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!
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.
Hey Selea the difficulty setting doesn't affect your the battle portion of your mod right? Doesn't difficulty only affect campaign?
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.
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.
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 modKeep up the fantastic work you guys. You even compelled me to write my first praise on TWcenter after year of inactivit
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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.
I feel this will be the best mod for rome 2!BTW any news about the steam version?
Ok, I will test it and I will report any bugs!
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.