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  1. Sticky: Re: [Official Submod] Scenario Submod Campaign: Alexander (New Co-op version Sept 19)

    They should have them, maybe they are just not addrd in custom battle.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    If you have battles set to Hard and above, you can't see stats of enemy units. That is how it works in TW games now.
  3. Re: cavalry and morale mechanics make battles a cakewalk

    I never add something that is not tested. How I originally made cav and morale was a bit different (less impactful) but due to large player feedback it was changed and gladly welcomed until recently....
  4. Re: cavalry and morale mechanics make battles a cakewalk

    Does AI never flank for you? In all my test battles, only situation where AI cavalry charges forward is when majority of AI army is made from cav or only from cav, in which situation some units need...
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    Re: [Submod] Old Roman Unit Cards

    Old cards were showing wrong unit image as units were changed, they were not representative. Some units did not even have proper unit cards but just copy pasted image from other unit. Plus a lot of...
  6. Re: cavalry and morale mechanics make battles a cakewalk

    I am working on new experimental battle pack that will overhaul morale and cavalry among other. Now keep in mind that nerfing cav overall will make AI even weaker than now. On the other hand I...
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    Re: Are armored camels possible in R2/DEI?

    There is no average weight of a horse due to amount of horse breeds but horse weight and camel weight are similar with horses having much higher top weight.
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    Re: 1.2.5a Fix Update!

    It is already included in the first part of DeI
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Epirus might be Mac reskin in base game, not in DeI.
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    Sticky: Re: [Support] 1.2 Bug Reports

    He said that they had more land before so these armies are leftovers.
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    Sticky: Re: [Support] 1.2 Bug Reports

    No, AI gets bonuses for it as it is not able to understand economy in terms of upkeep. Same applies for food, for example in early days of Rome 2 there was no food bonus to AI and by turn 100, most...
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    Sticky: Re: [Support] 1.2 Bug Reports

    AI is unable to disband armies and does not understand unit upkeep. If they had stacks before, they will have them until they lose them.
  13. Sticky: Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    It is not intended to work with Alexander campaign. It is even stated in compatibility section.
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    Sticky: Re: Screenshot Thread

    Long time no see :D


    I always like this rare spear kill animation:

    https://i.imgur.com/uxqg4WO.jpg

    https://i.imgur.com/4ubcdJF.jpg

    https://i.imgur.com/o6Ez7G4.jpg
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    Re: Recommended mods with DEI

    DCO, Reshade on its own does nothing, it is all up to you to pick options that make it look better. There are sets that make it look much more crisp and realistic than the base game. If you had...
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    Re: IS DLC worth getting alongside DeI?

    No, we use custom units.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    You cant from what I know.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    I've rechecked Arverni cav and you are correct. I was only looking at data base entries and there Arverni cav IS the strongest melee cav in the mod but that is only as a bodyguard unit while their...
  19. Sticky: Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Update release, pikes should be more sturdy from the front and be able to deal a bit more casualties.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Ptolemaic Egypt did not use chariots.
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    Re: Torches in DeI?

    You cant do it as AI would not understand it. This is why AI in DeI gets ladders instead. Due to that AI will use torches only if all siege equipment is destroyed.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Just to be specific, elite Gallic cav is the best cav in the region and one of the best melee cavalry units on the entire map as they boast highest attack, defence and damage stats of all cavalry...
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    Re: [Submod] Alternative Economy (Updated 09.08.19)

    It is for the AI mostly. Player is already under the burden of supplies so you might start losing troops from it anyway if you stay there too long. For me this compromise is the best of both worlds.
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    Re: [Submod] Alternative Economy (Updated 09.08.19)

    You can try the same what we normally do with file name so putting stuff like @@@ in table name should be enough :) You can test it by giving some shield value like 100 melee defence, if it will pop...
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    Re: [Submod] Alternative Economy (Updated 09.08.19)

    Not sure how it works in Attila but I think in all TW games it works like this now, which can be a bit confusing :/

    This is the path where steam workshop mods are stored:
    C:\Program Files...
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    Sticky: Re: Screenshot Thread

    I chat with Jackie from time to time, I've sent screens to him myself :D

    Btw, where is Reshade preset stored? In Rome 2 folder i can see "DefaultPreset", is that it?
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    Re: [Submod] Alternative Economy (Updated 09.08.19)

    Small fix released for new units. Their prices were set properly in previous file but game now ignores mod loading order in favour of internal file name order so table with new units was loaded after...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    It is easier to just copy AI campaign bonuses from legendary to lower difficulty. Legendary does not make AI better in campaign, it just buffs it and increases how agressive it is.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    They use heavier arrows. Due to that they have lower range but have best AP damage of all archers.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Battle difficulty is not moddable in Rome 2.
  31. Sticky: Re: [Download & Installation] Divide et Impera 1.2.5 - Updated August 3

    It is not yet fixed but all you need to do is to find them in land_units table and just add them 1 ammo in ammo column.
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    Sticky: Re: Screenshot Thread

    I love my Reshade settings :D


    https://i.imgur.com/O7aSmDB.jpg

    https://i.imgur.com/LQ4cYeX.jpg

    https://i.imgur.com/Nkc224w.jpg

    https://i.imgur.com/CBoAG6m.jpg
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    Poll: Re: DEI's Official Graphics Presets.

    Might be that but to be honest, with adding GausianBlur and toned down AmbientLight I have better results than ever and personally I am very happy with how my game looks.

    I will still check out...
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    Re: [Submod] Unofficial 12tpy Recruitment Mod

    I have only used my custom pack with unit recruitment set between 2-5 turns based on unit cost.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    It is only possible by editting youe save game, you cant mod more units per army. It is rather easy to do but every player has to do it manually.

    I did not have a chance to look into stalk thing...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    You need to edit your save game for that.
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    Re: culture pack units.

    All units in DeI are custom. We have more of our own stuff than DLC provide or we already had them before DLC was even released.
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    Sticky: Re: [Support] 1.2 Bug Reports

    All of that is intended as disabling their pike behaviour like ability to attack at range was the fix for them not to spin for AI etc.

    Keep in mind that you need to manually click on enemy for...
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    Re: Changing unit sizes for DeI

    You can just apply blank math formula like x*2, you should be done with it in few minutes for all tables, just remember to also change mount values in land units too so there will be enough horses...
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    Poll: Re: DEI's Official Graphics Presets.

    I have pretty good settings although I often change them. Probably had even nicer setting before but at the moment I have:

    -AdaptiveFog
    -AdaptiveSharpen
    -Clarity
    -Colourfulness
    -DepthHaze...
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