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  1. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2020-01-20)

    Hi,

    Sorry for the late reply!

    @gnosis89
    Weird with infant mortality, in my game it feels fine with the current values and at an average 3-4 out of 10 will die before reaching maturity.
    ...
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    Re: More building slots

    Hooray! Congratulations on finding the magic numbers! :thumbsup2
  3. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2020-01-20)

    Small hotfix is out!


    Unless I'm mistaken factions with a walled city start at imperium II because a walled city counts as three unwalled ones (in term of imperium "points"). In any case I...
  4. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2020-01-16)

    The -5 extra is from your poor influence in the government:

    https://i.imgur.com/OOAl2b2.jpg

    Not a single faction declared war on me. Like mentioned previously I'll remove the -10 from Imperium...
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    Re: why are the Sweboz entirely dark haired?

    Good question! I also wondered that a long time ago, mainly for the germanics and celts - but it slipped my mind.
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    Re: Tell your house rules

    1. Never reload/save scum, no matter what happens.

    2. Do not become friends with everyone, pick a few factions and stick to them (unless they betray you). "A friend to all is a friend to none".
    ...
  7. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2020-01-16)

    I'm not getting any -15 in my game, tested it as Massalia yesterday. I've also not added any -15 to anything in the mod regarding expansionism. Imperium 1 has no penalties in the database at all and...
  8. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2020-01-16)

    Yes, I just rembered that walled cities count more towards imperium than normal towns, this means that factions starting with a walled region will get -10 right off the bat. I'll fix it in the next...
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    Re: Medieval Kingdoms Total War: Kingdom of Sweden

    Looking forward to playing a fleshed out Swedish Kingdom! Keep up the awesome work! :)
  10. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2020-01-05)

    "All Factions Playable" submod. It used to be included in DV but had to be removed at one point. I have to modify startpos to bring this feature back and that means that I also need to update the...
  11. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2020-01-05)

    You were using hotfix12, meaning a lot of stuff was fixed since then!
    This is the first time I forgot to update the non-steam pack, I don't make a habit out of it :tongue:

    "Friendly AI should...
  12. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2020-01-05)

    Hotfix out!


    I figured it out Gnosis.


    I had forgotten to update the mega link for some reason, so it was still hosting the version from late August last year... :no: So sorry! I just noticed...
  13. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2020-01-05)

    @gnosis89

    Yes I know. The reason highlight all stopped working was due to the Warhammer 2 triangles I was testing. I didn't notice it until much later and reverted back to normal ones. It works in...
  14. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2020-01-05)

    Thank you,

    Missiles are quite effective against unarmoured targets, yes (which I assume you mostly shoot at in CiG due to all the tribes), but as soon as you start firing at armoured ones with...
  15. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2020-01-05)

    Update is finally out after a 210 turn test-campaign! :party:

    @Basilius

    I agree. Unfortunately I'm solo modding for over a year now and large projects like that take an insane amount of time to...
  16. Re: Perfect example how utterly brain dead the Campaign AI is.

    I think that there's something messed up with the decision making. It doesn't look like the AI takes ally strength into consideration when declaring war (perhaps not vassals either). That's why you...
  17. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-21)

    Apologies for my absence, had to take a time out for some time due to real life. Today I started again and I've been testing battles to make melee combat a little faster between infantry, like...
  18. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-21)

    Sorry I've been absent for the last week or so, will read through the feedback properly tomorrow and reply. I also have a new patch coming in the weekend that will fix some of the stuff mentioned...
  19. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-21)

    This is the AI "snowball effect" which happens sometimes when you neglect diplomacy (usually early game). What happens is that your enemies keep inviting other factions to attack you, which they will...
  20. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-21)

    Sorry for the slow reply, I've been absent for a week.

    DV uses 12 TPY (it had 24 TPY in older versions). It does have a 4 TPY submod though, in the "downloads" section.

    @DominusEtDeus

    Yes,...
  21. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-21)

    Hi,

    Thanks for your feedback!

    First of all I suggest you get the latest version uploaded 21/8 since it fixed some issues in the previous ones (in particular cav having too much hp).
    ...
  22. Re: [Help/Question] Trying to replace Clients with Satrapies

    Hi,

    Since I've done this in Data Venia I'm currently quite familiar with the process. The mistake you made is that you forgot two crucial steps inside startpos which makes the game crash. First of...
  23. Thread: Crashes today

    by Ygraine
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    Re: Crashes today

    Hello,

    If it's not a mod, then it has to be the new launcher. If the latter is true then you ought to switch to the old launcher in "betas" in the Rome 2 options over at Steam.
  24. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-20)

    Another hotfix is out!

    Revamped infantry speeds for various reasons, another quick fix to occupation -po impact and a few other changes. See changelog for a full list of details.



    Grab...
  25. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-19)

    I don't think Data Venia is the opposite of DeI, just another flavour of it since it's based on DeI after all. An opposite to DeI would perhaps be vanilla or some other balance that is more...
  26. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-19)

    1. You wrote that changing entities "are almost without any point", then contradict yourself later that the changes give a "very BIGGGG advantage to infantry" :hmm:
    2. Kam has stated several times...
  27. Major update - Patch 4!

    https://i.imgur.com/qJ725wP.jpg





    ~Summary~


    Patch 4 is a milestone for Data Venia brings with it some major changes to both combat mechanics and campaign interaction. These will have a...
  28. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-18)

    I designed those edicts several versions before I started moving city/town maluses to core chains, so it's good that you brought it to my attention (and honestly squalor made no sense for this...
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    Re: Question on Carthaginian Reform units

    Helloes!

    These are unlocked with the Thureos-reforms:

    "Car_Libyan_Thureos_Spears",
    "Car_Libyan_Phoen_Hoplites",
    "Car_Libyan_Thureos_Infantry",
    "Car_Libyan_Peltasts_new",
    ...
  30. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-17)

    Thanks guys!

    @Chicano don't use the old pack, it's missing out on several things (like for example some of the new unique capitals). I removed it now since it was for 1.2 and earlier versions. I...
  31. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-17)

    By request I've added a submod in the download section which reverts garrison sizes back to old ones (except for cav that stays at 200 due to technical reasons), so if you think the new sizes impact...
  32. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-17)

    Thanks! Let me know if you find any issues.

    I'm going to lower pleb/mob sizes a bit in the next hotfix since it seems not all PCs play nicely with 600 squad sizes, probably not worth the fps...
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    Re: Some Clarification on Phalanx units

    Then why even have the option for them to go out of stance? You know you can use it for more than just moving faster. They should be able to destroy levy militias and plebs in hand to hand without...
  34. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-16)

    1.2.5 update is finally out!

    Don't forget to check the changelog.

    One of the major changes is that the AFP functionality has been removed for now, since Dresden has not had the time to update...
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    Re: Some Clarification on Phalanx units

    If you add too much flank/rear maluses via kv_ they become complete garbage on walls where they get flanked automatically (which is a limitation of the engine). It would mean that just by having them...
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    Sticky: Re: [Official Submods] Collection of Official Submods

    Need to edit things like rough terrain movement, season movement effects etcetera too, otherwise you'll barely be able to move - especially if you scale it to 24 TPY. And stuff like movement...
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    Re: [Submod] Alternative Traits

    This looks nice, great work!
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    Re: Total War Sage: Troy leaked

    Another no-buy! One would think they learned from the extremely awful failure of Britannia and would cancel these "sagas" completely to go back to proper releases. But apparently not!
  39. Re: [Overhaul Submod] "Data Venia" (for DeI 1.2.4 - Updated 2019-07-06)

    Going to take a little longer, waiting for Dresden to update the AFP-submod. Without it you won't be able to play all factions. He mentioned he'll do it sometime this week!
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    The first question that comes to my mind is what population tier these "settlers" should be? If you want 2 and 3, it means there needs to be two new settler types for all factions (1 and 4 make...
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