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  1. Re: Why does AI only attack cities from 1 side ?

    Quite frequently I see the AI divided and attack from two or three sides at the start of a siege...
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    Re: Elephants instant rage?

    Elephants should cause friendly casualties for all the reasons mentioned above. Not to mention it can be an effective strategy when fighting against elephants to pepper them with arrows and get them...
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    Re: DeI difficulty

    Damn, yeah I'd say it's been a lot of bad luck in that regard. Meanwhile the casualties are piling up!

    I don't think I have played a TW campaign where early game decisions/ diplomacy/ luck can...
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    Re: DeI difficulty

    I've been stumbling through 40 turns of a Pontic campaign on H/N. I made the mistake of dragging myself into a war with Seleucids and they have been punishing me for it ever since. The biggest...
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    Re: [Tech] Bug Reports 1.0 Version

    Not sure if this is a mod bug or a bug of the game in general. I started a new campaign as Pontus, everything fine. Loaded the save game the next day and thought everything was working as normal...
  6. Re: Not sure if the battle AI is really smart or really dumb

    Don't know of CA's intentions for sure but I am guessing they included the victory points in the original game to actually force the player to defend against the AI rather than to exploit the AI's...
  7. Re: [Feedback] Impressions, Critiques and Requests for 1.0

    Converted to DeI from Vae Victus (formerly Magners) and I am really impressed so far with the balance between historical authenticity and playability. I tried a much earlier version of DeI about a...
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    Re: Hellenic hoplite vs pikemen

    I have noticed pike units work best when you dont order them to directly attack any units. Either keep them stationary or "lock" them as a group and just advance their line forward in front of the...
  9. Sticky: Re: Next Update v0.601 Hotfix

    I haven't played the hotfix version yet but I noticed cav charges to be largely ineffective as well. Not only against legionaires but light units such as skirmishers. Seems even light cav should be...
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    Sticky: Re: Bugs & Feedback

    Good to hear. I too noticed the AI hanging around alot unlike it did in the previous version when I found myself fighting an extremely aggressive neighbor and their ally (would love to see that...
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    Sticky: Re: Bugs & Feedback

    I noticed that Bythinia has two units of "heavy cav" that are actually spearmen in battle. Not sure if that was intentional or not, but it seems a bit strange.

    Also seems cav are a bit...
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    Sticky: Re: Requests, Suggestions, Ideas and Feedback

    Don't get me wrong, I really liked the idea of 20 unit garrisons initially (especially with the slower recruitment for some factions), just a bit too overpowered once seeing them in action. One...
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    Re: New Recruitment System

    Thanks for that answer Magnar. All that actually sounds pretty cool and I look forward to seeing it in action full scale as the mod gets closer to "completion." It is a great work in progress,...
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    Sticky: Re: Requests, Suggestions, Ideas and Feedback

    I've been playing around on a couple of different campaigns now and have noticed what may be a balancing issue since the latest update. It seems with the stronger garrisons and the massive AI armies,...
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    Re: New Recruitment System

    I can see why you might want that from a realism standpoint, but I think that would take half the fun out of the campaign map. Part the RTS experience is making building decisions between military...
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    Re: New Recruitment System

    I do indeed look forward to that day! It doesn't bother me so much in the early campaign, but it is disappointing to be lacking in elite units later in the game as it feels like there is little to...
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    Re: New Recruitment System

    Ah guess I will just have to sit back and brace for the onslaught! Good thing you tripled the garrisons as well!!

    But seriously, though I some times disagree with this mods commitment to...
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    New Recruitment System

    Finally had a chance to play with the new EE updates. First let me say, not sure if you changed any of the battle mechanics, but the battles seemed to have slowed down some and are harder than I...
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    Re: Recruitment thread

    Sounds great! I don't have any preference as far as a faction to start with so I will leave that up to you. I also agree with the vanilla style cards as I think CA was on to something with that sort...
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    Re: Recruitment thread

    I would love to work on some unit cards. If you can point me in the direction of some resources that great and I can get started.
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    Re: Patch 12 compatability

    seems to be working now after I deleted everything and redownloaded, but with a few bugs perhaps. Units are not disembarking from ships (I thought that was supposed to be fixed in patch 12?),...
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    Re: Patch 12 compatability

    Perhaps I am going about installing it the wrong way. I downloaded the zip from sourceforge and extracted it into the data folder. I can see in the mod manager the 2x module and the 2tpy module for...
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    Re: Patch 12 compatability

    It seems that the base mod, 4tpy and 1x files don't appear for upload in the mod manager
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    Re: Patch 12 compatability

    Great! Thank you for more awesome work!
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    Re: Recruitment thread

    I lack in 3-d modeling ability but I would be interested in helping to work on the faction icons and other 2-d artwork.
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    Patch 12 compatability

    Any chance the mod will be made to be compatible with the patch 12 beta? I realize the recently frequent patch updates must make it hard to develop the mod especially with such a small team. But DEI...
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    Rome and Carthage

    Magnar,

    I was wondering if there were any changes made to Rome or Carthage when you updated the mod after the last patch. I just started a new Carthage campaign and noticed that aside from the...
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    Re: Magnar mod vs DEI

    I was not trying to knock on your work on this mod magnar nor do I believe that trying to "achieve a greater level of historical accuracy" is bad. I for one love your mod (though not necessarily...
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    Re: Magnar mod vs DEI

    Not to take away from the work of either mod (as they are both awesome in their own way), but we should be very careful about using the words "history" and "fact" in the same sentences and/or...
  30. Sticky: Re: Magnar Mod v2.2 (Updated 20/12/13) - Carthage Overhaul, Meaningful Resources and All factions mods added plus more

    I'm currently playing an Egypt campaign and I haven't really seen a lot in terms of transport ships sailing around. Of course most of the factions near me are relatively landlocked and have no need...
  31. Sticky: Re: Magnar Mod v2.2 (Updated 20/12/13) - Carthage Overhaul, Meaningful Resources and All factions mods added plus more

    I noticed last night that only the Averni have the new roster at least as shown in the roster selection in the battle menu. All the other Gallic factions have vanilla. Not sure if it's a different...
  32. Sticky: Re: Magnar Mod v2.2 (Updated 20/12/13) - Carthage Overhaul, Meaningful Resources and All factions mods added plus more

    Also, not sure if this is some kind of bug or not but I have noticed that when fighting against other factions they almost never capture a settlement but instead prefer to sack. Are they supposed to...
  33. Sticky: Re: Magnar Mod v2.2 (Updated 20/12/13) - Carthage Overhaul, Meaningful Resources and All factions mods added plus more

    It's hard to give you accurate numbers since I have managed to kill off a number of their armies but my best estimates are that they had armies with around 7 units of Hannainim-Kananim (which I...
  34. Sticky: Re: Magnar Mod v2.2 (Updated 20/12/13) - Carthage Overhaul, Meaningful Resources and All factions mods added plus more

    @Balbor
    Those sound like good changes to me as too have noticed a lot of armies just standing in or nearby their settlement. This is especially true of the small factions.

    On a completely...
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    Re: Mod Compatablity?

    Personally, not so concerned with historical accuracy. I just want a fun, challenging, historically inspired game to play. I don't put a whole lot of stock in "accuracy" anyway because when it comes...
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    Re: Mod Compatablity?

    I see what you mean about the changes making it too easy in the campaign. I was able to recruit a huge army in two turns. Battle mod is fixed now with units routing around 50% to 70% casualties...
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    Mod Compatablity?

    Just got Rome II (have yet to actually play it). I was wondering if this mod works with any or all of the radious mods? My gut tells me only the unit expansions are compatible, but there are aspects...
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