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  1. #1
    Biggus Splenus's Avatar Primicerius
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    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Does this include the Carthage Shield Decor mod?
    | R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |

  2. #2

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

    is this awesome overhaul mod compatible with the UPC-ROM?

  3. #3

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

    My romans seem to still have their diversity. With the latest one selea uploaded and no other mods running

  4. #4
    Gnuffi-c-gnome's Avatar Laetus
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    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Quote Originally Posted by jamiedp88 View Post
    My romans seem to still have their diversity. With the latest one selea uploaded and no other mods running
    what setting are you running, because even when i up my unit detail to Ultra the romans are still very grey, bringing a "fog like" effect to the units because of the massive greyness

    i still get the capes and crest on some units in red and purple and so on, but the majority of the roman uniform/clothes is very grey

    @Selea

    i have noticed when attacking Alalia the first turn, their garrison is decimated, making for an easy win
    i have tested vanilla and other mods, and in them the garrison is normal

    could this be due to the territory change= the game reading it as if Carthage just took over the town, and thus reducing garrison by having sustained casualties?

    i havent seen this with other "normal" towns,
    and since i cant reach other towns that have switched faction hands in the very first turn i cant say if its specific for Alalia only or if its connected to the switch in territories of the mod

  5. #5

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

    Any changes to Parthia in this?

  6. #6
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    I also have the grey colors issue and my units have lost their previous diversity...
    Any ideas about it???
    Is patch 7 the culprit????

    My Libyan infantry for example have the same helmets...and I mean all of them...

  7. #7
    mr.blonde's Avatar Tiro
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    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Quote Originally Posted by Greek strategos View Post
    I also have the grey colors issue and my units have lost their previous diversity...
    Any ideas about it???
    Is patch 7 the culprit????

    My Libyan infantry for example have the same helmets...and I mean all of them...
    i think with patch 7, they changed the level detail settings, for keeping your previous setting just raise one scale your current one.

    Walk softly and carry a big gun






  8. #8

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

    Hello to all
    and contratulation to the modders fo the work they mad. It's the best mod I've tried up to now

    Is it possible to make a weak faction with which you have a Client state relationship to became part of your faction (like confederation) after a given number of turns (for ex 200 using 2TPY)?

    sorry for my English

  9. #9
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Quote Originally Posted by mr.blonde View Post
    i think with patch 7, they changed the level detail settings, for keeping your previous setting just raise one scale your current one.
    Hey...(Kαλησπερα φιλε)
    It's not something 7 changed...Cause when I'm using plain Vanilla without this mod my unit's diversity is just fine...
    I think the issue is with the texture pack module included in AGA and DEI...
    I'm quite sure about it in fact...

  10. #10

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

    hello to the modding team and congrats for your superb work. can we expect in the short term any additions to spartan roster?
    i think it's one of the poorest considering sparta's role in the 3rd century...thanks in advance for your replies!

  11. #11
    Slashas's Avatar Miles
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    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    I just tried to start a campaign as macedon and I had my first battle with Tylis and I can only say WOW! AMAZING! It feels like a completely new game now, the battle was so amazing I almost peed myself! Thank you so much and keep up the good work!

  12. #12

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

    Btw I'm currently working on an updated version that is even better than what we have now.

    Units behave much more realistically on routing (as it happened for real units will not rout for casualties, that's the minor part, the major part is exhaustion and pressure) and also slows dramatically the battle speed. Moreover now units rout maximum at 50% unit lost (even very strong elite formations, normal at about 25% casualties already rout) but given the much decreased battle speed it seems like they are fighting till the death.

    Also flanking is much more important and, as you will have understood, having troops in reserve is a very important aspect on succeeding or not.
    Last edited by Selea; November 25, 2013 at 08:27 AM.

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

    @Dresden/Selea -

    I would suggest that some resources, such as grain and copper, should appear if a few more historic places.


    • Egypt* historically was a source of grain, as was eastern Germany / Poland. I'd suggest adding grain to Ascaucalis and Tur (Suebia and Samartia).
    • Copper should be added in Anatolia and the Iranian plateau.
    • Iron should be added to Syria.
    • Gold should be added somewhere in Iberia, maybe also to Dimmidi?


    *Now I'm looking @ the map and I see that Egypt is supposed to have grain in Memphis and Myos Hormos...that's good, maybe mine was just bugging.

    I love the idea of meaningful resources...do you guys think it might be possible to add something like a bonus to armor if you have excess iron? Bonus to income if you have excess gold? I'd imagine this might be tricky, just curious.
    Last edited by wrcromartie; November 25, 2013 at 10:09 AM. Reason: #1 I'm dumb, #2 trying to make up for it

  14. #14
    Decanus
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    Default Re: Divide Et Impera (Divide And Conquer) Updated 24/11/13 (Steam version added)

    Been reading about your mod, will have to check it out soon, using Radious mod now, TTT, 2 tpy, bullgod cards, wonders of the world and resources (this kindoff works, at least puts resources on the map to use.) They seem to work together.

  15. #15

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

    The Meaningful Resources work with this mod if you add it separately from SW. Playing as Egypt I have the grain icon in Memphis etc.
    Also TTT will work if you rename the mod in the data folder and put 01_ in front so that it loads before Divide et Impera. I've tried many mods and this seems very good so far but as with all the others I'm starting to see the AI setting out to sea on jolly Mediterranean cruises and Carthage in particular doesn't seem to be coping with the various tribes as usual. I might add the mod which gives Carthage extra income each turn.
    Edit:
    After adding the extra income for Carthage I see they have retaken Lilybaeum after a few turns so that's something.
    Last edited by Jihada; November 25, 2013 at 12:18 PM.

  16. #16

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

    We will upload a fix tonight to meaningfull ressource as well as many others improvements
    Mercenary camp will be usefull again and the battle system will be slowed down.
    Manouvers will be more usefull as flanking and fatigue will be more important in routing a unit than only casualties.
    This way keeping unit in reserve (like the roman did) will be a key factore of the game.

  17. #17

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

    Quote Originally Posted by Épaminondas The "Oblique" View Post
    We will upload a fix tonight to meaningfull ressource as well as many others improvements
    Mercenary camp will be usefull again and the battle system will be slowed down.
    Manouvers will be more usefull as flanking and fatigue will be more important in routing a unit than only casualties.
    This way keeping unit in reserve (like the roman did) will be a key factore of the game.
    Cant wait for testing.

    Can you allready tell me if there are any plans for other unit roster updates in near future, like for celts and germanic tribes?

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  18. #18

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

    Hi Guys, cant find " dresden fix" of which you speak, could you put a link of that? thx

  19. #19

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

    Divide et Impera 0.4:
    http://www.mediafire.com/?n8404nz8fa271f4


    • Reworked all equipment stats for better balance and less absurd bonuses. Now there's also less difference overall between light and heavy units in term of power so that even light units for their increased speed can be a good tactic card to use, not matter the current military advancement. As it was before heavy infantry (especially melee) was so much more powerful than medium/light infantry that this last became obsolete fast
    • Greatly lowered killing rate increasing overall length of battle by more than 100% (AGA was already the battle mod that had the longer battles; with these last changes they become epic)
    • Reworked morale system for much more realism: units will rout in realistic behavior and casualties are no more the determinant factor making units rout. Expect even very elite units to not fight past 40%-50% the unit health and average units not more than 20%-25%
    • Increased greatly impact flanking has on morale for even more importance of correct positioning.
    • Revamped fatigue dynamics to increase even more the impact exhaustion has on units; now it produces a big impact on morale of troops

  20. #20

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

    could somebody tell me please where i can train the persian hoplite? i cant seem to train it anywhere in my parthian campaign

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