Thread: [Feedback] Questions, Critiques and Requests

  1. #6001

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    So is there food from this effect in the region or for the background?

  2. #6002

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    https://steamcommunity.com/sharedfil...?id=1696618387

    https://steamcommunity.com/sharedfil...?id=1696618312

    can't edit posts.....
    anyway my population system not working..... barebones DEI, OLD mod manager...... see screen shots where I have mouse hovering over the parts that are supposed to show for example 30k population, just see #6, and the part where supposed to show how many people I have just says First or Second, or Third Class script
    Last edited by ♔Greek Strategos♔; April 25, 2019 at 06:04 AM. Reason: Merged posts.

  3. #6003

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Hi boys. My last campaign was on the previous version, when KAM's experimental battle pack had just been created. I liked it. Should I use it still, or are the changes already embedded in the new version?

  4. #6004

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Check for mod conflicts, reverify your game files, try redownloading/resubscribing.

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  5. #6005
    KAM 2150's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    All is already implemented and fixes added.
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  6. #6006
    RJA's Avatar Semisalis
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Another question about Carthage. I hit the reforms on turn 60 and can recruit Lybian thureos troops.

    But I can't recruit the Liby-Phoenician thureos troops. They need a different reform which means they will become available at the same time as the Liby-Phoenician thorax troops.

    I'm not sure how it was with other factions, but I thought all thureos troops became available with the thureos reform. Am I mistaken?
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  7. #6007
    KAM 2150's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    In case of Carthage, they get more upgrades to some of their basic units. To show that their population is getting bigger, they get better access to native recruits.
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  8. #6008

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Well.... turns out the mod conflict was the Very Low Campaign Camera (Beta), a Graphical mod I didn't think could conflict, and for some reason this was causing the Population System to not work at all.....
    I already posted a comment in the Steam Workshop letting the modder know about the issue.

    Why would a camera mod conflict with any part of DEI? i dont get it...

  9. #6009
    Jake Armitage's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Because it changes the campaign script and population wasn't the only scripted DeI features it wasn't working for you, at this point.
    It is clearly stated in the bug report thread not to use camera mods.

  10. #6010

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    What all DLC is compatible with DeI?

  11. #6011

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Also I wanted to ask a question about the Unit Cards?
    I'd like to try to redo a smaller faction myself, but I have no idea where to begin or how to do it as I've never tried modding anything but if there was some sort of instruction somewhere .

    The current unit cards you guys are using are fine, but compared to Normal's unit cards for example they look noticeably lower quality, they're not as crisp nor detailed. The biggest issue is their blurriness and low level of graphic detail, whoever took the screenshots for the cards looks like they had Anti Aliasing set to like 8x and some sort of blur effect almost.

    I would make sure they're crisp and clear and vibrant, and full graphic details would be used alongside good lighting.
    But how do you guys even take screen shots of single units ? in the custom battles I assume ?

    Jake.... yea I know about not using camera mods, it's the first thing written in the Tech Support section description of DEI Part 1.
    I was just using the old mod manager and didn't scroll all the way to the end, so I didn't see the mod was activated.

    Just waiting for this new mod manager to come out of Beta and stop being so glitchy.... it's far superior to the old one
    Last edited by ♔Greek Strategos♔; April 25, 2019 at 06:05 AM. Reason: Merged posts.

  12. #6012
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    @Santini,

    All dlcs are basically compatible, though Empire Divided and Rise of Republic don't have DeI units as yet.

  13. #6013

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Do I need MP submod for network? What about reforms? Rome versus Egypt.

  14. #6014
    Jake Armitage's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    No, you don't need MP submod to play online.
    Reforms should trigger normally.

  15. #6015

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Good

  16. #6016

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Can you rework map in strategic view in regional campaigns (HaG, CiG etc) in style of main campaign strategic map?

  17. #6017
    Maetharin's Avatar Senator
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    No, fertality does not impact the amount of food you gain from a given building chain. So, in other words, if the farms building level 1 give you +3 food, then it means that you will always get +3 food from that building no matter which region you build it in.
    Actually, this would be awesome if it did, would make way more sense and increase the importance of fertile regions beyond measure.

    BTW, anyone know why I suddenly can play Pergamon even though I havenīt bought the corresponding DLC?
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  18. #6018

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    There are regions that have base +x food, isn't that essentially what you're asking for?

    I know it's not a % modifier but I'd rather not get locked into building farms in a specific province. With the limited building slots and all the penalties of higher level buildings, we already have very little choice in what to build (optimally).

  19. #6019
    Foederatus
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    ^ Yeah, I just wasn't sure if a region that had +X to food (eg: LPQY in Northern Africa gives +3) gives you the extra food based on a farm type building, or did it apply to your faction simply by controlling the region.

  20. #6020

    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Here's another 'Port' oddity that I believe is not a 'bug' per se, but is certainly an anomaly that should be addressed (I think).

    Roma suffers from a lack of 'Military Ports' - and there are only 2 actual 'Ports' allowed in Latium and one in Italia. Ostia is incorporated into Rome, but doesn't appear as an actual Port. Misenum is not available at all.

    Ravenna is near Ariminium, so that's fine, but has only the 'Minor Settlement' ports allowed. Tarentum could be developed into a Level IV Port of choice (representing Brundisium, perhaps); but what is odd is that Asculum also seems to have the 'Province Capital' Level IV Port choice too.

    Is the latter a mistake? If it's not, could not the choice for Asculum be transferred to Ariminium?
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

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