Good luck guys and congrats for you project now entering the battlefield![]()
Good luck guys and congrats for you project now entering the battlefield![]()
Great stuff.
Last edited by Socktu; November 19, 2013 at 07:12 PM. Reason: image removal, too large; didn't want to clog.
Hi, just try out your mod, phalanx are great, do feel like that Alexander movie. But heroes of Sparta's crest is messed up with centurion. The phalanx sometimes have a bit jerky movement like they dont know what to do. The 256 men in a phalanx is weaker than hoplites right? cause i saw roman's pilum reduced their number to 76 in one volley. Pike phalanx works fine against other phalanx, but in my custom Rome vs Egypt, they just run into the Roman. Calvary behave very nice. It seems that AI just get out of a coma , good job.
Yeh the centurion crest replaces spartan one, best renaming the rigidmodel so as to add a new one rather than reskin.
I have been with AGA since day 1 and glad to see you moving the mod forward. My question is are you doing everything or do i still need a CAI mod--- like Dub mod? Looks like you just have a BAI mod with 2tpy/4tpy mod or have you also changed how the CAI works? I use your mod with large empires mod,dub mod, and better recruitment mod in my lets play. Works out real nice, but seeing how well you have done with BAI, I have been hoping you would work with the CAI. The biggest problem with the CAI is how passive they are and how bad their recruitment is. So, what is this the plan for Divide Et Impera? Is it to incorporate the fixes that DUB and Radious have started, or do you not want to touch CAI? I have found Rome 2 unplayable without AGA and a CAI mod.
Last edited by est Dudus; November 20, 2013 at 07:30 PM.
Had a chance to play your mod last night, and it played great! Battles were very tense affairs where I was actually able to observe a lot more of the fighting. It felt much more realistic and enjoyable. I am very much looking forward to spending some time with the campaign.
I do think you should take a look at attribute modifiers (bonus/penalty) for the Formation Attack ability. Right now it is pretty much useless, it should give a buff to melee defense and morale. Perhaps it should also slightly reduce melee attack, so unformed atttack could result in a higher kill speed. (Unformed attack = "go get em men!")
Awesome! Downloading the new version right now.
Hi Divinity team.
First of all, thank you very much for giving me back the hope that this game could be saved.
I think is the best mod I have ever played of Rome II. However I would like to comment some point I would change:
-Rome units are too limited. I don't mean delete that limitation, just enlarge it. For instance, the pretorians cohorst, instead of 1 of the best one and 2 of the others, I propose change it to allow 2 of the best and 4 of the others.
-The Nubian archers are too good for their prize. Cretan archers are worst and their are much more expensive.
-The horse archers are too powerful. They could defeat the best infantry itself without any help in just few seconds. It would be grate if they might won, but with more time.
-The chariots, I don't know if it is due to the new patch, but are too powerful too. They are undefeatable, you only can cross your fingers and hope something else make them surrender.
I hope you continue making better this awesome mod.
CeltiberoCaesar.
1. Rome caps are the historical ones. 1 First Cohort and 9 Cohorts. As for Preaetorians, they never fought in an army and should be available only on a civil war.
2. Ok, will look into it. This is a remnant of AGA.
3. Yea, Heavy Shot. Too powerful probably, will have to tone it down.
4. These I make them powerful myself because they were never used. It can be I exaggerated a bit with the latest updates.
Thanks for your answer.
About the Romans: historically that's right, but when you go to fight you can only take: 1 first cohort + 4 "cohors legionaria" + 5 "legionarii", and both are limited to that amount of units, you can't take more of them. That is the most accurate selection of an "historical" army. The others units might be limited due to historical reasons, but we need me freedom in the "normal" units. Don't you think?
CeltiberoCaesar
Hello
This seems like a good mod, but i have not decided if i should switch from AIOM and Kaziels Romans to this Divide et impera mod. So i have a couple of questions:
About the buildings on the campaign map, are the food surplus and public order penalties changed for the player aswell and not only tweaked for the ai, or do they remain the same as vanilla?
Have you added new portraits for units?
Does agents and generals skill trees themselves change anything or just more xp and if i understood it a decrease in the agent cap?
Are there new textures and models for generals aswell or only regular soldiers?
Last edited by Fedual; November 28, 2013 at 09:51 AM.
On my Rome/suebi playthroughs so far I seem to be overloaded with cash, to the extent I can build whatever I like without hindrance.
Maybe increasing the costs of construction & upkeep/recruitment is in order (when you get round to that side of the game).
This maybe useful to increase the difficulty on the campaign side of things - re AI gets cash boosts on Legendary, player dosen't - & therefore has much more careful choices to make between building units or developing economy.
Further this also increases battle difficulty - as your often undermanned for the battle ahead.
-Food surplus and public order are currently unchanged. There are some aspects (build time, growth bonus, cultural conversion, resources) that are new. They are the same for ai and player.
- No new unit portraits as of now. I recommend checking out Bullgod's mod if you are interested in that stlye.
- The xp is slowed down to go more with 4tpy. The skill trees are untouched. We highly recommend using TTT with this mod, and soon TTT will be incorporated into this mod.
- The texture team would be able to answer this better, but most battle engine models have had major texture changes.
sounds like a great mod, good work guys. Why do mods have to make such a better game than ca all the time? love it.
Its not just CA, alot of games get released too early tehse days because the world has lost patience. They make the games so that modders have to finish them off, best of all they don't have to pay the modders, thus its good for business to in some sorta strange twisted way.
Ladies and developers of Divide Et Impera, I have an important announcement to you. For toranar the game more near held from 5-9 June in terms of historical facts, will be necessary to make the following changes:
1. you will need to add walls in Jerusalem and in Syracusa, because they were great cities in season and the original version he despised it. AND if necessary revise some large cities of the season that has no walls to add them.
2. Create a rebel faction of the Jews, because when you have revolts in Jerusalem, they must assume, you know very well that at the time they gave us a lot of pain of head to the Romans, including took Jerusalem more then the Romans reconquered the city.
3. Fix the time at which the soldiers push the towers of assault. During this action they do not rub in them and they are moving as if it had a strength of besides acting, ridiculous this action of the Active Assembly, if they can fix the version will become increasingly frantic. Observe that the weapons of siege they push, by the towers they did?
No offense there friend, I'm guessing English isn't your first language. This is kind of a hilarious bad translation in which you sound like a mix of yoda and golumn, let me try to fix that for you:
Fix attempt:
Please consider the following changes:
#1 Try to add walls to jerusalem and syracuse - this will be difficult I believe, as these city-siege types are somewhat hard coded on the campaign map? Neither jerusalem or syracuse happen to be the capitals of their provinces unfortunately, so no walls are possible. I'd love to hear I'm wrong on that of course.
#2 Try to add a rebel faction of jews in jerusalem, with a scripted event - Sounds interesting. I'd support DeI looking at creating a Jewish rebel faction. If needed, they can probably combine two of the african tribes or something to make room for another faction slot.
#3 Fix the jacked up siege equipment in sieges - this is a vanilla bug, nothing to do for DeI team.
Does this work with Bullgod's unit card mod?
is dresden's diplomacy mod part of this?