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  1. Sticky: Re: [Submod] Battle Speed Submods for FotE

    Agreed - I played vanilla before FoTE, and to me the duration of battles was very similar, so I definitely will try to slow it down. Are unit statistics in the slower battles submod changed for all...
  2. Thread: Bug Reports

    by Avernus
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    Sticky: Re: Bug Reports

    Unfortunately, the last update broke the game for non-overhauled nations. How we can now recruit better units (tier 2 spearmen for Celts, for example), if technology improvements have been removed?...
  3. Thread: Bug Reports

    by Avernus
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    112,593

    Sticky: Re: Bug Reports

    Dresden, you're my hero! :thumbsup2
  4. Thread: Bug Reports

    by Avernus
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    112,593

    Sticky: Re: Bug Reports

    Sure, thank you anyway. Good luck on improving the mod!
  5. Thread: Bug Reports

    by Avernus
    Replies
    571
    Views
    112,593

    Sticky: Re: Bug Reports

    Is it connected to the fact of leaving old units able to recruit after reforms? If so, maybe it is possible to make a submod without this feature (honestly, I've never recruited any of old units...
  6. Thread: Bug Reports

    by Avernus
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    112,593

    Sticky: Re: Bug Reports

    So Celtic garrisons, despite being homogenous (only one unit) and numerically inferior to Roman/German ones (5-6 crappiest units on tier 2) also don't upgrade after researching technologies....
  7. Thread: Bug Reports

    by Avernus
    Replies
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    112,593

    Sticky: Re: Bug Reports

    Ok, so I'm waiting for celtic fix. ;) Thank you for information.
  8. Thread: Bug Reports

    by Avernus
    Replies
    571
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    112,593

    Sticky: Re: Bug Reports

    Ok, my last question for now - is the lack of guerilla deployement in Celtic factions intentional?
  9. Thread: Bug Reports

    by Avernus
    Replies
    571
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    112,593

    Sticky: Re: Bug Reports

    Thank you for the reply. :) Is that intentional also, that diverse garrisons from vanilla became rather homogenous (11xCeltic Levy for Ebdanian town, for example; in vanilla we had cavalry, archers,...
  10. Thread: Bug Reports

    by Avernus
    Replies
    571
    Views
    112,593

    Sticky: Re: Bug Reports

    Hello,

    I bought today the Celts DLC, hoping to start a new campaign with Ebdanians on FoE 2.0. The Celts recruitement, however, seems to be bugged. :( For example, you have 2 types of Celtic...
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    Re: [Tech] Bug Reports 0.96 Version

    I don't know is it intentional, but in the Augustus campaign, even though you start at imperial reform level, you have marian units (legionary cavalry, antesignani) alongside the imperial units.
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    Re: [Download] Divide et Impera - Download link (version 0.96c, updated 01/10/14)

    So, what's up with civil war now? What values of influence we have to maintain in order to avoid them as 2/4 party systems? ;)
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    Re: [Tech] Bug Reports 0.96 Version

    I've asked this before, but had no answer - do garrisons upgrade as well with the reforms? Italian soldiers in every roman city (even in Germania) in the Augustus campaign just don't seem right, why...
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    Re: Multiple Civil Wars ?

    Are you sure, that you deleted the .rar extension? It can be still there, even if not visible (there is an windows option to show/hide common extension of files).
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    Re: [Tech] Bug Reports 0.96 Version

    Same happened to me, I firstly demanded 1500 for a trade agreement, AI refused, than I asked for 4000 and they accepted.
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    Re: [Download] Divide et Impera - Download link (version 0.96b, updated 21/09/14 Augustus Campaign)

    Is the new update save compatible?
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    Re: [Tech] Bug Reports 0.96 Version

    I am not sure is it intentional, but italian garrisons for Rome factions in EE look super weird outside the peninsula (in Galia for example). Shouldn't be legionaries/vigiles guarding the cities in...
  18. Re: AMBUSH BE GONE! I removed forced march and double time....Completly freed up the A.I to attack and defend proper.

    Has someone tested this submod and can confirm, that without forced march AI can handle large empire (like Carthage) better? If yes - chapeu bas for the Author. :)
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    Re: Feedback, suggestions, critiques and requests

    If I can recall properly, I had some new resources on the CiG campaign map (like copper).

    Also, what do you think about removing/limiting wardogs, to prevent situation like this from occuring:
    ...
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    Re: Feedback, suggestions, critiques and requests

    To me cavalry is too strong (considering it isn't medieval warfare). My cav units (even light gallic cavalry, not to mention hetairoi) after battle have 4-5x more casualties inflicted than my...
  21. Re: Divide et Impera - Download link (last version v0.6g2, updated 23/12/13)

    Not true, I can change unit size without a problem on DeI.
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    Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Yeah, I play on ingame normal size, for DeI it's 120 per regular infantry unit, so it's suits me, but idk if it doesn't ruin the balance. My laptop specs:
    intel core i5-430m 2.26 GHz
    4 GB RAM...
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    Re: Divide Et Impera (Divide et Conquer) - Main Thread

    I don't get it to be honest - if I set it to normal in graphics options before the start of the campaign it's ok?
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    Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Hi guys ;)

    Is the battle system well balanced also on the normal unit scale (120 legionaires per unit)? Normal scale means a huge boost of fps to me, that's why I'm asking. ;) Cheers.
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    Re: Feedback, suggestions, critiques and requests

    KAM is right, legendary might be fine (if you like extreme challenges) for campaign difficulty, but everything above normal in battles results in destroying the balance of the mod. Selea stated it...
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    Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Hey guys, so I am curious will the next update be just ver. 0.5 compatibile with tha latest patch or the new version 0.6? Cheers. ;)
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    Re: Campaign AI, how is it mid/late game?

    Yeah, definitely the arabian tribes should be nerfed even more. In that timeframe they should be really hard to conquer, tough while defending their lands and occasionaly raiding the neighbouring...
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    Re: Campaign AI, how is it mid/late game?

    The idea of recruitment slots tied to the number of regions, instead of 3 per provinces, but without buffs like +3 slots for Romans is a great idea anyway, increasing realism and gameplay. It isn't...
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    Re: Divide Et Impera v0.6 preview!!!!

    Exactly, it was the other way round - almost every infantry unit in EB, except for hoplites/pikemen, could throw javelins.
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    Re: Campaign AI, how is it mid/late game?

    yukishiro1 - the last screen is simply stunning, I wish my campaigns were like that! Please, keep on testing, you are on the good way to find the perfect campaign balance. . Implementing your...
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    Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Yeah, the unit upkeep could be little bit higher, it's kinda strange when 1-provincial desert tribe fields two stacks. Anyway, I know that the bonuses of the African tribes have been decreased, but...
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    Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Yeaaah, thank you guys. ;) But I don't understand how this

    "and casualties are no more the determinant factor making units rout."

    goes well with

    "Expect even very elite units to not fight...
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    Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Could someone help me with that? ;)
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    Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Hi, thank you for your modifications, it seems to be the best overhaul for Rome II. ;)

    Anyway, I don't know is it a common bug, but I have a problem with shield textures of Hastati/Principes -...
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    Re: IB2 Britanniae II Mod Discussion

    About the holy men script - it is not activated by default and I have to paste the folder into Medieval II location firstly?
    Also, there is a typo in the mod folder name in holy men script folder,...
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    Re: Cant start a campaign.

    Everything works fine by now, it was a false alarm - it just took a little bit longer to load than I expected, that's all. I will post more detailed comments on economy/happines balance later on....
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    Re: Cant start a campaign.

    Yep i did, and when I go to task menager Medieval II is 'not responding'.
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    Re: Cant start a campaign.

    I have the same problem - the Expansion II was installed on parts 1&2 and Expansion I, the game freezes after hitting "start" in campaign menu. I don't have any medieval 2 files in VirtualStore...
  39. Thread: Battle AI

    by Avernus
    Replies
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    29,802

    Re: Faith in AI restored... *VID*

    I think it is worth mentioning, that the player from the movie actually lost the campaign later on - the Boii had won another few battles, so it wasn't a one time thing. The CAI turned out to be...
  40. Thread: Battle AI

    by Avernus
    Replies
    221
    Views
    29,802

    Re: Faith in AI restored... *VID*

    Hi all,
    That's a video I posted earlier in another thread from the Polish fansite - I'm glad you like it. ;)

    To clear things up - the AI had a lot of skirmishers in this movie (slingers, mostly)...
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