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Thread: [Support] Divide et Impera FAQ

  1. #1

    Default [Support] Divide et Impera FAQ

    GENERAL

    Q. I have encountered a bug while using this mod, what can I do?
    A. First, make sure it is the mod. Try using DeI only and see if the bug/crash still happens. If applicable, see if the bug is present in the vanilla version of the game. Second, make sure you don't have any older mods in your data folder. There is a known issue where older mods that aren't active can still cause problems. Lastly, make sure you don't have any mod conflicts. If you have determined it is definitely the mod causing the bug/crash, then please do a search for similar reports using the forum search or checking the Bug Reports thread. If there haven't been any other reports, please post the bug once in the Bug Reports thread with a specific account of when/how the bug happened, mods used and, if possible, a save game or image file. Please do not post it in multiple places, we will check the Bug Reports regularly.

    Q. There is a mod feature I do not like or that does not work as I think it should, where can I report it?
    A. Please use the Feedback thread, but remember to be civil and also specific about the issue. Also, please remember that we are doing this for free and work very hard to try to provide a certain type of experience for Rome 2. We have to take into account various preferences and desires while also maintaining our vision for the mod. There is also a healthy Submod Community that offers various options for changing the mod to your preference.

    Q. Are updates save compatible?
    A. Almost all fixes or smaller updates will be save compatible unless otherwise stated. Larger releases (1.0, 1.1, etc.) are usually not very save friendly.

    Q. The AI seems to get bonuses or is not impacted by all the game systems like the player! Its unfair!
    A. Yes, the AI gets bonuses based on difficulty level. They would not be a challenge otherwise and it has always been this way in Total War games. Our various custom systems in DeI would not be understood by the AI so those systems do not impact the AI as heavily as the player. The AI is not affected by garrisoning public order penalties, has some wiggle room when it comes to supply shortages, and uses but is not limited by the population system. If we could reprogram the AI we would, but we can't - and our focus has always been adding depth and complexity for the player.

    Q. My game crashes at startup or regularly on every end turn. What is going on?
    A. The common causes of crashes are either mod conflicts or a bad install/version of the game. You should first reverify your game cache in Steam by right clicking on Rome 2 in the Library and choosing Properties. Then, go to Local Files and click Verify Game Cache. Also, make sure you are running Patch 17 (NOT the Steam patch 16 beta option). If that doesn't solve the problem, check for other mods (even submods) that may be causing the issue. Some mods can be active even without being activated in the Mod Manager, so check your data folder for other mods that may be the culprit. If you have done all of these things and are getting a repeatable crash (happens even if you load), then please post the save game in our Bug Reports thread.

    Q. Is the mod compatible with all the campaigns?
    A. Yes, DeI is compatible with all the mini-campaigns and the Augustus campaign. We also have our own custom Macedonian Wars campaign that replaces the vanilla Wrath of Sparta. If you want to play the original WoS campaign instead, you can download a submod for that from our submod forums or Steam. Obviously, you must own the applicable DLCs to play those campaigns.

    Q. What mods are compatible with DeI?
    The general rule is that graphics and music mods are mostly compatible with DeI. For example, GEM, blood mods, and most music mods. Almost all other mods may cause conflicts because of the extent of changes in DeI. There are various submods for DeI that offer options for the player. Sadly, most other mods out there will not work well with this mod.

    Q. Why are my armies not replenishing?
    A. Armies require enough supplies and population to replenish properly. If the army does not have enough population for each type of unit in it, then the whole army will not replenish. Unfortunately, we can only turn replenishment on for each army not each unit. Check the supply and population guides for further details on those systems.

    Q. I am missing a lot of textures on units.
    A. If a lot of textures are missing and you are using the Steam version, then you are missing one of the parts of the mod. Make sure you are using all 6 current mod parts. If a specific texture is missing, please report it in the bug reports thread.

    Q. Some of my cavalry units are missing their horses!
    A. This is usually caused by a mod conflict, most commonly the Better Arrows or Better Missiles mod. Other mods can also cause this, specifically ones that have any unit tables in them. Even mods that aren't activated can still cause this to happen if they are certain mod types (load even without mod manager).

    Q. I seem to be getting stuttering in sieges. Is there anything I can do about this?
    A. Some users have found that making the following graphical adjustments help solve this issue: (If not, check out the Less Variation Submod)
    Spoiler Alert, click show to read: 
    Unlimited Video Memory : ON

    Seems like there are several graphics option that will use GPU power instead of
    CPU power if you set those options ABOVE "high" (very high to extreme) and thereby
    reducing CPU burden and in return give you more fps.

    Here are the 4 options that I mentioned above :

    1. Shadow : set it on "Very High-Extreme" (put it above "high" so it will processed by
    GPU instead of CPU)
    2. Particle : set it on "Very High-Extreme" (same like above)
    3. Unit Detail : set it on "Very High-Extreme" (same like above)
    4. Building Detail : set it on "Very High-Extreme" (same like above)

    Note : the most important thing here is you have to set those 4 options ABOVE "High" !

    And here are several options that I recommend you all to be set like this :
    1. Terrain : set it to either Low or Medium
    2. Grass : set it to either Low or Medium
    3. Trees : set it to either Low or Medium
    4. Water : set it to Low - High
    5. Distortion Effect and SSAO : should be unchecked (but still optional,
    if you have good GPU it might be not a big performance hit)

    Note : those 3 settings are really CPU heavy burden alongside Unit Size !


    Q. There are units from purchased DLC's missing. Why can't I use the units I purchased?
    A. In the mod we have custom units for all factions based on our own historical research. If units are deemed historically inaccurate, they will not be included in the mod. For the most part, we make all of our own units and don't use units from the base game.

    Q. I want to play multiplayer with the mod but I can't seem to, why? Also I get desyncs after reforms.
    A. Both players must have the exact same version of the mod (steam or standalone). There is a known issue that reforms can cause desyncs. To get around that, send your save game to your multiplayer partner after your reform happens.

    Q. I can't find X resource, where is it? I can't build X building (greyed out)?
    A. Please use the Resources Guide to reference locations and effects. If you can't find the resource where the guide says, you are using a different startpos from another mod, causing a conflict. If you can't build a building, reference the resources guide to see the resource required.

    Q. Some game mechanics seem confusing and are not explained in game. Where can I find explanations for these features?
    A. You will find most of our game mechanics explained in our Guide section, which can be found here.

    Q. What difficulties are recommended for the mod?
    A. If you are new to the mod, Normal difficulty is recommended. However, more rewarding campaign experiences are usually found at Hard difficulty. Normal battle difficulty is recommended to preserve battle balance. You can also choose to change the battle difficulty separately from the campaign difficulty in the options menu after starting a campaign.

    Q. I am having a hard time with the mod. What can I do to improve my chances?
    A. If you are having trouble with the campaign, this can be normal for new players. The smaller factions will especially provide a very high level of challenge. Remember to be patient, build up diplomatic relationships and try not to engage the AI on too many fronts. You can find other helpful hints in our Guides subforum. If you are having trouble with battles, make sure you are set at Normal difficulty.

    Q. I have issues with the Supply System, I am not sure its working correctly?
    A. We realize the system takes some learning and getting used to. However, as a team we believe it to be one of the most innovative and unique additions to any mod out there. Please, try to take some time and learn the intricacies of the system. There is a supply manual to help and a thread to ask questions. However, if you absolutely still hate it you can turn it off fairly easily (instructions are in the above linked manual).

    Q. I have a Mac and the Grand Campaign won't load.
    A. Currently, there are issues with the Mac and DeI's grand campaign. We are working on fixing that for 1.2 but it is not certain whether there will be a fix or not. The Mac issue seems to be a script or startpos related problem. It may be fixed in the future, but we can't promise that as there are inherent parts of the mod that may pose an issue.


    REFORMS:

    Q. My Reforms are not working and I can recruit legionaries immediately, what is wrong?
    A. You may be using another mod that affects the scripting.lua file, which will conflict with DeI. These include camera mods.

    Q. What is this purple technology that Roman and Hellenic factions have?
    A. The custom technology allows unit upgrades after a Reform happens (you can upgrade your unit from the pre-reform version to the post-reform version). You can research this technology at any time (I recommend doing it as soon as you can). It only takes 1 turn and is simply there because the upgrade mechanic requires it. It will not bring about reforms any earlier, it simply unlocks the ability to have unit upgrades for the rest of the game. However, if you don't research the technology and reach a reform tier, you will be unable to recruit the new units until you research the custom technology.

    Q. What are the Roman reform levels for the campaigns?
    A. The Main campaign is Camillan, Hannibal is Polybian, Caesar is Marian and Augustus is Imperial. We made these choices based on gameplay considerations in order to allow the player access to each Roman reform level for the various campaigns.

    Q. I want to change the requirements for my reforms, is that possible?
    A. Yes, it is both possible and very easy! Please see our Reforms Guide for more information on how to do this.


    Please let us know other questions you would like being answered, question of a general nature and we will add to this post accordingly.
    Last edited by Dresden; January 11, 2017 at 06:37 PM.

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  2. #2
    dogukan's Avatar Praeses
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    Default [Support] Divide et Impera FAQ

    Is it possible to add more building slots to this game?
    I am just too much into EB province-economy system, i feel like r2tw lacks this greatly..
    So things like government types and more variety buildings are doable or hardcoded?


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    "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

  3. #3
    FlashHeart07's Avatar Praepositus
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    Default Re: [Support] Divide et Impera FAQ

    We have so far not found a way to add more building slots

  4. #4

    Default Re: [Support] Divide et Impera FAQ

    I think you can manually replicate them in the startpos but there are more issues with that - crashes and such.

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  5. #5

    Default Re: [Support] Divide et Impera FAQ

    I encounter some "blank" segments if thats the correct way to put it;

    Campaign starting - Rome: House of Julia has an empty trait (no explanation, only a green icon which refers to morale boost against barbaric tribes in the vanilla when i played; 2014 summer) https://gyazo.com/967efc09eab191cdd4af58194102f457
    Totally empty options segment. No title, Full blank inside. https://gyazo.com/8288a6ecc2bbaaf6d279d53363af1670

    Not sure why these are empty. Probably maybe because of other mods which i deleted before installing Dei? Or the DLCs? I have all except daughters of mars, black sea colonies and wrath of sparta.

    I am Running steam version. I have all 6 parts downloaded via workshop, deleted the other mods via the mod manager, checked data folder for any remaining "data" which i failed to find (maybe i cant differentiate vanilla packs with mod packs?) . Game version seems to be 16155.73xxx build ver. 2.20, tried to force updates which i again failed (referred to your; "patch 17 must be downloaded" part on crashes segment)

    I think these are not intended because this overhaul is very detailed. I dont think you would overlook something like this. Hence my questions.

  6. #6
    Master Jedi's Avatar Foederatus
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    Default Re: [Support] Divide et Impera FAQ

    Hi I have gone through FAQ and guides and haven't found an answer.
    I am new to DeI, so please, be patient.
    So:
    1. After running DeI, I have paid attention, that buildings icons in the game are vanilla-like. Is it normal?
    2. Research tree is also very much vanilla-like and I can not find some techs there-for example the one to build cohort barracks with - only Auxilary barracks present. However, if I left-click on the grayed-out building of barracks, I start to research the required tech. Is this normal?
    If yes-where can I see the entire tech tree?
    3. I have a mod, where all it does is double the garrisons to everyone (author claims 100% compatibility with every mod), what is your opinion on compatibility of it with DeI? File uploaded to here: http://www74.zippyshare.com/v/CVOZ3PiQ/file.html
    Last edited by Master Jedi; November 04, 2016 at 03:16 PM.

  7. #7

    Default Re: [Support] Divide et Impera FAQ

    1. Yes, we may redo the building icons in the future though.

    2. Hmmm... I'm not sure about this one. We haven't changed too much in the tech trees though.

    3. No, it's not compatible. DeI has its own custom garrison units. DeI's garrisons are pretty big to begin with, so I'm not sure why you'd need to double them.

  8. #8
    Master Jedi's Avatar Foederatus
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    Default Re: [Support] Divide et Impera FAQ

    Quote Originally Posted by Augustusng View Post
    1
    3. No, it's not compatible. DeI has its own custom garrison units. DeI's garrisons are pretty big to begin with, so I'm not sure why you'd need to double them.
    Well that's to increase AI survival abilities. I have started test run and Athens was destroyed by Macedon in 10 turns...
    What about this one? (http://www.twcenter.net/forums/showt...action-Empires)

  9. #9

    Default Re: [Support] Divide et Impera FAQ

    You can't base results on one or two test runs. Rome 2 is a sandbox game so very different stuff happens in every campaign.

    That guaranteed major empires is already in DeI in our own version.

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  10. #10
    Master Jedi's Avatar Foederatus
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    Default Re: [Support] Divide et Impera FAQ

    Is it possible, then, that something functions incorrectly? Because you know - 10 turns and one of the majors gone? With all the defending bonuses and increased garrisons?
    I'll try some more test-runs and see. May be it was some weird coincidence...

  11. #11
    FlashHeart07's Avatar Praepositus
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    Default Re: [Support] Divide et Impera FAQ

    With I dont know how many hours playing DeI, I have never experienced this. So yes, most likely they just got unlucky.



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  12. #12

    Default Re: [Support] Divide et Impera FAQ

    Also, Athens isn't classified as a major/protected power.

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  13. #13

    Default Re: [Support] Divide et Impera FAQ

    Hi,

    I did a quick search, but I was wondering if there are any submods or compatible mods that lift the fog of war/clouds so I can see the whole game map?

    Also, what are the more popular submods to use?

    Thanks for the help.

  14. #14

    Default Re: [Support] Divide et Impera FAQ

    I have a question about how the soldiers, specifically the romans, stand during battle.
    I see people taking screenshots and the Romans are standing up straight with their shields at their side.
    But when I play, the soldiers are always hunched over behind their shields, how can I change that?

  15. #15

    Default Re: [Support] Divide et Impera FAQ

    You can't, yet - this will be changed in 1.2 though

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  16. #16

    Default Re: [Support] Divide et Impera FAQ

    Updated - added question about why AI gets bonuses based on difficulty level or why they are not impacted by all game systems.
    Last edited by Dresden; January 11, 2017 at 06:45 PM.

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  17. #17
    Laetus
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    Default Re: [Support] Divide et Impera FAQ

    Why did you limit the money which I can demand in diplomatic contracts? I think that´s unrealistic and restricts the game...

  18. #18

    Default Re: [Support] Divide et Impera FAQ

    Quote Originally Posted by chris16311 View Post
    Why did you limit the money which I can demand in diplomatic contracts? I think that´s unrealistic and restricts the game...
    That's another point of view. Our goal is to stop humans abusing to AI by doing so. Game gets easier if you cheat on AI in such way.

  19. #19
    FlashHeart07's Avatar Praepositus
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    Default Re: [Support] Divide et Impera FAQ

    Quote Originally Posted by chris16311 View Post
    Why did you limit the money which I can demand in diplomatic contracts? I think that´s unrealistic and restricts the game...
    It was unrealistic to be able to recieve 25,000 gold from a NA pact with a OPM.

  20. #20

    Default Re: [Support] Divide et Impera FAQ

    Apologies if this is detailed somehwere and I've just been using the wrong search-terms to try and find out....

    ....how can I find out how much population I have in my provinces for the purposes of expanding building slots, as opposed to recruitment? the population/manpower system is great, but I don't appear to be able to see the population info as it stands for how much I have in regards to settlement expansion. Can't find it for looking, and it's obviously something that's good to know settlement planning - thanks!!

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