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  1. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.6.1 + Custom Packs [upd: dec.01/19]

    Absolutely, I'll just put this campaign on pause for now. Still trying to get used to all the RPGu generals anyhow.....The regular army is just the regular general unit from DeI right? If so is there...
  2. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.6.1 + Custom Packs [upd: dec.01/19]

    I recall in previous versions of Testudo still being able to garrison and get the replenishment bonus...(Wasn't until most recently that I've had the replenishment problems).
    The replenishment...
  3. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.6.1 + Custom Packs [upd: dec.01/19]

    I'll give some input hopefully in a short while, only 30 turns in or so as Pergamon...

    Many thanks for all the wonderful work Jake.

    Oh and on the subject of replenishment, as mentioned before...
  4. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.6.1 + Custom Packs [upd: dec.01/19]

    Does Testudo require an update to work with the newest DEI update? (Dec 31)
  5. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.6 (DeI 1.2.5) + Custom Packs [upd: aug.07/19]

    Wonderful to see you're still working on this Jake. An absolutely necessary (sub) mod in my opinion. Many thanks for all the work.

    I haven't played in maybe 4-5 months, but recently saw that there...
  6. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.6 (DeI 1.2.5) + Custom Packs [upd: aug.07/19]

    Will it be okay to use the settlers unit submod with this?
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    Re: AAA generals an DEI

    Hear hear, I would love to see these features incorporated into DeI as well.
  8. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.6 (DeI 1.2.5) + Custom Packs [upd: aug.07/19]

    Wonderful work again Jake. I was wondering if you might have any plans to make the Ardaei a playable faction? I'd love to try them out, especially given the new remake. (On that note, perhaps Sparta...
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    Benjins Generals

    If you use Benjins Generals mod will the generals (Greek and Roman thus far) be only models from that mod? Or will the custom DeI general models/assets still be used?

    Also, I imagine Benjins is...
  10. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.5.2 (DeI 1.2.4b) + TURTLE_Parts [upd: 15.jun/19]

    Oh no need to apologize, you're doing us all a very big favor in doing so. We should be thanking you....
  11. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.5.2 (DeI 1.2.4b) + TURTLE_Parts [upd: 15.jun/19]

    I'll wait for 1.6 then. I look forward to it....and well quite frankly somewhat "refuse" to play DeI without this mod now. (Though I may just give it a try to see how vanilla (DeI) 1.2.5 is.
  12. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.5.2 (DeI 1.2.4b) + TURTLE_Parts [upd: 15.jun/19]

    I don't wish to be that person, but any ETA on when all Testudo and all it's subparts may be working with 1.2.5? No intending to rush you, just curious.

    And Jake, do you work with/on the DeI...
  13. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.5.2 (DeI 1.2.4b) + TURTLE_Parts [upd: 15.jun/19]

    What about an update all around for the new DeI version released today?
  14. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.5.2 (DeI 1.2.4b) + TURTLE_Parts [upd: 15.jun/19]

    Well shucks....I'm glad to hear you're updating them especially VPS...but I finally got 60 turns or so into my best campaign yet, as the Arche Bosphorus. So far it's been working well...I think?
    ...
  15. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.5.2 (DeI 1.2.4b) + TURTLE_Parts [upd: 15.jun/19]

    Can the no battle penalties file be used with a saved game? Also, does this only effect the main testudo negative impacts and not the generals tirbutes, culture in a region etc....?

    I also feel...
  16. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.5.2 (DeI 1.2.4b) + TURTLE_Parts [upd: 15.jun/19]

    Magnificent! This would be wonderful mate. I especially like the idea of "forcing" peace on the AI, as they most NEVER accept peace unless they are utterly beaten (which majority of the time wasn't...
  17. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.5.2 (DeI 1.2.4b) + TURTLE_Parts [upd: 15.jun/19]

    Is that to say you can already do so, or that you will have it so that you can transfer a region between any two factions?

    I mean taking a city you already own and then "liberating" it as a vassal.
  18. Re: Region gifting/exchange (Very important feature)

    Right, but just having it there at least for the player to use as he sees fit is better than not having it at all. Just because the player can take advantage of something is no reason not to include...
  19. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.5.2 (DeI 1.2.4b) + TURTLE_Parts [upd: 15.jun/19]

    Will the gifting region be implemented into this soon? Also, is there any way to free a city as a vassal (satrapy/client?)
  20. Region gifting/exchange (Very important feature)

    https://www.reddit.com/r/totalwar/co...om_next_patch/

    This is a VERY important feature that has been overlooked in RII, especially given the fact that provinces play such an important role now. Is...
  21. Re: [SUBMOD: Virtual Points System] VPS_Beta_02 (DeI 1.2.4b) [upd: 30.jul/19] - TESTERS NEEDED!

    I am wondering if I read this correctly....You said you're going to work on an exchange region feature???? This feature alone is more important than most any that have been submodded thus far. I...
  22. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.5.2 (DeI 1.2.4b) + TURTLE_Parts [upd: 15.jun/19]

    Back to give yet more compliments to this incredible mod. I'm playing the small version, and around 100 turns in and I have been struggling nigh every turn to balance my economy/military. Having to...
  23. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.5.2 (DeI 1.2.4b) + TURTLE_Parts [upd: 15.jun/19]

    Hmm, how are they meant to be used then? I have one general as an auxillary army unit, and the army gets quite the bonuses....

    So the special general units are meant to be positioned in cities...
  24. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.5.2 (DeI 1.2.4b) + TURTLE_Parts [upd: 15.jun/19]

    Is there any way I can edit the texture link to the RPGu units myself for the small pak? Most of my general units are invisible, which is quite an immersion breaker in battles.

    Also, do you...
  25. Re: [SUBMOD: a Slower Paced DeI Campaign] TESTUDO v.1.5.2 (DeI 1.2.4b) + TURTLE_Parts [upd: 15.jun/19]

    First, fantastic work mate.

    I'm on turn 40 or so playing as Carthage, I started one campaign with medium.pak then started another on small.pak to get used to it. So far only one bug noticed, that...
  26. Re: Large AI empires do not concentrate their armies, and it ruins an almost-perfect DeI experience.

    I've noticed this for sometime as well, whether at war with or allied with a larger empire they very frequently seem to position their armies in the oddest of ways...I've invaded large empires with 3...
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    Attila Lighting (too dark)

    Is there any way to change the Attila lighting so it's not so dark. I can barely see the unit details from certain angles. I recall Rome II being similar then they fixed it. (There is also a No HDR...
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    Attila Lighting

    Is there any way to change the Attila lighting so it's not so dark. I can barely see the unit details from certain angles. I recall Rome II being similar then they fixed it. (There is also a No HDR...
  29. Sticky: Re: [Download & Installation] Divide et Impera 1.2.4b - Updated March 12

    Word is the next update will have new pergamese units? Is it a hellenic overhaul of sorts (again) or just additional units for a few factions? Looking forward to starting a campaign as Pergamon when...
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    Re: [Submod] Alternative Economy (Updated 01.22.19)

    Dardo do your versions work fine with the hardcore submod?
  31. Re: What faction has in your opinion the coolest looking roster?

    Yes of course, because red, white and blue aren't at all common when it comes to national colors (flags)....
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    Re: [Submod] Alternative Economy (Updated 01.22.19)

    Save game compatible?
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    Re: [submod] De AI Arbitriis

    Not currently compatible with DeI than?
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    Re: [Submod] Cultural Tensio

    Not currently compatible with DeI than?
  35. Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Nov 11)

    A handful of things I've noticed in this Carthaginian campaign at turn 70 or so now.

    -Perhaps most importantly are the child death rates, still. I've had four children and all of them have died....
  36. Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Nov 11)

    I noticed in city defense where the AI has navy (army as navy and a navy in this case) they do a terrible job at landing their troops. Most of the boats just stayed in one place on the sea while...
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    Sticky: Re: [Tech] 1.2 Bug Reports

    I've been able to see non recruitable reform units for as long as I can remember using DeI and it's never been an issue. I thought that was was normal for DeI to show you them, but say they weren't...
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    Sticky: Re: [Tech] 1.2 Bug Reports

    I see your point. Thanks for the input and help Dardo, and most certainly for all your work in keeping many of the good submods updated. Much appreciated mate.



    Hmm, and all you're using is the...
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    Sticky: Re: [Tech] 1.2 Bug Reports

    Okay...but why?

    I suppose starting a new campaign and playing to around 30-40 turns would be MY only way of "knowing?" And even then, there's room for variance so how could I be certain?
  40. Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Nov 11)

    Yes indeed. Report made, thanks for all the great work and help Scipio.

    http://www.twcenter.net/forums/showthread.php?746129-Tech-1-2-Bug-Reports&p=15696942&viewfull=1#post15696942
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