Page 24 of 171 FirstFirst ... 1415161718192021222324252627282930313233344974124 ... LastLast
Results 461 to 480 of 3584

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

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Someone is having problems with the resources?? i just saw that there is no copper in the whole map on my campaing

  2. #2

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Looks/runs great. Having fun with it during play throughs without a glitch.

    BTW --> The Realistic Roman Army mod is doing good stuff too. The reforms are nicely done. Also, the formations appear to stick together better than anything I've seen to date (not sure why).

    PS: Nobody should expect formations to hold during a rush at the gate during a siege -- that kind of op is a scrum, by definition.

  3. #3

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Quote Originally Posted by blackopsflyer View Post
    Looks/runs great. Having fun with it during play throughs without a glitch.

    BTW --> The Realistic Roman Army mod is doing good stuff too. The reforms are nicely done. Also, the formations appear to stick together better than anything I've seen to date (not sure why).

    PS: Nobody should expect formations to hold during a rush at the gate during a siege -- that kind of op is a scrum, by definition.
    RRR is a really well done mod, yes.

    I will see what the mod does to the formations to understand if there's something in particular in the way they work there.

  4. #4

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    is the meaningful resources mod included in this mod? and how many recruitment slots per province? looks very good will try after ive finished my on going campaign

  5. #5

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Still having that problem :S, no copper. Now in flevum i see marmol but not cooper... Maybe its a localization error??

  6. #6

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Quote Originally Posted by Cochus1 View Post
    Still having that problem :S, no copper. Now in flevum i see marmol but not cooper... Maybe its a localization error??
    I will talk to XiLo about this, but he is also working on a new version where copper is actually its own resource. The version we are using now relies on using existing resources.

    Edit: I think I identified the error. Will be updating soon.
    Last edited by Dresden; November 24, 2013 at 03:36 PM.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  7. #7

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Quote Originally Posted by Dresden View Post
    I will talk to XiLo about this, but he is also working on a new version where copper is actually its own resource. The version we are using now relies on using existing resources.
    But some of the buildinhs need copper for working... how will i use it if its not a existing resoruce??

  8. #8

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Quote Originally Posted by Cochus1 View Post
    Still having that problem :S, no copper. Now in flevum i see marmol but not cooper... Maybe its a localization error??

    I noticed right away that some resources where missing from the start. I had a similar problem when I was trying to combine the extended Carthaginian territories mod with XiLo's meaningful resources mod on my on. The only reason I haven't said anything was because I figured the team would notice this issue and fix it. My little fix is easy, I downloaded Carthage+meaningful resources mod by Dresden and XiLo. Then, using Pack File Manager I delete from Divide Et Impera the Building effects junctions from the DB section. After that I open up The Carthage mod I just mentioned with the same Pack File Manager and find the same buildings effects junctions, extract that to my desktop, then I click on the DB tag in the Divide Et Impera mod and click the option add, then click from directory. I point it to the DB folder now on my desktop and select the buildings effects junction. Add it and save it then point it in your Rome folder as usual. It should do the trick.

  9. #9

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Mind the spelling errors...

  10. #10

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Quote Originally Posted by loukylouk View Post
    I noticed right away that some resources where missing from the start. I had a similar problem when I was trying to combine the extended Carthaginian territories mod with XiLo's meaningful resources mod on my on. The only reason I haven't said anything was because I figured the team would notice this issue and fix it. My little fix is easy, I downloaded Carthage+meaningful resources mod by Dresden and XiLo. Then, using Pack File Manager I delete from Divide Et Impera the Building effects junctions from the DB section. After that I open up The Carthage mod I just mentioned with the same Pack File Manager and find the same buildings effects junctions, extract that to my desktop, then I click on the DB tag in the Divide Et Impera mod and click the option add, then click from directory. I point it to the DB folder now on my desktop and select the buildings effects junction. Add it and save it then point it in your Rome folder as usual. It should do the trick.
    I think I understand what's the problem.

    I probably mistakenly used the table of the Dresden pack instead of the one of Xilo and this caused the resource missing.

    Tomorrow I will adjust it. Thank you for letting me know about this.

    Yes, I should have noticed, you are right but there are so many things to take care of that sometimes I can miss things out.

  11. #11

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Quote Originally Posted by Selea View Post
    I think I understand what's the problem.

    I probably mistakenly used the table of the Dresden pack instead of the one of Xilo and this caused the resource missing.

    Tomorrow I will adjust it. Thank you for letting me know about this.

    Yes, I should have noticed, you are right but there are so many things to take care of that sometimes I can miss things out.
    I can only imagine. I am by no means a modder, I am just a very determined guy who reads a lot on the subject and picks other modders brains, and even with the very little work I do It gives me a headache haha. I don't know how you guys do it. That's why I often do not complain when I see errors. I know how easy it can be to miss something small that can effect something in a huge way.

  12. #12
    Decanus
    Join Date
    Nov 2011
    Location
    TX, USA
    Posts
    547

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Selea thanks for the response. Makes sense that the routing units moshing through pikes is an engine issue.

    It would be cool if they made routing units knock each other down similarly to a cavalry charge!

    Re: ctd, I will try to reproduce in custom battle. It may be due to a custom trait with TTT, that general had a defender trait.

    I wonder if game tried to load a Fort battle and add defense deployables? Might be something for dresden to look at if he is merging TTT with DE I.

    Thanks again for being so responsive and making a fantastic mod. I'm greatly looking forward to see what you guys can do with a few months and hopefully some more support from CA.

    Sent from my HTC One using Tapatalk
    Last edited by wrcromartie; November 24, 2013 at 02:17 PM.

  13. #13

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    On an unrelated note, are there plans to change some of the reskins included in this mod? One of my main issues is with the Silver Shield Swordsmen: they carry round hoplon shields when they should be carrying a Thureos, which is something that the vanilla R2 actually got right. Historically, half of the Silver Shield Phalangite corps was reorganized after the Battle of Magnesia along the pattern of Roman Legionairies. The Holpon shield just doesn't make a whole lote of sense for the kind of infantry that they represent.

  14. #14
    Meneros's Avatar Artifex
    Join Date
    Apr 2009
    Location
    Sweden
    Posts
    753

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Quote Originally Posted by Caius Martius Coriolanus View Post
    On an unrelated note, are there plans to change some of the reskins included in this mod? One of my main issues is with the Silver Shield Swordsmen: they carry round hoplon shields when they should be carrying a Thureos, which is something that the vanilla R2 actually got right. Historically, half of the Silver Shield Phalangite corps was reorganized after the Battle of Magnesia along the pattern of Roman Legionairies. The Holpon shield just doesn't make a whole lote of sense for the kind of infantry that they represent.
    A late Silver Shield Swordsmen unit is in the works, but there is currently no ETA on it.

  15. #15

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

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


    - Balanced slingers that were too powerful especially against low armor units as Elephants
    - Resolved bug with Lybian Hoplites lacking shields and swords
    - Made some changes in melee combat to increase its length even more
    - Tweaked bracing strength parameters for better formation holding in certain circumnstances
    - Experimental: Praetorians should be allowed only in civil war now, but since I didn't have a save near Civil War I couldn't test if it worked or not, so please tell me. If it does work I will add the change also on the Steam version.

  16. #16
    Decanus
    Join Date
    Nov 2011
    Location
    TX, USA
    Posts
    547

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    *Deleteme
    Last edited by wrcromartie; November 24, 2013 at 03:28 PM. Reason: fixed it

  17. #17

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    The link was still being in progress. Should be fine now !

  18. #18

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Still having problems with the resources mod... Do u know if it can be a localization problem?? i dont have more mods instaled so i dont understand why it is not working propoerly. For example, playing egypt i can see that some of my regions have the "grain" word in his main building but i dont have the grain on my resources list on the economy pannel

  19. #19

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Maybe this is me misunderstanding the Hoplite Phalanx ability, but shouldn't the defensive bonus units receive by being in Phalanx Formation only apply when being attacked from the front? And shouldn't being flanked provide a large-ish hit to morale?

    I've noticed that units in Hoplite Phalanx formation are very very difficult to kill or route, even when flanked by multiple units. I ran 10 tests with a single Late-Era Carthaginian Hoplite vs a Roman army consisting of a Triarii in hoplite phalanx and 2 Rank 10 Gladiator units to flank, and in 3 tests out of 10, the Carthaginian unit managed to force the flanking gladiator units off of the field with minimal losses. In 5 tests they managed to route at least one of the Gladiator units before succumbing themselves, and in 2 tests they were routed before inflicting serious damage.

  20. #20

    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Quote Originally Posted by helluin View Post
    Maybe this is me misunderstanding the Hoplite Phalanx ability, but shouldn't the defensive bonus units receive by being in Phalanx Formation only apply when being attacked from the front? And shouldn't being flanked provide a large-ish hit to morale?

    I've noticed that units in Hoplite Phalanx formation are very very difficult to kill or route, even when flanked by multiple units. I ran 10 tests with a single Late-Era Carthaginian Hoplite vs a Roman army consisting of a Triarii in hoplite phalanx and 2 Rank 10 Gladiator units to flank, and in 3 tests out of 10, the Carthaginian unit managed to force the flanking gladiator units off of the field with minimal losses. In 5 tests they managed to route at least one of the Gladiator units before succumbing themselves, and in 2 tests they were routed before inflicting serious damage.
    Sincerely this is strange because in all of my tests units being flanked routs almost immediately if already engaged.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •