Thread: Divide et Impera (Divide & Rule) - Main Thread

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  1. #1

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Quote Originally Posted by Mr.IAmHere View Post
    'DeI' supports CiG.
    Not really. None of the resources are hooked into the new map, so there's a tech ceiling that can't be breached due to lack of copper et al.

    It won't crash the game if you load up CiG but it's not working.

  2. #2
    Wittman's Avatar Biarchus
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    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    why is this game so unoptimized -_- every large battle turns in a lag fest
    Please check your PM folder-Garb.

  3. #3

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Hey @Impera-team I was wondering have you guys ever considered increasing the maximum amount of scorpion in 1 unit ? because I read the other day the romans had up to 30 scorpion per legion - would be great for immersion if you guys added more and so it doesnt turn into a slaughter just tone the damage down or release it separate from everything else ^^ because atm it feels random only having 2 scorpion sitting there with 4000 men clashing.

  4. #4

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Quote Originally Posted by kstrife View Post
    Hey @Impera-team I was wondering have you guys ever considered increasing the maximum amount of scorpion in 1 unit ? because I read the other day the romans had up to 30 scorpion per legion - would be great for immersion if you guys added more and so it doesnt turn into a slaughter just tone the damage down or release it separate from everything else ^^ because atm it feels random only having 2 scorpion sitting there with 4000 men clashing.
    Oh and how come you removed the explosive ammo from the Roman balista / historically they had them D:...

  5. #5
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    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Quote Originally Posted by kstrife View Post
    Hey @Impera-team I was wondering have you guys ever considered increasing the maximum amount of scorpion in 1 unit ? because I read the other day the romans had up to 30 scorpion per legion - would be great for immersion if you guys added more and so it doesnt turn into a slaughter just tone the damage down or release it separate from everything else ^^ because atm it feels random only having 2 scorpion sitting there with 4000 men clashing.
    if you read enough you should have come across the fact that romans abandoned the use of the polybolos due to it being too accurate thus being easily avoided by the enemy after the first shot. its quite surprising but its true. also the fact that polybolos simply wasn't as easy to maintain and didnt have the range of the scorpio and its improvement the cheiroballistra.

    for this reason i will be removing the polybolos from the romans. also be aware that the scorpio isnt recruitable by the romans in the campaign. i will be making it recruitable by the romans 1 building level below the cherioballistra and doubling the amount of scorpio, cherioballistra per unit.

    Quote Originally Posted by kstrife View Post
    Oh and how come you removed the explosive ammo from the Roman balista / historically they had them D:...
    no they didn't. they had incendiary rounds not explosive ones which ill probably add back.
    Last edited by lesterthenerd; December 31, 2013 at 07:25 AM.


  6. #6
    alexois's Avatar Foederatus
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    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Playing as the Getae, I cannot go past turn 122 (242 BC) as advancing to next turn hangs at Nabatea faction.
    Tried several times to reload and advance, no success.
    Any idea how/if I can salvage my campaign?
    Thanks

  7. #7

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Quote Originally Posted by lesterthenerd View Post
    if you read enough you should have come across the fact that romans abandoned the use of the polybolos due to it being too accurate thus being easily avoided by the enemy after the first shot. its quite surprising but its true. also the fact that polybolos simply wasn't as easy to maintain and didnt have the range of the scorpio and its improvement the cheiroballistra.

    for this reason i will be removing the polybolos from the romans. also be aware that the scorpio isnt recruitable by the romans in the campaign. i will be making it recruitable by the romans 1 building level below the cherioballistra and doubling the amount of scorpio, cherioballistra per unit.



    no they didn't. they had incendiary rounds not explosive ones which ill probably add back.

    Ah k well you obviously you know more than me and have done a lot of reading but yeah I was just saying it feels a little weird that i have these massive armies yet only 4 little scorpio in contrast and thought it would be cool to increase the number of them per unit to match the amount that a real legion would of had in comparioson to infantry on screen but fair enough. thnx anyway ^^ nice mod keep up the good work

  8. #8
    FlashHeart07's Avatar Praepositus
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    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    If it freezes try pressing esc alot of times. Might be a problem with the patch. Pressing esc closes all the windows when your new turn starts. Should resolve it.

    Sendt fra min GT-I9100 med Tapatalk

  9. #9
    alexois's Avatar Foederatus
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    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Quote Originally Posted by FlashHeart07 View Post
    If it freezes try pressing esc alot of times. Might be a problem with the patch. Pressing esc closes all the windows when your new turn starts. Should resolve it.
    Thanks for the quick reply. Already tried the esc trick with no avail. And Nabatea (always them when freezing) is not the last faction, there are still a few to be processed until new turn starts.

  10. #10
    Decanus
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    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Quote Originally Posted by alexois View Post
    Thanks for the quick reply. Already tried the esc trick with no avail. And Nabatea (always them when freezing) is not the last faction, there are still a few to be processed until new turn starts.
    Not sure how to fix a freeze on an ai turn.

    One thing I found :

    If frozen at the start of a new turn in a campaign and have a greyed out event box, do a control + s for quick save and then do a quick load. It works but you lose the event messages.

    Sent from my HTC One using Tapatalk

  11. #11

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    URGENT In 0.6 version The 3rd level warship buildings needs Tinber amd most Mefiterranean power have no Timber. So most mediterranean powers can build only small ships not triremes o or other. Punic wars saw quadriremes , quinqueremes and triremes as main warships!

  12. #12

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Quote Originally Posted by Ettore953 View Post
    URGENT In 0.6 version The 3rd level warship buildings needs Tinber amd most Mefiterranean power have no Timber. So most mediterranean powers can build only small ships not triremes o or other. Punic wars saw quadriremes , quinqueremes and triremes as main warships!
    I agree that this should be changed and triremes and quadriremes should be available as standard warships earlier.

    EDIT: I looked into the files and a lot of basic buildings have resource requirements from lvl 3 up. I think that is problemetic and can cripple at least some of the AI nations later in the game. The philosophy with resources should be that access to them gives you bonuses, but they shouldn't be needed to advance at all.
    Last edited by Yarkis de Bodemloze; January 01, 2014 at 03:59 AM.

  13. #13

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Quote Originally Posted by Yarkis de Bodemloze View Post
    I agree that this should be changed and triremes and quadriremes should be available as standard warships earlier.

    EDIT: I looked into the files and a lot of basic buildings have resource requirements from lvl 3 up. I think that is problemetic and can cripple at least some of the AI nations later in the game. The philosophy with resources should be that access to them gives you bonuses, but they shouldn't be needed to advance at all.
    In all of my tests, the AI are still able to build late game units by either acquiring or trading for the resources. I understand what you are saying, though, and it was also a concern of mine. However, tests seem to show that it is not a hindrance as I run into upgraded units regularly. I personally like the idea that a faction has to seek out resources for a reason, it adds depth and purpose to war/trade.

    You can find Timber in Iol (right next to Carthage) and Segestica (Pannonia near Patavium). Carthage starts the game trading for the timber and, therefore, has a naval advantage if they choose to research tier 3 naval buildings. Remember, you can trade for the resource (not just conquer for it).

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  14. #14

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Quote Originally Posted by Dresden View Post
    In all of my tests, the AI are still able to build late game units by either acquiring or trading for the resources. I understand what you are saying, though, and it was also a concern of mine. However, tests seem to show that it is not a hindrance as I run into upgraded units regularly. I personally like the idea that a faction has to seek out resources for a reason, it adds depth and purpose to war/trade.

    You can find Timber in Iol (right next to Carthage) and Segestica (Pannonia near Patavium). Carthage starts the game trading for the timber and, therefore, has a naval advantage if they choose to research tier 3 naval buildings. Remember, you can trade for the resource (not just conquer for it).
    That's one of the great things DeI. Please keep it like this.

  15. #15

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Thanks for great mod, guys! But a small question: why the minor settlement's industrial chains (Caesar in Gaul update) didn't includes in currently mod version?

  16. #16

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Not working here ;/ is it my game's fault or just patch 8/8.1?

  17. #17

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Well, in my game at turn 153 many major and minor factions have no access to wood: for example Ptolemaioi, Athens, Sparta, Inceni, to name just a few of the more popular ones. Let's have a closer look at Carthage for other resources. They already have some building chains at lvl 3 and even a lvl 4 port (they have wood). However, their main city buildings and their military are stuck at level 2, because they have neither marble nor copper to build them. Without me trading with them they have only 6 resources: wood, dye, fish, leather, iron, and grain. There is a lot of stuff they can't build because of that. I repeat myself here: Resources already give you a boost in trade income. Their role as building requirements is best restricted to secondary buildings that are not essential to make the AI competitive in the middle and endgame.
    Last edited by Yarkis de Bodemloze; January 01, 2014 at 02:29 PM.

  18. #18

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Quote Originally Posted by Yarkis de Bodemloze View Post
    Well, in my game at turn 153 many major and minor factions have no access to wood: for example Ptolemaioi, Athens, Sparta, Inceni, to name just a few of the more popular ones. Let's have a closer look at Carthage for other resources. They already have some building chains at lvl 3 and even a lvl 4 port (they have wood). However, their main city buildings and their military are stuck at level 2, because they have neither marble nor copper to build them. Without me trading with them they have only 6 resources: wood, dye, fish, leather, iron, and grain. There is a lot of stuff they can't build because of that. I repeat myself here: Resources already give you a boost in trade income. Their role as building requirements is best restricted to secondary buildings that are not essential to make the AI competitive in the middle and endgame.
    I see your point about AI late game hindrance. I would like to keep the depth of the system for the player and not restrict the AI, but obviously that is impossible. If the AI empire has expanded and traded properly, they should have access to the various resources. However, we know that doesn't often happen. For example, Carthage can gain access to copper by trading with/taking Numantia and marble by trading in Spain or with Sparta/Illyria. I see your point, though, about late game AI empires who are gated at tier 2. Perhaps a compromise would be to limit the resource requirement to tier 4 (I realize your idea is to remove the requirement for military/city buildings, but I would like to somehow retain some of the system for player gameplay).

  19. #19

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    How do I download this? is there 1 part / 2 parts? I have rome 2 on steam so what do I need to do? there is no download link or anything online about this.,

  20. #20

    Default Re: Divide Et Impera (Divide et Conquer) - Main Thread

    Quote Originally Posted by RussianSiberian View Post
    How do I download this? is there 1 part / 2 parts? I have rome 2 on steam so what do I need to do? there is no download link or anything online about this.,
    There is a sticky for the download. Once you have it downloaded use something like winrar, extract it to your data folder inside your Rome 2 folder.

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