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Thread: Rome 2 Total War Units Spreadsheet

  1. #1

    Default Rome 2 Total War Units Spreadsheet

    https://docs.google.com/spreadsheet/...rive_web#gid=0

    TWC is blocked at work so I posted it here last.

    Going to add Weapon based damage to the table and a few other things.

    This is more of a quick reference material until someone can come up with a better list.

    Update
    Added full faction costs and Ranged Damage/Effective Range. Armour, and Weapons, unit special (Magic) skills

    Tables
    Name class attribute_group Charge Melee Attack AP Damage Damage Total Damage Armour Value Shield Armour Defence Shield Defense Total Armour + Defense HP Bonus Morale Unit Size MP Recruit Cost Campaign Recruit*Cost Upkeep Cost Recruitment Region Ranged AP Damage Ranged Damage Total Ranged Damage Effective Range Ammo reload Dismounted Charge Dismounted Melee Attack Dismounted Defence Hiding num_mounts rank_depth mount primary_melee_weapon primary_missile_weapon Armour shield spacing Weight spot_dist_scrub spot_dist_tree spotting_and_hiding strengths_weaknesses_text training_level visibility_spotting_range_max visibility_spotting_range_min category Skill 1 Skill 2 Skill 3 UID
    Last edited by ararax; September 22, 2013 at 08:20 AM.

  2. #2

    Default Re: Rome Total War Units Spreadsheet

    Did you include recruitment cost and maintenance. I didn't see it. Looks good.

  3. #3

    Default Re: Rome Total War Units Spreadsheet

    Nice. Downloaded.
    Glac bog an saol agus glacfaidh an saol bog tú
    Take the world nice and easy, and the world will take you the same.

  4. #4

    Default Re: Rome Total War Units Spreadsheet

    Is this spreadsheet complete? Devs told about 800 units, here are only 404.

    Plus- plenty of them have exactly same stats... No one said it'll be /unique/ units...

  5. #5

    Default Re: Rome Total War Units Spreadsheet

    Quote Originally Posted by mbrasher1 View Post
    Did you include recruitment cost and maintenance. I didn't see it. Looks good.
    Not yet, im still working on cross referencing the Damage tables.

    BTW Bloodsworn are broken because they use clubs.... That jumps out in the sheet.



    <melee_weapons record_uuid="{e023c0e7-e704-4566-a8e7-65879b2e72bd}" record_timestamp="1373620887558">
    <ap_damage>10</ap_damage>
    <armour_penetrating>0</armour_penetrating>
    <armour_piercing>0</armour_piercing>
    <audio_material>club</audio_material>
    <bonus_v_cavalry>0</bonus_v_cavalry>
    <bonus_v_elephants>0</bonus_v_elephants>
    <bonus_v_infantry>0</bonus_v_infantry>
    <damage>5</damage>
    <first_strike>0</first_strike>
    <key>rome_club</key>
    <melee_weapon_type>axe</melee_weapon_type>
    <shield_piercing>0</shield_piercing>
    <weapon_length>1</weapon_length>
    </melee_weapons>

    @Mixxer5

    404 Land units 118 Siege Units a couple of Chariots 2 dogs and about 200 Naval Units for 700 total.

    Havent added Naval Units Yet.

  6. #6

    Default Re: Rome Total War Units Spreadsheet

    Updated with Armour and 75% of recruitment/upkeep

  7. #7

    Default Re: Rome Total War Units Spreadsheet

    Nice one

  8. #8
    Xelathur's Avatar Ducenarius
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    Default Re: Rome Total War Units Spreadsheet

    Thanks! +rep
    One’s back is vulnerable, unless one has a brother.
    Ber er hver að baki nema sér bróður eigi.


    The Saga of Grettir the Strong, chapter 82

  9. #9

    Default Re: Rome Total War Units Spreadsheet

    Quote Originally Posted by ararax View Post
    @Mixxer5

    404 Land units 118 Siege Units a couple of Chariots 2 dogs and about 200 Naval Units for 700 total.

    Havent added Naval Units Yet.
    Ah- that's how it works. Thanks. Great work by the way

  10. #10

    Default Re: Rome Total War Units Spreadsheet

    Got some nice updates.

    Finished Recruitment and added Ranged Damage etc...

    My last major add on my plate is total unit size.

    If anyone has suggestions on what they want to add just say the word

  11. #11

    Default Re: Rome Total War Units Spreadsheet

    Does anyone have any decent tech/building trees that show when different units are unlocked? The in-game encyclopedia is just a pain to use.

  12. #12
    AlyssaFaden's Avatar Civis
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    Default Re: Rome Total War Units Spreadsheet

    Nice man, nice - thank you for doing this. Sure beats my scribbles on the back of an envelope.

  13. #13
    temporaryname1's Avatar Foederatus
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    Default Re: Rome Total War Units Spreadsheet

    dem thracians

  14. #14
    AlyssaFaden's Avatar Civis
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    Default Re: Rome Total War Units Spreadsheet

    bump for a kickass spreadsheet

  15. #15

    Default Re: Rome Total War Units Spreadsheet

    Some more fun updates, Unit Size, MP Recruit Cost, SP Recruit Cost, Unit Weight, and added Auxil Recruitment Area.

    Also added a page that calculates how much of each major stat you get per coin in comparison to the average unit. But it is per unit not per soldier, so it is weighted to be overly generous to smaller sized units. Not to mention Ranged Damage is not in yet.

    Enjoy.

  16. #16

    Default Re: Rome 2 Total War Units Spreadsheet

    Thread Stuck. Good work, +5rep.
    Last edited by Ishan; September 20, 2013 at 08:19 AM.

  17. #17

    Default Re: Rome 2 Total War Units Spreadsheet

    Thank you!

    Added a new table I am working on, Skill effects.
    https://docs.google.com/spreadsheet/...eEwxeGc#gid=12
    Not 100% done yet.

  18. #18

    Default Re: Rome 2 Total War Units Spreadsheet

    Updated by adding the skills to each unit. Located on the far right end of the main spreadsheet.

  19. #19
    AlyssaFaden's Avatar Civis
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    Default Re: Rome 2 Total War Units Spreadsheet

    Quote Originally Posted by Ishan View Post
    Thread Stuck. Good work, +5rep.
    Perfect! It truly deserves it

  20. #20

    Default Re: Rome 2 Total War Units Spreadsheet

    The damage numbers for melee units do not match what I see in melee_weapons. I'm guessing they haven't been updated for Patch 3 yet? No biggie, since I've been working off the game data, but it'll be changed for everyone soon enough. I've been running damage vs armour calculations in an Excel spreadsheet, and the Patch 3 damage adjustments made armour more valuable (and technically, ranged units as well).

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