Fixed as of today, and updated.
Also it's been on Steam Workshop for a long time. The Steam link is right next to the Mediafire link.
Type: Posts; User: Augustusng; Keyword(s):
Fixed as of today, and updated.
Also it's been on Steam Workshop for a long time. The Steam link is right next to the Mediafire link.
Updated for DeI 1.3 thanks to Rhetor's hard work (that's CIaagent11 in that previous post).
Updated for DeI 1.3. Startpos now included again. This may affect compatibility with other submods, but starting unit sizes will now be correct. Also, for this update I've had to redo a lot of the...
Updated for DeI 1.2.8a.
Updated for DeI 1.2.8. Also made some changes to ship numbers to try and fix issues with landings.
It's in the files, under main_units_tables. You can check the AOR and auxiliary campaign caps there. Mercenaries aren't capped, but they have a 15% chance (I think that's the number) to replenish...
Works for me.
This happens when there's a unit too big to fit on transport ships. I think the maximum size is 232 that can fit on one ship. Easy way to fix this is to put a battle timer, so you'll win that battle...
Not sure about the population thing.
Recruitment: That unit is replaced by thureos spears after the global thureos reforms hit.
Edict: The number is small. I think it only keeps the slave...
It's not a multiplier. Supplies and food are unfortunately separate mechanics. Replenishment is based on supplies and population, and you'll take attrition if your global food supply is also...
Check the regional effects and your empire maintenance. Each region has various effects that are displayed in the bottom left corner. Mouse over those to check. Some of your regions will have...
Updated for DeI 1.2.7b.
And one more to fix the unit size of Alan Noble cavalry.
Another minor update to fix a Germanic AOR unit (full fix is in the fix pack).
Update: added a few minor fixes from fix pack 1.27b. You don't need that fix pack to use the mod, but it is encouraged.
Updated for new units in DeI 1.2.7. I might have missed something, as it's been a while since I've updated this mod. Let me know if that's the case.
Updated for DeI hotfix 1.2.7a.
Uploaded to Steam Workshop. It didn't need an update for 1.2.7, so it should still work fine.
Updated for DeI 1.2.7.
Basically, it's a ton of work and the team's not sure if/how to implement it yet. It might be a submod, at least at first. Eventually.
That's a weird thing from the vanilla IA map. It's not a...
Small hotfix: fixed Macedonian Hiera Ile bodyguard units having the wrong number of horses assigned. A more substantial update is coming as soon as the main mod version 1.27 is released.
Yes, they get a unique double-size general unit.
The stuttering in battles is what the game does to avoid actually reducing your FPS to unplayable levels. Rome 2 isn't the best optimized game, and DeI is more resource-intensive than the vanilla...
Unfortunately the AI never upgrades its units. That's an issue with the base game, not something we can actually fix.
Yep, there are emergent factions in every region that can be liberated. Some have similar names to the original faction but others are distinct tribes. The next update to the mod will make more of...
Also there are a billion AOR and mercenary units, not just what's in their main roster. Give the mod a try, and if you really want to add more units to their roster, it's not that hard to learn to...
The team is aware of this issue and testing autoresolve changes to fix it. :thumbsup2
Also the mod already gives bonuses to certain major factions when they're the AI. You'll see a big AI Roman...
Thanks for pointing it out. For now I've replaced it with the Dacian historical description text.
Yes, it's a dice roll when the character is spawned, as far as I remember.
Well, they're in one of the scripts. Looks like they're the Indo-Saka heavy hoplites, Indo-Greek Nobles, Indo-Greek Heavy Cavalry, and I think the Late Saka Cataphracts.
Yeah, there are only a few reform units for the Saka and they all require level 3 barracks or main city buildings. I think we might be changing a few of these in the next update. Also I'm not sure if...
You'll have to ask Dresden, but all I can say is SoonTM.
The Empire government type is getting a buff in the next update, as indeed it is a bit of a weak choice right now.
I think it's all in cameras/battle_action_camera.txt but I haven't messed with it myself.
I think he uses a custom camera mod. However, you should not use camera mods with DeI. They'll mess up the scripts. DeI already has camera changes included because of that. Not sure if Jackie is...
Update: fixed more text that still referred to client states/satrapies. I think I got it all this time, but let me know if there's any left.
Update: fixed some text that still referred to client states/satrapies.
Update: fixed Gallic factions being able to create puppet states. They shouldn't be able to do that anymore.
Oh, is Rome not able to sack normally? Didn't realize that. Yes, this mod allows all factions to sack and liberate too.
This is a small submod I've made mostly for my own use; posting it in case someone else is interested. I'll post it to Steam if there's enough interest. Basically it changes the client state/satrapy...