So, now you know what it is:
welcome Divide et Impera![]()
So, now you know what it is:
welcome Divide et Impera![]()
Last edited by Selea; November 19, 2013 at 01:37 PM.
Welcome
On behalf of the AGA team, I would like to welcome you to this Divide Et Impera preview.
Team Members
The creators of Divide Et Impera are a crew of dedicated and passionate individuals who enjoy modding Rome 2 Total War :
ˇ Selea
ˇ Kymmuriel
ˇ Epaminondas
ˇ LittleLegionnary
ˇ Meneros
Introduction to Divide Et Impera
At first, we started with AGA to redo some battle mechanics and to gather several reskin mods. Then we realized that we were sharing more than this: the same passion from the greatest achievements of the TW community like: Europa Barbarorum, Rome Total Realism, Broken Crescent and so on.
Divide Et Impera is now the expression of the new scope of our project.
It is designed to give players the most historically accurate gaming experience possible with the Rome 2 game engine.
Divide Et Impera means “Divide And Conquer”, so, we are reworking intensely both battle (Conquer) and campaign (Divide) aspects of the game.
Preview:
Content and Changes:
An historical representation of an ancient battlefield:
- Realistic army sizes in scale representing the army numbers of the period
- Formations behavior simulating the way they worked in real life
- Reworked morale, fatigue, speed and pace of battle for the most intense fights you have ever witnesses in Rome II
- Improved importance of positioning and tactics with the removal of all active abilities: correct unit deployment and use of formations to their best are the key to win now
- Realistic unit roles to represent the way units behaved historically so that you will really feel like a General commanding those armies
- Unit caps tied to faction and/or rarity of unit type
The ultimate graphical improvement:
- Redone unit and faction colors (you will love our polybian triplex acies).
- Huge and wide variety of gears for each unit, new textures and skins.
- This is the most historical and unique vision of an ancient battlefield you will ever see.
A more intense and longer Campaign:
- Turns per year increased to four so that you have time to develop your Generals and Agents. - Slowed army replenishment so that every battle is important as it was in reality.
Slowed research times, unit recruit times, building growth bonus and cultural conversion bonus.
- Distinct and more realistic campaign movement sizes of troops depending on the unit types (included naval).
- Less Agents in total, but more experience on them after a certain level so that experienced Agents will really make a difference and losing one is a burden
Factions overhaul:
- Factions will be completely unique in Divide Et Impera and they will dictate which type of abilities units have and the way they behave.
- Factions will also have unique strength/weaknesses and unique number of armies they can field in the battle.
Equipment (weapons, armors, projectiles etc.) overhaul:
- All armors and weapon types have been completely reworked for a more balanced experience.
- Also weapons and armours, as units, will have a precise role on what they are best at.
TO COME SHORTLY:
- Complete overhaul and hand-tailoring of all units equipment to their realistic counterparts for the best experience possible
- Reworked unit rosters to represent the real armies the various factions had in the period
- Work on the Campaign aspect to give every faction realistic regions and buildings
Stay tuned, you will have news very soon about the first version of Divide Et Impera. This also will be available through Steam Workshop.
Thanks again to all the people that supported us through their work or ideas. I hope you will enjoy this as much than we do working on it.
Cheers,
Epaminondas.
You guys are Great, Im so happy keep it up
And maybe you can add those mods
-TTT.
-Expanded Construction Options.
-Meaningful Resources.
Last edited by Sir_Pee_Alot; November 19, 2013 at 01:56 PM.
Nicely done!![]()
Oh, what a good news! When will be arrive the first edititon of this fantastic mod?![]()
Can you also make More recruitment slots
Town 4
city 5
Port 3
something like that. and Onagers only for Barbarian factions
Last edited by Sir_Pee_Alot; November 19, 2013 at 02:30 PM.
Just wow, after playing with AGA i really think you guys can handle such a big project. I'am always a Fan of realism and more tactical gameplay.
I cant wait for more to read and see(and of course playing).
Will you open a new theard or will this one get an "update"?
I'm only worried about the slowed recruit because i saw other mods trying to make units take more than 1 turn to recruit and the AI couldn't handle it(the AI was moving on the next turn after starting recruitment resulting in canceling the recruitment).
I have translated in French this amazing preview ! http://www.mundusbellicus.fr/forum/s...l=1#post176892
Mundus Bellicus - TWC - ModDB - Discord - Steam
~ Patronized by Gaius Baltar, son of the Great Family of imb39, of the House of Garbarsardar, of the Noble House of Wilpuri.
nnnnnice! when will you guys get your own hosted section?
Thank you Nelduin great job +rep ! (thks to mundus bellicus we might get hosted somewhere)
Great news guys, Xilo just joined the team and will work of the campaign overall.
BTW we are about to release the first version: Divide Et Impera 0.1![]()
Great news. GL im not playing anymore but when this mod hits i will for sure give it a go. take your time and this is going to be the ROME 2 that most of us want to play
about to? so by today?
Have you guys considered talking to Smarmy, the author of those Anonymous Unit Packs? His work is excellent and I would love to see his units integrated into this new mod. At the very least you and he can collaborate. His texture work is fantastic and his isnpiration is EB.
Been playing this mod since the early stages, originally i was looking for a mod to reduce the lethality of ranged units.. and when the change log for this mod says removed AP from ranged units, I was instantly sold! With that in mind, I'd like to congratulate the mod makers for the new mod direction, this mod has been taken on to a whole new level and I think it has the potential to become one of the legendary mods like Third Age or Stainless Steel!
Unfortunately it might be heading towards a direction that contradicts my playstyle, I just have a few concerns if I could get some answers that might put my mind at ease...
1. Regarding compatibility - Before this mod is just a BAI, now its a complete overhaul, a lot of users use this BAI along with other CAI, will a separate BAI only mod be available? Are there plans in the future to touch on other aspects of the game? (IE Traits.. I'm using TTT at the moment and I love it, will I have to stop using it?)
2. I'm not a fast player in battle, and this is my biggest concern... sure I can pull off miracle assaults/miracle defenses here and there, but I might prefer 'grand strategy'.. as in deployment of units, manage resources, characters, correct position of armies etc. with that in mind, micro managing the timing of each units formation (Like Selea's description about romans in earlier post) is not my strong point, will all units require that level of management?
3. Naval battles are something that hasn't been touched upon by the mod, I understand its pretty broken, with the rebalancing of unit numbers, how will this impact naval battles (IE does more unit fit into the same boat now...?)
Lastly I just wanted to say, this mod is awesome and I have plenty of fun with AGA, if the mod moves in a direction that contradicts my playstyle, that is perfectly fine because a mod is an interpretation of the modder's (or multiple modders) vision for the game. If the vision is different then I'll just move on to another, but I would prefer if I can keep playing this mod =)