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  1. Re: [MOD RELEASED] Rebell's/Emergent factions reworked !

    Because your game probably won't run if the mods are not compatible.
  2. Re: [MOD RELEASED] Rebell's/Emergent factions reworked !

    We need an update for this excellent mod!
  3. Replies
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    Re: [REQUEST] Stopping Huns unit Respawn

    I have seen other factions spawn too after 10 or more turns since they were wiped out. Most recently the Gaul's did it after I had destroyed them and razed their last city. So I can't say if this is...
  4. Re: RELEASED!! - DogSoldierSPQR Presents Umbra Et Provacatus! - Attila Combat Overhaul!!! - Units Can Be Upgraded Again!

    Same. I hope there is a fix.
  5. Re: Explaining the "Great Power" penalty and fixing it

    I concur. Would somebody care to post a file with these changes? :thumbsup2
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    Re: Hibernia Units

    The premise of this mod seems to be to correct CA's mistakes with the units, so no, I wouldn't put them in...

    ...but I take your point that it wouldn't be entirely incongruous with the rest of the...
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    Re: Hibernia Units

    I'm really looking forward to this mod. Fantastic work! :thumbsup2

    On a side note I read,
    "descendants of the Viking settlers had intermarried with the native Irish and had become known as the...
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    Re: No Arcade Effects

    I would love these to be removed and the selections markers around agents, towns, armies and fleets. Perhaps a separate mod?
  9. Re: (MOD) Expanded Saxon Army

    I'm looking forward to seeing the mod working, some screenies would be nice too if possible. :)
  10. Re: RELEASED!! - DogSoldierSPQR Presents Umbra Et Provacatus! - Attila Combat Overhaul!!! - Units Can Be Upgraded Again!

    Yes, this is what I meant. The moral impact for casualties is not significant. Too many units are fighting nearly to death.
  11. Re: RELEASED!! - DogSoldierSPQR Presents Umbra Et Provacatus! - Attila Combat Overhaul!!! - Units Can Be Upgraded Again!

    I concur with agent47, morale is too high at present. Everything else seems about right. Nice work.
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    Re: Female models removed: RELEASED!

    Game launches when I do this. Thank you.
  13. Replies
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    Re: Female models removed: RELEASED!

    @stevehoos

    Sadly, this mod will not work for me (Attila won't start). Not a conflict, I'm running no other mods.

    I commend you on your effort, I love the idea of the mod, I appreciate your...
  14. Replies
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    33,488

    Re: Female models removed: RELEASED!

    Nice work. Thank you.
  15. Re: RELEASED: Brivime's More Eastern Beards mod!

    Nice work Sir!
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    Re: Mod request: No female units

    I also would like such a mod if anybody would be kind enough to submit one.
  17. Re: Any change planned for siege mechanism in 1.0?

    A review of attrition technology might be good.

    Also, I don't think it has anything to do with DeI, but I am frustrated by my siege towers mysteriously running out of ammo in a matter of a few...
  18. Thread: (AOR) Labels

    by Iron_Duke
    Replies
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    1,102

    Re: (AOR) Labels

    Something more subtle could be considered like a mention in the unit's description about "regional recruitment", or if it is to be in the title perhaps something like "Provincial Hoplites".
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    Re: Armoured horses mod for DEI

    Nice work! I hope this is integrated.
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    Re: Too many elite units in Gallic armies

    Seconded.
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    Re: Infantry Wedge Formation

    I'm not an expert on game-mechanics, but I would assume that a bonus to a unit's mass while in wedge formation would actually be the be most representative of their increased 'push'.
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    Re: Infantry Wedge Formation

    I would agree that the wedge angle in Rome2 is a bit sharp, but I'd rather have that than no wedge formation for infantry. Am I correct in saying that adjusting the length/depth of a unit's lines...
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    Re: Infantry Wedge Formation

    The use of the wedge formation enabled the concentration of missiles against a limited front so was not only used not only to smash into the enemy line, but to also add to the effectiveness of long...
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    Re: Infantry Wedge Formation

    As an infantry formation it is attested by Frontinus to have been used by the Romans in Pydna against the Macedonian line of Perseus, (June 22, 168 BC), in which the Roman general Aemilius Paulus...
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    Re: Infantry Wedge Formation

    That's interesting that Germanic heavy infantry can use it in DeI, but Roman infantry who are well documented as actually having used it cannot.
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    Re: Infantry Wedge Formation

    You may enjoy it being deployed against you!

    I'm quite keen on playing as Rome, and there are many battles where it was famously deployed, such as against Boudica (Iceni). So to fight the Iceni,...
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    Infantry Wedge Formation

    There is plenty of historical documentation to show that Greek and Roman infantry used a wedge formation. In Rome2 I have only thus far seen it as a cavalry formation, but it would be a great...
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    Re: More, less decisive wars

    Surely, the AI would just always run out of money as this sort of decision making is very unlikely to be already scripted?
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    Re: More, less decisive wars

    The chance of peace is based on how much factions like/hate you I believe, just like any diplomacy. A military victory over an enemy faction will give a small boost to your faction's likeability...
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    Re: More, less decisive wars

    My own experience differs from yours. I have found if one's diplomatic status is good, ie: trustworthy/dependable and especially if one is slightly stronger than the enemy they will frequently offer...
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    Re: Gate capture point. Can it be moved?

    If a default turn is three months I'm wondering why any reasonable amount of all types of siege equipment can't be made in that time.
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    Re: [Preview] Divide et Impera 0.95 Patch

    "All units, especially cavalry, are no longer able to move through enemy formations at will."

    Will this mean that chariots are rendered almost useless?
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    Re: Looting Should Boost Morale of Army

    Good idea. The way things currently are in-game the occupation of cities is generally the key to success and tends to be the main focus, with this suggestion sacking/looting cities could finally...
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    Re: Gamechanging idea about Movement Points

    Armies in game already move at about 1/10th of their historical average movement rate. Therefore, armies moving even slower for any reason, however good for play, cannot correctly be described as...
  35. Re: How much interest for Normal style unit cards in DEI?

    @ Mavrik347

    Outstanding work, love the cards! Please keep them coming!
  36. Re: Hesitation to Use Spies/Eyes of the King/[Insert Other Spy Names Here]

    Pretty much the same. I usually specialize my spies in mass poisoning.

    I'm reasonably happy with the agent nerf, but I'd like to see agent costs reduced slightly to compensate. Expensive and...
  37. Thread: Unit Caps

    by Iron_Duke
    Replies
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    1,448

    Re: Unit Caps

    If there are to be caps I imagine most players would far rather see a recruitment restriction based on regions & building types owned in a province than some arbitrary number per stack.
    ...
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    Re: Are the client states useless ?

    I avoid all non aggression pacts, alliances, clients and satrapies. The only treaties I use are peace and trade. This way I don't offend other cultures anywhere near as much, it's far easier to be...
  39. Re: You do not even have to burn down the gates to win a siege battle. All you need is the ladders you always get.

    The mod that removes victory points may help you. With it melee troops will remain close to the walls and also form choke points that prevent flanking should the walls be breached.
  40. Thread: Unit Caps

    by Iron_Duke
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    Re: Unit Caps

    I think I'm right in saying that these are only recruitment caps per stack. I believe once you have recruited your stack limit of a unit type, you can recruit additional units of the same type into...
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