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Thread: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

  1. #1

    Icon3 [PREVIEW] Divide et Impera 1.1: Naval Overhaul



    Divide et Impera 1.1 Preview: Naval Overhaul

    General Information

    We have spent a long time modding the campaign and land battles for Rome 2 but have purposefully left naval battles in a vanilla state until now. There are many reasons for that decision, but suffice to say Rome 2's naval battles were never really well done at their core and many players would opt to skip them. Our team hopes that with 1.1, players will now be able to enjoy naval battles as they were historically with much more exciting gameplay and units. Of course, we are still limited in being able to fix everything, but this overhaul will hopefully go a long way toward making naval battles a fun part of the game.


    Roster Changes
    - All vanilla naval units have been removed from the game. There were many that were simply copies of each other and caused naval battles to be more about ranged combat and unrealistically catching ships on fire than about ramming and boarding action.
    - We have replaced those units with an entirely new roster of naval units with custom units inside. These "marine" or "raider" type units are naval-only. By making these units specific to navies, we are able to adjust their stats to improve their combat against transported land units.
    - These units have their own look to them in terms of textures that gives them a feel of being naval units. They are also more generally melee-focused to better represent proper naval engagements.
    - Faction rosters of naval units have been overhauled so that historically naval factions have access to better ships in a quicker time frame.
    - In general, Hellenic factions have the best navies. Specifically, factions like Carthage, Egypt and other historical naval powers will gain the edge here.
    Spoiler Alert, click show to read: 

    - Roman navies have pre-Marian and post-Marian reform variants. However, the ability to build better ships for factions is based on technological research rather than reforms.
    Spoiler Alert, click show to read: 
    - Barbarian factions have much more limited naval rosters and are more focused on being quick raiding vessels. They will be able to produce limited Greek and Roman ships if they capture one of the enemy's military ports.
    Spoiler Alert, click show to read: 
    - Exceptions to the Barbarian roster include the Illyrians and Daco-thracians, who have their own unique rosters. Nomads have the worst of all naval rosters.
    Spoiler Alert, click show to read: 

    - Entirely new Mercenary naval units have been created for regions that were well known in history for their naval mercenary or pirate types.
    Spoiler Alert, click show to read: 
    - New Naval Garrisons based on new units. Also, higher tier military ports will offer small land unit marine garrisons as well.


    Battle Changes
    - All ship speeds have been lowered and hitpoints increased to produce a more realistic and controllable battle scenario.
    - Ship ignition threshholds have been raised massively. Historically, ships would not catch fire from a random fire arrow. Now, ships must be boarded or rammed in order to effectively destroy them. Exceptions have been made for fire pot and other specialist ships.
    - The result of the battle mechanics changes is much more dynamic and realistic battles that also vary depending on the type of culture in the battle.
    Spoiler Alert, click show to read: 
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    - New unit variants for Marines for factions like Rome, Greek factions, etc. present varied and colorful additions to the sea battles.
    Spoiler Alert, click show to read: 
    Egyptian Marines and Archers
    Spoiler Alert, click show to read: 


    Illyrian Raiders
    Spoiler Alert, click show to read: 


    Roman Marines
    Spoiler Alert, click show to read: 

    Athenian Marines and Archers
    Spoiler Alert, click show to read: 


    Parthian Marines
    Spoiler Alert, click show to read: 

    Gallic Heavy Raiders
    Spoiler Alert, click show to read: 

    - Transported units will get a debuff to their stats when fighting at sea to combat their larger unit sizes. Transports cannot ram and will be very susceptible to attack from a professional navy. Make sure to escort those naval invasions!
    Spoiler Alert, click show to read: 
    - Supply ships for the new supply system have their own variants and are quite vulnerable on the open sea. Make sure to protect them as well.
    Spoiler Alert, click show to read: 
    - The Roman Imperial Harpax has been re-added and functions properly (Imperial reforms and Augustus campaign only). Screenshots of the harpax in action:
    Spoiler Alert, click show to read: 
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  2. #2

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul


  3. #3
    Paladin247's Avatar Biarchus
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    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Well done. Or as we say in the real USN, Bravo Zulu.
    "With a population of around a million, Rome (in Claudius' time) was a vast city even by modern standards. It is worth pointing out that during the early Renaissance the population of Rome was no more than fifteen thousand-- living amid the ruins of a civilization that dwarfed their own. It was not until the nineteenth century that the population of Rome returned to the levels it had enjoyed under the Caesars. That is eloquent proof of the fact that human history is not a tale of steady progress towards greater knowledge and achievement." Simon Scarrow

  4. #4

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Looking very good.

  5. #5

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Fantastic! My only question is if the Romans get melee Quinquereme?

  6. #6

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Quote Originally Posted by TheSunEmperor View Post
    Fantastic! My only question is if the Romans get melee Quinquereme?
    All big ships are now melee. Only raiding hemolias and pursuit trihemolias have ranged troops. With the exception of a handful of triremes for special factions like Rhodes and Crete.

  7. #7

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Quote Originally Posted by Ivan_Moscavich View Post
    All big ships are now melee. Only raiding hemolias and pursuit trihemolias have ranged troops. With the exception of a handful of triremes for special factions like Rhodes and Crete.
    Will Rhodes/Crete be playable in the grand campaign since they're getting some more attention due to DEI:MW?

    (I.E without an all factions playable mod )
    Last edited by Delicate Strawberry; August 14, 2015 at 04:44 PM.

  8. #8

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Looks awesome! Cannot wait to try these naval battles out in 1.1 I do believe that using Carthaginian archers would be more accurate than using Balearic slingers for their faction missile ships however.

  9. #9

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Quote Originally Posted by Delicate Strawberry View Post
    Will Rhodes/Crete be playable in the grand campaign since they're getting some more attention due to DEI:MW?

    (I.E without an all factions playable mod )
    They will not. A lot of unplayable factions are getting some unique units though. It helps spice up the flavor of what you encounter during your expansion.

  10. #10

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Quote Originally Posted by Ivan_Moscavich View Post
    They will not. A lot of unplayable factions are getting some unique units though. It helps spice up the flavor of what you encounter during your expansion.
    Ah well, that's still good. I'd expect nothing less from the DEI team.

  11. #11

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Quote Originally Posted by Ivan_Moscavich View Post
    All big ships are now melee. Only raiding hemolias and pursuit trihemolias have ranged troops. With the exception of a handful of triremes for special factions like Rhodes and Crete.
    This is fantastic news! I await 1.1 with even more bated breath!

  12. #12

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    And missile raiders for barbarians are obviously ranged troops.

  13. #13

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Looks amazing, gents! Well done!

  14. #14
    McCarronXLD's Avatar Senator
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    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Looking forward to this! Great job!
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  15. #15

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    So happy that i will finally be able to play Naval battles, they look really awesome and were sadly broken so yay for DEI team

  16. #16
    Ygraine's Avatar Campidoctor
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    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Looks awesome as usual!

  17. #17

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Quote Originally Posted by fernando77 View Post
    Looks awesome! Cannot wait to try these naval battles out in 1.1 I do believe that using Carthaginian archers would be more accurate than using Balearic slingers for their faction missile ships however.
    That is just one unit I highlighted as an example. They also have other Libyan javelin units.

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  18. #18

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    This is outstanding news, I'm actually looking forward to battles at sea now!

  19. #19

    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    These changes affect auto-resolve any?

    How effective are these new naval units once you land them on ground against other ground units?

  20. #20
    GourmetGorilla's Avatar Semisalis
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    Default Re: [PREVIEW] Divide et Impera 1.1: Naval Overhaul

    Quote Originally Posted by Chereye View Post
    These changes affect auto-resolve any?

    How effective are these new naval units once you land them on ground against other ground units?
    From what I can see in these pics, they look to be very effective if a bit limited in number compared to their land-based counterparts.

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