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  1. #1

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Quote Originally Posted by AlMustansir View Post
    Im eagerly watching the development of this gem

    But do us a favor, put away the pictures in the first porst to a spoiler, u need to scroll freaking 10 minutes to get to the changelog or download
    You must have a slow computer or a funky cpu then, because my stuff loads near instantly.

  2. #2

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Also, with those CAI I mentioned, the AI has built proper army's and really react to what I do in my campaign. They declare war if I am weak and try to make peace if I am crushing them. These mods though are a temporary fix and hope you are going to do CAI in divide and conquer. I have been blown away how you single handily made battles realistic and FUN. The few subscribers in my lets play feel the same way. I will continue to promote your mod in my lets play because I feel you have been the only one that has got it right (I have played them all). Look forward to trying this bad boy out!

  3. #3

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    I noticed that when my Romans using testudo are taking fire from slingers its seems as if instead of rocks being thrown its water balloons full of blood lol. Basically instead of seeing the rocks bounce off you see blood splatter everywhere, even though they truly are blocking the rocks. And its not just a few guys, everyone gets splattered. Not a big deal at all but I know how you guys strive for perfection so I thought I'd let you know.

  4. #4

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Quote Originally Posted by loukylouk View Post
    I noticed that when my Romans using testudo are taking fire from slingers its seems as if instead of rocks being thrown its water balloons full of blood lol. Basically instead of seeing the rocks bounce off you see blood splatter everywhere, even though they truly are blocking the rocks. And its not just a few guys, everyone gets splattered. Not a big deal at all but I know how you guys strive for perfection so I thought I'd let you know.
    Do you have the blood & gore DLC? If you do that's a known issue I think, it's fixed easily though by getting Mechdonald's enhanced blood which fixes that and also makes blood spur at realistic proportions/volume in combat, a must have.

  5. #5

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Quote Originally Posted by Socktu View Post
    Do you have the blood & gore DLC? If you do that's a known issue I think, it's fixed easily though by getting Mechdonald's enhanced blood which fixes that and also makes blood spur at realistic proportions/volume in combat, a must have.

    Thanks I'll check it out

  6. #6

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Hey Selea the difficulty setting doesn't affect your the battle portion of your mod right? Doesn't difficulty only affect campaign?

  7. #7

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Hi modders, Its a great mod but a few things bother me after your latest fix.
    1. Heroes of Sparta got decimated by Rome's pilum on 1st charge, they took out half of Spartan with Pilum.
    2. Heroes of Sparta's unit spacing is different from the rest, is it intended?
    3. Unit rotate and leave flanks open or intercepted by the opposition?
    4. Pikemen still running straight to my Pikemen's pikes.
    thanks a lot for all your hard work, hope someone will look at this

  8. #8

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Quote Originally Posted by phraetorian View Post
    Hi modders, Its a great mod but a few things bother me after your latest fix.
    1. Heroes of Sparta got decimated by Rome's pilum on 1st charge, they took out half of Spartan with Pilum.
    2. Heroes of Sparta's unit spacing is different from the rest, is it intended?
    3. Unit rotate and leave flanks open or intercepted by the opposition?
    4. Pikemen still running straight to my Pikemen's pikes.
    thanks a lot for all your hard work, hope someone will look at this
    1. Can you explain to me what was the way the battle was set because it depends: if you attack with multiple units a single one that's fine. If you attacked with an Eagle/First Cohort that's fine too
    2. No, that's a bug. Will fix it thanks
    3. That's always been in the game, nothing I can do about it.
    4. This I don't understand, please explain it better.

  9. #9

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Quote Originally Posted by Selea View Post
    1. Can you explain to me what was the way the battle was set because it depends: if you attack with multiple units a single one that's fine. If you attacked with an Eagle/First Cohort that's fine too
    2. No, that's a bug. Will fix it thanks
    3. That's always been in the game, nothing I can do about it.
    4. This I don't understand, please explain it better.
    1. I have Spartans stay in phalanx and wait for AI Roman to charge. They throw pilum, kill my troops in phalanx then slowly walk into battle. This happen upfront, no rear nor flank.
    4. Same situation as above, except i have Pike phalanx waiting for AI to charge. AI would sometimes walk right into my formation without forming pike phalanx. Sometimes they do, but they always got mix up and go up and down the formation.
    Hope that clear up. Thanks.

  10. #10

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Quote Originally Posted by phraetorian View Post
    1. I have Spartans stay in phalanx and wait for AI Roman to charge. They throw pilum, kill my troops in phalanx then slowly walk into battle. This happen upfront, no rear nor flank.
    4. Same situation as above, except i have Pike phalanx waiting for AI to charge. AI would sometimes walk right into my formation without forming pike phalanx. Sometimes they do, but they always got mix up and go up and down the formation.
    Hope that clear up. Thanks.
    1. Well Pila must be powerful. It's with the tactic of mobility and Pila that Roman could win Greeks with their Phalangitai and Hoplites. Without them they would lose (and in fact if you attack without Pila on the front they will get easily won in the game). You should use some cheap troop to shield the first Pila charge, so that your elite units get saved from it (or alternatively be sure to use loose formation and then switch back before melee impact). The AI will often times attack a single unit with more than 1 of theirs and in this case they will kill handily half of that unit on a first charge.

    2. I suggest you to post this problem in the TW Center Forum. I always do about this type of wrong behavior of AI/Formations. It's time CA fix them properly so the more the thing is mentioned the faster they will do something about it.
    Last edited by Selea; November 21, 2013 at 02:37 AM.

  11. #11

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Hey guys, great work. I tried almost all the community mods and AGA was by far my favorite. I am really exited about DEI (checking the thread periodicly). I have a few questions for the badass modders:
    Are you going to incorporate a CAI, like DUB mod, ETA on that?
    Are you going to devise a system of traits like TTT, or incorporate TTT in your mod? I think the vanilla system is to bleak when compared to TTT
    Will you give factions historical territories like in Dresdens mod? Than would, in my opinion help with the lesser arabic/african tribes conquering large empires (in my campain nassamones counquerd libya)

    A agree with 2/4tpy version, or I should rather say I would play any version of your awsome mod Keep up the fantastic work you guys. You even compelled me to write my first praise on TWcenter after year of inactivit

  12. #12

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    I am with Fiki in this regard. My list contained DUB, AGA, TTT, Dresdon and of course the textures mod.

    DeI looks great, I am looking to support it, but I definately feeling only half full without the other aspects as mentioned above. Either way I will continue to watch, i am sure this mod is destined to be one of, if not, the best for Rome II.

  13. #13

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Quote Originally Posted by Aethyr View Post
    I am with Fiki in this regard. My list contained DUB, AGA, TTT, Dresdon and of course the textures mod.

    DeI looks great, I am looking to support it, but I definately feeling only half full without the other aspects as mentioned above. Either way I will continue to watch, i am sure this mod is destined to be one of, if not, the best for Rome II.
    The mod will become a full overhaul and probably will also have TTT incorporated. Dresden is already a member of the team so he will work on that part.

    As for DuB and in more general all the AI aspect of the campaign we still have to decide if to include it or not.

  14. #14

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    I feel this will be the best mod for rome 2! BTW any news about the steam version?

  15. #15

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Quote Originally Posted by foxhole View Post
    I feel this will be the best mod for rome 2! BTW any news about the steam version?
    We wait today to see if some other bug comes out to resolve it in case and then we will upload on Steam.

  16. #16

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Ok, I will test it and I will report any bugs!

  17. #17

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Quote Originally Posted by foxhole View Post
    Ok, I will test it and I will report any bugs!
    I'm actually making some further changes on Javelins/Pila and plus I changed some unit ranks.

    New modified version should be uploaded soon.

  18. #18

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Divide et Impera v0.1f:
    http://www.mediafire.com/?n8404nz8fa271f4

    - Slightly tweaked shield defence on heavy troops for improved damage reduction against javelins/pila on the front
    - Slightly tweaked damage on normal/light Javelins
    - Reduced a little melee power of Roman troops since now Pila are very powerful (it was like this originally, but with the problems with Pila on the first release I had to switch until I had them fixed)
    - Reduced rank depth of some troops to 5 (as Marian/post Marian Roman units and some Greek melee ones)
    - Resolved wrong rank depth of Royal Spartans


    Please people continue with your awesome feedback, it is greatly appreciated. When we will have resolved all the glitches/problems fully and the version is perfectly polished the mod will finally have its first version release on Steam. I hope we will be able to do this tonight.

    This will form the basis for the future updates, as reworked unit rosters to their historical counterparts and reworked campaign map. Rest assured of this: this will surely become the best overhaul available, it already is in a sense but it still lacks on some aspects; with the inclusion of either Dresden on the team to work on the Campaign aspect we will be able to provide an incredible experience to users on future versions.
    Last edited by Selea; November 21, 2013 at 04:16 AM.

  19. #19

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Quote Originally Posted by Selea View Post
    Divide et Impera v0.1f:
    http://www.mediafire.com/?n8404nz8fa271f4

    - Slightly tweaked shield defence on heavy troops for improved damage reduction against javelins/pila on the front
    - Slightly tweaked damage on normal/light Javelins
    - Reduced a little melee power of Roman troops since now Pila are very powerful (it was like this originally, but with the problems with Pila on the first release I had to switch until I had them fixed)
    - Reduced rank depth of some troops to 5 (as Marian/post Marian Roman units and some Greek melee ones)
    - Resolved wrong rank depth of Royal Spartans


    Please people continue with your awesome feedback, it is greatly appreciated. When we will have resolved all the glitches/problems fully and the version is perfectly polished the mod will finally have its first version release on Steam. I hope we will be able to do this tonight.

    This will form the basis for the future updates, as reworked unit rosters to their historical counterparts and reworked campaign map. Rest assured of this: this will surely become the best overhaul available, it already is in a sense but it still lacks on some aspects; with the inclusion of either Dresden on the team to work on the Campaign aspect we will be able to provide an incredible experience to users on future versions.
    hi
    can you when add new version will add to first page? it will be more easier for all to watching something new
    thx

  20. #20

    Default Re: Divide Et Impera (Divide And Conquer) Update 20-11-13

    Quote Originally Posted by kauczuk View Post
    hi
    can you when add new version will add to first page? it will be more easier for all to watching something new
    thx
    No, the thread owner is Epam. He adjourns the thread when a collection of fixes has been produced.

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