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

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  1. #1
    Decanus
    Join Date
    Nov 2011
    Location
    TX, USA
    Posts
    547

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Hey Selea - awesome that you decided to take a look at formation attack. Care to elaborate at all on what you did? I might like to post to the official CA forums if that's ok

    They apparently need some help fixing this feature.

  2. #2

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Quote Originally Posted by wrcromartie View Post
    Hey Selea - awesome that you decided to take a look at formation attack. Care to elaborate at all on what you did? I might like to post to the official CA forums if that's ok

    They apparently need some help fixing this feature.
    I just made it so that if the formation is encircled there's no bonus from it so it's the same as fighting frontally.

    It works in the mod because I made it so that flanking is anyway effective for other parameters.

  3. #3

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    noticed a little bug in phalanxes : some times when they are in combat all the men except the ones attacking seem to shiver .

  4. #4

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    We are now working deeply into filling the gaps in some factions roster.
    I will post a preview soon and we might have an update for tonight with many other aspect reworked thanks to the hard work of the whole team !

  5. #5

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Quote Originally Posted by Épaminondas The "Oblique" View Post
    We are now working deeply into filling the gaps in some factions roster.
    I will post a preview soon and we might have an update for tonight with many other aspect reworked thanks to the hard work of the whole team !
    If this happens tonight I have a feeling I won't be getting much sleep, keep up the great work you guys are doing a terrific job.

  6. #6

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Not a big problem but I just noticed that I can't run the benchmark with this mod installed, loading bar hangs about a 1/4 of the way through and the game stops responding. Can start a campaign just fine though but can easily disable the mod before running benchmark if I need to. Although I was curious of what might be causing a conflict with it.

    No other mods installed during testing.

  7. #7

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    so, about the mosh pit issue, any fix? its really bad especially at siege gate.

  8. #8

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Quote Originally Posted by phraetorian View Post
    so, about the mosh pit issue, any fix? its really bad especially at siege gate.
    The mosh pit at siege gate will always happen just because the AI instead of fighting tries to pass through men to go to the capture points.

    Nothing you can do about it.

    In the other circumstances, however, there's no mosh pit and I never encountered it even a single time in 120 hours of tests so I don't really know of what you are talking about.
    Last edited by Selea; November 23, 2013 at 01:12 PM.

  9. #9

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    in normal battle, when they first encounter its fine, but after a while, it seems like unit are trying to go through and not actually fighting. After that calvary charge right into the midst of battle and mosh pit begin. Hope this help

  10. #10

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Quote Originally Posted by phraetorian View Post
    in normal battle, when they first encounter its fine, but after a while, it seems like unit are trying to go through and not actually fighting. After that calvary charge right into the midst of battle and mosh pit begin. Hope this help
    Never happened to me and I try the mod a lot.

    Especially now it should not happen since I increased the radius on horses at the level of AGA (a little less).

    EDIT: Btw the thing of "going through" is a new problem of patch 7; I don't know why it happens I just know that it sometimes does. Try to clear the cache on Steam and see if it is resolved.
    Last edited by Selea; November 23, 2013 at 02:23 PM.

  11. #11

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Quote Originally Posted by phraetorian View Post
    in normal battle, when they first encounter its fine, but after a while, it seems like unit are trying to go through and not actually fighting. After that calvary charge right into the midst of battle and mosh pit begin. Hope this help
    AI problem hardcoded. I have reworked tables left right and center to fix it but to no avail.

    edit: cavalry radious chanegs by Selea have a good affect, but stopping AI just trying to capture points is harder.
    Last edited by jamiedp88; November 23, 2013 at 03:56 PM.

  12. #12

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Quote Originally Posted by jamiedp88 View Post
    edit: cavalry radious chanegs by Selea have a good affect, but stopping AI just trying to capture points is harder.
    It's impossible. The AI behavior is hard-coded. When it decides to go after a capture point it will simply march through the lines and not stop fighting (also this is a problematic of the engine anyway: it should not be possible to pass through the ranks of men; no matter if you give even 5 radius men can still pass lines).

    I increased the probability of minor land settlement being open battles just for this, because siege AI is completely broken as of now.

    Another solution is to remove capture points but it has some drawbacks for this I don't do it in the mod.
    Last edited by Selea; November 23, 2013 at 04:09 PM.

  13. #13

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Divide et Impera 0.3:
    http://www.mediafire.com/?n8404nz8fa271f4

    - Revisited some faction rosters to give them units they should have historically from the pool of vanilla ones:

    • Carthage: Celtic Warriors, Iberian Cavalry, Iberian Noble Cavalry, Iberian Scutarii Spear, Iberian Veteran Shield Warriors, Numidian Cavalry, Numidian Javelinmen
    • Epirus: Rhodian Slingers, Royal Peltasts, Thessalian Cavalry, Thorax Pike, Thorax Sword, Illyrian Thureos Spear, Illyrian Cavalry, Illyrian Tribesmen, Italian Sword, Italian Noble Cavalry
    • Macedon: Thessalian Cavalry, Thracian Cavalry, Thracian Warriors
    • Pontus: Galatian Sword, Karian Axemen, Thracian Warriors
    • Seleucid: Galatian Sword, Karian Axemen


    - Tweaked power of Thorax Swordsmen
    - Tweaked slightly slinger power
    - Various graphical changes and improvements, especially on Carthage (please test this last well, there could be some errors since we had no proper time to QC it properly).

  14. #14
    Durador's Avatar Civis
    Join Date
    Oct 2013
    Location
    Axel, Netherlands
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    166

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Thanks team for the nice updates!

  15. #15

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Hi guys just give it a little test and love how its going only the slingers are killing alot of my men dont know if its just me but they are a bit op. and can you do something about when men are hit by calvary and they hit the ground you get a decal what looks like arty decals, maybe you can turn that off.

  16. #16

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Quote Originally Posted by Sir_Pee_Alot View Post
    Hi guys just give it a little test and love how its going only the slingers are killing alot of my men dont know if its just me but they are a bit op. and can you do something about when men are hit by calvary and they hit the ground you get a decal what looks like arty decals, maybe you can turn that off.
    As I said, balancing slingers is the most difficult thing just because the AI loves to spam them sometimes so if you make them powerful for a normal use (as the one of the player) then they will be too powerful when you face a stack full of slingers, but if you do the contrary then your slingers will suck.

    The sad part is that in this case there's no middle ground.

  17. #17

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Quote Originally Posted by Selea View Post
    As I said, balancing slingers is the most difficult thing just because the AI loves to spam them sometimes so if you make them powerful for a normal use (as the one of the player) then they will be too powerful when you face a stack full of slingers, but if you do the contrary then your slingers will suck.

    The sad part is that in this case there's no middle ground.
    I sent five units of javelins after two units of slingers with the latest changes and cringed up when they nearly wiped out all five units of mine even while set in loose formation. It really does seem like a hard balancing act with these particular guys.

  18. #18

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Quote Originally Posted by carbide View Post
    I sent five units of javelins after two units of slingers with the latest changes and cringed up when they nearly wiped out all five units of mine even while set in loose formation. It really does seem like a hard balancing act with these particular guys.
    Yes because both javelins and slingers are light units but javelins have much less range for this it is not a good idea to do what you did.

    Actually neither in real life however it would have been a good idea. Slingers were deadly at the time (some historical documents testify that slingers were deadlier than archers in that period, much more) and cavalry (especially light one) is done appositely to fight them, not certainly Javelin units with their poor range.
    Last edited by Selea; November 23, 2013 at 03:43 PM.

  19. #19

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Quote Originally Posted by Selea View Post
    for this it is not a good idea to do what you did.
    Yes I found this out after taking my attention off of them for a short time lol. I didn't have any cavalry and they were peppering my front line so lesson learned.

  20. #20

    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    It is strange, but I have only 1 TPY. Maybe "Divide Et Impera" conflicts with some other mods? I have Radious Graphics mod, All Playable Factions mod, Special Effects Enhancement mod, some Radious Unit Packs and some unit packs from other modders. Nevertheless, thank you for this wonderful mod.

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