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

    From what I recall it was always there but we just had less phalanx type of units.

    Btw, you can either use these submods just for pikes, just for hoplites or both at the same time. Best part is...
  2. Sticky: Re: [Download & Installation] Divide et Impera 1.2.6 - Updated July 17

    Media did not get any reforms before as they never rose to be a major power but they do as a player.

    To quote the preview:
    "For a late reform I went with a sort of proto-Sassanid theme. Due to...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Units on average are now slower than they were in old battle system.

    Now bug with phalanx units moving through other units is on CA as that issue is still in new games. I have just updated both...
  4. Sticky: Re: [Download & Installation] Divide et Impera 1.2.6 - Updated July 17

    Parthia was not downgraded, it was actually buffed as it got cheaper horse archers and even stronger late cataphracts in terms of stats.
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    Sticky: Re: [Support] 1.2 Bug Reports

    That is indeed weird as it does not happen for me even in large hoplite vs hoplite battles. There are triggers that auto disable phalanx but of course CA made AI able to bypass there restrictions so...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    The old combat syste was not removed due to CA patches but due to being very easy and slow for the sake of being slow since AI would not do anything there or stuff like AI ranged unit being barely...
  7. Sticky: Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Alternative Pike Phalanx is now also updated.
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    Sticky: Re: [Support] 1.2 Bug Reports

    1. Sounds like a mod conflict on your end as unit speed is very low in DeI.
    2. It is not possible unless you have a mod conflict that casues weird results.
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    Re: Bithynia and Galatia

    They were allied around that point so I would say this is a good argument for that. So I would say they dont have it as an oversight.
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    Re: Low Cavalry Weight

    Depends on what is charging what, plus how exhausted unit is.

    Also one thing I noticed is that most people who had issues with cavalry charges were using mods that were not yet updated for 1.2.6...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    I will be looking at bit into Geate unit balance soon so I will check it out too.
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    Sticky: Re: [Offiial Submod] Alternative Reforms

    That is why they get heavier pikes :D But I try to also follow a bit more how these armies were evolving so in their case, legionary type units seem more reasonable path. Of course I might build up...
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    Re: Low Cavalry Weight

    If you would read sources, frontal charges were not a common thing due to lack of destructive power of them in battles. Even Parthian cataphracts noticed how little effect their charges were against...
  14. Re: Please help me how to control roman units in combat.

    You can just leave auto fire on and dont bother with manual fire orders. I never fealt a need to even micro them as much, just leave the auto fire on or disable it if you want to save ammo for...
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    Re: [Submod] Alternative Economy (Updated 09.08.19)

    Not fully. It will take a bit to get updated. It should be more or less fine but some units wont get correct prices, like new units added in 1.2.6.
  16. Re: Please help me how to control roman units in combat.

    Early Romans might be a bit hard but that is why they have reforms.

    Here are some tips:
    1. Don't auto fire your pila. Pila come with formation distruption effect (you can see it by visually...
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    Re: Some suggestions about roman faction

    Hello, new stuff from these mods wont be added to DeI as Celticus said there were more people involved so there are no plans to make it allowed for DeI usage.
  18. Sticky: Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    I will try to get it updated today or tomorrow.
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    Sticky: Re: [Offiial Submod] Alternative Reforms

    Oh yes, I had in mind Spathatoi, not Skutatoi :D

    Here is some old concept of Arverni knights:

    https://i.imgur.com/nh9ArX7.jpg


    And here is one for Medewi Guard:...
  20. Sticky: Re: [Offiial Submod] Alternative Pike/Hoplite Phalanx/Shieldwall

    Alternative Hoplite Phalanx/Shieldwall is now updated for 1.2.6

    Alternative Pike phalanx is still under update.
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    Sticky: Re: [Support] 1.2 Bug Reports

    In what situation did it happen?
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    Sticky: Re: Screenshot Thread

    Finally having some fun with Alexander campaign :D

    https://i.imgur.com/ms14VDB.jpg

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

    https://i.imgur.com/dH4P0Au.jpg

    https://i.imgur.com/hzrmihO.jpg
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    Sticky: Re: [Offiial Submod] Alternative Reforms

    Preliminary list of planned releases:

    Alternative Reforms - Sparta

    1. Changes their late reform hoplites into pikemen and moves them to 2nd class. Based on Sparta moving more into pike phalanx...
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    Re: Submod Question

    You can only do it be editting your save game. Mods cant hange it on their own.
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    Re: All foreigner armies | The supply system

    Sure, you can do that but they are usually far from your starting location like in your example and they are spread allover the place. They also often require higher main city building to be...
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    Sticky: [Offiial Submod] Alternative Reforms

    Hello,

    This thread will be dedicated to alternative or what if reform submods, that can provide a bit of freedom for people who want to try out new stuff.

    Some of them will be centered around...
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    Re: All foreigner armies | The supply system

    My only gripe is that foreign troops are soo much weaker compared to factional troops and even if you need to replenish, you just wait there for 2-3 turns and you are good to go, unless your...
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    Sticky: Re: [Support] 1.2 Bug Reports

    Client levies ignore reforms. We had it disabled for long time but people enjoyed that feature too much so it is back but we have to live with that bug.
  29. Sticky: Re: [Official Submod] Scenario Submod Campaign: Alexander

    Yes.
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    Re: Divide et Impera 1.2.6 Released!

    This was due to arty being a bit OP in land battles. Sure, you can make it less accurate (while they were considered very accurate) but it made them miss walls and such. Better to make it a bit more...
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    Re: All foreigner armies | The supply system

    Foreign troops are just weaker and you can only limited amounts of them per type, they are mostly of levy quality.

    Supplies depend on a region, if you dont stay too long and with just one army,...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Only for player since AI was not made in mind to use it.
  33. Sticky: Re: [Download & Installation] Divide et Impera 1.2.6 - Updated July 17

    Yes, all of that it intended as I fixed quite a bit of issues with how game calculates combat stuff and how AI reads certain entries.

    For example, when all melee cav got moved to shock class, it...
  34. Sticky: Re: [Official Submods] Combat Related Submods (updated for 1.2.6)

    All mods updated for 1.2.6 release.
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    Re: Submods that reduce army spam?

    AE works but keep in mind the way AI works in Rome 2, it will always try to recruit max amount of armies with max amount of units, no matter if it means going bankrupt. It also depends on difficulty...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    I think some reforms require 10 more turns to pass due to some technical stuff.
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    It is for both player and AI sake so that they appear at all in campaign.

    Same as Seleucids can recruit them from their stables as they introduced own breeding program of elephants as otherwise...
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    Re: [PREVIEW] New and Overhauled Units

    I use Orbis Terrarum and my custom Reshade presets

    https://www.mediafire.com/file/afe5cd4lz6bu340/kam.ini/file - this one is for normal play
    ...
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    Re: [PREVIEW] New and Overhauled Units

    I got sent a book passage that mentioned their camels existing. I see that Saba already has 2 camel units though.




    This will be added in next patch. I had some issues with animations so I had...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Carthage has factional elephants so that is why you can recruit them everywhere.
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