Search:

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

Page 1 of 13 1 2 3 4

Search: Search took 0.32 seconds.

  1. Re: How will the end of support for the current TW Launcher affect DEI?

    So I have to take back what I said earlier, the startpos processing bug seems to be affecting Rome 2 now as well with the new launcher.
  2. Replies
    5,618
    Views
    429,163

    Sticky: Re: [Support] 1.2 Bug Reports

    There is also a crash in the ED campaign with Palmyra and it was in vanilla also, I can't figure out what it is yet. Usually it happens if they are being killed off.
  3. Replies
    3
    Views
    428

    Re: Population system updates?

    Some of these things exist, they just may not be obvious. There are many effects already for having various population types.
  4. Replies
    804
    Views
    216,924

    Sticky: Re: [Official Submods] Collection of Official Submods

    Which trailer?
  5. Re: Really confused about Rome2 and DEI mod install options (general question)?

    There is no official version of the GAME that is non-steam. The mod has a workshop version, that you can download from the Steam workshop and it will auto-update. Some people have problems with this...
  6. Replies
    5
    Views
    506

    Re: status of empire divided overhaul.

    To be honest I am not sure we will ever get to it. We have some assets that are useable (and there is a submod that uses Constantine assets for it). But we have limited time nowadays and most of it...
  7. Re: How will the end of support for the current TW Launcher affect DEI?

    It seems they listened and are at least postponing the removal https://www.reddit.com/r/totalwar/comments/e6pr0y/ca_is_about_to_inadverantly_kill_start_position/f9u942u/?context=3
  8. Re: How will the end of support for the current TW Launcher affect DEI?

    In the new launcher you can compile a startpos with Rome 2 (although it seems to hang/stop but it does work...sometimes). In Attila you can't. It is a problem, though, for mods making new startpos...
  9. Re: Some bodyguard units do not receive bonuses from attributes [BUG]

    Yes they are just missing the unit set assignment.
  10. Replies
    57
    Views
    10,785

    Re: Status for Rise of the Republic overhaul

    I do plan on trying to make the time to get the Iolei at least properly rostered.
  11. Sticky: Re: [Download & Installation] Divide et Impera 1.2.5a - Updated September 30

    It shouldn't run any differently from other campaigns. It should actually run better since the map is smaller and it has less reforms.
  12. Replies
    21
    Views
    3,887

    Re: [Submod] Female Generals

    Thanks for making this! I just kept putting it off and finally forgot :(

    I am going to link to this from the official submod thread.
  13. Replies
    804
    Views
    216,924

    Sticky: Re: [Official Submods] Collection of Official Submods

    I will update the link, thanks Jake!
  14. Replies
    804
    Views
    216,924

    Sticky: Re: [Official Submods] Collection of Official Submods

    I don't think so at the moment.
  15. Replies
    6,790
    Views
    532,682

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

    Some folks have issues with the old launcher and mod order. If you are not experiencing those issues, you should be fine.
  16. Replies
    5,618
    Views
    429,163

    Sticky: Re: [Support] 1.2 Bug Reports

    The ships portion may not be functioning in that submod since its scripted and another submod can override that.
  17. Replies
    5,618
    Views
    429,163

    Sticky: Re: [Support] 1.2 Bug Reports

    It could be a mod launcher issue, the new launcher has real problems with submods. Many have to use the old launcher.
  18. Re: Editing Disciplined Formation spacing for Romans in PFM

    From my understanding you can't edit formation behaviors sadly, I could be wrong though!
  19. Replies
    441
    Views
    84,974

    Re: Unit Cards For DeI

    If you make a list of bugs you find with them I will correct them in the next update.
  20. Sticky: Re: [Official Submod] Scenario Submod Campaign: Alexander (New Versus Version Updated Nov 13)

    No, all current versions of the mod and official submods require the latest game version.
  21. Replies
    5,618
    Views
    429,163

    Sticky: Re: [Support] 1.2 Bug Reports

    There is a beta option in steam for release candidate launcher, which is the older launcher version. Some people have better luck with that.
  22. Replies
    5
    Views
    717

    Re: Scale Population

    He is using 60 units per army, which means he won't have enough manpower for total units (not per unit). Supply system will be a problem also.
  23. Replies
    2
    Views
    430

    Re: What determines AI recruitment?

    They have templates that tell them to recruit X number of spearmen, Y number of cav etc. Then they have values assigned to each unit, where elites are higher value. Where possible they try to recruit...
  24. Sticky: Re: [Official Submod] Scenario Submod Campaign: Alexander (New Versus Version Updated Nov 13)

    The single player version has a lot of scripting and restrictions in order to make it a certain type of experience. Many of these have to be changed or removed for multiplayer or for different...
  25. Sticky: Re: [Official Submod] Scenario Submod Campaign: Alexander (New Versus Version Updated Nov 13)

    Other Mod Versions now on Steam -
    Divide et Impera: Alexander Co-operative Version
    Divide et Impera: Alexander Versus Persia Version
  26. Sticky: Re: [Official Submod] Scenario Submod Campaign: Alexander (New Co-op version Sept 19)

    Its possible you are having an issue detecting non steam mods? I am not sure. I will probably upload these to Steam today

    ---------------

    Updated Versus version:
    - Removed intro/chapter...
  27. Sticky: Re: [Official Submod] Scenario Submod Campaign: Alexander (New Co-op version Sept 19)

    Another version, this one is for head to head play and has Persia playable: http://www.mediafire.com/file/kvzwdmkyp60uk2d/%2540%2540%2540%2540%2540%2540_DeI_Alexander_Submod_Versus.pack/file

    -...
  28. Replies
    5
    Views
    717

    Re: Scale Population

    You can edit most of the population mechanics under the manpower script section.
  29. Replies
    5,618
    Views
    429,163

    Sticky: Re: [Support] 1.2 Bug Reports

    The button is supposed to disappear on that screen but doesn't always for everyone. I am not sure why. The night commander doesn't have a second tier if I remember.


    Thanks, its a vanilla effect...
  30. Replies
    6,790
    Views
    532,682

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

    I think it rounds up, so it ends up being worth it with the low attack values.
  31. Replies
    5
    Views
    513

    Re: Population decline due to taxes

    1st class should be least (or even not) affected by tax levels. Lower classes are most affected.
  32. Replies
    6,790
    Views
    532,682

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

    It usually affects food and supply production/storage.
  33. Replies
    10
    Views
    2,825

    Sticky: Re: New Website Launched!

    Currently we don't have ads, if we ever do add them it would be in a very unobtrusive way because I hate them :) I am hoping we can use our small patreon money to support it over time, we will see...
  34. Replies
    5,618
    Views
    429,163

    Sticky: Re: [Support] 1.2 Bug Reports

    Thanks!
  35. Replies
    15
    Views
    1,220

    Re: AI too many Fleets

    At higher imperium AI tends to recruit what it can up to its maximum, it may be whats happening here. You can change the number of fleets per imperium level in the fame levels table.

    Edit - an...
  36. Replies
    6,790
    Views
    532,682

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

    I am not sure if thats from vanilla or not. A lot of naval combat is sort of hardcoded to ...suck. :P
  37. Replies
    6,790
    Views
    532,682

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

    The city of Rome acts like a barracks and allows for the recruitment of core units for Rome without the need for building a traditional barracks.
  38. Re: Pointing out to the mod developers something that is often implied but still understated

    Europa Barbarorum is the greatest mod ever made :)
  39. Re: Possible Death of the Republic / Caesar's Civil War custom campaign - A Plea to Dresden and his team

    Yes I would like to do some more campaigns. Caesar would be a good one, as would Spartacus.
  40. Replies
    10
    Views
    2,825

    Sticky: Re: New Website Launched!

    Yes I would like to expand on the information aspect in the future. This is just a launch version to get it out there and going.
Results 1 to 40 of 500
Page 1 of 13 1 2 3 4