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  1. Re: [Experimental Battle Pack] - Episode IV - A New Hope (01.27.2020)

    All you need to do is to make sure Realism is run before Experimental Pack.
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    Re: Sparta's Glaring Manpower Problem

    You have population problems only if you overrecruit in single region. You should also disband your Spartan when not on campaign as it was done in history, that way your pop growth increases. If you...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    You need DLC to unlock DLC-locked faction like Syracuse.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    There are some legal obstacles with these assets as they are not strickly owned by CA, hence safer to not have them in DeI.
  5. Re: How may i edit the number of units i can recruit ?

    You need to go to main_units_tables and edit campaign_cap column.

    Keep in mind there are veeeery few factional units locked and other are for regional or auxiliary units. Removing restrictions...
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    Sticky: Re: Screenshot Thread

    Holy f........that look amazing!
  7. Re: [Experimental Battle Pack] - Episode IV - A New Hope (01.27.2020)

    Jake is right tho, there are quite a lot of submods and since my baby was born I am running on a tight schedule. At the moment I have no idea what tables are included in these submods so only good...
  8. Thread: Falarica

    by KAM 2150
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    Re: Falarica

    You would need to create new missile entries or copy and reapply them from base game in order for faction X ships having it but faction Y not, plus make sure that actual unit entry for ship is...
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    Re: Galatians Thuroephoroi/Thorakitai

    No, there are no plans for it but there will be new AOR units of Galatian Thorakitai added in Ancyra for Hellenic faction, wearing hellenic equipment, I prepared it some time ago:
    ...
  10. Thread: Falarica

    by KAM 2150
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    428

    Re: Falarica

    Yes, you just need to add them to missile entries.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    That will crash the game from what I recall and that is why they are not added in such way. Also if you switch in custom battles between Grand and Imperial Augustus campaign, Rome has different set...
  12. Thread: Falarica

    by KAM 2150
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    428

    Re: Falarica

    It was already added in Experimental Battle pack to Spanish units. Also that table is working in Exp Pack, just had to resave it to new template.
  13. Thread: Syracuse

    by KAM 2150
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    Re: Syracuse

    You need to own Hannibal DLC to get Syruacue as playable faction.
  14. Re: Seleucid Weakness (Problem Spotted Perhaps)

    Should be or something along these lines, you can drop a message to Dresden if that does not help, he knows more.
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    Re: AOR Units - What purpose do they serve?

    They are cheaper than factional units and draw for foreigner population class, meaning you can have a lot of them, especially when you congquer city early on when your own population is building up....
  16. Re: Seleucid Weakness (Problem Spotted Perhaps)

    That is a common issue with AI.

    I think turning following of AI movements on/off fixes it for some reason. Dresden remembers exactly. But nothing from our end at the moment.

    Also there are...
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    Re: Gallic and Germanic heavy cavalry

    Armour wise Hellenic and Eastern factions will always be top in this regard.

    Combat wise, Gallic and Germanic cav have higher combat stats and some have unique weapon entries reserved to only few...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Yes but you would need to edit fame_levels_tables to change it from 18 to 27 (should be in line 24 in that table).
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    This is defo some outdated version of Dei as a lot of units on that screen are not there for few years like Machairaphoroi or Thureophoroi Hoplitai.
  20. Re: [Experimental Battle Pack] - Episode IV - A New Hope (01.27.2020)

    And main reason, it made AI cavalry very dumb, often walking into player units instead of charging or instead of running when pulling away, AI would order walk, often through player line. I have some...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Correct, for historical reasons. They just stopped appearing in sources, which same applies for the most part to hoplites too, and their role was taken over by much more numerous and advanced cavalry...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    1)For Thureophoroi please refer to Experimental pack where Thureophoroi were changed to speed 3 long time ago, which will eventually be in main DeI.

    2) This would make them worse as skirmishers...
  23. Re: [Experimental Battle Pack] - Episode IV - A New Hope (01.27.2020)

    It was lowered by almost 50% because it was the reason why routs were and are so easy in base version.
  24. Re: [Experimental Battle Pack] - Episode IV - A New Hope (01.27.2020)

    Well what do you expect would happen if both general and majority of army is dead? And no, it does not make battles easier because this is set to happen when 75% of enemy army is dead, in base DeI...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Since Rome 2 release all Tw games are working on HP based systems and that includes mods as there are no true 1HP ones out there, they just lower total HP.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    We had to make it load nearest battle map as CA messed it up and it would crash the game. Same for Tapsa in Africa, I think.
  27. Re: [Experimental Battle Pack] - Episode IV - A New Hope (01.27.2020)

    Yes, Media lacks "proper" heaviyl armoured and quality elite infantry but instead their "good" units have more man.
  28. Re: How might I edit units' speed with the Pack File Manager?

    These are changed in battle entities.

    In Experimental pack, they are already set to be 3 speed instead of 2.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    That is not my experience as if anything, experimental pack should make them able to stand ground much better, which applies to all well armoured untis. Please provide video of screen evidence for me...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    No nerfs, people actually find them way too strong at the moment. Unless of course you have a mod conflict.

    Being charged from rear is kinda expected to deal casualties, even to elites.
    ...
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    Re: Unit Sizes [Question]

    I think this false, 200 man units fit on transports with no issues. Only units above that can get issues. Highest number is 232 for one of Egyptian ships I think.
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    Re: Unit Sizes [Question]

    Yes, depending on your rig. Rome 2 is weird in this case, I run it all on ultra with graphic heavy mods on 5 year old PC and all is fine while some people have issues running it without any graphic...
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    Re: Unit Sizes [Question]

    Mod was made with Ultra in mind, like for example population cost of units.

    In theory there is no difference but for example certain stuff might work a bit differently, like towers are more...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    This will never be fixed which is why we have also introduced this submod:

    https://steamcommunity.com/sharedfiles/filedetails/?id=1850549179
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    If they walk in ready stance, it means they used all of their ammo (which is a good indication that enemies are close :D) or you manually changed them to melee when they still have ammo let. If they...
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    Re: Hellenic minors, reforms and Hopl.....

    Hey, just checked it and it works for me. You might have a mod conflict or wrong mod order (it should load before DeI).

    Sadly there is no easy way to make it like you want it. Especially that it...
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    Re: Hellenic minors, reforms and Hopl.....

    Hoplites are a bit out of date, since they are rigid and slow but they are just fine if used properly. First thing is that you need to have full line, no gaps, that way no unit will ever be...
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    Re: AI vs Player Bonuses

    Yes, I remember you, I had to check date of this thread to make sure it was not some old topic resurrected by Iskandar :D

    I would assume they still have their bonuses there due to passive nature...
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    Re: AI vs Player Bonuses

    Video is not accurate for DeI as we have custom changes to it.
    AI gets all sorts of bonuses, always had and always will. In TW games AI does not get smarter from difficulty levels, it only gets...
  40. Sticky: Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    You have it every time you start game on steam.
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