Dynamic Combat & Morale Overhaul

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Author: Jack

Last revision: 5 Jan, 2019 at 18:06 UTC

File size: 710.66 KB

On Steam Workshop

Description:

This is my attempt to make the Battles in Rome 2 a little bit more realistic and engaging while keeping the vanilla Balancing.

I edited the overall battlemechanics, which includes:

COMBAT DURATION

combat lasts longer now as i decreased the hit chance. A fight between equally matched units can take a few minutes before they start to rout.

IMPACT VALUES AND UNIT FORMATIONS

I have reworked almost all unit mass values to create a more realistic unit collision. Units wont charge right into one another. The front rank now stops when it reaches the enemy front rank.

MORALE CHANGES

the morale plays a much bigger role now. Units will not fight until theres almost no one left. cheap units will fight until they lost approximately 30% of their strength before they start to get really concerned. Under good conditions maybe even until they lose 40-50% of their men but then you should really start to make the enemy rout or your own soldiers will. Elite units like Oathsworn etc. with very high morale stats can still make their last stand. Also mass routes can occur much more often as units are more sensitive to whats going on around them now.

LESS PREDICTABLE OUTCOMES

All the changes above and especially the changes to the morale system make the battles a lot more dynamic as units rout earlier with more men being alive. This leads to a battlefield that is shifting and once beaten units return to attack your now vulnerable fanks.

SPEED REDUCTION

all units move a little bit slower to fit the overall slower pace of the mod. Moving units from one flank to another takes more time and should force the player to think ahead. The movement speed still fits the animation speed however.

TOWER REBALANCE

i increased the damage of towers slightly and buffed its accuracy so it will be useful even before the enemy stands right next to it. It will be much more effective and you actually take considerable casualties if you cannot take them quickly.

SIEGE ENGINES

They are now easier to destroy, especially siege ladders. Concentrated Fire can also destroy medium and even heavy siege towers now although you really need to focus for the heavy ones.
Since the AI is capable enough to choose the right targets you wont take a settlement as easily as before.

MISSILE DAMAGE

I have reduced some of the ridiculous armor piercing damage values of slinger units. They were way to high and turned them into machine guns basically. Same for Javelins, they often killed a third of a unit in one go and since everybody and their grandma is throwing them i needed to adjust them. Arrows got a slight damage nerv to not be more powerful than javelins but got a range increase therefore.

COMPATIBILITY

The Mod is probably not compatible with other mods that change any of the before mentioned things.
Enjoy and leave me some feedback please, if you like my mod please give it a thumbs up so that other people might try it aswell!