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  1. Re: Some bodyguard units do not receive bonuses from attributes [BUG]

    Yes they are just missing the unit set assignment.
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    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.
  3. 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.
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    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.
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    Sticky: Re: [Official Submods] Collection of Official Submods

    I will update the link, thanks Jake!
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    Sticky: Re: [Official Submods] Collection of Official Submods

    I don't think so at the moment.
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    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.
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    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.
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    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.
  10. Re: Editing Disciplined Formation spacing for Romans in PFM

    From my understanding you can't edit formation behaviors sadly, I could be wrong though!
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    Re: Unit Cards For DeI

    If you make a list of bugs you find with them I will correct them in the next update.
  12. 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.
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    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.
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    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.
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    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...
  16. 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...
  17. 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
  18. 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...
  19. 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

    -...
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    Re: Scale Population

    You can edit most of the population mechanics under the manpower script section.
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    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...
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    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.
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    Re: Population decline due to taxes

    1st class should be least (or even not) affected by tax levels. Lower classes are most affected.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    It usually affects food and supply production/storage.
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    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...
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    Sticky: Re: [Support] 1.2 Bug Reports

    Thanks!
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    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...
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    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
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    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.
  30. Re: Pointing out to the mod developers something that is often implied but still understated

    Europa Barbarorum is the greatest mod ever made :)
  31. 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.
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    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.
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    Sticky: New Website Launched!

    https://i.imgur.com/zlXw71r.jpg

    After a bit more work than I had anticipated, we finally have a new website to show off :) It includes News, Guides, Faction Info, Unit Previews, and more!
    ...
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    Re: 2 bugs or so its seems

    When a faction takes a region that does not have their dominant culture, the population will change to mostly foreigner.

    I am not sure for the culture reason, the game calculates that on its own....
  35. Re: Pointing out to the mod developers something that is often implied but still understated

    Thanks for the kind words :)
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    The starting positions won't be changed, though. So whatever they have now they will have.
  37. Re: fix or update for Hannibal at the Gates campaign?

    We may look at all the DLC campaigns at some point to refine them.
  38. Sticky: Re: [Official Submod] Scenario Submod Campaign: Alexander (New Co-op version Sept 19)

    Yes we may revisit some of these rosters in the future.
  39. Sticky: Re: [Submod] Historical Family System (Rome & Carthage)

    Not currently. It is a little complicated on what you have to change so their ages match up.
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    Sticky: Re: [Official Submods] Collection of Official Submods

    Make sure they are loading before the main mod.
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