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Thread: [Download & Installation] Divide et Impera 1.3.2a - Updated April 16 2023

  1. #1801
    KAM 2150's Avatar Artifex
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    Default Re: [Download & Installation] Divide et Impera 1.2.3e - Rise of the Republic August 17

    Original game has mod manager built in when you start the game.
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  2. #1802

    Default Re: [Download & Installation] Divide et Impera 1.2.3e - Rise of the Republic August 17

    Ok, thanks.

  3. #1803

    Default Re: [Download & Installation] Divide et Impera 1.2.3e - Rise of the Republic August 17

    Hello. I've subscribed to the all three parts and downloaded them. I checked them at the mod manager. When i enter the game, i see Divide et Impera interface but when my campaign starts, many of the textures are missing at the descriptions. All things seem smushed and there are missing sentences. How can i fix this? What did i do wrong? Also another question, when i enter the game, first it was original interface, i entered the mods tab from main menu and i checked a box about mods. Is it about that? Please help me. Thank you.

    I've posted my problem but it did not appear. What is the problem if i may ask?

    Quote Originally Posted by dantethenephilim View Post
    I've posted my problem but it did not appear. What is the problem if i may ask?
    Nevermind i got it. GUYS! I've installed a clean version of Rome 2. After that i downloaded the steam version of DEI. All three parts. I checked the boxes before entering the game. When i enter the game, i see the DEI interface, its all good for now. I start my campaing. I see Rome, my capital, i click on it, there are buildings. I want to see what that building does, when i hover my mouse on it, the descriptions that appear on the left side are not entirely there. Half of them are missing. Some words and sentences are not there. What am i doing wrong? Is this how it is supposed to be? I've tried some things but none of them helped and i could not find a solution to this problem inside the forum. I beg you to help me.
    Last edited by ♔Greek Strategos♔; December 14, 2018 at 12:49 PM. Reason: Merged posts.

  4. #1804

    Default Re: [Download & Installation] Divide et Impera 1.2.3e - Rise of the Republic August 17

    Quote Originally Posted by dantethenephilim View Post
    I've posted my problem but it did not appear. What is the problem if i may ask?
    That's pretty vague? Which problem are you talking about, this appears to be your first post so I don't really see how we can help you when you don't give use anything to work with.

  5. #1805

    Default Re: [Download & Installation] Divide et Impera 1.2.3e - Rise of the Republic August 17

    I am posting my problem with details but mods are not approving it, still. Am waiting.

  6. #1806

    Default Re: [Download & Installation] Divide et Impera 1.2.3e - Rise of the Republic August 17

    Did you get a message that it was removed? Posts don't need approval to be posted. Anyway if you found a bug, you should report it in http://www.twcenter.net/forums/showt...eports/page239

  7. #1807

    Default Re: [Download & Installation] Divide et Impera 1.2.3e - Rise of the Republic August 17

    I've reported my problem to the link you've send me. I am so tired, i hope that help will arrive soon. Thank you.

  8. #1808

    Default Re: [Download & Installation] Divide et Impera 1.2.4 - Updated December 24

    Update 1.2.4
    *Both Parts 1 and 2 of the standalone mod have been updated!
    *Save game compatible.


    Battle Stats Overhaul Based on KAM's Experimental Pack
    - Extensive stat overhaul that makes them much easier to understand and compare.
    - Larger importance placed on unit armor and experience.
    - Added minimum amount of ranks per units type, no more “spaghetti” lines.
    - Battle AI overall has been improved in terms of AI decisions and strategy.
    - Formation attack has been removed to fix the issues with AI Roman units being underpowered in some situations and problems with animation teleporting.
    - Romans now have an ability that will allow them to hold formation.
    - Unit speed is now more streamlined and varied. Heavy and medium infantry are unable to sprint outside of charge, light infantry moves noticeably faster.
    - Overall, walking speed has been increased to avoid prolonged march or waiting for reinforcements
    - Spotting Distance Reworked – due to AI improvements in recent CA patches, AI does not benefit anymore from nearly unrestricted unit spotting. This patch how reworked has spotting works, making light units more useful due to their better scouting. Player will not be able to see enemy deployment, making your own deployment more important as you won’t be able to perfectly set your own units vs AI deployed units. Units with guerilla deployment and good hiding skills are more dangerous and useful.
    - Unit Cost Overhaul – units have their prices redone to match new changes to unit stats.
    - Various tweaks to unit UI and stat representation.
    - Spear and pike infantry are noticeably better at defending from cavalry charges.
    - Roman auxiliary cavalry is now working as a ranged/melee hybrid, skirmishing for a bit before closing in for a charge.
    - Single soldiers can be again attacked by multiple enemies, meaning melee is not restricted to 1v1 fights.
    - Wardogs reworked, they are very effective vs light units but very weak vs armoured units
    - Elephants a bit better in melee, morale slightly increased, armour slightly reduced
    - Elephant charge fixed – We have figured out a game issue that wouldn't allow elephants to cause significant damage, especially deadly vs light units
    - Chariot damage from charge figured out - Chariots deal better damage if they fight in deeper formation as following ranks ride over knocked down infantry, especially deadly vs light units
    - Ranged infantry is now much weaker vs cavalry charges
    - Lowered morale penalty for death of your commander during battle
    - Increased HP of buildings by 50%
    - Fixed floating dead horsemen bug for some cavalry units.
    - Short pikes are now better vs armoured units
    - Germanic pikes size increased from 200 to 300 due to being light, short pike unit


    CAI Overhaul by ScipioTheGreat
    Listed below is a brief overview of the changes and additions to the CAI with this rework. It is important to note that these are dependent on faction personality settings, probabilities, and a number of other general factors.
    - AI minimum success chance to attack: 25% -> 40%
    - Better financial/development management and decision making
    - Will utilize navies in a more beneficial way. Following action ratings have been increased:

    • Defend settlements
    • Protect strategic areas such as sea regions
    • Smarter and higher use of stances, and will raid/patrol in more decisive areas

    - Invasions and attack operations will be more frequent, powerful, and impactful on the campaign map

    • Bigger build up and larger groups used
    • Higher chance of fellow AI allies participating & providing support
    • Other Neutral/hostile factions will take advantage of the opportunities that arise from these events, and one can expect more war declarations and military actions against either the attacker, defender, or both

    - AI will exploit any windows of opportunity more frequently and aggressively. Strategic placement and defense is of much greater importance
    - Varying on the faction type and personality, Settlements are more likely to be the targets of attacks, and desirability to capture strategic regions has been raised
    - More effective stack management introduced:

    • Navies wont get stuck in far out sea areas
    • Pathfinding issue over land that caused stacks to get stuck while en-route to an objective has been fixed
    • Abnormal defense actions and retreat decisions fixed
    • AI will group stacks together to be used in various roles, such as defending, attacking, and movement actions
    • Minimum navy and army stack unit numbers increased

    - Nearby threats and events will see a higher chance of response by the AI. If the player is noticed building up and massing forces, the AI is more likely to provide response measures
    - Agent use and management reworked to be better balanced.

    • Used defensively more
    • Attack regional enemy agents
    • Support army forces and attack operations

    - More realistic and improved weighting values. Decision and action-making will be more appropriate and intelligent. The AI will take a number of reworked variables into consideration
    - Financial management changed to make the AI focus more on economical, military, and naval development and funding, instead of less important aspects

    • More naval spending
    • Lowered and balanced cost and reoccurring upkeep considerations
    • Increased Diplomatic funding slightly, and funding to be more viable for urgent and valuable agreements
    • Better long-term development decision making



    Traits Overhaul - See Preview
    - New Changing Traits that will increase and decrease based on in game actions and situations.
    - New Background Trait images that will help distinguish the different ones.
    - These traits will be added in save games and should be compatible.

    Armenian Appearance Update & Changes by Agrez - Preview
    - All Armenian units have had their looks updated with newer textures and assets.
    - Faction name, character names, population classes, party names, and faction leader title have all been changed to be more historically accurate.
    - Big thanks to Agrez for the appearance overhaul and Vardan for all the help with research and faction information.

    Ancillary Changes
    - Ancillaries have been moved to different slots. There are now 3 slot types: Equipment, Military Advisor and Civilian Advisor. In save games, some ancillaries may disappear but will reappear when the slot is changed the first time.

    Agent Skill Changes
    - Agent skill effects have been changed and reworked. Many older and obsolete effects have been replaced. Some ability unlocks have been moved to different skills.

    Pirates & Raiders
    - New Pirates mechanic! At various turns depending on the faction, pirates have a chance of spawning in traditional raider areas. So, watch out!

    New Medewi Units
    - 2 New Medewi units have been added for the ancient Kingdom of Kush. One is a very unique quilted cataphract unit and another is a noble archer unit.

    Balancing/Fixes
    - Added season effects to the RoR DLC campaign. Armies should now have a bit less movement as intended.
    - Small reduction to party loyalty and sanitation effects from technologies.
    - Changed "squalor" public order effect to "unrest" instead to distinguish it from the sanitation/squalor system.
    - Changed faction group traits for Daco-thracian and Illyrian tribes to increased income from battle captives and increased detection of hidden armies and characters.
    - Changed one of Rhodes' faction traits to improve naval movement in campaign and battles.
    - Added some of the new Etruscan units from our RoR roster to the GC Etruscan roster.
    - Fixed Mercenary elephant units cost/upkeep being accidently lowered. They are now expensive again.
    - Changed Mauryan elephant unit armor to be more in line with other elephant units.
    - Added extra food from regions in the Macedonian Wars campaign.
    - Decreased the food cost of level 1 Foraging.
    - Changed Seleucids to start as a Kingdom rather than an Empire (new campaign only)
    - Added fertility effects to various character personality traits.
    - Lowered child mortality rates a bit.
    - Reduced Empire Maintenance lowering effect from female character ranks.
    - Changed Triumph trait triggers to work properly.
    - Reduced loyalty effects from husband and wife ancillaries since they were stacking.
    - Changed temple upkeep to affect only its region rather than the entire province.
    - Roman Antesignani unit changed to be a heavier armored unit to better match sources and help distinguish it from the Marian auxiliary options
    - Illyrians now have access to supply ships.
    - Changed various main menu background options to new images rather than the old help tips. Thanks to Jim_Riley for one of the images.

    Smaller Fixes
    Spoiler Alert, click show to read: 
    - Fixed mispelled Egyptian Galatian unit name.
    - Fixed Armenian Medium Cavalry having wrong animation assigned, fixed Nakharar and Medium cavalry having ammunition assigned.
    - Fixed Mauryan bodyguard unit having concentrated fire ability.
    - Changed Mauryan 2h mace unit to population class 2.
    - Fixed mispelling in Rhodes' faction name in Macedonian Wars.
    - Fixed incorrect value when damaged for an effect on a tier 4 Armenian temple.
    - Added missing sanitation effects for Carthage technologies in HatG.
    - Fixed Egyptian female characters in IA campaign having double political traits (only affects new characters probably)
    - Fixed Volsci RoR faction having 2 starting celtic units (new campaign only)
    - Fixed some Roman Iberian auxiliaries having the wrong audio type.
    - Fixed HatG and IA Roman auxiliary barracks missing banditry and PO effects.
    - Removed Sparta and Rhodes special capitals from Mac Wars campaign since they are walled cities in that campaign (new campaign only).
    - Fixed a typo in a year in history message.
    - Fixed the Colosseum having a lower public order bonus than the tier 4 arena building.
    - Fixed Italians missing elite cavalry recruitment entries in RoR.
    - Added starting farms for Macedon in Macedonian Wars campaign so they don't start out negative food. (new campaign only)
    - Fixed Seleucid/Baktria missing supply baggage train recruitment from grain silos.
    - Fixed AOR Libyan Cavalry unit missing weapons.
    - Fixed Caesar in CiG starting with 2 political rank traits.
    - Fixed Cretan archers having bugged shield displays.
    - Removed Thorax pike commander options from several Greek factions mistakenly left in the mod.
    - Fixed several units missing from Rhodes' custom battle roster.
    - Fixed Rhodes' chapter missions using Pergamon missions in the later game (new campaign only)
    - Fixed Sparta in WoS original submod missing government and faction leader texts.
    - Fixed CiG Roman roster missing Chieroballista.
    - Slightly turned down fertility rates, removed some fertility bonuses previously added to a few personality traits.
    - Fixed Medewi missing navies and artillery in custom battles.
    - Added food consumption to Colosseum
    - Fixed Thracian gold town having wrong icon.
    - Fixed missing CAI values for Bibracte special capital, the AI should now upgrade it.
    - Fixed missing name and some effects for tier 5 Odryssian library.
    - Reduced various ancillary effects since you can have 3 per character now.
    - Fixed Pontic Bronzie Shield population class assignment.
    - Added Georgian sword unit to Kartli's roster.
    - Added Armenian mercenary unit to Caucasian mercenary pool (new campaign only)
    - Fixed most garrison hoplites having the old shorter spear type.
    - Fixed a typo in the Etruscan hoplite unit description.
    - Changed the Libyan roster in HatG to use the newer units from recent overhauls.
    - Fixed some AI Iberian factions missing units from rosters in HatG.
    - Added Bibracte special capital to IA campaign (new campaign only)
    - Lowered amount of food gained from spy's steal food ability.
    - Increased food production and income from tier 3/4 fishing ports.
    - Fixed unit description for a Parthian sword unit.
    - Fixed a Mauryan sword unit missing javelin models.
    - Increased some ancillary effects that were lowered too much previously (for melee attack/defense)
    - Lowered diplomatic negative for trespassing.
    - Fixed Daci rebel flag emblem that was too dark.
    - Fixed spy skill having wrong tier 2/3 effects (values were reversed)
    - Fixed Bibracte having wrong garrison assignments.
    - Fixed missing unit set assignment for Syracusian Royal Cavalry.
    - Fixed Pontic Lancers and Peltasts not being upgradeable at Thorax reforms. This fix will only be effective in campaigns that have not hit Thorax yet.
    - Fixed Illyrian tier 4 port missing its name.
    - Increased food from Piraeus special building to go along with recently increased fishing food port buff.
    - Fixed Mauryan bodyguard unit missing javelin models.
    - Slight increase to Athena temples research and culture bonus.
    - Fixed some chapter mission images having the wrong cultural type


    Credits
    - Huge thanks to Agrez for the work on the Armenian visual update! Including some new and previously used assets from Nez, Cataph, Kaziel and Stealth4Health.
    - Big thanks to all the various testers who helped do targeted testing on the new CAI and BAI including hoho96, Helvetinbarbaari, Lysander of Sparta, Satansblofish, Burtonias, Alexander, DMW, Grand Admiral Gilad Pellaeon, Matelagnier, TheHellene and Weedo Imperator.
    - Thanks to Vardan the Great for help with the Armenian research and faction information.
    - Thanks to Lysander for the preview video!
    - Thanks to Jim_Riley for one of the new background images.
    - Massive thank you to all the people who helped test the beta and give feedback, we could not have done it without our wonderful player community!

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  9. #1809
    Centenarius
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    Default Re: [Download & Installation] Divide et Impera 1.2.4 - Updated December 24

    Giggity...........

  10. #1810
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Download & Installation] Divide et Impera 1.2.4 - Updated December 24

    Quote Originally Posted by Fluke View Post
    Giggity...........
    Spoiler Alert, click show to read: 

  11. #1811

    Default Re: [Download & Installation] Divide et Impera 1.2.4 - Updated December 24

    Armenia's starting general is named Sham, it should be Arsham (Hellenize version is Arsames) Also Orontes is the Hellenize version of the Armenian Yervand. Are the names going to be in the Hellenize version, or how the natives would say it?

  12. #1812

    Default Re: [Download & Installation] Divide et Impera 1.2.4 - Updated December 24

    We updated all the names and political party names to be more accurate. I am not sure which was chosen, that is a question for Vardan or KAM.

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

  13. #1813
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: [Download & Installation] Divide et Impera 1.2.4 - Updated December 24

    Quote Originally Posted by Dresden View Post
    Update 1.2.4
    *Both Parts 1 and 2 of the standalone mod have been updated!
    *Save game compatible.

    This is great! Thank you, guys, for your constant support and improvements to the game!

    Now I just can't wait to get back home and lay my hands on it!

  14. #1814

    Default Re: [Download & Installation] Divide et Impera 1.2.4 - Updated December 24

    Great work guys, really appreciate the hard work put into this!

    Does this mean we can delete the beta123f?

    Thanks!

  15. #1815
    ScipioTheGreat's Avatar Miles
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    Default Re: [Download & Installation] Divide et Impera 1.2.4 - Updated December 24

    Quote Originally Posted by Throwerofstones View Post
    Great work guys, really appreciate the hard work put into this!

    Does this mean we can delete the beta123f?

    Thanks!
    Yes

  16. #1816

    Default Re: [Download & Installation] Divide et Impera 1.2.4 - Updated December 24

    Is that bug still present, that causes phalanx units to spin while engaged?

  17. #1817
    KAM 2150's Avatar Artifex
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    Default Re: [Download & Installation] Divide et Impera 1.2.4 - Updated December 24

    It will always happen until CA fix it, which is most likely never going to happen.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
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  18. #1818

    Default Re: [Download & Installation] Divide et Impera 1.2.4 - Updated December 24

    F'in CA... from my understanding it doesn't happen too often though correct? Is there anything that can be done to mitigate it on my end. Also, is it more player or A.I. units that do it? Or both?
    Last edited by DeadInTheWater; December 28, 2018 at 03:54 AM.

  19. #1819
    KAM 2150's Avatar Artifex
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    Default Re: [Download & Installation] Divide et Impera 1.2.4 - Updated December 24

    It can only happen in phalanx vs phalanx combat and not in all cases. It is issue for AI, for player not so much as at worst case, you can manually reposition your phalanx. Simply put, game engine is targetting a center of other unit while trying to keep a line so if AI unit is positioned on a side of your phalanx unit, it will attack it from an angle instead of trying to match frontage.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
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  20. #1820

    Default Re: [Download & Installation] Divide et Impera 1.2.4 - Updated December 24

    Thanks for the reply and fine service! Looking forward to trying the mod out!

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