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

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  1. #1

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

    Quote Originally Posted by coconut88 View Post
    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.
    A) The All Playable Faction mod changes the startpos (that's the one that governs the TPY and also the starting units numbers plus the map and many other things) so it conflicts with the mod. The sad part is that there's nothing you can do about it, the good part is that the startpos in All Playable Faction mod is needed only if you want to play a campaign with a non-playable faction; elsewhere the startpos changes in that mod serve nothing and you can without problem load DeI before it so they are overridden.

    B) Don't use Radious Unit Packs, they are unbalanced for the mod. Wait for the units that we will do ourselves in the future.

  2. #2

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

    Quote Originally Posted by Selea View Post
    A) The All Playable Faction mod changes the startpos (that's the one that governs the TPY and also the starting units numbers plus the map and many other things) so it conflicts with the mod. The sad part is that there's nothing you can do about it, the good part is that the startpos in All Playable Faction mod is needed only if you want to play a campaign with a non-playable faction; elsewhere the startpos changes in that mod serve nothing and you can without problem load DeI before it so they are overridden.

    B) Don't use Radious Unit Packs, they are unbalanced for the mod. Wait for the units that we will do ourselves in the future.
    Thank you for answer!

  3. #3
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    I have noticed the first screen in post 2 is using the old Special effects mod from mech_donald I think that was version 1.4 with the dodgy flaming arrows! upgrade to 1.5 to lose that dodgy looking flaming arrow

  4. #4

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

    Quote Originally Posted by ToonTotalWar View Post
    I have noticed the first screen in post 2 is using the old Special effects mod from mech_donald I think that was version 1.4 with the dodgy flaming arrows! upgrade to 1.5 to lose that dodgy looking flaming arrow
    Thanks for the reminder, haven't checked up to update my mods lately except Divide Et Impera.

  5. #5
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Ok I downloaded the mod and using PFM 3.1.7 I cannot view any of the varianmeshdefination files? everything is clear in the text files? any ideas on this problem

  6. #6
    Decanus
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    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    I feel like you might consider making the kill rate a little higher while routing. Tougher units still seem like they are fighting to the death while shattered if you watch the animations. Kill rate during battle is great though and battles feel great as well. Will have to do some more testing on formation attack. Great job on the mod guys!

    Sent from my HTC One using Tapatalk

  7. #7

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

    Quote Originally Posted by jamiedp88 View Post
    AI problem hardcoded. I have reworked tables left right and center to fix it but to no avail.
    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.


    Not really if you remove capture points, and you just have to get rid of the big one (main one) since the AI doesn't care that much about the minor ones.




  8. #8

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

    Quote Originally Posted by Master Necromancer View Post

    Not really if you remove capture points, and you just have to get rid of the big one (main one) since the AI doesn't care that much about the minor ones.
    The blobbing happens with stronghold as well and minor towns, If you get rid of the major one in cities, they tend to blob towards the next cp

  9. #9
    MagUidir's Avatar Biarchus
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    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    WOW! this looks great. cant wait till you guys get it up on the steam workshop!

  10. #10
    CanOmer's Avatar Centenarius
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    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Looks very good.
    My Submods For Europa Barbarorum II Clean Campaign Mini Map for EB 2.3 ;

  11. #11

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

    We are reworking some units atm. We will give you news very soon.

  12. #12

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

    Quote Originally Posted by Épaminondas The "Oblique" View Post
    We are reworking some units atm. We will give you news very soon.
    Hello,there has a problem of italian sword in Epirus

    here is the pics







    PS: only use your mod ,the version is 0.3a

  13. #13

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

    Quote Originally Posted by william456 View Post
    Hello,there has a problem of italian sword in Epirus

    here is the pics

    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    PS: only use your mod ,the version is 0.3a
    I cannot replicate this error. Are you sure your not using anyother mods? because i see a unit icon one.

  14. #14
    Laetus
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    Default Re: Divide Et Impera (Divide And Conquer) Update 23/11/13

    Quote Originally Posted by jamiedp88 View Post
    I cannot replicate this error. Are you sure your not using anyother mods? because i see a unit icon one.
    Just tried it too, had the same problem as shown above. Deactivated all other mods, tried it again and still missing tunics and shields

  15. #15

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

    Quote Originally Posted by jamiedp88 View Post
    I cannot replicate this error. Are you sure your not using anyother mods? because i see a unit icon one.
    i'm sure there are only two mod on the data
    one is Divide Et,other is GEM what is like enb

    http://www.twcenter.net/forums/showt...-(Version-4-0)


    i don't think that GEM will make the body disappear

  16. #16

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

    Are the italian swordsmen mercenaries?

  17. #17

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

    Quote Originally Posted by william456 View Post
    Hello,there has a problem of italian sword in Epirus

    here is the pics







    PS: only use your mod ,the version is 0.3a

    I have been noticing the same thing from various other units.

  18. #18

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

    Man that was fast and a nice list of changes, time for some campaign play to test it and will look for any errors as requested.

  19. #19

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

    thank you sir

  20. #20

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

    For every update that comes out do I need to restart my campaign?

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