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Thread: [PREVIEW] Divide et Impera 1.1 Overview and Previews Collection (New Preview October 21)

  1. #21
    DarrenTotalWar's Avatar Video/Podcast Creator
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    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    I hope the auto resolve improvement will improve how attacking a settlement always means the AI will sally out because they have stronger odds. I attack towns with 2 full stacks, but my odds are always 20% and the enemy always sallys out :/

    Great work though, very ambitious developments, the supply system looks excellent though!

    Check out my latest video: Unit Expansion Mods

  2. #22

    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    You guys are far better at making patchnotes then I am, I will need to note.

  3. #23

    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    *heavy breathing*

  4. #24
    suras333's Avatar Semisalis
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    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    Great news!

  5. #25

    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    Will there be a submod to remove supply system ? Other than that it seems very exciting !
    History lover since -96.

  6. #26
    KAM 2150's Avatar Artifex
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    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    Only if you want to hurt Litharions feelings ;P
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
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  7. #27

    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    Holy **** I didnt think you were still THIS active in working with the mod, i mean, this is amazing!

    forbidden question i know but... eta: days? weeks? months? quarter-year? half-year?
    Last edited by Fedual; July 27, 2015 at 11:16 AM.

  8. #28

    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    If I told you, i'd have to kill you...

    Still early Alpha, lots more things to add and test!

  9. #29
    FlashHeart07's Avatar Praepositus
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    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    Quote Originally Posted by Spirit`` View Post
    Will there be a submod to remove supply system ? Other than that it seems very exciting !
    Create one. If people want it someone will most def make on. But I dont think it is something that the team will spend time on. Many buildings have been changed due to this system and will therefore also need to be changed to fit a game without the supply system

  10. #30
    BalrogOfMorgoth's Avatar Decanus
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    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    Oh boy! I can't wait!

  11. #31
    Litharion's Avatar Artifex
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    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    Quote Originally Posted by Spirit`` View Post
    Will there be a submod to remove supply system ? Other than that it seems very exciting !

  12. #32
    Ritter-Floh's Avatar Artifex
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    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    give us more time so we can add more magic stuff

  13. #33
    Ritter-Floh's Avatar Artifex
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    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    Quote Originally Posted by Spirit`` View Post
    Will there be a submod to remove supply system ? Other than that it seems very exciting !
    this is absolutley blasphemic! In another timeframe the pyre would waiting for you

  14. #34
    FlashHeart07's Avatar Praepositus
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    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    Fear not guys. An ancient prophesy foretold that he who disapproves of the supply system shall forever be doomed to have a laggy game which crashes every 10th turn.

  15. #35
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    Quote Originally Posted by Dresden View Post

    Animations and Battles Overhaul

    - Load time/performance improvement

  16. #36
    dogukan's Avatar Praeses
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    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    don't know what to say...you lads are awesome.
    "Therefore I am not in favour of raising any dogmatic banner. On the contrary, we must try to help the dogmatists to clarify their propositions for themselves. Thus, communism, in particular, is a dogmatic abstraction; in which connection, however, I am not thinking of some imaginary and possible communism, but actually existing communism as taught by Cabet, Dézamy, Weitling, etc. This communism is itself only a special expression of the humanistic principle, an expression which is still infected by its antithesis – the private system. Hence the abolition of private property and communism are by no means identical, and it is not accidental but inevitable that communism has seen other socialist doctrines – such as those of Fourier, Proudhon, etc. – arising to confront it because it is itself only a special, one-sided realisation of the socialist principle."
    Marx to A.Ruge

  17. #37

    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    I'd always hope I'd see a supply system in a total war game, but never thought I'd actually see it. This is amazing. Also, a few questions on navies, will navies be unique so that say Romans have an advantage boarding and Carthaginians and Greeks have an advantage ramming? And how affordable will navies be? I know that in most of my prior campaigns I rarely recruited a navy because the battles were unplayable and navies were quite simply unaffordable and not worth the cost.

  18. #38

    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    Just when I was beginning to think that this mod coudln't become more awesome than it was already... Obviously I was wrong, you guys are fantastic!

  19. #39

    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    Quote Originally Posted by Spirit`` View Post
    Will there be a submod to remove supply system ? Other than that it seems very exciting !
    Quote Originally Posted by Litharion View Post
    Hahahaha I told you this would be asked almost immediately You spend 6 months on a project and the first thing someone wants to know, before even trying it, is if they can remove it! And then goes on to say that the most unique and interesting system to come to Rome 2 from a mod was the downside of this preview. Gave me a good laugh

    Quote Originally Posted by Lieutenant Sharpe View Post
    I'd always hope I'd see a supply system in a total war game, but never thought I'd actually see it. This is amazing. Also, a few questions on navies, will navies be unique so that say Romans have an advantage boarding and Carthaginians and Greeks have an advantage ramming? And how affordable will navies be? I know that in most of my prior campaigns I rarely recruited a navy because the battles were unplayable and navies were quite simply unaffordable and not worth the cost.
    Navies are unique for cultures in that certain ones have the ability to build larger, more advanced vessels. We have tried to make it so that the AI will try to board mostly and ram a bit, but its hard to change that (we can't access the core AI behavior choices in that regard). Other than the changes to ship movement and ignition threshhold, one of our main changes was making ranged units only a few of the starter ships. Upper tier ships (for the most part) are melee based. Our goal was to make naval battles more about shipboard combat than about raining fire arrows from across the map.

    Navies will still be around the same costs/upkeep as before but costs have been standardized. Also, they are now worth it in that you can pick off a transport invasion with a much smaller naval fleet.

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  20. #40
    Civis
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    Default Re: [PREVIEW] Divide et Impera 1.1 Overview

    downloading rome 2 now just for a warm-up....

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