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Thread: [Preview] Divide et Impera 0.95 Patch

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    m_1512's Avatar Quomodo vales?
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    Default [Preview] Divide et Impera 0.95 Patch



    The DeI team presents to you the preview about the coming 0.95 patch. This preview will contain a list of changes that the mod will have.

    Major Overhauls

    Garrison Overhaul
    Garrisons have been completely redone with over 100 unique cultural units rather than existing unit types. As the settlement expands, the garrison increases in terms of quality and quantity. Below are some examples of these units.
    Spoiler Alert, click show to read: 
    Note: The images below have been given some GIMP touches by me to make them visually appealing, and the units you see in game will depend on your computer.





    Mercenary Overhaul
    All vanilla mercenary units have been removed and replaced with 116 new custom units. However, this is not save compatible and needs a new campaign. Here are a few more screens for some units.
    Spoiler Alert, click show to read: 
    Note: The images below have been given some GIMP touches by me to make them visually appealing, and the units you see in game will depend on your computer.









    Faction Changes

    Masaesyli Overhaul
    Most of their units have been redone with custom appearances and stats including 7 new unique units. More information here.


    New Germanic Subculture and Playable Faction
    • The Lugii are now a playable faction and member of a new Eastern Germanic subculture.
    • Other factions in this subculture include the Aestii, Anartes and Gutones.
    • 21 new custom units that are unique to this new subculture.

    More information here.


    Major Campaign Changes

    Unit Upgrades
    There is good news about unit upgrades; many units can now be upgraded from their previous Reform version. Huge thanks to lnrd907 for figuring this out and allowing us to use his work. For many save games, you will need to research the new upgrade technology found in the first military tech line.

    Images for the process in motion here.


    Public Order System and Army Stances
    • In order to add more dynamic army placement and prevent the monotony of the "take a city, sit army in city, take a city" campaign flow, we have changed how public order and food operate with armies.
    • Armies now consume food from whatever region they are present in unless they are fortified or garrisoned. Mustering uses more food than other stances.
    • Garrisoning an army now causes a public order negative rather than a positive. This will hopefully encourage more strategic placement of forces and use of land outside of cities.
    • Occupation ramifications (Occupy, Loot, Raze, etc) have been changed to reflect the new public order penalty for garrisoning troops.


    Roman Auxiliary Building Overhaul
    Removed all vanilla auxiliaries. Post-Marian, Rome still has our custom auxiliaries. The auxiliary barracks now acts as an AoR unit Recruitment Center. Rather than having to own a specific region to recruit an AoR unit, an auxiliary barracks will allow for recruitment of AoR units from neighboring regions.


    Pull-Through Fix
    • All units, especially cavalry, are no longer able to move through enemy formations at will.
    • It is now a bit harder for cavalry to disengage from melee.
    • This will also help with killing fleeing units.

    Last edited by m_1512; July 23, 2014 at 05:33 AM.


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