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Thread: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2020-01-20)

  1. #1
    Ygraine's Avatar Campidoctor
    Join Date
    Jul 2013
    The Frozen North

    Icon3 [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2020-01-20)

    Thanks for voting us into 2nd position in the gameplay mods-category, over at the modding awards 2016!

    Data Venia

    (Latin for: I beg to differ (said before politely disagreeing with someone else))


    This project started as a simple personal mod between friends in an attempt to keep the old battle balance from v0.x/v1.0-v1.05 since some of us didn't like the faster pace and the unit stat changes that were introduced in 1.1.
    Little by little the mod grew as more and more stuff was changed in other areas than just battles. All in all this sub-mod makes the game tougher than ordinary DeI.

    I will also take requests (limitation based on time availability/scope of RPFM knowledge) if someone wants a version that is slightly different to the base one (ie. different TPY setting, activate civil wars or similar stuff).

    Only play DV at "Normal" difficulty, anything else will have vanilla DeI values and not the custom DV ones. "Normal" DV campaign difficulty is harder than Very Hard in DeI..

    (The reason "Normal" was modified is because you can't set different difficulties for CAI and BAI in coop/head-to-head in multiplayer. This way you can play normal multi player with normal battles and a very hard CAI.

    Currently supported campaigns:
    Grand Campaign
    Hannibal at the Gates
    Caesar in Gaul
    Macedonian Wars
    Imperator Augustus (requires more polish but is playable)

    Unsupported campaigns:
    Rise of Republic (currently not supported but is going to be at some point, but in a different setting)
    Empire Divided (don't know if I'll ever make it compatible)

    Click the spoiler below for a complete list of Data Venias features (slightly outdated, for new features not added here yet check changelog in post 2):

    Spoiler Alert, click show to read: 

    "Data Venia" 1.2 New Features:

    • 1.2 update!
      • Reworked supply scripts:
        • Higher supply capacities in all regions.
        • Several regions had their fertility rates replaced.
        • AI now consumes slightly lower supplies in owned territory.
        • Nomadic supply-stance was completely replaced by the barbarian one. No more starving steppe tribes.

      • Changes to agents/generals/admirals/armies:
        • All characters, armies and soldiers now require exponentially more experience to level up. This will make your characters and soldiers more valuable once they reach veterancy. The higher rank, the slower to get to the next level.
        • Agent caps increased, you can now have more agents than usual.
        • Some baseline dignitary/spy skills have gotten small bonuses.

      • Economy & building-changes:
        • All agent costs increased to balance out the new cap.
          • All buildings now cost 50% more to build.
          • Building upkeep has been removed from all buildings except for barracks, stables, workshops and military wharfs.
          • A complete change to how the building template for public order works. No more farms, amphorae-makers and bazaars that give -12 public order. Now the city/town-cores give higher amounts of -public order, illustrating that higher populations are more unruly. You don't have to risk a riot just because you make a farm any more.

        • All ships cost 50% more to build, but require 50% less upkeep. In a fleets case, the building of the fleet itself was the most expensive endeavour, while the marines fewer in numbers than land armies usually costed less in upkeep.
        • Starting treasuries are set to 12000. Spend your gold wisely. Build that building, stack those levies or grease the palms of the neighbours you don't want to fight with right away.

      • Faction-changes:
        • Lots of new emblems, banners and faction colours for various factions. Work in progress.
        • Lots of new confederation options (example Pontus, Sinope and Trapezos can confederate into the Mithridatic Kingdom. Parthia, Khorasmii, Dahae and Parthava can confederate into the Arsacid Empire. Steppe nomads can confederate into The Scytho-Sarmatian Horde. Dacians and Thracians can confederate into the Daco-Thracian Kingdom. Several greek (non-successor) factions can confederate into The Greek City-States etc.
        • All client-states have been removed.
        • Satrapies have been renamed into Tributaries, and now all factions can create tributaries - allowing for a much more dynamic campaign map.

      • Diplomatic-changes:
        • Slightly more aggressive AI behaviour.
        • Alliances etc now require higher relations. Trade is a little easier to get if you have access to resources. Pacts are turned off to stop the AI from spamming you with them mid to late game.
        • Releasing prisoners is now actually useful if you want to increase your relations with a faction at war.
        • Liberating a faction now nets 50% more green relations, should decrease the probability of the liberated faction declaring war on you (treacherous/devious personalities might still backstab you).
        • Gifts now give more relations.

      • Combat-changes:
        • The base for the combat-system is still the good ol' 0.x and 1.0 system but with several improvements and innovations.
        • Now the weapon your unit uses has a lot bigger impact on their effectiveness in combat. Swords give the highest bonuses against infantry, spears against cavalry, axes/maces grant AP to more quickly destroy heavily armoured units, slings have the longest range and most ammo, bows are better against armoured enemies, javelins are the best option against heavy armour and elephants.
        • Ammo amounts have been increased globally.
        • Flying Wedge charge bonus has been increased for more shocking charges.
        • Tougher to run through pikes when they're deployed.
        • Using a tweaked version of the 1.1 hoplite formation that works well with the AI, but slows your hoplites.
        • Better bows/slings have further range. This means that elite archers will outrange basic ones.
        • Romas got their gladius AP slightly increased.
        • All cav now runs slightly faster than before.
        • Ballistas, bolt-throwers and repeating bolt-throwers are now actually useful in inflicting casualties.
        • Towers in sieges/fort-battles do slightly more damage. The ship towers can now burn enemy ships faster.
        • Boiling oil has increased AoE and AP-damage.
        • Slightly more and larger traps available.
        • Larger groups of dogs per unit at higher expenses.
        • Increased morale and survivability of chariots to make them viable.

      • Miscellaneous-changes:
        • Several units have gotten their sizes revised.
        • Several mesh-changes to different units.
        • Ptolematoi keep their Egyptian religion with Hellenic influences, rather than the opposite system in vanilla DeI.
        • All fog has been deactivated for two reasons - armies quite seldom fought in fog and now you can use Aztecs lightning mod with DV and avoid the unplayable fog it sometimes generates.
        • Most general skills have had their durations increased, along with how many units they affect. Generals base "area-of-effect" range has also been increased.

    "Data Venia" 1.1 Features:
    • Old battle balance (from v0.8-v1.05) with additional tweaks
      • Ranged combat
        • Range, ammo, damage/penetration, marksmanship and spread have been tweaked. Spread is higher now meaning that you will inflict more friendly fire if you simply shoot into large melee brawls. I recommend utilizing Flash's excellent "Concentrate Fire" ability if you want to avoid this. The best slings and bows got slightly better damage and accuracy.
        • Slings got longest range, good against unarmoured targets and has most ammo (also good for countering normal archers/horse archers). The most elite slingers (Baelric/Rhodian) got some extra range.
        • Bows (normal and mounted) are the best option against armoured targets.
        • All artillery has been tweaked. Further ranges, changed ammo amounts and accuracy. Now scorpions and polybolos are actually viable to construct as they are more effective in terms of range and damage. Also onagers/ballistas has gotten a revamp for their "Fire"-ball shot giving them an explosive impact effect. I recommend using the fire option when you shoot at enemy units, while using the normal shots when firing on ships or walls.

      • Formation changes
        • Added hoplite phalanx ability back to units fighting in that style and using those animations. It's a passive now and will inherently grant the unit a minor defense bonus just by being active on the battlefield (for those of us who missed the old toggleable formation).
        • Pikes have been revamped, range has been boosted, weapon damage halved while formation is active. They will kill enemies if engaged frontally after a while (which they should) but not at a super fast pace. As usual recommending to flank them or shoot at them. Balancing pikes is tricky as you don't want them to be too strong or too weak.
        • Slight tweaks to wedge formations.
        • Added formations to units that were missing them (example: several melee cavalry units missing wedge).

      • Morale
        • Units won't rout as quickly from rear/flank attacks now (this was a major issue when fighting on walls).
        • Generals have had their aura-size increased.
        • Generals will give passive bonuses to (mainly) morale and defensive/offensive stats, the more skilled general the higher bonuses to units in his vicinity.
        • Losing your general will now hurt your troops morale more than before (AI has a lesser effect since they sometimes charge with their general first). Keep him safe if you can!
        • Lots of minor morale tweaks in general.

      • Generals Abilities
        • Most abilities now have a longer duration and will affect more units around them, the group versions even more improved (example: Since "Second Wind" has a longer duration now it will actually make a difference in comparison to the old super short duration).

      • Overall unit stat changes
        • Several shields on units were switched/removed (example: removed all garrison archers invisible shields that gave them 5+ armour)
        • Several slings/bows were switched (example: all basic archers should now use the basic bow).
        • HP on certain units tweaked (example: Elephants hp was increased).
        • Units Armour has been tweaked (example: Catahpracts got slightly more armour now and naked barbarians got less) In general I've tried to keep the armour values as close as possible to how the unit actually looks. If they have cloth tunics and some animal hide shield then they shouldn't run around with 40 armour, same goes for nearly naked barbarians.
        • Chariots have been buffed making them more viable to build.
        • Dogs buffed a bit (still slightly weaker than old balance, use against light infantry, cavalry or ranged - they will die at a fast pace against heavy infantry).
        • Revamped amount of traps available in sieges and their hp (wooden walls have a lot of HP now).
        • Revamped siege engine hp (ladders will get burned fast now by fire arrows, I recommend building proper siege engines like a ram, siege tower or the "pyramid" thingy if you need to take an important city by storm and don't have access to ballistas).
        • Boiling oil does more damage and has a slightly larger AoE. Going through that will hurt you properly now.
        • Towers do slightly more damage and have slightly more increased range. Wooden towers have less hp and will burn faster.
        • All cavalry now has 120 men per group.
        • Stamina tweaks (Example: cav can run a little longer before getting tired).
        • Reworked weapon bonuses against cavalry/elephants. Now weaker spears (basic spearmen, levy spearmen, garrison spearmen) won't be as strong against cavalry (but still get a bonus against them), while medium/elite spears/pikes will be the best counter. Javelins and pikes is the best way to deal with elephants.
        • All garrison ranged units have gotten a rough 25% ammo increase, simulating the extra ammo available in settlements/cities.
        • Other various minor changes.

      • New unit(s)/changes to garrison
        • Garrison - changed some ranged units from javelins to slingers/archers for civilized factions. Barbarians will still sometimes have javelins in garrison.
        • New unit: Numidian archers (Basic roster bow and arrow unit for Carthage)

      • Deployment Zone
        • More distance between deployment zones to give enough time for formations, maneouvres, reaching preferred ground and intercepting reinforcements.

    • Campaign changes
      • "Normal" campaign difficulty harder than the default "Very Hard"
        • AI gets more money, more recruitment slots and won't be signing treaties with you as easily.
        • AI wields more armies, perhaps you were used to them coming with 1-2 armies before - they might now come with 3-4 instead. Prepare your defenses!
        • No more allying with half the world. AI won't be signing NA, military access or alliance treaties that easily with you even if they like you. Be on your guard!
        • This means you can now play on "Normal" in coop or head-to-head and still be able to enjoy "Normal" battle balance with a harder than "Very Hard" campaign balance. Previously you needed a separate submod to be able to enjoy this.

      • Army caps/Fleet caps/Agent caps
        • Both you and the AI have higher caps now. You can finally have governor-generals in several cities focusing on economic traits without tying your cap up on armies.
        • Agent recruitment costs increased by a fair amount.

      • 24 TPY (Optional 12 TPY pack available in "downloads")

        • Seasonal effects now have more impact since each month is two turns. You should think twice before starting wars in winters up north or in summer down south as the results might be devastating.
        • Overhauled reforms, will now take more turns to reach.

      • Civil Wars
        • Deactivated since CA ruined the experience in their latest patch (optional pack available in "downloads" - adds back the default Civil War values from DeI, load before Data Venia).

      • Public Order/Culture
        • Slower cultural conversions
        • Slightly tougher to maintain public order when affected by raiding, culture differences, occupations etcetera.

      • Disabled Political Events
        • No more assassination spam, adoption spam or blackmail spam (hopefully). I felt this system was broken to begin with and due to it being hardcoded the only way (not including scripting) is to disable it. If the DeI team comes up with a nice solution in 1.2, I might reactivate it for the main submod (the normal civil war submod in "downloads" still has politics enabled).

      • Minor building-bonus changes
        • Giant public order minus from farms and the like didn't make much sense. I've decreased the -PO hit for several buildings meaning a stable province not experiencing wars, raids, cultural tensions, agent sabotage or extreme weather will be easier to maintain.

      • Tweaked army/fleet movement
        • Armies now move a bit slower than before. No more blitzkriegs and town-hopping. Plan your troop movements in advance, pay attention to seasons and supplies.
        • Fleets still move a lot further than land-armies.

      • Fortification stances tweak
        • 20% movement points for Romans, 33% for Greeks/Eastern and 50% for barbarians. In overall the cost has been increased slightly since the AI has a difficult time beating a player in a fort, especially for barbarians who weren't known for producing many forts - while romans in comparison often ended up constructing a fort at the end of the day.

      • Zone of Control
        • Armies/garrisons now have a slighty further reinforcement range. You're not forced to hug your first army with your second one anymore to make sure both join the battle.
        • Smaller "Zone of Control". You can now march past an enemy city without being blocked by a giant invisible force field.

      • Veterancy
        • Troops/fleets now gain slightly larger bonuses from veterancy meaning your extremely battle hardened troops who survived dozens of battles should have a bit more badassery in them now.
        • Veterancy for troops/fleets takes longer time to gain. Work hard for those badass veterans!
        • Generals/admirals need slightly more experience to level up.

      • Edicts
        • You can now issue 99 edicts no matter what imperium level you are on, no more silly artificial limitations. Got 5 provinces? Issue 5 edicts!

      • Elite units availability
        • Some elite units moved up slightly to more advanced barracks/other buildings.

      • New confederation entries
        • More factions can now confederate.

      • Changed amount of points received per level for characters
        • You now get less points at the beginning (first two levels or so) but more points later and more points in overall in comparison to default DeI - simulating that the more experience you get the more options you have for character progression.

    Possibly missed something as the amount of changes is large. When patching I will add patchnotes so people know what was changed.

    To-do list:

    Spoiler Alert, click show to read: 

    Orange= Done

    Orange= Work in Progress

    Red = Planned

    Purple = Undecided

    • Thracian visual overhaul
    • Include new faction emblems/icons/colours/banners
    • Create new units from scratch
    • New edicts
    • Rework the whole recruitment system pushing most elites up the recruitment tiers to create a "low-tier" early game
    • Adding wedge formation to certain barbarian infantry units for those "oomph"-charges (based on how barbarians from time to time did this to push further into the enemy)
    • Adding guerilla deployment to a bunch of barbarian units (mainly germans, celts/gauls, iberians and britons) to make their gameplay feel more different from the rest.
    • New music-pack with culturally themed soundtracks
    • Integrate the official AFP submod
    • Add % regional movement bonuses each time the city/town-core gets upgraded (illustrating upgraded roads in that region)
    • Garrison changes
    • Create new icons for all buildings
    • New small campaign using the RoR-map

    Download Links (v1.2):

    Spoiler Alert, click show to read: 

    Download Steam link v1.2.5x:

    Download Non-steam link v1.2.5x:!it5HUaaZ!gmFgPvclX...sughbkW8DwQ_so

    Optional Submods for 1.2.5x:

    A simple submod that changes the Grand Campaign to 4TPY and reverts reform scripts to Dei's standard ones that are scaled to 4TPY. Also includes 4TPY historical events.!CkYVVYLI!Vl2q_7Qhk...0L1aL-ysIsJgMw

    Smaller garrisons:
    Mostly old sizes except for garrison cav that remains at 200, use if the new sizes impact performance too much for you or if you simply don't like strong garrisons. The pack is already renamed correctly so should be automatically placed before DV.!e9JhnKZT!mMBHTPtwRWjl2-zNuQdtNlUG0ONP9SOKUaASgBeDVk4

    Old 1.1 versions

    Spoiler Alert, click show to read: 

    Download Steam link v1.1:

    Main Steam Version

    Download Non-steam link v1.1:

    (Main Version)!D5YRGAJI!2JLU6Zh1Q...l9gUcAMh_Ddz9o

    (12 TPY Version)!CswmlTgI!6XDjjAzrx...G9Xj7WCjcnrXaw

    (Normal Civil Wars and Political Events - load before the other versions)!yhAlFYoT!Zby6aR374...L5l56HTKt47L1U

    Guide: How to change the units per army from 20 to 41 (for those who have a strong PC and want to try this)

    Other recommended mods to go along with Data Venia (WIP) :
    GBJ Blood Mod The Revolution (adds new blood textures):
    More towns and cities (adds non-interactive settlements to the map):
    GEMFX (visual overhaul):
    Ocean HD (better water textures):


    Spoiler Alert, click show to read: 

    Credits (WIP):

    Big thanks to CristotheVicious (Co-creator) for teaching this newbie how to work in PFM, additional support, his hours spent on the submod and testing
    Dresden for answering questions when I've run into issues I couldn't solve and for all his hard work on DeI and the plethora of submods he has made for our enjoyment
    Litharion for the advanced supply system and PoR2, Magnar and the other individuals also involved in working on PoR2 and its amazing features
    Gunny/Kam for the old battle-system that made me like the combat in DeI in the first place
    The DeI team as a whole and everyone else who contributed to the original mod in any constructive way
    Krixux for his original noCW mod.
    DonKanaalje for his original reduced movement mod.
    PurpleKalmar for the original Legendary Commanders mod, Admiral Nelson for the navy tree.
    MobJarley, Noif1988, Dominus, Murvaidavid, Ep1c_fail and Leo_Africanus for their excellent emblems.
    IVYS4URUS for the custom banner art (works perfectly with 41-units per army).
    DeusEx010101 for his excellent custom coloured icons.
    Carmen Silva/Marcus_Iunius_Brutus for their beautiful Ancient Women mod.
    The players who were PM:ing and asking me to release this to the public, without your interest I wouldn't have released the overhaul!
    Last edited by Ygraine; January 20, 2020 at 08:23 PM. Reason: Updated original thread
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  2. #2
    Ygraine's Avatar Campidoctor
    Join Date
    Jul 2013
    The Frozen North

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Changelog v1.2.X:

    Spoiler Alert, click show to read: 

    Hotfix14 20-01-2020

    *Replaced -30% less foreign culture penalty in the Defensive Doctrine-edict with -7 provincial banditry.
    *Further tweaks to diplomacy, more bonuses from various agreements and gifts.
    *Removed -10 diplomatic aversion from Imperium II.

    Hotfix13 16-01-2020

    *New emblem for Judea (emergant in GC and normal in IA) along with adjusted faction and banner colours.
    *Added a "Disabled" notification for Non-Agression Pacts in the diplomacy screen, since NA is disabled.
    *Fixed Pikemen still having bonus defence from shields in formation.
    *Added phalanx to heavy Pontic garrison spearmen.
    *Fixed the non-merc Syrian Heavy archers having too low armour.
    *All elephants received a slight buff to armour.
    *All bolt-throwers and reapeating bolt-throwers received a 20% increase in ammo.
    *Pontic bronzeshield thorax pikemen rebalanced to make it more worthwhile to upgrade from normal bronzeshields.

    Patch4.1 05-01-2020

    *Updated to 1.2.5b
    *Slightly lowered the amount of wars CAI starts, diplomatic relations should now have more impact whether they start a war or not.
    *Negative Imperium impact on diplomacy is now doubled, starting at -10 at Imperium II (this should facilitate a harder mid-game).
    *Lowered mortality rate of children (20% less for infants & 40% less for kids).
    *Removed melee defence bonus from the pike-formation, making pikemen more vulnerable when flanked and attacked in the rear.
    *Lowered Ballista spread by 33% to make them more useful against walls (Stone-ammo only, all ballista-types).
    *Decreased Ballista reload time by 10% (Both ammo-types and all ballista-types).
    *Buffed Maccabean Guard (along with increased price/upkeep), moving them up a tier quality-wise.
    *Added missing phalanx formation for Pontic Levy Hoplites.
    *Removed experimental 3dui asset, you should once again be able to see highlight circles below units.
    *The max required imperium tier for all reforms is now 4 (instead of 5 and 7), allowing the player to reach reforms without having to conquer insane amounts of territory.
    *Roman Imperial reforms now occur 80 turns earlier than before (from 480 to 400).
    *Friendly AI should now be slightly more inclined to offer peace (if at war), military access, defensive pact and less likely to declare war on friendly kingdoms.
    *Slightly upped bonuses against infantry for various melee weapons.
    *Slightly upped the bonus vs cavalry for all spears.
    *Slightly upped cavalry advantage bonus versus infantry.
    *Small tweak to melee hit rating.
    *Added a small AP bonus to higher quality spears.
    *Added a small AP bonus to higher quality pikes.
    *Small stat-buff to the late version of Rorarii to diffrentiate them from the early version, including a slight recruitment and upkeep increase.
    *Small increase in armour to Armenian hippeis.
    *Renamed the post-battle option "Release Captives" to "Ransom Captives".

    Hotfix12 21-08-2019

    *Reduced extremely high cavalry hp which was an unintended side-effect of the new entity-changes.
    *Increased speed difference between infantry tiers even more, since a small difference isn't noticeable in battles.
    *Decreased the one-turn debuff to PO from occupation from -20 to -15.
    *Increased PO gain from all rank 1 yellow chain buildings from 1 to 2.
    *Added early Triarii as a bodyguard option for early Romans.
    *Increased early Triarii hp by 5 to match the late variant.

    Hotfix11 20-08-2019

    *Slightly upped running speed for all infantry tiers, fixing an issue where the heaviest infantry wouldn't get tired when running since the game engine counted it as walking due to the slow speed.
    *Tweaked charge-speeds for infantry which means that super heavy, very heavy and heavy infantry can't catch light/very light infantry and ranged units any more (if both parties have the same stamina status), since the latter runs slightly faster than the charge speed of the former.
    *Tweaked hit rating for melee combat.
    *Reverted back the latest occupation -PO hit to previous values, as the new ones resulted in extremely unstable long term negative PO in foreign culture regions.
    *Changed Averni Heavy Axemen from medium to heavy class.
    *Added missing hoplite formation for Syracusan Light Hoplites.
    *Lowered all Levy pike recruitment times from 3 to 2.
    *Dart slinger recruitment time increased from 1 to 2.
    *Moved AoR Dart Slingers from Sicily to Macedonia (needs tier 2 settlement).

    Hotfix11 19-08-2019

    *Super heavy cav, heavy cav and medium cav mass decreased by 12,5%, should be more in line with infantry values now.
    *Fixed my previous typo where I had added -25% base resistance against foreign cultures, the value is now at -10% instead and -PO should be more manageable for regions/provinces that have a high amounts of foreign cultures.
    *Minor buff to bonus against cavalry for all normal spears.
    *Gave spike-weapons a small bonus to all types of enemies to keep it more in line with other types of weapons.

    Patch4 19-08-2019

    *Recruitment overhaul: Units (and navies) now take several turns to recruit (and build) based on quality, population class and type of unit (and ship). Template is: 3 turns for elites/heavies, 2 for medium, 1 for light/levy/militia. Siege weapons take 5 turns to construct. Elephants take 4 turns to train, dogs 3 turns. Pikemen take 3 turns, no matter quality. The best ships (Qunqiremes) take 4 turns to build, after that the lighter the ship the faster it will be constructed.
    *Unit entity overhaul: Units are now divided into new tiers, based on how heavy they are and their roles. New speed and mass standard introduced through the various tiers.
    *Added a modified version of Dresden's settlers pack. Only contains middle and lower-class settlers. Middle class size is 600, lower class size is 800. DV:fied stats.
    *15% increase to merc recruitment cost.
    *Increased the hp of all ships (except transports) by 25%. Boarding should now be slightly more on par with ramming.
    *Increased dog/hound unit sizes from 150 to 225, increased recruitment/upkeep by 25%.
    *Added recruitable Levy pikes in all hellenic core settlements to Macedon, Seleucid, Epirus and Pontus.
    *Added recruitable Libyan pikes and Liby-Phoenician pikes in all Carthaginian barrack-versions.
    *Added a new emblem and faction colour to Arche Bosphorus.
    *Fixed some new cav units added in DeI 1.2.5 having too low health.
    *Fixed new 1.2.5 hoplites missing hoplite formation.

    Hotfix10 18-08-2019

    *Reduced mob/pleb size from 600 to 500, less impact on performance in sieges now.
    *Noble Philantrophy changed: removed +10 squalor, added +5% corruption and a flat 1000 gold cost per turn to keep the edict active (after all it costs to encourage nobles to invest into military/navy/construction)
    *Replaced all +1 veterany to recruits from Kingdom and Republic-governments with -5% less recruitment cost for units.
    *Units will now gain veterancy 15% faster than before (still 10% slower than pre 1.2.4-versions).
    *A unit that kills the enemy commander now gets double the bonus exp, and triple if it kills the enemy faction leader in combat. Also some other smaller exp bonuses to various combat objectives.
    *Removed edict cap increase from empire-government, since it's redundant in DV.
    *Updated resource table with missing entries.

    Hotfix9 18-08-2019

    *Patrol Region has been renamed to Stabilize Region/Replenishment Conscription. The stance now has a dual role. Higher replenish rate for troops, but also higher upkeep representing the costs of new recruits and a supply line across the region to stabilize it.
    *Besieging a city now increases the upkeep of the besieging army by 25% (up from 5%), representing the supply lines and other costs of the besieging force. This balances out the fact that the attacker no longer takes attrition from besieging.
    *Increased -PO from occupation slightly, both for same culture settlements and for foreign culture settlements.
    *Both the player and AI now have 25% less resistance to foreign cultures PO-wise, meaning that keeping your culture as high as possible is even more important now. AI already handles this pretty well.
    *Corrected Epirus faction-colour
    *Corrected wrong banner colours for several factions
    *Cleaned out several forgotten AFP-tables that were left in the mod

    Hotfix8 17-08-2019

    *Updated immigration and modifier scripts
    *Added new units to manpower scripts with DV sizes

    Patch1.26 16-08-2019

    *Added Carmen Silva's Ancient Women-mod.
    *Doubled building-cost
    *Doubled ship-cost
    *Fixed generic hellenic and pontic royal pikemen just like the ptolemaic ones, should now be a tier above bronzeshields in performance and cost.
    *Lowered city/fort-tower damage, but increased range sightly.
    *Increased spread/reload time of all ballistas (normal, garrison and naval). Flaming ammo has higher spread than normal, better against enemy units (larger AoE). Normal ammo great against walls/towers/ships, does more damage.
    *Fixed missing stamina from several units.
    *Mauryan Imperial Guard got an increase to armour and a minor shield effect (shield on back).
    *Mauryan Elite Spearmen buffed (armour and a slight attack), increased recruitment cost and upkeep - moving them up a tier quality wise.
    *Fixed wrong population values for baggage trains and elephants.
    *Replaced all attacker attrition techs with defender attrition tech.
    *25% slower veterancy gain for troops and navies and a small increase in bonuses gained from veterancy. Now veterans are even better than before, but it takes longer to get them.
    *Added two extra sources of sanitation from characters, one from general civic skills and one from philosoper/druid-agent green skills (replaced reduce banditry in both cases)
    *Mounted bows now have the same base range as standard bows.
    *Re-added walls to deployables.
    *Increased banditry substantially in all core settlement buildings.
    *Lowered child mortality rate substantially.
    *Increased negative public order slightly when occupying settlements with a dominant foreign culture.
    *Fixed too low hp values for a few units (example: Early and late gallic bodyguards).
    *Added concentrated fire to all types of siege weapons.
    *Lowered dignitary cap slightly per imperium level.
    *Halved custom battle unit/navy prices, players should now be able to wield larger armies/fleets in custom battles.
    *Slightly buffed pilum damage.
    *Small buff to the armour of Marian Velites.
    *Starting gold in campaigns is now the same as in base DeI (higher value than previous versions of DV), to balance out the changes to recruitment and building-costs.
    *Adapted new units in 1.2.5 to DV standards.
    *Adapted Kimbroz to DV standards.
    *Removed AFP feature until updated to 1.2.5 by Dresden.

    Patch1.25 06-07-2019

    *Removed coastal battle stat debuff from marines, no more wet noodles when going ashore!(Worried that "OP" marines will easily invade your coastal towns? Check the garrison update below)
    *All standard land-based garrison units now got an increase in troop-sizes, various increases based on unit type (mob 400>600, 200 squads>300, 300 squads>400, ranged 175>225, cavalry 120>200.
    *Removed sea sickness debuff for transported troops, you can still often one-shot them with ramming naval ships (invest into ramming tech) but they shouldn't be a total free kill now.
    *Moved the "change capital" button a lot further right in the ui to stop it from overlapping "kill captives".
    *Generals now receive 2 exp per turn from governing towns/cities (up from 1) and 1 exp per turn from experience gathered in patrol stance.
    *Removed most squalor and banditry from various buildings (like farms, fishing ports, resource chains and certain yellow buildings), added a substantial squalor/banditry increase which each upgrade of your main city/town building.
    *Patrol stance stat debuff to troops (when caught in ambush) has been increased from -15 defence/-10 morale to -20 defence/-30 morale.
    *Nerf to the ammo reserves of both Sparabara-types and Sabean nobles (they were forgotten in the previous ammo nerf patch).
    *All nomad horses (core roster, AoR and Merc - but not Roman auxiliary) got a troop-size increase from 120 to 150 (including manpower changes).
    *Lowered -po from Tax edict from -5 to -4.
    *Buffed Egyptian Royal Pikemen along with price/upkeep increase, better and more expensive than bronze shields now.
    *Moderate nerf to season multiplier for the supply effects (meaning you get less bonus supplies from seasons now).
    *Added bonus mass to cavalry in flying wedge to improve charges made with the formation active.
    *Recruitment cost multiplied by 2x for all regular/aor/aux land-units, it should now be more prudent to replenish your old units than casually disbanding them and recruiting new ones (unless you're filthy rich).
    *Recruitment cost multiplied by 2.75x for mercs, but upkeep decreased by 0.75x. This means that mercenaries initially require a larger one-time investment, but it will be more economically feasible to keep them in the long run.
    *Increased resource value even more, trading focus is now a serious alternative to local commerce if you have enough trade-partners, and upgrade your buildings to have more resources.
    *Improved ship-towers with further range, faster reload and three shots per volley. Ships carrying one or two of these are a real threat with burn-damage at medium range (also great at dealing with stuck/bugged enemy vessels).
    *Tweaked the type and amount of deployable traps available in various situations.
    *Substantially buffed Slum malus, you really want to demolish them quickly now (on the other hand you can recruit cheap groups of 600 townsfolk per unit from them, if you have enough manpower)
    *Armies now receive slightly more attrition damage from diseases. Don't forget to tell your troops to bathe at least once a month.
    *Lowered -banditry buff for patrol stance.
    *All buildings that produce cattle and grain resource have had their resource production doubled to improve the importance of this resource in trade.
    *Horse resource producing buildings have had their horse production increased, and those horse farms that previously costed food now instead produce a small amount of it.
    *Slightly buffed several naval stances (blocking, patrol and raiding)
    *Small attack buff for Numidian Noble infantry (Thugga).
    *Slight changes to tax tiers.
    *Besiegers no longer take attrition.
    *Fixed wrong name for Libyan garrison archers.
    *Added a minor handicap to imperium 1 & 2 to help combat squalor and banditry early on in the game (with the new building changes), once you're in imperium three you're on your own.
    *Removed javelin/pilum/soliferrum bonus against elephants (they still do high damage versus everything).
    *Slightly buffed spear bonus against cavalry and elephants.

    Patch1.24 16-05-2019

    *Lowered overall ammo for units (except siege weapons)
    *Lowered projectile shieldblock, firing frontally on shielded units should be more effective now
    *Changed firing arc of bows
    *Miscellanious fixes to unit inconsistencies

    Patch1.23 10-04-2019

    *Most general battle skills got a duration increase
    *Rally and Group Rally got an increase to the amount of morale they boost
    *Bracing increased for the pikeman-formation and the hoplite-formation
    *Elephants got a hp nerf, but a mass boost - which means they now do more damage on charge (but also die faster)
    *Heavy infantry, heavy cavalry and chariots got a boost to mass
    *Fixed Elite Indian veteran spearmen having too low armour

    Hotfix7 11-1-2018

    *Fixed wrong "increased-range" value from several general/admiral skills
    *Added missing flying wedge to all new melee/shock cavalry units
    *Lowered Falx damage a bit
    *Increased price/upkeep of Galatian Elite Trocmii warriors
    *Added scare all-ability to Celto-Iberian naked warriors
    *Corrected stats on Thracian Cavalry to match the new meshes

    Hotfix6 1-1-2018

    *Fixed Roman UI

    Hotfix5 1-1-2018

    *Slightly slower infantry kill-rates for swords
    *Updated CiG, HatG and MW supply script caps to match the ones used in GC
    *Small buff to season supply multiplier (all campaigns)
    *Meroe, Axum and Blemmyes now can correctly build all buildings
    *Fixed several string typos

    Patch1.22 31-12-2017

    *Updated to newest DeI hotfix (1.2.2f)
    *Temporarily removed AFP for functionality (AFP will make a come back in a future patch)
    *All scripts updated
    *All army-banners now use IVYS4UR's custom banner-art. This means that you can play with 41-units per army if you want, without having to get any other mods.
    *Agent Actions Icons and Color list view Icons by DeuxEx010101 are now included in the mod. Easier to find your agents and look at attributes!
    *Corrected Banditry effects for buildings
    *Reapplied "Tributaries" to text
    *Lots of various minor fixes across the database

    Patch1.21 25-12-2017

    *Updated to newest DeI patch (1.2.2).
    *Added new cavalry passive; "Cavalry Advantage" that grants a minor bonus vs all infantry
    *Weapon deadliness changes (3 for gladius, 2 for all maces, 2 for all axes, 1 for all non-gladius swords, 1 for lances)
    *Slightly further ranges for most weapons (mainly spears/lances)
    *Increased bonus against elephants and cavalry for all types of spears and lances (not pikes, they already have a decent bonus when in formation)
    *All melee and shock cav received +2 to melee attack
    *Slight frontal shield missile block reduction (-5%)
    *All infantry precursors have slightly further reach
    *Hoplites now move slightly faster
    *Javelins now have slightly further reach
    *Upped minimum hit-chance slightly
    *All bows have slightly higher spread, spread becomes lower the better bows you use
    *All footarchers and slingers now have slightly less base ammo (except for marines and garrisons - javelins, horse archers and siege engines are also unaffected)
    *Several other weapon/armour tweaks for (hopefully) better balance
    *Added missing wedge to several AoR cav-units
    *Elephant changes - lowered armour of all elephants not wearing actual armour to a lower value (representing thick skin), slightly buffed armoured elephants value
    *Fixed inconsistencies in the town yellow chain maintenance-values
    *Fixed lots of wrong armour-values
    *Slightly upped base regional supply values and the season multiplier (except for winter)
    *Changed Makedonia & Venetia et Histria from "Average Fertility" to "High Fertility" for balancing purposes
    *Fixed Ubii not being able to confederate with other germanic tribes in GC
    *Barbarian ambush stance moderately buffed, nomad ambush stance slightly buffed (success chance and unit morale)
    *Patrol stance nerfed (more negatives to unit stats if ambushed, campaign values untouched)
    *Forts now cost 100% movement to build, for all cultures (for balance reasons)
    *Replaced germanic temple (Asturo) maritime commerce to local commerce
    *The old levy pike unit is back! Only available for Antigonidai, Epirotes, Pontus and Seleukidai from the normal barracks. Other pike-factions already got their own native "levy"-variants.
    *And a lot more...

    Patch1.20 24-06-2017

    *Integrated "All Factions Playable" submod, you can now play nearly every faction!
    *25% increase in relation bonus from releasing enemy troops
    *50% increase in relation bonus from battle support
    *Removed exhaustion effect from Second Wind - should help the AI who often use it before a battle begins
    *Chariot charge/ride through damage buffed
    *All ballista prices & upkeeps increased
    *Weapon damage slightly increased for all melee weapons
    *Slightly higher chance for barbarians and nomads to launch an successful ambush in ambush-stance
    *Small buff to +po from patrol stance
    *Pontus has received a new emblem and a different faction-colour

    Patch1.19 17-06-2017

    *All city cores got two less negative PO (tier 2 -2, tier 3 -6, tier 4 -10)
    *More diplomacy tweaks:
    Easier to get DA, harder to get MA, executing prisoners 2x negative, releasing prisoners 1.5x positive, enslavement 1.5x negative, slightly higher negative when subjugating, slightly less negative from tresspassing
    *More unit stat corrections

    Patch1.18 17-06-2017

    *Slightly easier to get access/DA/MA with friendly AIs (and between AIs)
    *Slightly less morale from veterancy (0.1 lower multiplier)
    *More unit stat corrections
    *Fixed mistake in the roman emblem files

    Patch1.17 14-06-2017

    *Months hopefully fixed this time
    *Lowered AI bonus recruitment slots from 3 to 2
    *Increased chances that the AI wants military access if they like you
    *Removed some pike formation restriction rules
    *Some elephant prices slightly increased
    *Hellenic chariot price slightly increased

    Patch1.16 13-06-2017

    *Months renamed, spring will now start in Mars
    *Several general skills have been altered slightly for consistency (more to come)
    *More unit fixes (this never seems to end, I always find more units with slightly wrong stats/meshes..!)

    Patch1.15 12-06-2017

    *Removed experimental 3dui assets - friendly and enemy troops should now have different colour highlights again
    *Halved regional attrition in extreme winter/extreme summer
    *Doubled global values from faction-leaders (both positive and negative, better make sure the people like your king/emperor/chieftan/pharaoh/tyrant/demagogue)
    *Gate capture time increased (to the same value as towers)
    *Dignitaries baseline authority skill bonus was switched from tax % to +po, those who struggle with public order can now invest into this skill

    Patch1.14 09-06-2017

    *Updated DV to work with DeI patch 1.2.1b
    *DLC campaign fixes - starting money corrected, pre-tech removed, fixed some wrong banner colours, replaced one client state with tributary in MW
    *Fixed lots of cavalry units that had the wrong manpower cost in the scripts
    *Fixed wrong bows on several units
    *Added flying wedge to more melee cavalry units lacking it

    Patch1.13 07-06-2017

    *Fixed issue with missing units from recruitment for several factions!
    *Increased commodity values slightly
    *Several dozen further unit stat fixes~
    *Unit size increases (paphlagonian mercs 200 -> 300, indian spear levies 300 -> 400)
    *Small consistency-tweak to normal bows and mounted bows ranges

    Patch1.12 05-06-2017

    *Slightly lower negative public order when capturing cities/towns from other cultures
    *1 higher damage to all slings
    *Several dozen unit fixes! (wrong weapons, missing shields, wrong charge values, unused formation, wrong attribute-groups etc)
    *Removed a few redundant bodyguard units for various factions (example: generic hoplite), added a few new and replaced a few

    Patch1.11 02-06-2017

    *Switched to DeIs vanilla vassal-values
    *Slightly nerfed falx damage

    Patch1.1 02-06-2017

    *Further tweaks to diplomacy based on feedback
    *Lowered negative movement debuff in harsh winters/harsh summers
    *Added missing phalanx formation to Egyptian Light Hoplites
    *Getae gifted Daci their old emblem and aquired a new one instead (colour corrections included)

    Patch1 31-05-2017

    *Increased starting treasuries for all factions from 6000 to 11 000 (both player and AI)
    *Made it slightly easier to get a confederation if the faction likes you a lot
    *Rebalanced other diplomatic values a little for (hopefully) better behaviour from the CAI (both aggression and friendliness)
    *New emblem added for Cyrenaica
    *Fixed the mismatched colour Ptolematoi had on their banner-emblems
    *Added Egyptian Royal Pikemen to Ptolematoi's bodyguard options

    Hotfix4 30-05-2017

    *Nerfed all rough terrain values - you will now be able to move further in those regions
    *Slightly less movement point-cost to cross rivers with armies
    *Fixed more wrong bow-types and missing wedges to noble/elite hybrid horse archer/lancer units
    *Fixed missing Sinope confederation entry
    *Slightly nerfed "Slums" food consumption/negative public order
    *Lowered the cost of barbarians setting up forts (still higher than other factions), upped nomad cost of fortification to the same tier as barbarians and slightly nerfed roman cost
    *Recoloured emergant Arsakian faction to a non-default colour

    Hotfix3 30-05-2017

    *Lowered Sparabara, Elite Sparabara, Sabean nobles ammo, they had same ammo values as dedicated ranged units
    *Fixed some wrong weapons on several units
    *Some minor pike-changes
    *Fixed cavalry melee weapon damages that were too low
    *Lowered back the movement range on the campaign map to the previous value pre-hotfix2 (the AI was unfortunately "town-hopping" in several locations with the small boost)
    *Recoloured the Nervii emblem and corrected the faction colour to match the banner-colour

    Hotfix2 29-05-2017

    *Corrected some faction introductions by replacing satrapy text with tributary
    *Removed misplaced hoplite formation from celtic spear nobles
    *Added missing -po to tier 3 barbarian minor township/market town)
    *Decreased chance of the AI becoming your tributary moderately
    *Decreased chance of the AI joining your confederation moderately
    *Decreased the diplomatic bonus with the AI from various diplomatic actions slightly
    *Slightly increased movement range for armies on the campaign map
    *Updated a few reform-scripts
    *Fixed various units with meshes and stats not corresponding
    *Fixed too high armour on Pergamese noble cav
    *Nervii has gotten a new emblem and a different faction colour
    *Pergamon has gotten a new emblem and a different faction colour
    *Masaesyli has gotten a new emblem and a different faction colour
    *Maurya has gotten a faction recolour
    *Suebii has gotten a new emblem
    *Lugii has gotten a new emblem
    *Odrysia has gotten a new emblem
    *Royal Scythia has gotten a new emblem
    *Haurauvatis has gotten a new emblem
    *Akragas (emerging faction) has gotten a new emblem (since it uses the same one as Syracuse)

    Hotfix1 28-05-2017

    *Added a small arm-shield to thracian nobles
    *Changed Bastarnae from Daco-Thracian culture to celtic (New campaign only)
    *Added Bastarnae to celtic confederation option with other celts
    *Slightly slower culture conversions across the board
    *Egyptian temples improper +culture values fixed
    *Fixed missing pop% values on Egyptian temples
    *Changed Breuci from celtic culture to illyrian (new campaign only)
    *Added Breuci to illyrian confederation option with other illyrians
    *Fixed too low melee damage on certain new hellenic ranged units.
    *Fixed ammo counts on all new ranged units
    *Buffed falx base-damage, removed bonus vs-damage
    *Buffed spear bonus against cav and elephants slightly
    *All pike prices and upkeeps increased

    Changelog v1.1.X:

    Spoiler Alert, click show to read: 

    • 2016-11-01:
      • Updated startpos.esf to correct one for all campaigns.
      • Updated with correct supply system scripts.
      • Had to re-upload the file with proper @-prefix (to make it load before DeI by default). You will have to re-subscribe on Steam due to the different file-name. Apologies!
      • Some startpos.esf changes to starting unit-sizes (new campaign only).
      • Updated general/admiral/agent experience threshold tables.

    • 2016-11-02:
      • 12 TPY version uploaded on request (non-steam link).
      • Re-uploaded 12 TPY with default reform values from base DeI.
      • Slightly tweaked amount of turns to reach reforms in the 24 TPY version (fewer turns needed than previously).
      • Updated civil war tables in main mod and added a normal civil wars option in downloads (load before Data Venia).
      • Updated to correct hidden income/gdp values for all packs (1/3 less than default DeI value).
      • Deactivated political occurences, should be no more blackmail, assassination or adoption-spam! (Hopefully - tested 40 turns and nothing. Normal civil war submod in "downloads" still has default DeI politics active for those who prefer this type of gameplay).
      • Slightly increased agent recruitment costs.
      • Edited slum-values (2 turns to appear, 1200 cost to demolish).
      • Reverted back to old hidden income values after some testing (was not feasible to decrease income for several factions).

    • 2016-11-03:
      • Tweaked bows/slings, larger difference between the different types in terms of spread/damage (between basic sling1, medium sling2 and elite sling3 - same for bows).
      • Tweaked AoR ranged units a little to go along with the new bow/sling tweaks above (example: AoR slingers reload a little bit faster than default basic slingers).

    • 2016-11-04:
      • Edited version of "Legendary Commanders" now integrated into the mod with permission!

    • 2016-11-05:
      • Added buffed shield-block values against ranged attacks (mainly for good shields).
      • Slightly buffed weapon damage for pikes in formation.
      • Slightly lowered spread for bows/slings, moderately lowered spread for javelins/pilum/precursors, added marksmanship bonus for javelins/pilums/precursors.
      • Slightly buffed indian elephants hp/armour.
      • Slightly nerfed scythed chariot armour.
      • Buffed wardog run speed, acceleration and charge speed.

    • 2016-11-06:
      • Added FlashHeart07's diplomacy fix. No more getting tens of thousands of gold from AI via diplomacy (example: previously you could ask the AI to give you 6000 for trade, 8000 for peace etc), max values you can ask for have been lowered. Should increase the difficulty of managing economy a bit for the player.
      • Removed shield values from Lusitani Ambushers (because they don't have one!).
      • Buffed Saka Foot Archers (they were too weak for the price, better accuracy/damage now).
      • Corrected wrong ammo value (too low) for Italian Garrison Slingers.
      • Slightly lowered attack/defense/charge bonus values from veterancy (you could reach very high values).
      • Slightly increased fatigue from prolonged melee combat.
      • Cleaned up unit tables (more ammo corrections, shield corrections etc - hopefully no more skirmishers who run out of ammo after one throw).
      • Fixed political events still appearing in CiG only.

    • 2016-11-07:
      • Increased Light Spearmen size (for celts/gauls) to 300.
      • Decreased Edetani Nobles size to 200.
      • Slight adjustment to slinger damage.
      • Slightly higher experience required for generals/admirals/agents to level up (army traditions values are left as is).

    • 2016-11-19
      • Buffed flat regional supply values by 1.5x to compensate for more armies (also tested and works well with 41 army unit sizes).
      • AI should now be less inclined to offer peace.
      • Persian factions can now confederate into the "Persian Empire" (except Cappadocia and Ardhan).
      • All greek factions can now confederate into the "Hellenic League" (including Epirus, but excluding all other Successor-states).
      • Non-military buildings and objects should now be weaker and catch fire/be destroyed easier in battles.
      • Pikemen now move a lot slower while in formation - if you want to run disable it temporarily!
      • Slightly reduced all bonuses from veterancy except morale-gain.
      • Garrison mob/townsfolk increased to 400 per group (MOB!).
      • Dog groups increased to 150 men/148 dogs. Barf barf.
      • Reduced recruitment prices slightly for several AoR levy infantry-types.
      • Cataphract armour slightly increased.
      • Falx weapon bonus against infantry/cavalry slightly increased.
      • Lithobolos ammo slightly increased (after doing tests firing on walls).
      • Lithobolos ships build price dramatically increased (part of ship price overhaul, WIP).
      • Lots of general stat tweaks to armour, shieldblock, accuracy, attack/defence etcetera.
      • Increased spike trap amount from 2 to 8 in town defence (they were useless with increased unit sizes previously, now they can do moderate damage to 1-2 groups).

    • 2016-11-20
      • Added Massalia/Cimmeria to hellenic confederation list.
      • Disabled Takashila being able to confederate with persian factions.
      • Removed unused scripts.
      • Small stat corrections to various units.

    Last edited by Ygraine; January 20, 2020 at 08:25 PM.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  3. #3

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Looks great! Downloading now, thanks.

  4. #4

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Nice stuff Ygraine Great option for those so inclined to this type of campaign/battle experience!

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  5. #5
    Ygraine's Avatar Campidoctor
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)


    If anyone has any questions or thoughts feel free to post them. I already uploaded 12 TPY on request today and I might make more versions if someone wants a different TPY-pace.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  6. #6

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Excellent work; Me too I don't like like some changes in DeI 1.1 (especially bulk removing units abilities). But don't fall into same error as DeI team to disable everything it is thinking don't work...That removes a lot of taste from the game; thus removing civil wars is a mistake. I know this don't run properly but many peoples like this option as it is. Me too.

  7. #7

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Non-steam links are dead

  8. #8
    Ygraine's Avatar Campidoctor
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Quote Originally Posted by leonardusius View Post
    Excellent work; Me too I don't like like some changes in DeI 1.1 (especially bulk removing units abilities). But don't fall into same error as DeI team to disable everything it is thinking don't work...That removes a lot of taste from the game; thus removing civil wars is a mistake. I know this don't run properly but many peoples like this option as it is. Me too.
    Thank you.

    I've added a normal civil war pack for you (and anyone else who wants it) in the non-steam link download section. Just load it before Data Venia

    Quote Originally Posted by mrsmile1015 View Post
    Non-steam links are dead
    You probably tried downloading them the moment I was updating the files. Try again now
    Last edited by Ygraine; November 02, 2016 at 05:18 AM.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  9. #9

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    It works!!!

  10. #10
    Ygraine's Avatar Campidoctor
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Political events should now be deactivated, ie assassinations, blackmail and adoptions (hopefully, tested for 40 turns roughly and didn't have a single popup). Yippie!

    The normal civil war version still has them active for obvious reasons for those who prefer both systems intact!

    Currently testing larger army-sizes with edited supply region scripts (increased base supply values in all regions to be able to handle the larger armies, otherwise you'll get instant starvation) and if working well I will release an optional version suited for this for people who prefer giant battles and have a computer being able to handle it.

    Spoiler Alert, click show to read: 

    Last edited by Ygraine; November 02, 2016 at 12:36 PM.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  11. #11

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    This makes me angry because now we have less to bicker about!

    Spoiler Alert, click show to read: 
    no, but seriously, good to see you put out your own submod. Good job.

  12. #12

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Both alternate non-steam links appear to be dead.

  13. #13

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Quote Originally Posted by Wraith1981 View Post
    Both alternate non-steam links appear to be dead.
    Yes, both dead.

  14. #14
    Ygraine's Avatar Campidoctor
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Apologies, either I'm stupid or this forums hyperlinking is weird. It wasn't working because the forum apparently assigned extra "https://" to the links, even though I removed one extra when uploading.

    Forced to keep ugly links now instead of neat ones, but at least it works this time. '

    @Ivan - Thanks!
    Last edited by Ygraine; November 03, 2016 at 11:19 AM.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  15. #15

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Quote Originally Posted by Ygraine View Post
    Forced to keep ugly links now instead of neat ones, but at least it works this time. '

    @Ivan - Thanks!
    No worries mate at least they work. I'll be giving this a shot tonight after work. Cheers

  16. #16
    Ygraine's Avatar Campidoctor
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Good news!

    I got permission from the author of "Legendary Commanders" ( ) to include that awesome mod into Data Venia so I will begin implementing the new skill-trees into the main mod soon! I've been playing with an edited version of this mod the past few months and it basically adds several new skill-trees to generals (one admiral specific for ships), one "ultimate" skill once you reach level 7-8 and new battle-abilities you can use.
    It won't be replacing any default skill-trees, just adding additional ones. I might possibly tweak some of the trees and even add additional ones further down the road.
    Last edited by Ygraine; November 03, 2016 at 06:06 PM.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  17. #17

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Looks at it on Steam, looks great!

  18. #18
    Ygraine's Avatar Campidoctor
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    @JHN71 Thanks!

    An edited version of "Legendary Commanders" is now included in the overhaul with permission from PurpleKalmar! (all versions updated)

    Next up on my to-do-list is to buff missile block chances on shields, mainly on the good ones (hoplon, roman, thureos, aspis, large sparabara wicker shields etc). Needed to balance out versus the buffs ranged weapons got recently. Heavy armoured infantry with large strong shields need to be able to block a bit more missiles frontally.

    Also remade the to-do-list with colours, hopefully better overview now on what is planned in the near future!
    Last edited by Ygraine; November 03, 2016 at 11:03 PM.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  19. #19
    Yamamuro's Avatar Laetus
    Join Date
    Dec 2013
    Mother Russia

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Awesome submod, thank you Ygraine.

    Few little things after first 2 hours:

    Spearmen (hoplites mostly) charge looks some overpowered.
    Unarmored Skrimishers clear to useless. Simple increasing damage not an option. I think we need some "use effect" for javeline like a fire arrows. Like a "armor penalty" or "shield down". Something like THIS (Projectiles mod in steam). Think about it.

  20. #20
    FlashHeart07's Avatar Praepositus
    Join Date
    Nov 2013

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.1)

    Im not sure that the AI will be able to use these effects, meaning that it will just be in favor of the player. And lets be honest, we dont need any further advantages

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