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  1. Re: [Beta] Revised Grand Campaign & Startpos Submodding

    Some upcoming changes in a fix pack (changed slave buildings to building cost reduction instead of affecting the edict for that) and changed the region line of sight extension to the version that can...
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    Re: [Preview] The reworked Getae and Dacians

    Thanks for letting me know, I added it!

    Closing this thread due to its age.
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    Sticky: Re: [Support] 1.2 Bug Reports

    Thats a lot of things/replacing/etc. Probably something in there bugs the system out. I suggest not doing that :P

    Massalia has its own unique strategic port, so we probably need to rename the tier...
  4. Re: [Beta] Revised Grand Campaign & Startpos Submodding

    Updated with various fixes.

    Also updated the build packs/kit files and added a step that I forgot to instructions for building a startpos.
  5. Re: [Beta] Revised Grand Campaign & Startpos Submodding

    Its pretty self explanatory. Rome's political parties are now families again.
  6. [Beta] Revised Grand Campaign & Startpos Submodding

    Steam - https://steamcommunity.com/sharedfiles/filedetails/?id=2608103789
    Standalone - https://www.mediafire.com/file/vb1aqy4xdhr2552/%2540%2540%2540DeI_New_GC_Startpos.pack/file

    This submod is...
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    Sticky: Re: [Support] 1.2 Bug Reports

    Thanks for the reports everyone.
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    Sticky: Re: [Support] 1.2 Bug Reports

    Thanks I will check it out.
  9. Sticky: Re: [Download & Installation] Divide et Impera 1.2.8 - Updated September 3

    Patch Notes 1.2.8a Fixed some AOR units missing from recruitment for a few factions.
    Fixed Greek Thureos swords not being properly greyed out/hidden pre reforms.
    Fixed Thracian Peltasts...
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    Divide et Impera 1.2.8 Released!

    1.2.8 Release

    The latest release for Divide et Impera has arrived! This version features many new changes such as the Greek Colonies overhaul, performance improvements, new Victory Conditions,...
  11. Sticky: Re: [Download & Installation] Divide et Impera 1.2.8 - Updated August 27

    1.2.8 Update
    *Both Parts 1 & 2 Updated
    *Save game compatible
    Please see our patch notes here, they are longer than normal!
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    Re: Divide et Impera 1.2.8 Open Beta Released!

    Thanks everyone for their help with the beta
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    Sticky: Re: [Official Submods] Collection of Official Submods

    The 12TPY has been updated for the beta (1.2.8)
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    Re: Divide et Impera 1.2.8 Open Beta Released!

    1.2.8 Beta Update 5
    Battle Changes
    - Fixed Short Pike Phalanx ability name and description
    - Changed Disciplined Formation to Defensive Formation
    - Stats of early and reformed Thesprotian...
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    Re: Divide et Impera 1.2.8 Open Beta Released!

    @Dago you can use the performance submod if you dont want to use this yet. It should be compatible with Alexander, I haven't fully tested it though

    @RollingWave thanks for the detailed feedback as...
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    Re: Divide et Impera 1.2.8 Open Beta Released!

    @Nordling yes, although I am considering moving mercs out and back to 4th.

    1.2.8 Beta Update 2
    - Fixed many incorrect rosters for rebellions.
    - Changed Carthage/Rome escalation scripts to take...
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    Sticky: Re: [Official Submods] Collection of Official Submods

    Updated settlers submod to include special capital recruitment
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    Sticky: Re: [Official Submods] Collection of Official Submods

    Not currently.

    Ok thanks.
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    Re: Status of DeI + Rise of the Republic?

    RoR is probably about where its going to be permanently. It has some updated rosters where needed.
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    Re: Divide et Impera 1.2.8 Open Beta Released!

    1.2.8 Beta Update 1
    - Added small sanitation bonus to the first civil (blue) technology.
    - Fixed some Arverni unit cards not matching their units.
    - Changed Colchian archers to 3rd class, Svan...
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    Re: Divide et Impera 1.2.8 Open Beta Released!

    No, as usual most submods will have to be updated.


    Nothing with banditry was changed, it was just squalor/sanitation.
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    Re: Colchis to Caucasian Question

    It uses caucasian culture but Greek buildings and is a Greek faction for the most part. So it basically uses caucasian culture/temples but otherwise is Greek.

    We made the decision for a few...
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    Re: Divide et Impera 1.2.8 Open Beta Released!

    To answer some questions
    Performance patch is no longer needed.

    The stamina abilities were causing lag from them being constantly activated/updated on every unit.

    This is mostly compatible...
  24. Re: Cross-game semi-roleplay campaign - using Divide et Impera battles and the campaign on Imperator Rome

    Very cool :)
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    Sticky: Re: [Official Submods] Collection of Official Submods

    Updated AFP/TPY mods for 1.2.8 and the Settlers submod
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    Divide et Impera 1.2.8 Open Beta Released!

    https://i2.wp.com/divideetimperamod.com/wp-content/uploads/2021/07/deicolonieswide350.png?w=651&ssl=1

    Beta Release
    The latest release for Divide et Impera has been opened up to the public as a...
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    Re: No Population Growth

    Sounds like something bugging the scripts, there should at least be the settler bonus you get when you are below the minimum.
  28. Re: On turn 26 as Syracuse, Carthage has a grand total of two armies with 13 units between them.

    Some changes we are currently testing for next patch:

    - Both Seleucids & Carthage will be getting a bonus to attacking autoresolve vs minor factions (like Rome has)
    - Carthage will have forced...
  29. Re: Population Problems with the Spartan Unique Building Chain

    If you are over recruiting in a specific region or expecting pop 1 to be super plentiful, then yes you will run into issues. Thats sort of the entire point of it.

    That is different from pop 1...
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    Sticky: Re: New Website Launched!

    We also now have a Units Database!


    https://divideetimperamod.com/units-database/
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    New Units Database!

    We have launched a new Units Database on our website! We hope you enjoy! https://divideetimperamod.com/units-database/

    In the future we plan on expanding it further and adding more website...
  32. Re: Population Problems with the Spartan Unique Building Chain

    I think one thing contributing to it is the garrisons. Special spartan units are added at various tiers and use pop 1 type. I am not sure if that is the entire issue, though.
  33. Re: Population Problems with the Spartan Unique Building Chain

    Thanks I will check it out
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    Small Preview of Upcoming Changes

    I forgot to post it here, but we are working on some changes for the next 1.2.8 update of the mod. You can read more about them here: https://divideetimperamod.com/128-preview/

    Hopefully we will...
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    Sticky: Re: [Support] 1.2 Bug Reports

    If Athens owned it then they may have built that unique port there.
  36. Re: Population Problems with the Spartan Unique Building Chain

    Its possible that the migration is happening to Athens but immigration is very toned down in the mod so it shouldn't be that much.

    My understanding was that the bug of having massive population...
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    Re: [Submod] Settler Units

    Here it is on steam https://steamcommunity.com/sharedfiles/filedetails/?id=2481336939
  38. Re: so much money... is this normal??? I think i should try hard or maybe very hard campaign in the future.

    It is harder but you basically have to work the system. Join wars, make sure to be very careful what alliances you set, use money, etc. You have to be alot more careful and plan ahead with diplomacy...
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    Re: [Submod] Female Generals

    Its compatible in that it would probably work but it would have a mess for traits.
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    Re: [Submod] Settler Units

    I forgot to post here but yes this was updated (or it should be) when the main mod was updated back in February.

    I actually moved it to the official submod thread and the link was updated there. I...
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