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  1. Re: Discussion about the state of pike units in DEI 1.1

    Geffalrus use the arrow keys, just tap up a couple times with the unit selected.
    Also, I didn't read this whole thread so maybe this has been suggested already, but -

    One tactic I often use with...
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    Re: [SUBMOD] Brutal Battles (Updated Jan 20th)

    New update
    Various tweaks, fixes, and streamlining.
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    Re: [SUBMOD] Brutal Battles (Updated Jan 9th)

    Yes, I noticed this also. The recent update should fix that. Melee combat is much more pivotal now. Thanks for the feedback Grigal, if you or anyone else would like a version of BB with original DEI...
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    Re: [SUBMOD] Brutal Battles (Updated Jan 9th)

    New update to decrease projectile killrates noticeably.
    More morale tweaking to stop units fighting to 90-99% casualties in some scenarios.
    Save-game compatible.
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    Re: [SUBMOD] Brutal Battles

    I don't know if the file applies to AI also, it's just a simple startpos change. Generally you won't see them recruit more generals, it feels the same.
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    Re: [SUBMOD] Brutal Battles

    That's a good idea, I'll try to knock that out sometime tonight or tomorrow.



    I just toned down ranged units, should be more balanced.
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    Re: [SUBMOD] Brutal Battles

    Non-steam added. Let me know if you get any problems.
  8. Sticky: Re: [Official Submod] Faster/Slower Battles

    Melee weapon damage and unit movement speed is nearly identical to your ultra tables. The projectile changes are pretty basic and bloody too.
    It's my first time messing with kv_morale, but I...
  9. Sticky: Re: [Official Submod] Faster/Slower Battles

    KAM, Hope you don't mind me leaving this here until you finish your speed mods
    For those who enjoyed ultra-fast-battles for 0.96...
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    [SUBMOD] Brutal Battles (Updated Jan 20th)

    [Sadomasochist friendly]
    Updated Jan 20th
    Divide et Impera 1.0x is Required

    Features:
    [This mod is tested and tweaked daily, it is my first major battle overhaul, your feedbacks appreciated...
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    Re: How to load a Submod without MM?

    Thanks Dresden, dunno how I couldn't find that. Must be bad at searching.
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    How to load a Submod without MM?

    Did some searching but couldn't find my answer..
    I've made a submod, I've uploaded it, but it isn't loaded before DEI so I must use MM to make it work. Is there anyway around this for others...
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    Re: Battle Speed.. Wtf?

    Get those Battle speed mods up soon! I'm on .96 with speed mods until then. 1.0 is just too slow, not action-packed enough
    Thanks for the mod, too. Its great and viewers love it. My stream name is...
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    Re: Battle Speed.. Wtf?

    Is anyone else experiencing this?
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    Battle Speed.. Wtf?

    Did some Custom Battles earlier... It took several minutes for Praetorian guards to kill 10% of a swordbearer unit, both units were exhausted by this point. Is this a joke? I even streamed the fight...
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    Re: Why so many duplicate units?

    Well, I guess it's obvious that those extra units are added to give factions advantages and uniqueness.. So are you just suggesting the removal of the worse units? Like taking Light spearmen away...
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    Re: Most kills you've had by a single unit?

    Done multiple battles with 8 Cohors Prima each racking up about 6oo each, its not much - but the strategy behind it is atleast more wholesome than clicking "Pike Formation" in an alley :laughter:
  18. Re: The most amazing building ever? -- Probably way too amazing!

    Its a finite wonder!
    That's awesome. Don't demolish it, the description along with the stats have a realistically legendary appeal:thumbsup2
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    Re: DeI-post your empires

    You Sir, are a diplomatic genius.
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    Re: Heavy Siege Equipment

    Technology and/or Traditions.
  21. Re: Attack in Formation against Hoplites and Pikes

    The bonus you gain is on the individual soldiers level. As you wrap around them you will have men cutting into the sides of the phalanx and striking greeks before they turn to look.
    I don't know if...
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    Re: Massilia strategy

    Constant recruitment from turn 1.
    Raise taxes and smash any rebellion asap.

    Constant diplomacy from turn 1.
    Sign Non-aggros and make friends with close factions by joining in their wars.
    Extort...
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    Re: Personal Rome Smackdown Battle Thread

    Nice! That's epic
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    Re: Personal Rome Smackdown Battle Thread

    What's this 'ability'?
    Are you saying that the vanilla charge throw aspect will exist along with a FAW option?
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    Re: [Submod Request] No Army Limit

    I had 15 Settlements and 6 Client States. War in Africa, cleanup in Gaul, expansion in Dacia, and preparation for Britannia.
    8 Armies was simply not enough :tongue: especially with that awkward...
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    Re: [Submod Request] No Army Limit

    I just found how to do this, by simply going to the Fame Levels table and modifying the army cap variables.
    If anyone else is interested, I'll look into uploading it.

    Also, if anyone knows of any...
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    [Submod Request] No Army Limit

    Title says it all. Having 1 army for every 3 settlements is an annoyance.
    I tried using a noarmycap.pack mod on the workshop, but I don't think it's compatible as my R2 won't start with it checked....
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    Re: AI attacking cities but not taking them?

    I experience the same issue with the AI only repeatedly sacking.
    I don't think it's a random chance, but I don't know the variable.
    It could be an "intelligent" decision by a minor AI that knows...
  29. Re: First Cohort Upkeep.? Also, Multi-walled Settlements.

    Abit like Med 2 Citadels, ya.. Perhaps they could be made of the same stuff that fort walls are made of, that way units can burn them down easily. Personally I would use each layer for about a minute...
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    Personal Rome Smackdown Battle Thread

    "The rhythm thickened and pace fastened. Twenty-two souls watched a commanders every move as his eyes glided and darted over the forming battleline..
    I made first contact after a brutal pila drop,...
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    Re: Does this mod let the AI cheat?

    The lack of AI intelligence stems from the AI programmer lacking a honed understanding of the Total War mechanics. He does not know the 100 step process to decimating a campaign, so he can not...
  32. Re: First Cohort Upkeep.? Also, Multi-walled Settlements.

    I guess.
    Don't really care tbh :whistling
    It just feels abit off when 1000 men cost $800 a turn, and 1200 statistically equal men cost $750 a turn. I'd say FC's are actually statistically better...
  33. Re: First Cohort Upkeep.? Also, Multi-walled Settlements.

    Their Charge Bonus is 10% less than veterans. I guess the Vets know how to "put their body into it".
    I think it's higher than normal Legionaries.
  34. First Cohort Upkeep.? Also, Multi-walled Settlements.

    Veteran Legionaries are formidable infantry and cost around 200 upkeep a turn with 240 soldiers in the unit.
    A First Cohort sits at about 25% increased upkeep and 66% increased man count.
    Both...
  35. Re: Fire at will----with pilum at hand

    Just had the insta-rout happen in Campaign...
  36. Re: Fire at will----with pilum at hand

    Just came across a bug..
    1 praetorian and 2 legions.. once the entire army has used ammunition they rout.
    (Eager: General Nearby)
    *all 3 units use pilum*
    (Wavering: Army Losses)
    Then rout.
    0...
  37. Re: Fire at will----with pilum at hand

    Just curious.. Why did you make the velocity 90, as where others are about 35..?
    Looks like a musket volley to me :tongue:

    Could you point me to the table where I can tweak unit ammo?
  38. Re: Fire at will----with pilum at hand

    Ok. Thanks Ant :thumbsup2
  39. Re: Fire at will----with pilum at hand

    Ok.
    Used the Mod Manager instead of the Steam Launcher. I placed it right above DEI and didn't work, so I placed it at the very top of my list (above 10 other submods) and it worked.
    But... The...
  40. Re: Fire at will----with pilum at hand

    Downloaded, copied to Data, activated in CA launcher.. Doesn't work.
    I was so close to naming my firstborn child Ant, too...
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