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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)

    Quote Originally Posted by gogopher View Post
    is dresden's diplomacy mod part of this?
    My Sack and Liberate mod is part of this. However, the Diplomatic options portion is not. It isn't historically accurate for all factions to have all the diplomatic options.

    However, you can use the mod with DeI if you want. Just a note, if you do use it Greek factions can't confederate.

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

  2. #2

    Default Re: Divide Et Impera (Divide And Conquer)

    how do you get such clean and sharp textures as they are in the SS from the first page
    which mods?

  3. #3

    Default Re: Divide Et Impera (Divide And Conquer)

    Great work guys! Rome 2 is so fun to play now!

  4. #4

    Default Re: Divide Et Impera (Divide And Conquer)

    What do you all recommend the Campaign difficulty be set to? I want realism definitely but I also wanna makes sure I have a challenge. I'm a TW vet since Rome 1. Ive been reading in this forum about keeping the battle difficulty on Normal to prevent AI getting unrealistic bonuses and such but I'm not seeing anyone explain what the campaign should be set to. Anyone have a recommendation?

  5. #5

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Hotjoe View Post
    What do you all recommend the Campaign difficulty be set to? I want realism definitely but I also wanna makes sure I have a challenge. I'm a TW vet since Rome 1. Ive been reading in this forum about keeping the battle difficulty on Normal to prevent AI getting unrealistic bonuses and such but I'm not seeing anyone explain what the campaign should be set to. Anyone have a recommendation?
    I play on with Campaign AI on VH and Battle AI on Normal, found this is the best combo for me (battles played as the DeI team meant for them to be played)

  6. #6

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Hotjoe View Post
    What do you all recommend the Campaign difficulty be set to? I want realism definitely but I also wanna makes sure I have a challenge. I'm a TW vet since Rome 1. Ive been reading in this forum about keeping the battle difficulty on Normal to prevent AI getting unrealistic bonuses and such but I'm not seeing anyone explain what the campaign should be set to. Anyone have a recommendation?
    I have also heard normal gives AI no bonuses which makes gameplay very enjoyable. I've tried very hard and I will tell you now it can be very painful at times. Battles take tons of maneuvering and are usually very costly because the enemy troops hold forever. Very hard is truly the first Total War campaign I've played that was hard.


    Quote Originally Posted by Falco View Post
    I play on with Campaign AI on VH and Battle AI on Normal, found this is the best combo for me (battles played as the DeI team meant for them to be played)
    Correct me if I'm wrong but...when starting a campaign isn't there only one slider? This is for both campaign and battles or just campaign.

  7. #7

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Lieutenant Sharpe View Post
    I have also heard normal gives AI no bonuses which makes gameplay very enjoyable. I've tried very hard and I will tell you now it can be very painful at times. Battles take tons of maneuvering and are usually very costly because the enemy troops hold forever. Very hard is truly the first Total War campaign I've played that was hard.




    Correct me if I'm wrong but...when starting a campaign isn't there only one slider? This is for both campaign and battles or just campaign.
    Yes it sets both. Once you are loaded up, go to options, game settings, and set battle difficulty to normal.

  8. #8

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Hotjoe View Post
    What do you all recommend the Campaign difficulty be set to? I want realism definitely but I also wanna makes sure I have a challenge. I'm a TW vet since Rome 1. Ive been reading in this forum about keeping the battle difficulty on Normal to prevent AI getting unrealistic bonuses and such but I'm not seeing anyone explain what the campaign should be set to. Anyone have a recommendation?
    I usually go either Normal or Hard, depending on the faction or TW game. For whatever reason, I'm having a hard time adjusting to the new management setup, so I'm sticking to Normal for everyone but Rome.

    That's with DeI. Definitely Hard at least for Vanilla or Radious.

    Battles always on Normal.

    Just go with whatever you feel is best for you!

  9. #9

    Default Re: Divide Et Impera (Divide And Conquer)

    I have been trying out R2TW again, this time with mods. This one seems good so far but I can't stand the unit name changes. I get that it is more historical, but it is all just gibberish to me. I am currently playing as Suebi and I am already at the point I just ignore the unit names and have to rely on the unit images/descriptions to even figure out what units I am working with. Is there any way I can revert the unit names to English? This is bothering me so much I am about to try a different overhaul.

    Also, I can't stand the game speed in battles. The fast forward options seem non-existent. Is there an option I can enable or a mod out there I can download to speed it up?

    Another question, difference between sacking and looting? Is it just killing captives versus enslaving captives?

    Thanks for the help.

  10. #10

    Default Re: Divide Et Impera (Divide And Conquer)

    I have been playing with DeI and was having issues with it loading. So I reinstalled DeI and Rome 2, even updated to Beta Patch 12. It works now but I noticed that when I start a new campaign as Suebi, my generals can recruit a ton of units from the get go. Way more units are available now than before. Is this an intended change?

    I also looked at building upgrades for my settlement and none of the buildings ever offer "Unlocks recruitment of..." for anything. I am relatively new to DeI and so has this always been the case? Do buildings not unlock new units anymore? The only one I see right now is the stables or whatever it is called that unlocks two horse units.

  11. #11

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Frunds View Post
    I have been playing with DeI and was having issues with it loading. So I reinstalled DeI and Rome 2, even updated to Beta Patch 12. It works now but I noticed that when I start a new campaign as Suebi, my generals can recruit a ton of units from the get go. Way more units are available now than before. Is this an intended change?

    I also looked at building upgrades for my settlement and none of the buildings ever offer "Unlocks recruitment of..." for anything. I am relatively new to DeI and so has this always been the case? Do buildings not unlock new units anymore? The only one I see right now is the stables or whatever it is called that unlocks two horse units.
    Are you using any possibly conflicting mods? I've seen issues before with recruiting using far earlier than you should be able to due to this.

  12. #12

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Duboyski View Post
    Are you using any possibly conflicting mods? I've seen issues before with recruiting using far earlier than you should be able to due to this.
    Well I am only using DeI, Matched Combat Be Gone and Bullgod's Icons (updated for DeI). What I am seeing with a new game as Suebi is this:

    On turn one, I can recruit Speudogordoz, Slaganz, Slokhonz Sloxonez, Gaizoz Frije, Gaiso litho Aljod, Gaisofulkho and Judonda. That is 7 different units available right away. When I was playing DeI just days ago, before I re-installed DeI, Rome 2 and updated to patch 12, I think only maybe 3 - 4 units were available to me on a fresh game.

    Furthermore, my only city is currently a Barbarian City. If I choose to upgrade it to a Barbarian Fortified City, it doesn't say that I will be unlocking anymore units for recruitment. The tooltip for Barbarian City lists all the above units as being unlocked and available to recruit. I don't remember this being the case when I was playing this faction earlier this week. But maybe I overlooked it. It just seems weird that I have so many units available to recruit and it doesn't appear there are any units that will be made available to me through upgrading my buildings, save for the stables route to unlock cavalry.

    Maybe someone can make a new campaign as Suebi and confirm how many different units they can choose to recruit on turn one. I wonder if Patch 12 tweaked this for me. It is the only thing I have changed, save for updating everything.

  13. #13

    Default Re: Divide Et Impera (Divide And Conquer)

    Eight units available to recruit on turn one, rather. I'm new to the forums. Is there no edit post option?

  14. #14

    Default Re: Divide Et Impera (Divide And Conquer)

    According to Honga's database they indeed have plenty of units in city chain, but only pikes seems out of place. Everything else is total rabble. Bronze and iron workshops should unlock further profesional spears and swords accordingly.

    You need ~25 post for edition.

  15. #15

    Default Re: Divide Et Impera (Divide And Conquer)

    How can I recruit Tarantinoi Leukaspidai? I have all settlement (provincial capital and villages) buildings lvl 3 in Magna Graecia and I can`t recruit them... on the wiki they say that the rectruting region is Cosentia in Magna Graecia...what am I doing wrong? Can someone please help me?

  16. #16

    Default Re: Divide Et Impera (Divide And Conquer)

    First of all, I want to thank the team for making this amazing mod. I really can't play the game without it anymore!

    Still I do have a couple of slight issues and I just thought I'd give you my two cents on it...

    1. Unit balance: It seems to me that the differences between the strength of different units could be a bit bigger. For example, in a custom battle a unit of Praetorians will struggle to kill off a unit of hillmen. They do win inb the end, but not after losing at least a third of their strength. Same with Royal Spartans, even though they're probably the most expensive infantry in the game and hillmen are likely the cheapest! I know that 1v1 isn't really a viable way of testing this but still, I think elite infantry should have an easier time dealing with low end infantry. I think this would also be historically accurate, a group heavily equiped elite Romans should make quick work of a bunch of hill folk wearing pyjamas... Mob is a good example, I charged a unit of hillmen with 3 units of Mob and they managed to kill one hillman before they broke and ran.

    2. Square formation: Not sure about the historical accuracy on this, but why do hoplites no longer have the square formation? It was really useful when you were being charged frm multiple sides!

    3. Fulcum: This formation seems a bit too clunky to be really useful. Units form it too slowly to make it useful, since it cannot be moved once it's formed. You can't really repel cavalr charges with it, unless you place it in a choke point where cavalry has absolutely no way of manuevering. Not sure if it's even possible, but maybe if you made them form it faster, so that instead of marching into formation they run? Or maybe make it able to rotate, if not move. Or perhaps just make it square (or make that a separate option). Loving the animation though, really looks awesome now! Although they do sometimes drop their shields just before the charge connects.

    I'm also a bit partial to Rome, to me it seems accurate that their late heavy infantry should be the best in the game? That's how they conquered most of the world after all... Maybe if you improved the formations a bit so that they would actually win through formations and discipline rather than just pure stats. That would mean you'd have to use them very well.

    4. Testudo: This is a vanilla problem, but maybe it's being addressed here? It's really long and narrow on larger unit sizes and forms so slowly you actually lose more units if you approach in testudo than if you just charge up to them. Use is limited even for soaking fire since sides are unprotected and really big!

    5. Phalanx maybe a bit too vulnerable to missiles? Historically, archers didn't really do THAT much damage to a pike phalanx when shooting from the front. They just slowed it's advance and disrupted the formation so that gaps appeared. Phalangites had shields, helmets, pikes in the air and usually they were wearing armor that stopped arrows. Even the linothorax would stop an arrow.

    6. Maybe intedned, but Oathsworn units are still the strongest infantry in the game! XD

    7. Fire at will for pilum throwing would be nice.

    8. Vanilla problems that probably can't really be dealt with, such as accordion units on charge, units still fighting "300 style" with fancy animations while in shield wall/phalanx...

    9. Sally forth should only be an option if the attacker decides to assault the city BEFORE encircling it. It makes no sense that a garrison magically appears outside the walls when they should slowly be pouring out with the besiegers attacking them while in disarray.

    10. Last but not least, HORSE ARCHER SPAMMING AI! Eastern steppe factions will spam nothing but horse archers from the first turn of the game. 5 turns in they'll have a full 20 unit army of horse archers and they'll keep making more. This is unbelievably annoying. Maybe it's historically accurate, but at that stage of the game most factions have nothing to counter them. They mow down everything non heavily armored unit, before it even gets to them. The only strategy I found to kill off HA spam in the eraly game was to make two armies of spearmen and cavalry (when available) and push the horse archers to the red line by stretching my force ALL over the battlefield. Kind of ruins immersion... Ofc later on you can just get cataphracts and ignore them, but early on they're a terrible terrible pain.


    Phew, this sounds like a lot but it's actually really minor stuff when compared to all the awesomeness in this mod! Keep up the great work and I hope you at least take some of these things into consideration! For all I know you're already working on some

  17. #17

    Default Re: Divide Et Impera (Divide And Conquer)

    Hi.... i am having an issue as i am new to mods, but this mod really has got all of attention... so i downloaded the standalone version from the link above extracted it into my game data folder... ran it trough mod manager but it stops responding at the initial rome 2 screen... can anyone point towards my mistake? i would be very thankful

  18. #18
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    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by obaidmir View Post
    Hi.... i am having an issue as i am new to mods, but this mod really has got all of attention... so i downloaded the standalone version from the link above extracted it into my game data folder... ran it trough mod manager but it stops responding at the initial rome 2 screen... can anyone point towards my mistake? i would be very thankful
    The .pack file should be in your Rome 2 data folder, and make sure that DeI is the only mod active when you launch the game. Sometimes a different mod loading first can cause the game to crash. If that is the problem, you can run a search for a separate mod manager. There are several good ones, and they allow you to organize your mods in order of how you want the game to process them.

    "Wocka wocka wocka." ~Fozzie Bear

  19. #19

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

    the mod is extracted to data directory of rome 2 total war.... the radious unit mod i tried is working fine... but i dont know what is causing this mod a problem... i downloaded nexus mod manger but it is quite annoying to use... i cant actually use it ... it sucks

  20. #20

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Fozzie View Post
    The .pack file should be in your Rome 2 data folder, and make sure that DeI is the only mod active when you launch the game. Sometimes a different mod loading first can cause the game to crash. If that is the problem, you can run a search for a separate mod manager. There are several good ones, and they allow you to organize your mods in order of how you want the game to process them.
    and another thing... does the version of rome 2 has something to do with it? i m currently having v1.1 hannibal at the gates...

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