I understand this. I just think navies are a bit too overpowered against transports because of ramming.
Type: Posts; User: Yarkis de Bodemloze; Keyword(s):
I understand this. I just think navies are a bit too overpowered against transports because of ramming.
After playing some more I think autocalc may not be the problem, it is just to easy to sink transports just by ramming. Since they can't ram themselves you can ram them head on. While light ships...
Some thoughts about naval combat. First of all it is a big improvement over vanilla. However. there is one problem I encountered with the AI. The AI likes to attack your fleets with armies on...
@Litharion: I have fixed the problem by changing the scope of the effects in question to 'this_force_local_region_any'. Now the allied nomadic armies affect the income of the region they are in and...
I have 4 allied armies devastating one of my regions. The income of the whole province is set to zero, while public oder and growth are somehow not affected (at least according to the UI). Why is the...
It's the same in S2 and R2: Mods that come first alphabetically load last. Not very intuitive, but that's how it is.
In the CA mod manager submods have to come BEFORE DeI.
Should work with vanilla too, but I didn't test it. If the game does not crash when loading you should be safe.
Don't worry, all the values work as intended. Some only appear on the factions screen, because they are factionwide penalities. Some are hidden and not shown on screen. If the moral effect is applied...
You are right, it's not a solution for the inflexible building AI. The AI still needs a basic food bonus.
It works with any save and in any order before the DeI main pack.
This whole autoscooter type ramming is ridiculous. Ramming damage should depend on the type of the ship, its mass, and - most importantly - its speed. A unsuccessfull ramming attempt should lead to a...
Get my new food penalities submod HERE. It changes how 'negative food' (a very strange concept in itself...) affects armies and provinces, so AI empires no longer crumble to dust in just a few turns.
Uploaded a new submod, that removes the devastating attrition/no replenishment penalities for lack of food and replaces them with some other negative modifiers that don't cripple AI empires...
It is possible to remove the hunger attrition completely and replace it with other modifiers instead.
No idea where the base values are set, I just modified them using the difficulty table.
The higher corruption only kicks in when a faction has many regions under its control. At that stage it shouldn't matter much.
Yes, no difference between AI and player..
I added a new submod that tunes down agents a bit, especially overpowered abilities like mass poisoning. The use of such abilities also comes with higher costs. Low level agents will have a harder...
As Rome you can recruit Equites with the lvl 2 and 4 building, but not with the lvl 3 one.
Units rotating while in formation is a known problem with vanilla too. You have to ask CA to fix it.
Dresden is aware of the issue and there will be some changes. My idea would be that all building lines that are not essential for military recruitment, food, culture and public order can have...
It's very easy to outflank the BAI and hit it from the rear. You get advantages from hitting it in the rear, it just isn't an instant win. Why do you want to lower the diffculty for the player even...
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Yarkis' Submod Corner
A new hub for all of my submods for DeI. Makes it easier to find them for you (and to maintain them for me). Installation instructions and all download links are at...
...if they have recruited some. I don't say there couldn't be better mechanics, including the good old starving out of cities.
As long as navies can't bring any siege equipment, torches are needed. Otherwise nothing will happen in pure naval landings. I doubt this will change, because Sega will not invest any time developing...
In my game the bonuses work correctly. Sounds like a mod conflict to me.
There should be no problem in using them both.
Go ahead and use any settings you want. It's not that I invented that stuff. ;) The settings I used work very well in my experience. The AI still...
Well, in my game at turn 153 many major and minor factions have no access to wood: for example Ptolemaioi, Athens, Sparta, Inceni, to name just a few of the more popular ones. Let's have a closer...
Did my own test on normal with large unit sizes: 225 club levy vs 180 Thorakitai Agematus Basilikou with no generals to buff around and both running into melee. Result: Levy killed 45 before routing,...
The mysterious attrition report you had in episode 13 was probably caused by a severe winter (seasonal effect).
Thanks! A good philosophy regarding resources would be that only secondary buildings require them. They should be a bonus, not a necessity.
I agree. Adding resource requirements to basic building chains like the military recruitment one is problematic. It's ok for supplemental buildings like the training building chain, but not for...
I agree that this should be changed and triremes and quadriremes should be available as standard warships earlier.
EDIT: I looked into the files and a lot of basic buildings have resource...
I updated the mod and adjusted it to the changes of DeI 0.6j.
Triumph Video Bug Fix
This is a temporary fix for the triumph video bug until CA fixes it. The video is disabled with this mod. Unpack and drop the file into your data directory and enable it with...
In DeI the maximum replenishment from food is 15% and you need 20 surplus food for that.
Well, the starting question of this thread was if the AI scraps military buildings in favour of temples. In my two games on VH I can't replicate that. If so, it seems to be more of a problem on...
Nice pics! I think this mod needs a dedicated screenshot thread.
Another tip after watching episode 10: You don't need to tear down other factions buildings mechanically. First of all you can convert many buildings to your own faction ones by using the build menue...