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Thread: [Download & Installation] Divide et Impera 1.2.2g - Updated January 8

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    Default [Download & Installation] Divide et Impera 1.2.2g - Updated January 8

    1.2 Version:

    Divide et Impera 1.2 Part 1
    Divide et Impera 1.2 Part 2 (Mirror)
    *Standalone requires both parts!

    STEAM VERSION: Divide et Impera Steam Collection

    - Not compatible with 1.1 save games, 1.1 submods and most other mods. All future updates will be save compatible unless stated otherwise.

    Previous Version Downloads
    Spoiler Alert, click show to read: 

    Collection of 1.2 Previews

    Update Notes 1.2.2g January 8
    *Only Part 1 updated
    *Save game compatible unless otherwise noted

    Battle Changes/Fixes
    - Additional tweaks to pikes to improve frontal toughness and kills.
    - Improved battle camera, allowing it to go lower and higher
    - Tweaks to short pike phalanx and barbarian shieldwall
    - Multiple unit stat/attribute/spacing fixes
    - Additional tweaks to initial power bar calculation
    - Readded spear square, currently only for Triarii
    - Tweaks to unit experience system, it is easier to get higher experience levels but bonuses are now working differently to be more with the new stat system. This means that maxed out units are less OP, while still being much stronger. Also each level now grants different bonuses to stats, while first exp level will give melee attack, melee defence and morale (and reload skill if ranged), second will give only attack and morale, third only defence and morale etc.
    - Celtic chariots improved but they will get more work in the future
    - Multiple tweaks to morale system, losing a general has a bit bigger impact on the AI now while again morale penalties were moved more in favour of local factors than global factors (for example if enemy left and center were routed but on the right wing AI has 3 elite guard units left, that did not suffer much losses or got tired, they will be able to still stand against you, as often happened in history, while levy units might not hold in same situation). Larger penalties for losing a general also puts bigger emphasis on units with disciplined trait as it cancels penalty for losing commander.
    - Lightly armoured dedicated shock units like Heroic Swords or Iberian Champions have increased damage assigned to their weapons. Hopefully this will make them stand out more compared to other troops.
    - Cavalry has speed value visible on their UI as their speed is assigned per round numbers, while infantry speed can't be displayed properly due to UI issue. This will also help with assigning correct cavalry speed in the future.
    - Fixed stat bonus for hollow square.
    - Added formation attack to Massalian Romanized unit.
    - Changed Suebi berserker animation to fix bug with missing weapons.
    - Renamed Weapon Deadliness to Armor Penetration

    Naval/Transport Changes
    - Removed most of the sea sickness effect on transports to try to fix the issue with AI suiciding its armies as transports into navies. Ram damage is still reduced.
    - Increased naval unit stats to compensate, added negative effect ("land sickness") for naval units fighting on land.
    - Improved patrol stance piracy reduction effect.
    - Added reduced piracy effect to military wharfs and increased piracy effect for trade/food ports.

    - Removed a base negative to political events triggering. This may also help with the failure rate of statesmen missions.
    - Added increased influence effect to political ranks and faction leader traits.
    - Added increased loyalty and influence to various Philosophy technologies for all factions.

    Other Fixes/Changes
    - Added some updated unit cards for Armenia and Boii (thanks to sourav!)
    - Fixed unuseable building slots in HatG campaign and IA campaign (new campaign only)
    - Fixed auxiliary barracks in Empire Divided and IA campaign missing garrisons.
    - Fixed HatG Massilia chapter mission text (new campaign only)
    - Fixed HatG Carthage characters sometimes starting in wrong party (new campaign only)
    - Fixed Magna Graecia emergent faction flag.
    - Changed wrong starting unit for Parthia in IA campaign and some starting unit sizes (new campaign only)
    - Made trade agreements a bit easier to get.
    - Reverted some CAI attack decision changes now that the suiciding AI/autoresolve bug is fixed.
    - Changed some CAI settings for HatG and CiG Rome to make them match GC Rome settings.
    - Changed emergent faction Sophene's culture to Armenian (new campaign only)
    - Fixed some building requirements for victory conditions in Empire Divided campaign (new campaign only)
    - Fixed some Pontic units not being properly available in IA campaign.
    - Swapped appearances for 2 Baktrian garrison units to better match their stats/roles.
    - Fixed banditry negative on tier 2/3 eastern guard building.
    - Fixed text under wealth/income heading labelled corruption instead of empire maintenance.
    - Increased public order bonus from Roman auxiliary barracks.
    - Fixed issue with public land chain for eastern factions.
    - Added negative banditry effects to 3 Governor skills: Demagogue, Farming Expert and Military Governor
    - Fixed various IA Iberian regions missing regional recruitment tags (new campaign only)
    - Fixed missing description for Illyrian garrison unit.
    - Changed Marian ships to have same hitpoints as pre-Marian ships.

    Mod Credits
    Spoiler Alert, click show to read: 

    - A huge thank you to the EB/EBII team for inspiration for the mod on multiple levels.
    - The Europa Barbarorum & EBII teams for various factional research to draw on for the mod and for previews.
    - The Europa Barbarorum & EBII teams for unit concepts, descriptions and names including various language translations.
    - The Ancient Empires team for our partnership that has benefited both mods and constant help and advice.
    - The AE team's work on the IA map for the grand campaign, emergent factions and various other resources.
    - Dontfearme22 and the AoB Team for a lot of models/textures. Huge thanks to the Age of Bronze team!
    - The PoR team for their amazing work on the population system and help with polishing/fixing.
    - The R2TR team for their history messages script.
    - A huge thanks to the Total War Hellas Unit Pack Team, especially koultouras for permissions. We also say thank you to the talented texturers, who did the new armours: Pacco, Leif Erickson, Mattheaus, Absinthia, Evyattar
    - Culture Identity Unitpacks (CIU) for some models and textures. Thanks to Avetis and Miri82.
    - OSP Project for the new helmets
    - Thanks to Stealth4Health for allowing us use of his new Roman Cardiophylax model
    - Hegemonia mod for the wonderful new Hellenic standards. Thanks to fixa and Melcor.
    - ImpMontezuma for the new skill icons.
    - jan_boruta for his amazing art work as our frontend map images and promotional material.
    - Glado for use of his Roman cheekguards submod in the main mod. Thanks!
    - Idreaus for use of the map overlay.
    - Solitudo and Maetharin for the larger pike shield.
    - Commodore for research and assistance on the Ptolemaic roster.
    - Smoe for his culture and resource icons.
    - Carthage Scutums - TheBarcidHeir
    - Various models: OSP - Open Source Project
    - Some models from Avetis' CIU Mod
    - Helmet Metal Detail Map - Celticus
    - Sebidee for helping plan multiple rosters
    - zombieflanders for the proto-Goedelic irish and caledone faction and units names
    - Unit research and names by Khevsur
    - Miri82 for some great models and textures
    - The Wise Coffin for creating some native language unit names
    - LinusLinothorax for his research and help
    - Will from the AE team for the 2handed indian sword model
    - Junaidi83 de Bodemloze for the use of his some of his wonderful CAI work.
    - ABH2 and the Ancient Empires team for their mod partnership and many contributions.
    - Col.KanKrusha for the basics of his Traits mod idea/script
    - Loading image art additions by vodkason - wonderful work!
    - Hadrien_Ier for his crossbow texture.
    - MagicCuboid, Butan, and Krixux for the better spotting submod.
    - Mitch for help with adding imperium back for reforms requirements. Huge thanks!
    - Idreaus for the wonderful custom logo/map.
    - lnrd907 for our Unit Upgrades and Army Training mod.
    - Phalangitis for his sell slaves mod.
    - Franky235 for the use of his Legions Mod.
    - General Patton for his camera mod.
    - Yukishiro for parts of his Historical development submod.
    - Artwork from various sources.
    - The Splenyi' Realistic Unit Names Mod Team.
    - Laigle for celtis galliae.
    - Gustave for his amazing carthaginian shields.
    - Octavian21 for kaziel roman reskins.
    - Rome at War 2 team for models of helmets.
    - Pacco and the Roma Surrectum 2 team for use of their shield textures.
    - Jedo Dre and the Historical Revival mod team for use of armour and helemt models.
    - Arstudio for his work on the carthaginian units.
    - Yarkis for his economy and season effects changes.
    - Litharion for his AI recruitment mod.
    - JFC for image contributions and help.
    - Patricius for his Real Roman Army mod.
    - Kaziel for his Roman textures and reskin work, thanks!
    - FarSovereign for the Royal Cataphracts and Indian Armored Elephant textures.
    - Daniu for his great PFM; without it we modders will have no tools to work.
    - Many past mods for so much inspiration and great foundational ideas like Roma Surrectum and Europa Barbarorum.
    - A great thank to all users of this mod for their invaluable help on tweaking an balancing the changes. Without your support and help this mod would not be half as good as it is.
    - Thanks to Creative Assembly for this game that, albeit with its (many) shortcomings, is still a great one under the rust.
    - Huge thanks to all of our Patreon supporters who help keep the mod going. Special thanks to our Consul-tier patron: Basilius!

    Thanks again to all the people that supported us through their work or ideas. I hope you will enjoy this as much than we do working on it. Don't hesitate to comment and share.

    Mod Awards
    Spoiler Alert, click show to read: 

    2014 & 2015 Total War Center #1 Rome 2 Overhaul
    2016 Total War Center #1 Rome 2 Classic Mod
    2014 Creative Assembly Best Overhaul
    2015 Creative Assembly Most Innovative Mod
    2014 & 2015 Player Choice Award Winner

    Common Problems/Bugs

    Spoiler Alert, click show to read: 
    If you are experiencing crashes then the following should help:
    1. Clean out your data folder found in the Rome 2 install folder for Steam. Various mods can be active even without activating them in mod manager.
    2. Most other mods are not compatible with DeI so deactivate/remove them. Some submods may still cause issues.
    3. Reverify the game in steam to check local file integrity.
    4. Make sure you have patch 17 not 16 beta for the game itself.
    5. If none of that works, try deleting the Rome2.exe file found in the Rome 2 directory and reverifying your game cache in Steam.

    Known Bugs/Issues
    - Some region effect bundle icons will disappear when there are too many region effects. This is a UI limitation in the base game.
    - Sometimes a building's effects and descriptions will appear as a large blank box, due to resolution restrictions.
    - If you enter Patrol Region stance directly outside a city, you can enter the city in the stance. This is considered "cheating".
    - Fleets reduce public order when in ports but that is not displayed on the calculated UI number. A pop up advice message will inform you of the amount.
    - Sometimes the growth bar will go over the top of the population number in the region window.
    - The battle map for Crete in the Grand campaign and IA campaign is bugged. Nothing we can do about it. Our workaround for now is to use a walled settlement map.
    - Level 1 minor townships have 2 options when converting. This is for technical reasons due to the raze mechanic in Rome 2.

    Other Information

    Installation Guide
    Spoiler Alert, click show to read: 
    Installation instructions
    Use only ONE of these versions, NOT both:

    Steam Version
    All 8 parts are needed to play the game! Be sure that you have all of them downloaded.
    1. Subscribe to the parts in Steam Workshop.
    2. Start Rome II and be sure all six are checked green in the Mod Manager (they should by default).
    3. Play the game.

    TWC Version
    1. Download the mod packs from the above link.
    2. Extract the content (with 7-Zip, WinRar or similar program) into the data folder (...\Steam\SteamApps\common\Total War Rome II\data)
    3. Start Rome II.
    3. In Mod Manager, check "enable out of date mods."
    4. In Mod Manager be sure that the both Part 1 and Part 2 of the standalone packs are checked green.
    5. Play the game.

    Mod Compatibility Information
    Spoiler Alert, click show to read: 
    Divide et Impera includes in itself these mods (in personalized form):
    Hegemonia, TTT, Meaningful Resources, Ancient Colors

    *Using camera mods, other script mods, or startpos mods (Turn per year, etc) will break Divide et Impera's various custom systems.

    Sub-mods for DeI can be found in this subforum.

    Other mods that can be used with DeI:
    - Graphics mods such as GEM, Aztec's lighting and blood mods.
    - Music mods

    Mods that are NOT compatible with DeI:
    Startpos mods (TPY, All Factions Playable, other overhauls).
    Script mods (camera mods, etc)
    All mods that change battle dynamics.
    All mods that change campaign dynamics.
    All external unit packs.

    Previous Update Notes
    Spoiler Alert, click show to read: 
    Update Notes 1.2.2f December 23
    *Only Part 1 updated
    *Save game compatible unless otherwise noted

    Battle Changes/Fixes
    - Fixed a CA issue in the latest patch with morale, power bar and autoresolve calculations concerning ranged attacks. This should help fix the issue with autoresolve being calculated incorrectly after the last game update and with the power bar/morale problem.
    - Multiple morale fixes.
    - Elephants kill ratio slightly toned down in melee but they have an easier time moving through enemy troops.
    - Various changes/fixes to further balance pikes/hoplites including vs formed attack
    - Fixed militia hoplites having incorrect hp settings.
    - Charge bonus lasts slightly longer
    - Short Pike Phalanx formation bonuses fixed
    - Formed Attack and Disciplined formation added to remaining Thorax Swords and Imitation Legionaries
    - Added Formed Attack to Thorakitai spear units (please report if they work properly with it in the long run)
    - Small tweaks to a few unit stats
    - Changed rear defence penalty from 0.2 to 0.1
    - Fixed berserkers in ED campaign having too many hp.

    Supply/Population System
    - Global Logistics system is now more important. The global logistics level can be checked in the faction summary screen.
    - Added global logistics level effect description for various army effects, so it is obvious how the army is impacting the global logistics level.
    - Increased upkeep for armies from global logistics system, decreased upkeep from imperium level.
    - Decreased AI supply usage to help with AI armies in player lands and with AI attrition.
    - Reduced allied army food usage by 1 in allied territories.
    - Fixed disbanding not always giving population back. It should now give the population back on the same turn.
    - Fixed supply lines effect sometimes not properly triggering in MP or for the AI
    - Fixed bug where region population sometimes wouldn't show up when moused over.
    - Improved economic description section of region population pop up.

    Seleucid Revolt System
    - Changed trigger for Seleucid player revolt to require neutral relations rather than negative relations.
    - Fixed a bug where the rebel chance could become negative, now there will always be a at least a small chance of revolt.

    AI Bonuses Changed
    - Instead of having AI bonuses only based on difficulty level and applied as one value, we have moved some bonuses to a script based on imperium.
    - This means that the smaller AI factions won't have the very large bonuses that were necessary to sustain the larger AI factions. Hopefully this will help make the early game a little less difficult as smaller factions and it will make raiding and sieging smaller AI factions have more impact.
    - Bonuses include things like food, upkeep/cost, corruption, etc.

    - Fixed new Empire Divided factions missing rebellion units.
    - Removed some of the more anachronistic MERC and AOR units from the Empire Divided campaign (Mercs - new campaign only)
    - Added updated unit cards for some units including Taksashila, German units and some Greek units. Thanks sourav!
    - Fixed barbarian recruitment building tier 3/4 having wrong banditry effects.
    - Changed Galatian spearmen, swordsmen and AOR Galatian warriors to tier 3 pop class.
    - Galatian chosen swords now upgrade to legionaries after reforms.
    - Fixed Tarantine white shield AOR unit's population size.
    - Added Colosseum and Circus Maximus for all Roman factions, changed Circus to only be from horse forum line.
    - Added empire maintenance reduction technologies to Empire Divided campaign.
    - Fixed some nomadic political rank +range effects being too high.
    - Fixed Publius Cornelius Scipio the younger in HatG being in wrong party (new campaign only), changed name of father to "the Elder"
    - Fixed typo in Roman Nobiles faction description.
    - Fixed Roman HatG starting generals not being Polybian (new campaign only)
    - Fixed Supply/Food label in Roman UI region window
    - Slight change to AI's evaluation of armies when deciding to attack.
    - Removed incorrect effect on the mine building chain.
    - Fixed typo in Nervii faction trait description.
    - Fixed Massyli general bugged appearance.
    - Removed some of the cracks/fissures from the new Roman UI for campaigns other than Empire Divided.
    - Fixed cattle buildings not adding to banditry (still less than farms), military ports now reduce banditry.
    - Removed Marian units from civil war rosters for Rome (hopefully this works)
    - Added silk to HatG in Mauretania (new campaign only)

    - Thanks to sourav for creating some new unit cards for various outdated units!
    Update Notes 1.2.2e December 11
    *Only Part 1 updated
    *Save game compatible unless otherwise noted

    Battles Fixes/Changes
    - Fixed pike formation deactivating inside some city locations. It still should not be useable on walls.
    - Rebalanced hoplite, shieldwall and pike formation bonuses, they should be much more balanced now.
    - All units except hoplites and pikes have +5HP (Hoplites and pikes have increased frontal defence)
    - Ranged combat rebalanced
    - Melee kill ratio toned down
    - Large morale rebalance, morale is more important in nearby area, less important for overall army (for example rout of the enemy left wing will impact the center but not the right wing, which would not be even aware of it)
    - Formation Attack reworked, we have found a way to mod bonuses of it, now units using them will perform better and not be defeated by units with same stats but not using it or by hoplites and pikes, which before always defeated them. You should never turn if off as of this patch.
    - Fatigue tweaks, it takes more to get into higher exhaustion states (to support longer battles)
    - Supply trains now increase morale of nearby units
    - Imitation legionaires now have Formation Attack and Defensive Testudo
    - All melee infantry have ammo reduced to 1 and reload speed reduced to 1 second
    - Reworked firing arcs of ranged units, there should be much less friendly fire, especially on the AI side
    - Garrison archers morale reduced by 5

    New Empire Divided Campaign Changes
    - First overhaul of unit stats for 3c units to be more in line with DeI stats.
    - Added DeI's custom building system to Empire Divided (new campaign only)
    - Added AOR, Auxiliary, Mercenary, Naval and Garrison units to the new campaign (new campaign only). For now the unit cards don't match with the new campaign.
    - Fixed AI in the new 3c campaign missing recruitment priority entries.
    - Fixed background skills not triggering for starting characters in 3c campaign.
    - Fixed 3c units having too low campaign movement points

    New Seleucid Revolt System (thanks to Litharion!)
    - The Seleucid satrapies will now revolt after a semi-random amount of time.
    - For the Seleucid player, this is dependent on diplomatic relations and on satrapy army size. For the AI Seleucids, this is only dependent on army size.
    - This will happen in save games, so be warned!

    Other Changes/Fixes
    - Lowered empire maintenance and upkeep penalties a bit from imperium level to better balance expansion with banditry.
    - Fixed bug where larger populations lowered income rather than raising it.
    - Fixed fleets replenishing from capitals instead of local ports sometimes.
    - Added political loyalty effects to the faction leader good/neutral/bad faction effect system.
    - Fixed political instability from loss of faction leader disappearing too early. It will last 6 turns and can be stopped by moving your new leader to your capital or assigning him to an office, as long as he doesn't have a negative trait.
    - Fixed province pop disappearing in the province details panel when activating/deactivating taxes
    - Fixed double Recruitment tool tip after quickly cancelling 2 queued units
    - Fixed missing Recruitment tool tip when merging units while the recruitment panel is open
    - Fixed champion unit card extending too far down.
    - Fixed starting Roman general unit card having SPQR in red over top of the image.
    - Fixed GC starting season bug - should start in Winter now.
    - Fixed Spartan roster in Mac wars missing spartan hoplites.
    - Fixed Roman copper towns tier 3 trade/fort variants having incorrect garrison settings.
    - Fixed some Spartan spear units not benefiting from +spear effects.
    - Fixed Taksashila missing naval roster in custom battle.
    - Fixed 2 Galatian units having wrong unit cards.
    - Fixed Roman tech tree icons being reversed.
    - Fixed incorrect sanitation/banditry effects on Vulcan temple and wine forum building.
    - Lowered Triarii and hoplite recruitment priorities for Roman armies.
    - Fixed reforms missing for German factions in CiG (new campaign only)
    - Fixed mine/quarry buildings missing squalor effects.
    - Updated/swapped unit cards for Late Hastati and Hastati Samnitici.
    - Fixed emergent faction in Iconium having same emblem as Pergamon.
    Update Notes 1.2.2d1 December 1
    *Only Part 1 updated
    *Save game compatible unless otherwise noted

    Fixed general's icons (zeal, authority, subterfuge) floating off screen.
    - Added new effect for sewer and medical buildings - now they add sanitation to all the regions in a province.
    - Lowered squalor effects by 1 on all buildings, lowered plague chances a bit.
    - Reduced banditry's food effect.
    - Added banditry reduction to patrol region stance.
    - Added banditry reduction to the following character skills: Mercenary Connections, Master of Scouts, Agriculturalist, Sworn Bodyguards, Political Animal
    - Added banditry and sanitation improvement effects to various technologies.
    - Added darker background for new Roman UI to help with reading white text.
    - Fixed Empire Divided campaign missing recruitment points for region ownership.
    - Added other campaign faction rosters to custom battle selection, may be some errant units here and there.
    - Added Imperial Roman units back into GC Roman custom battle roster.
    - Pike and Hoplite formation bonuses reworked
    - Shield missile block chance slightly increased
    - Slight spacing rework of untrained barbarian infantry

    Update Notes 1.2.2d November 30

    *Only Part 1 updated
    *Save game compatible unless otherwise noted

    Battle Changes/Fixes
    - Fixed cavalry dismount bug.
    - Large tweaks to unit spacing, especially ranged infantry and cavalry
    - Cavalry deals more reasonable kills against eachother during charge
    - Scythed chariots reworked, more usefull for both player and the AI (Other chariots will get some love later)
    - Hopefully fixed issue with units getting huge speed buffs for no reason
    - Small tweaks to morale and fatigue
    - Javelins of skirmisher infantry a bit better vs armour
    - Another phase of stat rework, base hit chance fully gone without making all too slow.
    - Garrison units a bit stronger

    Reforms Fixes (thanks to Litharion!)
    - Fixed reforms bug where global reforms wouldn't trigger when the player loaded or had a battle at the reform's turn. This should also fix factions that rely on global reforms like Armenia and Odryssia.
    - Fixed Multiplayer desync bug when reforms hit.
    - Fixed a bug where the second player's reforms wouldn't always work, especially when that player was the same culture as the host.
    - These fixes will not fix bugged save games that have already passed reforms.

    Government & Politics
    - Added multiple new government types for various factions.
    - Changed starting governments for some factions based on their political traditions.
    - Changed government effects.

    Other Changes/Fixes
    - New campaign (Empire Divided) works with DeI but does not have our building system, units or AOR system for now.
    - Added banditry and plagues (sanitation/squalor) to all campaigns. Various new building effects impact these. Building effects may change or be further balanced in the future. Save games will have negatives from this, be warned!
    - Added new DLC UI skin as Roman base UI for other campaigns.
    - Updated and fixed faction trait display UI at faction selection screen. Also added more information there about the faction's political tradition and starting challenge.
    - Fixed UI displaying wrong Manpower when cancelling recruitment.
    - Various improvements to population script functions.
    - Removed various reform units from civil war army spawns.
    - Added region name display for mercenary recruitment.
    Update Notes 1.2.2c November 22
    *Politics & Power beta required
    *Only Part 1 updated
    *Save game compatible unless otherwise noted

    Population System (Thanks to Litharion!)
    - Naval recruitment changed: The closest port region is now used for replenishment and recruitment instead of the capital unless there is no port.
    - City names now added for unit recruitment so you can see what city the unit is drawing population from.

    Other Changes/Fixes
    - Fixed civil war crash. Civil wars still have reform units in newly spawned armies, unfortunately.
    - Changed formation bonuses back to previous settings now that the vanilla defense bug is fixed.
    - Added some new ancillaries from new DLC into older campaigns.
    - Fixed some missing faction leader trait effects, changed some bonuses.
    - Fixed range buff display error.
    - Added some new loading screens, thanks to those who posted screenshots.

    Update Notes 1.2.2b November 11 - Power & Politics Beta
    *Politics & Power beta required
    *Only Part 1 updated
    *Save game compatible unless otherwise noted

    - Added compatibility for the new Politics & Power beta. See this thread for more information.
    - Added new model for the Roman Cardiophylax (chestplate) from Stealth4Health - thanks for allowing us to use it!
    - Changed Caledones negative faction trait to help improve starting situation.
    - Lowered battles required for political rank advancement.

    Battle Changes
    Due to extensive testing we were able to track certain parts of the battle engine that did not work as we wanted to or thought that we do not have sufficient control:
    - Hit chance. This value is calculated like this: (Melee Attack + Base Hit chance) - Melee defence = Hit chance. Final value can't go below minimum hit chance and above max hit chance. This meant that before if a unit had 40 melee attack (so around elite status), 15% base hit chance and was attacking a unit of medium quality (60+ defence), the overall calculation was 55-60=-5. As you can see, this meant that pretty much most units would get negative hit chance. But, since minimum hit chance was at 10% no matter what, most units would hit that 10% most of the time, meaning that overall melee and defence stats did not matter (And also explained why falx unist were that good as they were able to hit above 10%).
    - In new stat system, minimum hit chance got lowered to 5% while overall unit melee attack was increased and melee defence lowered. This means that unit stats matter a lot more.
    - Overall defence, while lowered, matters a lot more now as the values rely more on personal defence than on shield defence as before. Due to errors in combat calculations, shields seem to be also included for flanking combat and were not affected by fatigue, making an exhausted unit not that much of a weaker target.
    - Flanking and fatigue are much more important as the penalties for them are applied correctly.
    - Cavalry charges should work better and be more consistent as their hit chance and damage will be correctly applied
    - Certain units, especially those with small shields and with two handed weapons, have good starting defence but since personal defence skill is lowered by fatigue they tend to suffer more than units with good shields. This means that certain shock units will be very good at early stages of combat but if the line will hold, the roles might reverse.
    - Units of marines slightly nerfed, few slightly buffed.
    -Added Formation Attack to some Roman units (For testing purpose, not yet added for all, please report how it works) - with changes I made in past few months Formation Attack seems to behave a lot better
    -Added more realistic spacing for most of ranged infantry, overtime it will be tweaked to be more unit specific (like some being more disciplined, some in more spaced out order), please report how it performs

    Other Fixes
    - Fixed Late Bactrian Cataphracts missing legs.
    - Disabled Pontos' Ariobarzanes character spawn since he is a starting character.
    - Fixed Syracuse chapter 8 mission having wrong technology requirement.
    - Fixed wrong size of starting Arevaci bodyguard unit (new campaign only)
    - Fixed faction unique Rosemarl building not being buildable.
    - Fixed some German rebellion units being incorrect (were vanilla units/stats)
    - Fixed Sparta main building displaying incorrect population bonuses.
    - Fixed starting Arverni generals having old units as bodyguard options (new campaign only)
    - Fixed late Oathsworn having 2 stamina abilities.
    - Fixed starting Iceni spy missing name.


    - Thanks to Stealth4Health for allowing us use of his new Roman Cardiophylax model
    1.2.2a Sept 4
    Battle Changes
    - Pikes and Hoplites are less likely to punch a hole through lines.
    - Cavalry should have an easier time disengaging from hoplite infantry.
    - Cavalry unit hitpoints increased by 5.
    - Cavalry vs cavalry charge made less lethal.
    - Shock Cav has a bit lowered attack and defence values. They are also now a bit worse vs other cav, a bit better vs infantry.
    - Shock cavalry deals more kills to spear/sword cavalry on charge but takes higher casualties as combat goes on
    - All cavalry units have proper stats when dismounted
    - Indian Heavy Swordsmen slightly nerfed but still stand out above most other infantry units
    - Bosphoran Thorax Swords slightly weaker, Elite Thorax Swords slightly better.
    - Heaviest cataphracts more useful when punching through heavy infantry

    Other Fixes
    - All core Numidian cavalry now have 120 men, javelin type infantry all have 200 men.
    - Land Supply Units now have 120 instead of 60 men per unit, defence heavily buffed (They should suffer less due to autoresolve now)
    - Fixed first spawning Syracuse family member being a repeat of starting character (Hiero II)
    - Fixed new Getae roster missing naval and supply units.
    - Fixed Pontic Galatian sword unit with bugged skins.
    - Fixed Sogdian units with missing hats, incorrect beards.
    - Fixed Atropatkan general missing legs.
    - Fixed Arverni clubmen missing javelin models in combat.
    - Fixed sarmatio-dacian elite archer unit missing legs.
    - Fixed various unit population size assignments.
    - Fixed Athenian militia hoplites missing swords in combat.
    - Fixed some incorrect textures in some Pontic thorax units.
    - Fixed germanic berserker weapon bug.
    - Fixed missing arms on an Armenian general.
    - Fixed tier 3 major trade ports missing edict buff.
    - Fixed bad texture for some red Hellenic helmets.
    - Fixed multiple infantry units having cavalry wedge formation.
    - Fixed Numidian javelin AOR unit size.
    Update Notes 1.2.2 August 16
    *Part 1 and Part 2 updated for this overhaul update
    *Save game compatible unless otherwise noted

    Battle Changes
    - Changes to how fatigue affects morale and tweaks to morale system
    - Towers slightly nerfed.
    - Added new shield wall ability for some new barbarian units.
    - Hoplites and shieldwall should be a bit better vs pikes
    - Tweaks to certain formations (like testudo).
    - Slight nerf to Gastrephetes unit.
    - Added guerilla deployment ability to multiple German units.
    - Added hide in grass and campaign stealth to all guerilla type units.

    Barbarian overhaul
    - British overhaul - All southern british factions get the new units. Some older units added as factional mercs and to custom battle roster for GC Iceni. For DLC campaigns they are in their normal roster.
    - Arverni overhaul - Only Arverni faction gets new units (GC, CiG and IA campaigns). Other gallic factions retain old roster to add variety to AI factions. Reform changes (new reform units) won't be locked in save games.
    - Dacian overhaul - Only Getae GC and Dacian IA faction gets new units. Other Dacian factions retain old roster to add variety to AI factions. New reforms added. Requires 100 turns and 10 battles with Rome for player, 130 turns for AI.
    - Numidian overhaul added, retained its Legionary imitation unit.
    - Galatian overhaul added. They have one Legionary imitation unit and two Greek-style units, one in Thureos and one in Thorax reforms (won't be locked in save games).

    Historical Character System
    - Factions other than Carthage and Rome now have historical characters who will spawn into the player's family as time progresses.
    - These characters will include information on their historical circumstances and family lineage.
    - For factions without many historical references, they will get family members who are not based on actual historical figures.
    - Submods will be available for Rome/Carthage depending on what family you choose to play.

    Population Economics
    - Added/Fixed the population system's impact on region economics.
    - High foreign populations reduce subsistence income, low total populations reduce total income.
    - Higher relative class 1 (noble) and class 2 (citizen) populations will increase agriculture and industrial income, respectively. Note: these ratios are relative to the total citizen number (class 1-3), not the total population number. So, foreigners do not count against these ratios when determining class 1 and class 2 bonuses.

    - New Hellenic standards for all Greek standard bearers. Also, special standards added for Seleucids, Macedon and Egypt. Thanks to the Hegemonia team.
    - Updated skill icons with newer versions so that they properly match the various skill trees. Thanks to ImpMontezuma.
    - Changed Commercial stimulation edict interaction with slave forum building to properly increase effect.
    - Fixed some Grand Campaign Desert and Alpine factions not having immunity to special supply issues in those region types.
    - Fixed some African factions not properly using the Nomadic supply system. Playable faction impacted by this is Masaesyli.
    - Added supply ship recruitment to some arabian and ethiopian factions that were missing them.
    - Added some factional mercenaries (including elephants) to Seleucids in Mac Wars campaign.
    - Updated pike shields from Solitudo with new positioning on arm.
    - Updated Battle/Campaign tips background images on main screen.
    - Roman Polybian allied cavalry now upgrade to Legionary Cav (may not in some save games)
    - Added 2 new Armenian AOR units.
    - Added faction unique tier 5 buildings to technology trees so they are easier for the player to recognize.

    Other Fixes/Changes
    - Fixed Armenia missing access to Rhodes special capital chain and some special ports.
    - Fixed starting spartan generals having wrong bodyguard option (new campaign only)
    - Removed inaccurate sentence in 244 BC year in history message.
    - Fixed 2 Seleucid units being wrong population class.
    - Fixed early Triarii units missing swords in combat.
    - Fixed incorrect influence text for some factions in politics screen.
    - Fixed a few AOR unit cards having old entries.
    - Fixed 2 Suebi units having wrong unit cards.
    - Fixed a Baktria region missing proper region tags for AOR recruitment there (new campaign only)
    - Pontic hoplites now upgrade to thorax spear unit at reforms.
    - Fixed Seleucid thorax royal guard description name.
    - Fixed some ancillaries not properly triggering after critical successes (thanks valky for the bug report)
    - Fixed maedi peltast AOR unit missing from thracian roster.
    - Fixed shielded archers having wrong reload animation.
    - Fixed Trapezos not being able to confederate with other pontic factions.
    - Fixed some special ports not having supply ship recruitment.
    - Fixed incorrect building effect on tier 4 Athena temple and unique Ptolemaic tier 5 temple.
    - Fixed Thracian thorax cav missing stamina ability.
    - Fixed Macedonian wars olympic winner general spawns having bugged ages.
    - Fixed Dahae starting army having wrong army tradition settings.
    - Fixed Dart slingers and Carthage archers having shield animations but no shields.
    - Fixed Early Principes having defensive testudo formation.
    - Fixed incorrect pop unit size for 4 Lugii units.
    - Fixed Etruscans missing admiral bodyguard options.
    - Fixed mistake in Parthian chapter mission 7 (new game only)
    - Fixed incorrect name for tier 3 normal major Carthage city.
    - Fixed Carthage being able to build two versions of the tier 4 minor town medicus buildings. May cause some blank building slots in save games.
    - Fixed Carthage tier 4 medicus building missing population effects.
    Update Notes 1.2.1c June 22
    *Only Part 1 updated for this fix update
    *Save game compatible

    Battle Changes/Fixes
    - Slightly more deployables given.
    - Siege equipment made a bit more durable.
    - Barricades are now more durable and available to have two rows (depending on how you stretch them)
    - Multiple fixes to unit sizes, attributes and stats
    - Some stamina and unit weight classes updates
    - Small buff to cavalry shield defence
    - Small decrease to autoresolve bonus for ranged units
    - Small decrease to long pike shield defence bonus from formation (x3 to x2.5)

    Balancing Changes/Fixes
    - Increased diplomatic bonus from supporting allies in battle, gifts and most other diplomatic agreements.
    - Removed Empire Maintenance cost from some buildings.
    - Added food or upkeep penalties to some minor public field buildings to compensate for removal of EM penalty.
    - Added Empire Maintenance reduction to some higher tier sewer buildings.
    - Unlocked forum food building for Seleucids and Baktria.
    - Removed liberate money reward since it doesn't work.

    Other Fixes
    - Fixed Merc Greco-Libyan pikes missing new shields.
    - Fixed Iberian mercenary unit name
    - Fixed Pontic bronze shield pike units having some missing textures.
    - Fixed some later Year in History messages having the wrong image
    - Fixed AOR Insubrian cav unit missing from recruitment entries.
    - Fixed Macedon and Pontus having some wrong starting general options (new campaign only)
    - Fixed an Imperial auxiliary unit being recruitable in Marian reforms (new campaign only)
    - Fixed some factions having ballista bastion recruitment in custom battle.
    - Fixed Taksashila only AOR hoplite unit (Baktrian province) missing from their roster.
    - Fixed Atropatkan general missing legs.
    - Fixed some Pontic units being in wrong barracks tiers, added their Bronze shield to thureos reforms.
    - Fixed Sinope faction having wrong starting units (new campaign only)
    - Fixed special Sparta tier 5 barracks missing effects.
    - Moved Scordisci Cauaros unit down one level in barracks recruitment.
    Update Notes 1.2.1b June 8
    *Only Part 1 updated for this fix update
    *Save game compatible

    Battle Changes/Fixes
    - Spear units have increased mass value, meaning that cavalry will have a harder time tossing them around and breaking their formation
    - Cavalry mass revisited, for example a non cataphract shock cavalry unit might have the exact same stats as a full cataphract unit but due to lower mass will have a harder time breaking through infantry formation
    - AI scythed chariot should be a bit better
    - Small tweaks to morale, units should be able to come back from rout a bit more
    - Small tweaks to various weapons
    - Small improvements to hoplite phalanx
    - Many fixes for wrongly assigned entries of units (animations, equipment, attributes, etc)
    - Marian and Imperial Legionnaires have bonus vs charging units now, making them stand out more. It is better to let them eat the charge.
    - Roman gladius slightly more effective vs infantry
    - Arrow towers now fire with higher arc meaning they will not burn down own walls and will be more likely to hit enemies, rather then kill their buddies (especially since you can't order them to stop)
    - Reduced matched combat precentage, improving combat engine a lot in various places (flanking, surrounding, hoplites/pikes)
    - AI hoplites should not be able to walk through players units but they will try to push them back instead
    - Surrounded and heavily outnumbered units should perform worse now, especially in case of being able to kill enemy

    Balancing Changes
    - Further increased sea sickness effect for transported land units on water (lowered stats).
    - Pontic subcultures can now confederate, thanks to Ygraine for the idea.
    - Slight reduction to extreme winter army movement negative.
    - Slight reduction to AI bonus income based on difficulty level to help with starting situations.
    - Small increase to tier 4 building basic growth bonuses.

    Other Fixes
    - Fixed a bug where razing a Hellenic major city could remove the primary city building.
    - Fixed an issue where sometimes training and military academy buildings would not be an option in some regions.
    - Fixed Arabian levy unit having an unused bow model.
    - Changed Chalkaspides description indicating they were an elite unit.
    - Fixed wrong starting AI bonus units given to Seleucids and Ptolemies at highest difficulties.
    - Changed Spartan Helot javelin and spear units to main city building recruitment.
    - Fixed Bastarnae faction being wrong culture.
    - Fixed emergent faction Sinope name being same as starting faction.
    - Moved Roman auxiliary Sarmatian cataphracts to more eastern provinces (Lugii, Sarmatia)
    - Changed some Thracian recruitment priorities.
    - Fixed some training technology effects not properly working.
    - Fixed an ancillary with a vanilla portrait.
    - Fixed Mercenary pike unit having old shields.
    - Fixed Taksashila female spies missing names.
    - Fixed a missing name for a Bithynian starting general (new campaign only)
    - Fixed Pontic cavalry unit having wrong population size.
    - Raiding now decreases public order a bit more.
    - Fixed special tier 5 Athens port missing supply ship recruitment.
    Update Notes 1.2.1a May 25
    *Only Part 1 updated for this fix update
    *Save game compatible

    Battle Changes/Fixes
    - Added text to phalanx abilities to explain single vs. double click attack orders.
    - Tweaks to barbarian spacing.
    - Added charge defence for Iphicratean Peltastai.
    - Minor tweaks to units stats (like too small ammo).
    - Fixed formation for Leukaspidai AOR unit.
    - Fixed anti cav bonus of short pikes.
    - Fixed wrong attribute groups for some spear units.

    Balancing Changes
    - Lowered CAI war declaration chances for friendly+ factions.
    - Lowered diplomatic negative faction traits a bit for some factions.
    - Changed Pergamon faction trait to a positive diplomatic bonus with Greek factions to help starting situation.
    - Reduced supply usage for AI nomads.

    Other Fixes

    - Moved Chalkaspides unit down one tier in barracks levels.
    - Fixed Egyptian karian and galatian spear units descriptions.
    - Fixed incorrect starting unit size for a Seleucid unit (new campaign only)
    - Fixed Ptolemaic thorax pike unit and Machimoi unit unlocking early.
    - Fixed Silver Shield pikes being locked in early reforms (new campaign only)
    - Re-added Basilikoi Peltastai to Seleucid roster
    - Fixed various units being wrong population class/size.
    - Fixed 2 gallic factions having too high starting treasury (new campaign only)
    - Fixed AOR spartan hoplite unit missing from Greek AOR population pool.
    Updated 1.2.1 May 21
    WARNING - various parts of this update are not fully save compatible, some issues with saves will arise including blank building slots, some culture changes and reform units being out of place.
    Both part 1 and part 2 of the standalone have been updated. You need to download both parts again for this update.

    Hellenic Overhaul
    - Overhauled rosters for Macedon, Epirus, Pontus, Athens, and the Ptolemaic Kingdom, see previews for more information. Reform changes are new campaign only.
    - Various updates and changes made to the rosters for Thrace and Seleucids. Also updated/altered parts of other Greek rosters.
    - Changed Greek population classes to have their own names rather than using the default. Changed Egyptian population class names.
    - Ptolemaic Kingdom is now Hellenic culture but its temples spread dual culture (egyptian and hellenic). Larger egyptian presence in their home province. (new campaigns only)

    Battle Changes
    - Changes to unit spacing, now barbarian spearmen should stand closer.
    - Various changes to unit mass.
    - Added short pike phalanx (good vs melee infantry and armoured units, weaks vs high attack and long pike units).
    - Tweaks to weapon stats, shield values, and units with too high base defense.
    - Small morale changes.
    - Tweaks to hoplite formation stats.

    - Population growth lowered a bit - Overcrowding kicks in a bit sooner and bonus from high public order slightly reduced.
    - Campaign army movement lowered by 20% in an attempt to decrease the army/city hopping. Will impact transport movement also, unfortunately.
    - Reactivated supply attrition for the AI to monitor how it does with it on (hopefully doesn't negatively impact larger AI empires).
    - Further decreased supply usage of AI when in allied territory.
    - Changed Thracian major cities to use correct wall settings. This will cause blank/unuseable building slots in save games for those cities.
    - Removed exotic stables option for Atropatkan and Parthia since they do not use it. Will cause same problem as listed above (blank/unuseable building slots)
    - Updated various unit cards. Aux/AOR/Merc cards should now all be updated versions.
    - Updated/improved many hamata/chain textures for Roman and Hellenic units.
    - Removed many pre-Marian auxiliaries from Marian auxiliary barracks (tier 3/4)
    - Changed Sparta main building trade option to be open to all factions but not have Reformed Agoge effects (new campaign only).
    - Lowered the starting Rome AI bonus units by 1, lowered the bonus income for historical major factions a bit.
    - Increased some AI reliability ratings (Greek/Roman) to improve allied behavior in diplomacy.
    - Lowered Major faction autoresolve bonuses to test how they perform with less positive modifiers.
    - Armenian unit skins now have more caucasian/western features.
    - Fixed Saka reforms not properly triggering.

    Other Changes/Fixes
    - Removed some local AOR troops from Thrace roster that are core units.
    - Fixed some thrace units having greek voices.
    - Removed food negative from eastern sanitation buildings, changed effects on city trade building.
    - Increased agent recruitment level effect by 1 for barbarian/eastern forum chains.
    - Changed some basic Roman recruitment priorities for AI so they will be more likley to upgrade armies.
    - Fixed Syracuse and Cimmerian citizen hoplites missing swords in combat.
    - Fixed AOR georgian unit description
    - Fixed missing political influence text for some factions.
    - Fixed tier 3 siege workshop income effect.
    - Added garrison units to the colony buildings in minor city chains.
    - Improved garrison units for the public garrison minor city chains.
    - Moved some thracian units higher in the recruitment barracks tiers.
    - Fixed egyptian political party colors in politics screen.
    - Fixed illyrian unit and numidian jav unit population size.
    - Fixed aor garamantine unit missing ammo.
    - Fixed edetani noble description
    - Changed non-hellenic pike units to use shorter pikes.
    - Fixed missing Reformed Agoge text for Sparta restricted buildings.
    - Changed recruitment points effects on temples to be recruitment cost reduction instead.
    - Fixed Bosphorus thureos spears having phalanx.
    - Fixed Meroe spearmen having incorrect description.
    - Fixed Roman amphitheatre missing garrison units.
    - Added small cost to Roman fortify stance.
    - Fixed circus maximus not being buildable if colosseum is present (now buildable off of horse ranch), changed effects to match.
    - Fixed 2 barbarian units missing phalanx type ability.
    - Fixed cloaca maxima PO bonus being too low.
    - Fixed Roman forum trade building missing PO negative.
    - Added beards to various early Roman units.
    - Fixed various iberian units being greyed out when they weren't reform units.
    - Fixed nomadic ballistas being recruitable too early in the barracks tree.
    - Fixed copper/iron tier 3 garrison settings, changed fort variant PO negative.
    - Fixed Massalia region effect text.
    - Added custom description to Antiochs main city building.
    - Fixed missing tier 2 recruitment for numidian sword unit.
    - Fixed Kartli missing supply baggage unit recruitment.
    - Fixed 2 Roman units not being recruitable from Rome main city.
    - Fixed Taksashila not being playable in MP campaigns.
    - Fixed 2 Roman auxiliary infantry units having the cavalry wedge ability.
    - Fixed some incorrect entity entries for barbarian hoplite type units that would cause odd behaviors in formation.
    - Fixed 3 scordisci units having wrong population class assignments.
    - Fixed typo in thureos reform text.
    - Small reduction to Macedon's diplomacy negative faction trait.
    - Fixed tier 3 trade iron and copper minor city buildings not providing the proper AOR troop recruitment.
    - Fixed basic spearmen recruitment missing for some african factions from tier 1 and 2 buildings.
    - Fixed barbarian major city tier 4 missing population effects.

    - Total War Hellas team for many great assets.
    - Solitudo and Maetharin for our new pike shield.
    - Commodore for research and help on Ptolemaic roster.
    Updated 1.2.09c February 20
    Updated Part 1 Only
    All updates save compatible
    To update, simply download part 1 again and overwrite it in your Rome 2 data directory

    Battle Changes/Fixes
    - Thracian falx infantry unit size reduced, base stats slightly increased
    - Fixed old stat entries for naval units, should be more effective against transported troops.
    - Fixed all remaining old unit entity entries
    - Rebalanced artillery and building HP (arty will be more usefull in sieges now)
    - Small artillery has reduced spacing
    - Polybolos a lot more useful
    - Fixed lack of ammo and wrong animation entry of Galatian Infantry of Pergamon
    - Towers a bit more deadly
    - Boiling oil should be a bit less deadly
    - Fixed pike spacing/entity entries to prevent odd formation behavior.
    - Fixed various barbarian units missing barbarian animations.
    - Removed multiplayer unit caps for most units.

    Building Effects Changes
    - Changed temple of Poseidon effect to be naval recruitment cost reduction.
    - Added small xp recruitment bonus to war temples.
    - Lowered minor town Greek stadia building income.
    - Removed empire maintenance negative on Colony buildings, increased PO bonus.
    - Moved some bonuses from quarry industrial building to mine version.
    - Lowered Major city fort variant PO negative, lowered trade variant income mod value.
    - Added some siege attrition bonuses to barbarian well buildings.
    - Added small empire maintenance reduction to research forum buildings.
    - Fixed eastern/hellenic trade/fort options for major cities giving too high corruption at tier 3.
    - Fixed missing population dummy effect texts for Roman/Greek minor trade ports.

    Smaller Fixes
    - Fixed typo in a year in history message.
    - Fixed a vanilla bug with slave buy/sell incident (eastern event) that did the reverse of what it said.
    - Fixed Pontus commander options in IA campaign.
    - Fixed vanilla bug where galatia/cappadocia are missing vanilla auxiliary region tags (new campaign only)
    - Fixed persian unit size population requirement.
    - Fixed Sparta roster in Macedonian wars, missing naval commander unit.
    - Fixed sicily emergent faction roster units.
    - Fixed raiding siege holdout effect text entry.
    - Fixed Ptolemaic reliability rating being 1 level lower than intended.
    - Reduced AI diplomacy likeliness to declare war settings.
    - Changed threshholds for friendly and very friendly back to vanilla values.
    - Increased cultural multipliers back to previous levels for diplomacy (should be friendlier with similar cultures)
    - Increased reliability values assigned to the different reliability ranks, most factions should be more reliable in diplomacy.
    - Added some updated unit cards.
    - Small increase to spies/champions amount at higher imperium levels.
    - Changed "initial challenge" at faction selection to "recommended difficulty" for factions.
    - Small reduction to walls/towers hitpoint values.
    - Added Roman cheekguard changes (now closed rather than open) - thanks to Glado!

    Smaller Fixes
    - Fixed a crash issue at max imperium in CiG.
    - Fixed rank depth for Atropatkan elite cav unit.
    - Fixed tier 4 hellenic sanitation PO effect being too low.
    - Fixed wrong/missing recruitment settings for 2 british units.
    - Fixed some auxiliary units not being properly assigned to aux unit sets.
    - Fixed morale settings for high unit casualties and another incorrect entry.
    - Fixed mauryan greek hoplites missing phalanx ability.
    - Fixed AOR indo-hellenic thureos unit name to better describe them.
    - Fixed AOR judean thureos unit missing javelins
    - Fixed some more baktrian pop unit sizes
    - Fixed special ports missing eastern tech requirements.
    - Fixed egyptian citizen cav missing swords in combat.
    - Removed testudo from an imitation legion unit incorrectly assigned.
    - Fixed missing AOR balearic slingers in HatG (new campaign only)
    - Small increase to baggage train movement values.
    - Fixed missing weapon/wrong animation for lugii cav unit.
    - Fixed emergent bithynia faction general options
    - Moved sparta tier 3 AOR units down to tier 2 since only sparta can build tier 3.
    - Fixed massalia celto hellenic unit morale value.
    - Fixed various factions having smaller numbers of ballista/artillery pieces per unit than they should.
    - Fixed AOR iberian unit missing javelins.
    - Fixed syracuse pikes missing shields.
    - Fixed parthian bodyguard unit being recruitable.
    - Fixed late triarii/allied units not properly using their specialized animations.

    - Glado for use of his Roman cheekguards submod in the main mod. Thanks!
    Battle Changes
    - Various stat and animations fixes and changes.
    - Pikes should have a bit better morale now.
    - Changed UI value scale for some stats for better display.
    - Iberians have 2 ammo for their melee and spear infantry.
    - Buffed growth of morale due to unit experience.
    - Bigger bonus for pike phalanx vs elephants.
    - Units should be slightly less eager to rout.

    - Increased some CAI reliability settings for a few factions.
    - Made trade agreements and non-aggression pacts a little easier to get, especially with friendly nations.
    - Changed some agent personality traits that had too many negatives and not enough positives.
    - Lowered the tax bonus previously given to player factions a bit.
    - Added baggage train recruitment for eastern, hellenic and roman factions to the public guard chain in minor towns.
    - Small decrease to some imperium diplomacy penalties.

    Smaller Fixes
    - Fixed some incorrect political party government texts.
    - Changed Legatus description to make it clearer he is both Marian and Imperial general option.
    - Altered Parthian's alternate army composition template to reduce infantry numbers a little.
    - Fixed a bug where Under siege would improperly show as a positive population modifier
    - Fixed population size/tier entries for many Baktrian units.
    - Fixed some incorrect effects for hellenic military ports.
    - Fixed massalian hoplites and greek thorax spears missing proper unit sets (so they wouldn't get proper bonuses)
    - Fixed bactrian horse archers having double stamina entry.
    - Fixed Asagarta emergent faction name and symbol.
    - Added infantry bodyguard option for Taksashila.
    - Fixed 2 massalia cav units missing wedge formation.
    - Changed some effects for eastern minor stadia buildings.
    - Fixed tier 4 horse forum building effect not working properly.
    - Fixed iberian cultures not being properly affected by another faction's expansionism penalty.
    - Increased cost of Gaesatae unit.
    Various changes aimed at helping later game AI build armies and properly manage:
    - Increased tax income for both AI and player.
    - Increased income for minor town city buildings.
    - Small reduction to commodity values, increased AI trade income a bit.
    - Turned off attrition from supply for AI for now.
    - Increased hidden income bonus to 1500 in GC (was already 1500 in other campaigns), lowered imperium 1/2 income bonuses to compensate
    - Improved AI bonus to corruption management and unit upkeep/cost a bit.
    - Added new AI bonus that increases building income for them. This should provide a small income bonus that gets better as they expand.
    - Reduced upkeep on barracks buildings since AI seems to build/keep them often rather than dismantling after conquest.
    - Small reduction to temple upkeep effects.
    - Altered some more CAI building values to increase economic building in later game.
    - Small increase to AI budget priority for armies.

    - Small increase to empire maintenance at highest imperiums to compensate for various income changes.
    - Reduced empire maintenance management character skill effects to prevent stacking and removing corruption as a mechanic.
    - Increased income on all higher tier buildings a bit to make them more worthwhile.
    - Lowered AI consumption of supplies a bit when in allied territory.
    - Increased liberation diplomacy bonus again, increased war diplomacy negative.
    - Made peace harder to get in certain situations, easier to get when faction is closer to defeat.
    - Slight reduction to occupy PO penalty over time (had increased it too much earlier)
    - Improved PO bonus on later tier temples for all factions a little. Now PO will go up a bit as you upgrade any temple.
    - Made trade agreements easier to get if neutral+
    - Slight increase to missile cavalry costs.
    - Lowered overall political action occurrences a bit.
    - Various unit cards updated.

    Smaller Fixes
    - Fixed effects on barbarian minor warhorse farm buildings.
    - Moved some Atropatkan units around in the population tiers.
    - Fixed Atropatkan generals all having the same appearance in battles.
    - Fixed missing name for rhodian marine unit.
    - Fixed atropatkan heavy archer animation entry (shield disappear bug)
    - Fixed Mauryan AI recruitment settings (new campaign only)
    - Fixed a wonder having a negative rather than positive effect
    - Fixed some incorrect recruitment entries in special capitals.
    - Removed an incorrect general recruitment option from Mauryan roster.
    - Moved nubian archer AOR unit up to tier 3 buildings.
    - Increased AOR syrian archer morale
    Battle Changes
    - Many stat fixes for various units.
    - Scordisci units slightly buffed in some places, assigned proper hoplite/pike behaviour to phalanx using units
    - Ranged damage slightly nerfed
    - Added base armour of 1, increased armour value of 2 to 3 - for balance sake it is easier to manage damage if there is any armour present at all.
    - Animation entry fixes here and there
    - Ekdromoi Hoplites function as "Chase" hoplites, which was their historical role. They do not use phalanx but run very fast and have good charge.
    - Attribute changes here and there
    - Levy and regular barbarian units have much more chaotic spacing
    - Arrow towers have slightly more arrows per volley and bigger range
    - Small tweaks to fatigue system
    - Units in woods have slightly better cover from projectiles
    - Cavalry charge slightly buffed

    Campaign AI Overhaul
    - Lots of changes to campaign AI settings, see this thread for details:
    - This will affect AI in save games (hopefully for the better)

    - Changed Eastern forum market building to be a food building since they already have the spice market building.
    - Added 2 new loading screens (thanks Tene!)
    - Increased starting celtic culture in germania minor (new campaign only)
    - Increased starting hellenic culture slightly in narbonensis (new campaign only)
    - Increased money gained from sacking.
    - Changed bonus ammunition effects to only affect missile units.
    - Lowered imperium diplomacy penalties a bit for lower/mid imperium levels.
    - Small reduction to attrition while sieging for attacker.
    - Small reduction to foreign culture PO negative at lowest imperium levels.
    - Small increase to income at lowest imperium levels to help small faction starts.
    - Added/fixed various unit cards.
    - Increased army cap by 2 at higher imperium levels.
    - Increased navy cap by 1 at higher imperium levels.
    - Lowered amount of battles required to level up political rank.

    Smaller fixes

    - Fixed Panormos emergent faction using Rome army names.
    - Fixed Pergamon thorax hoplites missing phalanx ability.
    - Changed Syracuse ruling party name to Hieronid.
    - Changed starting Syracuse general name (new campaign only)
    - Fixed incorrect text for one of Chiefdom government type's influence levels.
    - Fixed a sword attribute group having the wrong hide type associated (grass instead of forest)
    - Fixed Atropatkan roster missing ballista entries, fixed some mistakes in their recruitment entries
    - Removed some vanilla naked troops from celtic rosters.
    - Fixed stats for Massilian heavy marines.
    - Fixed various african factions using eastern naval units, fixed their descriptions.
    - Reverted Pella back to a normal major city for now due to a strange battle map bug (new campaign only).
    - Fixed some minor faction character/navy skills
    - Fixed pergamon ascelpius building missing effects
    - Fixed special ports not properly acting as supply line centers.
    - Fixed a Massilian unit missing from reforms.
    - Fixed Rorarii missing in roman custom battle roster.
    - Fixed Edetani and Lusitani missing AOR unit permissions.
    - Fixed minor townships variants being too high priced.
    - Fixed iberian garrison swords missing javelin models.
    - Added armor to Thracian peltasts, improved shields of an AOR unit.
    - Fixed bug where returning general to statesmen would level up his rank.
    - Fixed incorrect recruitment settings for Massalian hoplites and Thorax hoplites.
    Crash fixes
    - Fixed AI turn crash issue resulting from liberating basic barbarian minor towns.

    Battle Changes
    - Small morale tweaks.
    - Cavalry charge slightly better.
    - Small changes to hoplite and pike spacing.
    - Small changes to hoplite and pike formation bonuses.

    Smaller Fixes
    - Fix praetorians having reversed upgrades
    - Fixed egy citizen militia again just in case they are still invisible for some.
    - Fixed some emergent factions having reform units for generals so they would spawn without a general.
    - Fixed tier 5 sparta barracks missing effects
    - Fixed a lot of incorrect German unit descriptions.
    - Moved some German units around in barracks tiers.
    - Fixed eastern slinger unit size
    - Reverted some emergent faction general appearance changes for now.
    - Altered some effects on the farm warhorse chain.
    - Fixed voice entry for 2 carthage units.
    Crash Fixes
    - Fixed a script error causing a repeatable AI turn crash.
    - Removed income negative at higher imperiums for now in case that was a crash cause. Increased higher imperium upkeep/corruption a bit to compensate for now.

    Battle Changes
    - Changed thresholds for units going too fast into wavering state.
    - Slightly new morale display. Units now can be between two morale statuses, for example steady and shaken will blink in turns, telling the player that unit is on the brink of lowering their morale.

    - Increased movement range of nomad supply train units to equal infantry.
    - Reverted war declaration diplomacy changes for now due to some odd behavior.
    - Lessened some of the imperium penalties at imperium 3 to smooth the transition between 2 and 3.
    - Removed culture negative at higher imperiums for now.

    Smaller fixes
    - Fixed some incorrect secondary emergent/rebel faction entries (new campaign only)
    - Fixed legionary animations while running and out of ammo.
    - Changed xp bonus on eastern temples to be more specific instead of all units.
    - Fixed Boii noble unit holding spears incorrectly.
    - Fixed champion skill missing some effects at higher tiers
    - Fixed typo in garrison unit name
    - Added better unit cards for 2 Agema cav units
    - Lowered quartermaster ammo bonus.
    - Fixed Armenian Nakharar unit attribute setting.
    - Fixed a hoplite attribute group missing charge reflector
    - Fixed AOR Paphlagonian cav unit officer standing on horse like a crazy man.
    - Fixed Aux Roman Pannonian cav voice entry
    - Fixed some Atropatkan unit population settings and barracks tiers
    - Lowered some of the higher tier imperium effects from last update.
    - Updated various unit cards.
    - Changed some CAI budget and other entries to try to encourage larger empires to recruit better.
    - Lowered diplomacy bonus for satrapy/client state treaty.
    - Small reduction to Macedon's diplomacy negative trait.

    Smaller Fixes
    - Fixed invisible egyptian garrison unit
    - Moved Atropatkan cavalry in barracks tiers a bit.
    - Fixed a missing effect on an eastern temple line.
    - Reintroduced Client state/satrapy levy system for player. They should be restricted by reforms.
    - Increased various imperium negatives at higher imperium levels to try to increase mid/late game difficulty. This will negatively impact current mid/late game income levels - you have been warned
    - New Campaigns only: Added Pella and Knossos special capitals. Knossos battle map should now use a major port map rather than crashing. It will have walls so its not a perfect solution, but its better than the crashing broken battle map from vanilla.
    - Added new upgrade tech for imperial Roman reforms to hopefully fix bug with that reform.
    - Changed various emergent faction general appearances to add variety.
    - Increased cost/upkeep of mercenary naval units.
    - Moved various Iberian units around in recruitment buildings to make better use of barracks.
    - Lowered some positive diplomacy values based on culture type.
    - Increased AI food bonus to help prevent larger empires starving.
    - Increased civil war chances at higher imperium levels, lowered political party power level by 10 for various chance levels.

    Smaller fixes
    - Turned script logging off for grand campaign, may improve performance a bit.
    - Fixed roman units holding no weapon after using ammo.
    - Fixed Corsican swordsmen weight classification
    - Fixed AOR tarantine cav unit card missing flag.
    - Changed some garrison unit names and effect text to try to prevent bug with missing building effect text.
    - Fixed British factions being able to build basic celtic temples after last update.
    - Fixed wrong pop unit size for an iberian unit.
    - Fixed incorrect text for some government types.
    - Added mercenary ships to red sea (new campaign only)
    - Removed some wrong units from kartli custom battle roster.
    - Changed pop tier class for an Armenian unit and an Atropatkan unit.
    - Fixed Corscia/Sardinia emergent faction names.
    - Fixed Edetani unit name being mistakenly greyed out in recruitment window.
    - Fixed Iceni sword master unit bugged swords.
    - Fixed name of Iberian mercenary unit.
    - Fixed missing name of Edetani general (new campaign only)
    - Fixed some unit names/descriptions
    - Changed growth bar settings so it should be a bit more standard (will still move around some)
    - Lowered armor for some citizen militia units.
    - Changed Pontic sword unit to a unit that stays after reforms, fixed starting unit (had a thorax unit at start)
    - Fixed an imperial Roman aux unit missing in Belgium.
    - Fixed syracuse party colors being too similar in politics screen.
    - Fixed 2 hoplite units missing disciplined trait.
    - Fixed Atropatkan missing artillery recruitment.
    - Changed Food Population growth modifier to look at local supply levels rather than overall faction food. This will change growth numbers in current save games.
    - Changed better garrison units to override worse units. Will impact some garrisons in save games.

    - Moved AOR subeshi archer unit to chorasmia region.
    - Fixed 2 units missing heat resistance
    - Fixed Meroe missing naval units.
    - Fixed some invisible carthage units.
    - Fixed Colchis wrong voices for some units.
    - Changed 2 emergent faction emblems.
    - Removed empty scabbards and extra pilum from Roman units.
    - Fixed macedon agriculture stables effect.
    - Changed Seleucid intro text to read Lydia rather than Sardes.
    - Moved some british/caledonian/iweriu units around in barracks levels.
    Balance/Major Changes
    - Razing or Looting a settlement now results in less population once you take it and settler population won't arrive on the first turn.
    - Reduced Razing's one turn positive PO bonus, changed over time bonus to small negative.
    - Small increase to replenishment requirements for population system (reduced them a bit too much previously)
    - Small increase to population class 1 base growth.
    - Updated historical battles to use more varied DeI units.
    - Fixed some factions not having access to new resource building chains.
    - Fixed incorrect government types for various factions. This will shift their political party power effects in save games.

    - Updated 3 late carthaginian units with improved textures.
    - Fixed some of the forum slave building effects, fixed eastern tier 4 cost.
    - Fixed early Triarii and Extraordinarii units missing phalanx ability, Late Triarii being classified incorrectly.
    - Fixed 2 unit cards for some German units.
    - Fixed German berserkers not holding weapons.
    - Fixed a wrong building slot in Mac Wars region (new campaign only)
    - Fixed wrong unit population size for caledonian clubmen.
    - Changed some starting units for Syracuse in HatG (new campaign only)
    - Changed frontend difficulty descriptions for factions to fit a bit better.
    - Fixed an Epirus starting unit (new campaign only)
    - Moved 2 indian AOR unit to farther east areas.
    - Lowered armor value for african and arabian garrison horse skirmisher units.
    - Changed Armenian starting general unit (new campaign only)
    - Removed some basic celtic units from Massilia core roster.
    - Fixed egypt citizen militia missing swords in combat.
    - Changed Scordisci missions texts to the right faction name.
    - Moved a pontic cav unit down one level in barracks.
    - Added infantry unit for Mauryan commander options.
    - Fixed missing javelin weapon entry for medewi unit.
    - Increased PO bonus on some barbarian temples to match others.
    - Changed Parthia starting stables to tier 1.
    - Fixed some major towns losing walls and having wrong battle map when damaged.
    - Lowered refresh rate of some elephant mercenaries in various spots.
    - Fixed marine units on 2 late roman ships.
    - Moved carthage HatG elephants off of commander units.
    - Fixed a mistake in a year in history message.
    Battle Changes
    - Flanking morale penalty taken out due to how messed up it was, rear attack penalty increased
    - Slowed down combat a bit
    - Increased staying power of levy units
    - Hoplites more useful when in hoplite formation, less useful when out of it
    - Increased fatigue penalties
    - Barbarian spacing slightly more spread out on levy units
    - Arrows have more realistic flying speed thanks to advice from Petellius
    - Slightly increased shield missile block chance
    - Fixed some units missing ammo entries.
    - Fixed various units with incorrect animation entries, causing them to not be able to fire javelins.
    - Added guerilla deployment to 2 missile units missing it.
    - Changed flank attack warning to "formation breached"

    Balance Changes
    - Changed Replenishment population system - lowered the amount of population it was looking for, fixed it disabling replenishment for the whole region.
    - Small increase to AI tendency to declare war.
    - Increased chances of vassals rebelling, especially when they hate their overlord.
    - Slightly lowered diplomatic bonus for making peace.
    - Small decrease to some AI bonuses, especially at lower difficulty levels.
    - Added units to Pyrrhus' starting army if player is Syracuse to help that faction a bit with Rome (based on difficulty level, probably only for new campaigns)
    - Increased diplomacy penalties a bit at higher imperium levels.
    - Small player bonus income at lowest difficulty levels.
    - Small decrease to how much overcrowding affects population tier 1, small increase to min settler bonus for tier 1 (when there is 0 pop)
    - Updated all emergent faction spawn rosters with mostly local core units rather than garrison units.

    Smaller Fixes
    - Fixed city building disappearing when razed again (hopefully got them all this time!)
    - Fixed hoplites holding sword and shield in hand during combat.
    - Fixed Ephesus emergent faction emblem
    - Greyed out Roman baggage train names from later reforms in recruitment window
    - Changed population class of 2 steppe units
    - Changed an effect for one of the spy traits
    - Shortened Ostia effect text so it takes up less room in Rome's building tab
    - Added message indicating Rome/Carthage escalation script toward war is beginning when Rome secures southern italy
    - Fixed kartli's political party power colors (2 were the same)
    - Fixed Hellenic civil town tier 2 missing income
    - Fixed some units missing from population assignments
    - Fixed Pergamon's effect bundle emblem image being the old one.
    - Altered some starting political party power levels to better balance them (new campaign only)
    - Fixed some effects on eastern buildings.
    - Fixed saka reform text mistake.
    - Fixed a missing event image.
    - Fixed various greek factions/emergent factions being able to confederate (should only be core greek factions)
    - Fixed various building effects that were wrong when building was damaged.
    - Fixed carthage port effect having a wrong entry
    - Various text fixes for units and a year in history message.
    - Changed pop replenishment deactivated effect bundle and mouseover text to better explain it.
    - Lowered some vanilla variables for assassination.
    - Fixed Medewi and Nabatea missing supply baggage train units.
    - Changed Etruscan faction name for both main and emergent factions.
    - Fixed some unit sizes being wrong in terms of population cost for Iberians and Thracians.
    - Added weapon/armor workshops to technology UI (can't have all buildings, wouldn't fit)
    - Fixed 2 missing unit cards.
    - Fixed not being able to convert special capital buildings to their other types at tier 3/4
    - Fixed effect scope for raiding siege holdout reduction being wrong type. Effect should work now.
    - Changed "overcrowding" text to "Overcrowding/Base Growth" to better explain that population growth modifier.

    1.2.01 January 7th
    Battle Update
    - Negative 5% to hoplite melee attack penalty when in formation (Lowered from 30% to 25%)
    - Replaced elephant berserk with run amok for now, until we properly balance them
    - UI Changes - added ammo count to melee and spear infantry
    - Weapon deadliness taken away from the UI of all units classes except melee infantry
    - Added bonus vs elephants in UI of melee infantry
    - Added bonus vs elephants and cav in UI of spear infantry
    - Small tweaks to morale

    Major Fixes
    - Fixed minor township buildings missing after razing. This fix will mean there will be 2 versions when converting level 1 minor towns for technical reasons.
    - Slight increase to cost for missile cavalry units.
    - Increased Mercenary cost by 25%, reduced upkeep by 25%
    - Fixed some wall/road effects being 0 when building is damaged (caused walls to disappear, woops!)
    - Changed barracks recruitment tiers for various british troops
    - Small increase to imperium 1/2 income bonuses to help smaller faction starts

    Smaller Fixes
    - Fixed Egyptian level 1 temples missing some effects.
    - Fixed various unit names and descriptions for Syracuse.
    - Trimmed down Syracuse roster to remove some copy AOR units.
    - Fixed some playable factions having missing % "senator" text on their politics screen.
    - Removed an incorrect unit in Sparta's campaign roster.
    - Fixed multiple incorrect recruitment entries for eastern minor towns tier 3/4
    - Added missing faction emblem for 2 emergent factions.
    - Changed faction emblem for some emergent factions so they are different from starting factions.
    - Fixed iron/copper tier 3 trade versions having too many garrison units
    - Fixed Edetani nobles unit size
    - Fixed Baktria leader having wrong name (new campaign only)
    - Limited indo-hellenic AOR units to farther eastern areas
    - Small bump to Roman/hellenic level 2 farm income (was same as level 1)
    - Small decrease to upkeep for level 1 temples
    - Fixed Baktrian archer charge bonus
    - Fixed missing unit card entry for an african archer unit
    - Added sicilian AOR unit to Syracuse AOR group so they cost pop 3 instead of pop 4.
    - Changed Rome's selection difficulty to "normal" on faction selection screen.

    Major Features - See Preview thread for details
    - Population system added
    - Battle overhaul - hoplites/pikes improved, formation attack removed, animations and overall battle dynamics vastly improved
    - New Grand campaign scenario and map added
    - Many new playable factions and roster overhauls
    - New unit cards for many units, still WIP
    - Buildings/income overhaul - new special region buildings
    - New trait system
    - New politics system
    - Improvements and variations added to minor and major faction rosters across the board.
    - Specialized starts for some player factions based on difficulty level.
    - Improved load times for save games and from battle to campaign.

    Minor Fixes
    - Too many to list! Seriously, hundreds of minor fixes and changes across the board to polish the mod.
    - The best way to understand this update is to try it - simple as that!

    Work in Progress
    - We are still working on the beta to include new features and will be actively tracking and fixings bugs and problems.
    - Some features still WIP - Hellenic factions overhaul for various rosters, Tribal unification idea, client state levies reintroduced, and other ideas also
    Last edited by Dresden; January 08, 2018 at 04:06 PM.

  2. #2

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Great news! Is this download compatible with the steam verision or do I have to delete that in order to install this?

  3. #3

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    You have to deactivate the Steam version, this is not compatible with the 1.1 version. It is also not compatible with 1.1 saves.
    Last edited by Dresden; January 06, 2017 at 01:04 AM.

  4. #4

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Thanks for clearing that out, so no need to delete it from the mod manager? So those two above parts is all that is needed or do I have to go into the old download thread and get part 1 and 2 as well?

  5. #5

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    You literally made my weekend excellent.

  6. #6

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

  7. #7

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Quote Originally Posted by Baalbeckius View Post
    Thanks for clearing that out, so no need to delete it from the mod manager? So those two above parts is all that is needed or do I have to go into the old download thread and get part 1 and 2 as well?
    All you need is the 2 parts in this thread listed above, thats it. Make sure to click "enable out of date mods" in the mod manager.

  8. #8

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Thanks, seems to work pretty well. Wonderful mod! =)

  9. #9

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Great to see this 1.2 going to start playing and reporting back to you.
    Just to be clear i still need all the DEI from steam parts 1-6
    and then just add the new 1.2 files Divide et Impera 1.2 Part 1 (Mirror)
    Divide et Impera 1.2 Part 2 (Mirror)
    to the steam folder.

    I dont need to delete or uninstall any part of DEI from steam parts 1-6?


  10. #10

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    You dont need any steam parts as I said. You need to deactivate the steam version if you use this beta

  11. #11

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Looks beautiful! Good job guys! Can't wait for the full release

    One question though. I noticed Carthaginians wear faded green and tan tunics. Even the Sacred band lost their distinctive purple capes. Is this a design decision or a bug on my side?
    ---------------------------------Check out my mod --------------------------------

  12. #12

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    She's a beauty, Gents. A true work of art.

  13. #13

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Quote Originally Posted by JustDoit8 View Post
    Looks beautiful! Good job guys! Can't wait for the full release

    One question though. I noticed Carthaginians wear faded green and tan tunics. Even the Sacred band lost their distinctive purple capes. Is this a design decision or a bug on my side?
    We haven't worked on Carthage yet but they will get some changes later on. Not sure why they lost them now.

  14. #14

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Goddamn, I'm off work until monday and you drop this today? Amazing stuff, thank you
    Formerly known as Commodore.

  15. #15

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Quote Originally Posted by JustDoit8 View Post
    Looks beautiful! Good job guys! Can't wait for the full release

    One question though. I noticed Carthaginians wear faded green and tan tunics. Even the Sacred band lost their distinctive purple capes. Is this a design decision or a bug on my side?
    Was a design decision to remove the cartoony colours.

    Also I did do some work on Carthage, you should see new shields added and better linothorax textures.

  16. #16

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Quote Originally Posted by Don_Diego View Post
    Was a design decision to remove the cartoony colours.

    Also I did do some work on Carthage, you should see new shields added and better linothorax textures.
    Oh yeah, I have noticed the the new shield and linothorax patterns along with some more color on helmets ....and I love it! Still, the elite members of sacred band should at least get capes of color different from what looks to be feldgrau or sand blue

    Aslo, are there plans to give different linothorax models and improved textures to the low tier Greek phalangites and hoplites for Epirus, Hellenic AOR and mercs.? I mean something like the rework featured in the Sparta update.
    Last edited by HighOnTea; January 06, 2017 at 02:33 PM.
    ---------------------------------Check out my mod --------------------------------

  17. #17

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!


    You should give more bonuses for the 2 class. After a point it is almost impossible to recruit them. like 3% extra would be nice (in base). Seleuids's satrapies seems to stick with you no matter what! Quite weird!! (I have food, +100 public order, no wars and buildings for 1st and 2st class)

    The AI is too passive

    The AI does not give you any challenge

    The AI accepts peace too easy?

    I played as Selecuids and SPQR VH/VH

  18. #18
    FlashHeart07's Avatar Praepositus
    Join Date
    Nov 2013

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Remember that the hardcore submod can and will fix some of these "issues", but we have to consider the fact that this mod have a broad range of users and we need to satisfy everyones need. sort of.
    And besides, you are playing as a major faction and as the Selecuids you also have satrapies which mean that the AI will be reluctant to wage war as it considers your size.

  19. #19

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Normally the satrapies rebel against the Seleucids pretty early on so that is indeed strange. But, every campaign is different in that regard. The larger starting factions are always going to be easier.

    1.2 is actually harder in all of our testing than 1.1, especially for Rome's start. So, either you had a weird occurence, you are using some other submods/mods that conflict, or you are just that good

    I recommend trying out the hardcore submod if you want a more aggressive AI.

  20. #20

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Quote Originally Posted by JustDoit8 View Post
    Oh yeah, I have noticed the the new shield and linothorax patterns along with some more color on helmets ....and I love it! Still, the elite members of sacred band should at least get capes of color different from what looks to be feldgrau or sand blue

    Aslo, are there plans to give different linothorax models and improved textures to the low tier Greek phalangites and hoplites for Epirus, Hellenic AOR and mercs.? I mean something like the rework featured in the Sparta update.
    Yes there are some plans to further improve hellenic units in the future, and I think an update for various linothoraxes. Some rosters like Rhodos have some great new linothorax textures, maybe we can find more to replace the older/vanilla ones. Also I will probably re-do custom colours for sacred band units with a more natural purple colour. At the time it was easier just to remove the current colours and start again as that green and red scheme was not great...

    Also @ AugustusRoman, try a smaller faction. I just loaded up a Rome campaign and fought a bloody war with Epirus and Syracuse for decades, only when Syracuse was surrounded and had lost several battles with Rome and Carthage, did they try to sue for peace. The faction power balance seems to make a big difference in that.
    Last edited by Don_Diego; January 06, 2017 at 04:37 PM.

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