 
Your a Master :)
Volcano  [author] 1 Apr, 2019 @ 10:38pm 
I don't think it is possible to do that, or at least I don't know how to do it. I think it might be exclusive to artillery units.
Dr_Coxian 1 Apr, 2019 @ 4:17pm 
Nice mod. Quick question: how did you allow the "target area" for the legionaries? I wanted to do something similar for archers and have been stumped.
Volcano  [author] 8 Feb, 2019 @ 10:39pm 
Yes, this mod does reduce ammo quantity. I did some research to make the quantity better, so its not just reduced to like 1x javelin, and then of course you have your tech upgrades that add more, but its much better than the feeling of infinite ammo in the original (IMO).
MadMcBest 8 Feb, 2019 @ 7:07pm 
Did you think about reducing infantry ammo amount as well? Because I (not using this mod) use Celtic Warriors as flanking Skirmishers before melee. They have like 4 volley which are as devastating as Javelin-throwers', since Infantry counts 160 men instead of 120, plus they are better in melee.
I would really like to see a mod that gives any Infantry ONLY ONE javelin volley. Would be great to get that mod from you, and please make an independent new mod, since me for example, I would like to employ one that mod and not this one here.
Volcano  [author] 22 Oct, 2018 @ 10:31pm 
Thanks, glad you like it. :steamhappy:
Robin 22 Oct, 2018 @ 6:28pm 
i love this mod :)
Volcano  [author] 3 Oct, 2018 @ 8:10pm 
Mod will work the same with AI or human.
Shiroyasha 3 Oct, 2018 @ 7:54pm 
Also does this work the Ai as well or just the player? Want to see how interesting fighting Rome is now with these mods put together.
Volcano  [author] 3 Oct, 2018 @ 6:53pm 
No problem, its hard to change limited data in a mod when it comes to making adjustments to units (because the unit data has so much data contained in it).
Shiroyasha 3 Oct, 2018 @ 3:37pm 
So sorry, I found out it was from a mod called "better garrisons" by Andrew Boyarsky and for some reason it was conflicting with the stats of your mod even though it should only give more units and not change stats of any kind... Thank you again though for the help!
Volcano  [author] 3 Oct, 2018 @ 3:22pm 
Good news is that I did spot an inconsistency (from CA) in the Velites training level, and the Leves shield type, between the Grand Campaign and the Rise of the Republic campaign, so I just fixed that.
Volcano  [author] 3 Oct, 2018 @ 3:15pm 
That is wrong. I just checked. Velities have these improvements over the leves:

+46% more damage with javelin
+43% more armor piercing with javelin
+63% more reload rate
+60% more melee attack
+25% more morale
+better shield
+better training
+better at spotting and hiding

There is not one stat or ability where the velities is worse, so I don't know what you are looking at. Either a conflict with another mod, or also keep in mind that there are tons of ways to boost the stats of a unit. If, for example, the leves were recruited from some place that had perks, or by a general that had perks, or by an agent that was in the army that had perks, or a combination.
Shiroyasha 3 Oct, 2018 @ 3:09pm 
Like the Leves are better than the Velites stats wise. Morale, health, and weapon defence on the Leves are higher but aren't Velites the better version of Leves?
Volcano  [author] 3 Oct, 2018 @ 3:08pm 
So maybe, I assume, you mean the javelin is weaker? I will investigate. All other abilities seem to be better, so that is why I assume you are referring to the javelin.
Volcano  [author] 3 Oct, 2018 @ 2:53pm 
Shiroyasha, you will have to elaborate and be more specific. That is like a drive by shooting comment. :steamfacepalm:

Weaker how??
COMRADG 3 Oct, 2018 @ 2:16pm 
anyone knw if it works with DEI?
Shiroyasha 3 Oct, 2018 @ 3:38am 
For some reason your mod makes Velites weaker than Levees. Is this on purpose?
Volcano  [author] 22 Sep, 2018 @ 2:36am 
Yes, it is save compatible.
Shiroyasha 22 Sep, 2018 @ 2:13am 
ia this save compatible?
Volcano  [author] 20 Sep, 2018 @ 2:39am 
Just an FYI to all...

For what ever reason, CA meddled in the recent update to Rome 2. In the Main menu, you will need to go to Options -> Mods, and activate the "Run user script mods" checkbox.

Not sure why they turned this off again, but I was +2 more turns into my campaign when I noticed all the script based changes were disabled, which prevents just about everything in my mods. :steamfacepalm:
Marshal Lannes 27 Aug, 2018 @ 11:24am 
Thanks very much.
Volcano  [author] 12 Aug, 2018 @ 10:42pm 
Correct, it does not require RotR to function (but you do need the latest Ancestral Update of course).
Archimedes 11 Aug, 2018 @ 8:38am 
Thanks bud, I imagine it doesn't require the Rise of the Republic?
Volcano  [author] 11 Aug, 2018 @ 2:25am 
This mod is now updated for the Rise of the Republic add on.
Volcano  [author] 11 Aug, 2018 @ 12:20am 
Just FYI, I am working on an update for this for the Ancestral Update, but it will take a little while because I want to make sure I leave CA's improvements intact.
Volcano  [author] 21 Jun, 2018 @ 2:06pm 
@Archimedes

Not entirely sure because I don't use DeI. If they add unit types then I would say no, its not.
Archimedes 19 Jun, 2018 @ 6:42am 
Compatible with Divide et Impera?
Volcano  [author] 11 Apr, 2018 @ 8:46pm 
Sorry, but these are values that CA came up with, and I checked them at the time because I was convinced that they were wrong before I even started my research but the research reaffirmed their numbers. Mind you this was FIVE years ago, so you are a late to the party and I have already moved on to other things and unfortunately I don't recall all the details.

If you want to know more about it, read the book I suggested, otherwise you can trust that the numbers are close enough with historical data. :)

Have fun!
EmotionallyBroken 10 Apr, 2018 @ 11:51pm 
I was thinking more along the lines of a quantity which you said was accuarte,but have not yet disclose, despite a quantity being able to state in a mere fraction of what either of us had said so far, I have better things to do to, so cheers, thanks for the mod !