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Thread: Divide et Impera - Ancestral Update Beta Fix Pack - Updated August 1

  1. #1

    Icon4 Divide et Impera - Ancestral Update Beta Fix Pack - Updated August 1



    Ancestral Update Fix Pack

    Now released as part of the main mod
    http://www.twcenter.net/forums/showthread.php?746128
    Fix Pack Information
    - This pack lets the mod run with the new Patch 20 Family Tree Beta released today. It requires the new ancestral beta to be installed through the Betas tab in Steam.
    - There are a few promising changes in this patch that should be working, but we will be testing parts of the changes to see what needs to be tweaked for the mod.
    - We appreciate any help, feedback, testing, etc. anyone can contribute. Please use this thread to leave any feedback you have about this fix pack. Thanks!

    Updated August 1
    - Decreased chance of child spawns (previously increased too much)
    - Fixed infant mortality not working in GC
    - Increased age before child spawn limitations kick in.
    - Decreased age for generated spouses.
    - Fixed improved weapons Hidden Forge event giving too large an increase.
    - Fixed a typo in some of the provincial capital building descriptions.
    - Added missing naval garrisons for some special ports.
    - Removed some incorrect units from Rome's Macedonian Wars custom battle roster.
    - Fixed Lusitani Ambusher description.
    - Fixed incorrect animations and missing weapons for British and Galatian cav units.
    - Fixed critical success results by agents not properly giving experience (due to a vanilla typo)
    - Fixed some Italian horse garrison units missing weapons.

    Update July 27
    - Added some of the vanilla traits through actions back into the game.
    - Turned up chances of children in family tree to offset possible decrease due to TPY settings.
    - Removed factionwide public order bonuses from female ranks.
    - Various other smaller fixes, see below for details

    Update July 16
    - Fixed faction leaders missing Inspire and Rally.
    - Some agent actions are now unlockable through skill selections.
    - A few new agent tier 3 skills have been added for spies and champions.
    - Altered some of the family tree children chance values for testing purposes:
    - Increased chance of having children, added chance of illegitimate children
    - Reduced mortality rate for some children ages.

    Update July 14
    - Agent actions should now work properly and have the correct effects.
    - General abilities in battles now unlock from skills and traits. Basic abilities will unlock for all generals from the start through political ranks. Other abilities will be available through skills.
    - Added a note to the Change Capital button that it will also open the game's encyclopedia page. For now its something we have to live with


    Other Fixes Included in this pack:
    Spoiler Alert, click show to read: 

    Balancing/Fixes
    - Increased some bonuses for AI Carthage and Rome.
    - Fixed supply ships not properly supplying armies on land.
    - Lowered prices a bit for new Mauryan and Carthaginian cavalry units to be more in line with other factions.
    - Lowered AI desire to liberate and subjugate a small amount.
    - Increased banditry reduction for presence of armies in a province and for patrol region stance.
    - Added a bonus to growth for the colony type buildings in the minor town public land chains.

    Smaller Fixes
    - Fixed Accensi and Rorarii missing from minor town recruitment for Rome.
    - Fixed Rome missing one of the banditry reducing technologies.
    - Fixed various older units using wrong animation entry.
    - Fixed a missing entry for 2 arverni units in the recruitment tables.
    - Fixed Carthage missing artillery in custom battles.
    - Removed Camillan units from HatG Rome recruitment.
    - Fixed marib dam being able to be built multiple times.
    - Fixed population class for 2 Atropatkan units, population size for 1 Parthian unit.
    - Fixed tier 2 Bibracte non barbarian capital missing food consumption.
    - Changed Italian culture to Italic.
    - Fixed Seleucid Thorax Silver Shield Pike population class.
    - Added Baggage Train recruitment to minor town granary buildings.
    - Fixed Mauryan Greek guard unit having charge reflector attribute.
    - Fixed barbarian stables banditry effects at tier 3 and 4.
    - Fixed Aurelian victory condition wrong building setting in Empire Divided (new campaign only)
    - Changed IA Galatian factional mercs from vanilla units to DeI units (new campaign only)
    - Added missing sanitation effect to Syracuse special technology.
    - Fixed Pergamon Thorax Hoplites missing swords in combat.
    - Added missing unit to Scordisci custom battle roster.
    - Fixed Kartli guerilla warriors missing unit set assignment.
    - Moved Pontic axe unit down one tier in the barracks tree.
    Last edited by Dresden; August 08, 2018 at 06:17 PM.

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  2. #2

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    Thanks for the quick response to the beta. Regarding trait evolution, I couldn't seem to find anything on how it works in the forums. I'm sure I'm being stupid and just missed it, but is there a post dedicated to that topic?

  3. #3
    Jake Armitage's Avatar Artifex
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    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    oh yes!
    oh no!

  4. #4
    Nordling's Avatar Semisalis
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    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    YOU MUST BE KIDDING ME!
    SO FAST!?

    Wow, Im amazed! Kudos to you guys!

    On side note, concernig feedback:

    Ancilliaries will probably need a neef because now you can have 3 of them

  5. #5
    Bohz's Avatar Libertus
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    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    @Dresden Is the update already out?!? Astounding!!! Thank you very much guys, truly appreciated..

    @Nordling Shhhhh!!! Don't say it out loud.. Let's enjoy superhero-like characters for a while

  6. #6

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    Quote Originally Posted by Nordling View Post
    YOU MUST BE KIDDING ME!
    SO FAST!?

    Wow, Im amazed! Kudos to you guys!

    On side note, concernig feedback:

    Ancilliaries will probably need a neef because now you can have 3 of them
    Yeah, I will be looking at the balancing parts over the next few weeks. We also have some more trait slots to play with.

    Quote Originally Posted by Spariel View Post
    Thanks for the quick response to the beta. Regarding trait evolution, I couldn't seem to find anything on how it works in the forums. I'm sure I'm being stupid and just missed it, but is there a post dedicated to that topic?
    The evolving personality trait system is described in this preview http://www.twcenter.net/forums/showthread.php?742750

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  7. #7

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    I am going to sticky this thread for a little bit so it retains exposure.

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  8. #8

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    Thank you Dresden. I look forward to your, KAMs, and the rest of the Dev team's appraisal of this update and the effect on DEI.

  9. #9
    Centenarius
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    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    I'm going to try this out in my current Thracian campaign and provide any feedback I might have.

    Thank you for the quick (as always) fix for the new Ancestral beta.

  10. #10
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    Quote Originally Posted by Jake Armitage View Post
    oh yes!
    oh no!
    Tonight's plans destroyed ?

    Quote Originally Posted by Fluke View Post
    I'm going to try this out in my current Thracian campaign and provide any feedback I might have.

    Thank you for the quick (as always) fix for the new Ancestral beta.
    I would expect compatibility issues for sure.

  11. #11

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    What was changed in the main units and land units tables in this fix pack?

  12. #12

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    The patch notes are listed in the thread, I believe we fixed some animation entries for some old units and then unit costs/upkeep for some.

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  13. #13

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    Crap, I didn't look for additional patch notes, I just went straight to look at the pack

    I loaded up a late-ish game save with Pontus, and the game looks to have trasitioned surprisingly well, with Mithridates I, II, and III all descending in the tree along and connected properly with other members of the royal family. It looks mostly like a matter of filling in the extra trait slots with rebalanced versions of them.

  14. #14

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    @Kenny thats good news about saves

    Anyone try any new campaigns? Do they load okay or crash on load?

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  15. #15

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    Quote Originally Posted by Dresden View Post
    Anyone try any new campaigns? Do they load okay or crash on load?
    I started 2 new grand campaigns without any problems. Rome and one of the Dacian factions. Only clicked around a bit and did a End Turn, didn't have any issues. Everything seems to work, new UI with family tree and the other options. Wasn't able to adopt someone outside my bloodline, I'm guessing that's part of the design, but would be nice..

    Also running 2 other mods, Jake Armitage's Testudo mods: Limited Army Movement and Stances. Seemed to work fine.

    Oh and 4TPY submod.
    Last edited by Ironhorse; July 12, 2018 at 06:43 PM.

  16. #16
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    took an arrow to the knee

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    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    Quote Originally Posted by Ironhorse View Post
    I started 2 new grand campaigns without any problems. Rome and one of the Dacian factions. Only clicked around a bit and did a End Turn, didn't have any issues. Everything seems to work, new UI with family tree and the other options. Wasn't able to adopt someone outside my bloodline, I'm guessing that's part of the design, but would be nice..

    Also running 2 other mods, Jake Armitage's Testudo mods: Limited Army Movement and Stances. Seemed to work fine.

    Oh and 4TPY submod.
    Great. Thanks for your input.

  17. #17

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    Thanks for the report Good to hear its working!

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  18. #18

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    You guys are fast! I just downloaded the beta to try out the family tree. I tried it with my late-game Seleukid save (160ish) and most of the historical family members (Seleucus III, Antiochus III) are in the "Other nobles" section. The Seleukid family tree is instead filled up with a ton of members from other families that I had married off. Also, the deceased character should be Antiochus I Soter but instead it shows a random character...the same situations go for a late stage game as Makedon and Eprius.

    As for starting a new campaign, the family trees show random deceased characters instead of the actual historical ancestors.

    Also, out of curiosity, I ran vanilla *gasp* and I was pleasantly surprised to see that in new campaigns they have accurate historical characters in the family trees including deceased ancestors! Hopefully we can still have the historical family submod to spawn historical characters but even if we don't it seems that vanilla now has historical starting characters.

  19. #19

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    I loaded a patch19-DeI1.2.3c save as Macedon, and it's working well so far. There are a couple of funny things (Antigonus' wife is showing correctly on the family tree but on her household slot there's an empty space for a husband ) but I wasn't really expecting such a stable game of an older save.

  20. #20
    Centenarius
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    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack

    Tried an old and new Thracian campaign and all worked well. A few minor things I noticed such as projectile units starting out not in skirmish mode anymore. But no crashes or freezes. Both campaigns are chugging along.

    One thing I have noticed about Thrace is the lack of upgradable units. It would make sense to me that at the very least Thracian Spearmen => Thracian Thureos Spearmen => Thracian Thorax Spearmen. But I hit the Thureos reforms and nothing is upgradable so far. This is my first Thracian campaign in a long time so I don't remember how the (if any) upgradable units should progress.
    Last edited by Fluke; July 13, 2018 at 01:51 AM.

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