Search:

Type: Posts; User: Augustusng; Keyword(s):

Page 1 of 13 1 2 3 4

Search: Search took 0.18 seconds.

  1. Replies
    6,024
    Views
    586,063

    Sticky: Re: [Support] 1.2 Bug Reports

    Yes, they get a unique double-size general unit.
  2. Re: Stuttering/choppy battles, but my fps counter is fine

    The stuttering in battles is what the game does to avoid actually reducing your FPS to unplayable levels. Rome 2 isn't the best optimized game, and DeI is more resource-intensive than the vanilla...
  3. Replies
    6,024
    Views
    586,063

    Sticky: Re: [Support] 1.2 Bug Reports

    Unfortunately the AI never upgrades its units. That's an issue with the base game, not something we can actually fix.
  4. Replies
    3
    Views
    568

    Re: What is this? (Spartan Gerousia)

    Yep, there are emergent factions in every region that can be liberated. Some have similar names to the original faction but others are distinct tribes. The next update to the mod will make more of...
  5. Replies
    7
    Views
    566

    Re: Pergamon skin

    Also there are a billion AOR and mercenary units, not just what's in their main roster. Give the mod a try, and if you really want to add more units to their roster, it's not that hard to learn to...
  6. Re: Next patch request -cheap levy missile units too powerful on autoresolve.

    The team is aware of this issue and testing autoresolve changes to fix it. :thumbsup2

    Also the mod already gives bonuses to certain major factions when they're the AI. You'll see a big AI Roman...
  7. Replies
    6,024
    Views
    586,063

    Sticky: Re: [Support] 1.2 Bug Reports

    Thanks for pointing it out. For now I've replaced it with the Dacian historical description text.
  8. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Yes, it's a dice roll when the character is spawned, as far as I remember.
  9. Replies
    7
    Views
    488

    Re: saka-rauka reforms - bugged?

    Well, they're in one of the scripts. Looks like they're the Indo-Saka heavy hoplites, Indo-Greek Nobles, Indo-Greek Heavy Cavalry, and I think the Late Saka Cataphracts.
  10. Replies
    7
    Views
    488

    Re: saka-rauka reforms - bugged?

    Yeah, there are only a few reform units for the Saka and they all require level 3 barracks or main city buildings. I think we might be changing a few of these in the next update. Also I'm not sure if...
  11. Replies
    4
    Views
    917

    Re: Why switch to an Empire (Rome)?

    You'll have to ask Dresden, but all I can say is SoonTM.
  12. Replies
    4
    Views
    917

    Re: Why switch to an Empire (Rome)?

    The Empire government type is getting a buff in the next update, as indeed it is a bit of a weak choice right now.
  13. Replies
    9
    Views
    507

    Re: Jackie Fish YouTube MP Battle Videos?

    I think it's all in cameras/battle_action_camera.txt but I haven't messed with it myself.
  14. Replies
    9
    Views
    507

    Re: Jackie Fish YouTube MP Battle Videos?

    I think he uses a custom camera mod. However, you should not use camera mods with DeI. They'll mess up the scripts. DeI already has camera changes included because of that. Not sure if Jackie is...
  15. Replies
    7
    Views
    810

    Re: [Submod] More Vassals

    Update: fixed more text that still referred to client states/satrapies. I think I got it all this time, but let me know if there's any left.
  16. Replies
    7
    Views
    810

    Re: [Submod] More Vassals

    Update: fixed some text that still referred to client states/satrapies.
  17. Replies
    7
    Views
    810

    Re: [Submod] More Vassals

    Update: fixed Gallic factions being able to create puppet states. They shouldn't be able to do that anymore.
  18. Replies
    7
    Views
    810

    Re: [Submod] More Vassals

    Oh, is Rome not able to sack normally? Didn't realize that. Yes, this mod allows all factions to sack and liberate too.
  19. Replies
    7
    Views
    810

    [Submod] More Vassals

    This is a small submod I've made mostly for my own use; posting it in case someone else is interested. I'll post it to Steam if there's enough interest. Basically it changes the client state/satrapy...
  20. Replies
    6,024
    Views
    586,063

    Sticky: Re: [Support] 1.2 Bug Reports

    Sounds like you're using another mod that breaks the population scripts.
  21. Replies
    10
    Views
    690

    Re: DeI mod order?

    No. Most submods won't mess with each other, but if you want to make sure, you'll have to open them with PFM and see if they use the same tables.
  22. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Probably a mistake in the description. I think that unit unlocks in the thorax reforms, so should be described as thorakitai.
  23. Replies
    6,024
    Views
    586,063

    Sticky: Re: [Support] 1.2 Bug Reports

    I think it might have to do with the AI not actually building the resource-producing building in those settlements, and the city chain itself doesn't produce the resource. Think this happens with...
  24. Replies
    24
    Views
    7,734

    Re: [Submod] Alternate (Bigger) Unit Sizes

    Update: Various fixes to unit sizes here and there, increased Parthian light cavalry unit size, and incorporated fixes from the 1.2.6b hotfix.
  25. Replies
    6,024
    Views
    586,063

    Sticky: Re: [Support] 1.2 Bug Reports

    You need the Pirates and Raiders DLC.
  26. Replies
    7
    Views
    569

    Re: Parthia campaing difficulty issues.

    It's not scripted. Just the AI is set to be aggressive, so it will betray you when it feels like it's a good idea, and it's hard to get treaties, especially on harder difficulties.
  27. Replies
    7
    Views
    569

    Re: Parthia campaing difficulty issues.

    Yeah, some of those harder start positions depend on luck on harder difficulties. If the Seleucid satrapies all declare war on you early on, you'll be in trouble, but it's somewhat random. It doesn't...
  28. Replies
    24
    Views
    7,734

    Re: [Submod] Alternate (Bigger) Unit Sizes

    Update: Fixed Dacian Axemen and Thessalian Levy Hoplite unit sizes. Moved Scordisci Elite Infantry recruitment to Pannonia (this fix coming to the main mod soon)
  29. Replies
    15
    Views
    892

    Re: Immigrant Buildings

    Just throwing this out there as an idea: lock some of the elite AOR units in certain regions to this chain (maybe just level 1 or 2) instead of the main city chain, to give players more of a reason...
  30. Replies
    14
    Views
    1,368

    Re: Campaign Map DEI 1.26

    Yes, Tarentum is kind of in the wrong place but historically it makes more sense than Brundisium. You can go into the files yourself and change that line if it's bothering you. ;)
  31. Replies
    24
    Views
    7,734

    Re: [Submod] Alternate (Bigger) Unit Sizes

    Update: Fixed Rhodioi Epilektoi unit size and Pontic Lancers horse entry (fixed in main mod but you'll need this fix if you're using this submod).
  32. Replies
    24
    Views
    7,734

    Re: [Submod] Alternate (Bigger) Unit Sizes

    Updated for DeI 1.2.6a. Increased nomadic cavalry unit sizes. Probably no startpos changes from here on out, as it's too time-consuming to update that.

    Let me know if there are any issues,...
  33. Re: Any Point Using Slingers Instead of Archers?

    Rhodian and Balearic slingers use lead bullets, so they have better armor piercing than archers. Other slingers, not so much. Just longer range.
  34. Replies
    14
    Views
    1,368

    Re: Campaign Map DEI 1.26

    It should work. If it doesn't, try moving it higher in the load order. If it still doesn't work, I'll make an update for it soon.
  35. Replies
    14
    Views
    1,368

    Re: Campaign Map DEI 1.26

    Just to be clear, it's not a map submod - it's a city names submod I made specifically for DeI. It has the same effect as changing the names in PFM.
  36. Replies
    14
    Views
    1,368

    Re: Campaign Map DEI 1.26

    I made a vanilla city names submod ages ago. I haven't updated it but it should still work.

    Also - Nova Carthago as such wouldn't even be founded until 50 years after the campaign starts, and it...
  37. Replies
    24
    Views
    7,734

    Re: [Submod] Alternate (Bigger) Unit Sizes

    Hmmm... I guess the only thing making them incompatible are recruitment/upkeep costs, since those are in the same table. Maybe I'll make a version that works, but no promises (would have to keep the...
  38. Replies
    24
    Views
    7,734

    Re: [Submod] Alternate (Bigger) Unit Sizes

    Quick announcement for the probably three of you interested: this submod is getting an update when the new fix pack is released. :thumbsup2

    Also I've gone mad and I've further increased unit sizes...
  39. Re: Reformed Agoge: +1 xp for sparta recruits - Could someone clarify what this means?

    That looks like it should read "Spartan" instead of "sparta." I'm gone for a few years and no one else wants to do text QC I guess. :whistling

    Pretty sure it means units specific to the faction,...
  40. Sticky: Re: [Official Submods] English Faction and Unit Names for DeI 1.2

    Updated English Unit Names: Fixed Seleucid Agema Spearmen name.
Results 1 to 40 of 500
Page 1 of 13 1 2 3 4