Page 30 of 171 FirstFirst ... 52021222324252627282930313233343536373839405580130 ... LastLast
Results 581 to 600 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 Rule) Updated 25/11/13 (Steam version added)

    This somehow got moved to General discussion. This is a mod thread and should be back in the mod forums.

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

  2. #2
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Moved From Rome II General Discussion.

    Psstt.. You guys should request Hosted Mod section.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  3. #3

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by LestaT View Post
    Moved From Rome II General Discussion.

    Psstt.. You guys should request Hosted Mod section.
    Dear LestaT,

    This had already been asked to Omnipotent Q and Gigantus. We are still pending for their approval.

    Regards,

    Epaminondas.

  4. #4
    Epic28's Avatar Senator
    Join Date
    Feb 2009
    Location
    Amurica
    Posts
    1,109

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Ok so my feedback from testing a 40v40 battle Macedon vs Rome..

    In short, v0.4 battles do not function as intended. I had three units of Companion Cav rout completely without being outflanked or maneuvered against, the cavalry were my supporting flank and didn't even sustain combat, keep in mind this occurred within the first 40 secs of fighting with my entire army still present. 75/75 men still present in each of those cavalry units. I had a unit of archers in front of them which routed so I am assuming the routing units caused the severe drop in morale towards my cav and therefore the quick routing??

    I was playing on VH difficulty also. In in the changelog it states you are trying to make it so units only fight until they sustain a meager 25% to 50% casualties?? I don't see how this makes sense at all to provide a more epic feel towards the battle if our flank units rout, therefore causing a domino effect of routing down my main infantry line. Armys don't kill each other while in combat. They just "fight" with almost zero casualties sustained until the morale is decreased too low and the unit routs with 90% force remaining. This also destroys the concept of skirmishing because the skirmishing units rout instantaneously after coming under fire from one volley.

    This mod shows great potential and I love everything else, minus the battles, in all honesty I would go as far to personally render the battles at this stage unplayable. I think you guys can strike a great balance here with the battle AI though with some changes to morale.
    Last edited by Epic28; November 25, 2013 at 09:32 PM.
    Without mercy. Without compassion. Without remorse.
    All war depends upon it.

  5. #5

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Hi. I know y'all are working hard on DEI. I have been seeing a lot of ppl saying certain resources are not being produced at all for them. I think it was mostly copper that wasn't appearing. I'm wondering if the reason being is that some people may have all factions playable by izanagi. It's just not compatible at all and I think some people are forgetting this. I think copper is the one and the additional locations you added pre-existing resources wouldn't have them either. These places on the map with additional and new resource are added by the startpos I believe. I know there is a 4tpy all factions playable so it would be pretty deceiving if you had both startpos from 4tpy AFP and the startpos from this mod. Not trying to accuse anyone of anything. Just wondering if some ppl are using AFP and that is causing their unseen resources problem.

  6. #6

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Can't edit till I have 25 posts I believe. I may be completely, dead wrong about people having AFP 4tpy enabled causing the resource problem. Just a thought about what's causing some to have the issue.

  7. #7

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Great work guys!!!! A bug to report though, the iberian calvary are unstoppable. They ripped apart 3 units without a single loss. Also, my units will just break after like 15 losses at random. I hope you can look into this, as it is a bit game breaking. Keep up the good work.


    Oh, I was playing as Rome with upgraded vets with high experience.

  8. #8

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)


    There is something definitely wrong here.

    Units routing at such high values.

  9. #9

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by Socktu View Post
    There is something definitely wrong here.

    Units routing at such high values.
    There's nothing "wrong" in itself on this, because actually it's pretty realistic for units to rout without either a casualty, just for the shock of combat (as for example when they are exhausted or if units near them are routing etc.)

    What was wrong were the too great penalties on flanking and rear that caused sometimes big routs for the minimal motives; this is fixed in this new little update (I actually gave too harsh penalties on flanking).
    Last edited by Selea; November 26, 2013 at 03:33 AM.

  10. #10
    jmack's Avatar Civis
    Join Date
    Mar 2006
    Location
    surrey bc canada
    Posts
    182

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by Socktu View Post

    There is something definitely wrong here.

    Units routing at such high values.
    There is something wrong with this pic! why are the massive uber artillary still in this mod? I thought you guys are realism guys.

  11. #11

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by jmack View Post
    There is something wrong with this pic! why are the massive uber artillary still in this mod? I thought you guys are realism guys.
    artillery is capped and artillery was used in these times, they will receive the necessary balancing with units obviously, Im sure its being worked on

  12. #12
    jmack's Avatar Civis
    Join Date
    Mar 2006
    Location
    surrey bc canada
    Posts
    182

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by jamiedp88 View Post
    artillery is capped and artillery was used in these times, they will receive the necessary balancing with units obviously, Im sure its being worked on
    ofcourse they were used in the ancient times. just not marching with the soldiers. they were only constructed during sieges. so maybe only make them only for sieges, like with rams and ladders?

    this mod looks sweet, you guys need a hosted modification thread

  13. #13
    Decanus
    Join Date
    Nov 2011
    Location
    TX, USA
    Posts
    547

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by jmack View Post
    ofcourse they were used in the ancient times. just not marching with the soldiers. they were only constructed during sieges. so maybe only make them only for sieges, like with rams and ladders?

    this mod looks sweet, you guys need a hosted modification thread
    The Selucids and other successors employed artillery on the battlefield, although they were criticized for doing so.

    The historians say that at this point artillery was mostly for show as anti personal weapons. As you say, they were only really useful in sieges.

    This was criticized by historians as laziness and lax behavior by both the commanders and the army. Gimmicks used in the hope of disheartening the enemy and allowing better terms in negotiations of peace.

    As such, imo artillery should be very weak as a man killer.



    Sent from my HTC One using Tapatalk

  14. #14

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by jmack View Post
    There is something wrong with this pic! why are the massive uber artillary still in this mod? I thought you guys are realism guys.
    I was playing around with a custom battle, no need to worry. The 'massive uber artillery' you express so much disdain for was usually constructed during sieges, hardly mobile at all. Also new limits like jamie said will be implemented to ensure proper usage.

  15. #15
    Decanus
    Join Date
    Oct 2013
    Location
    Texas, USA
    Posts
    542

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Read the whole thread, good read. I'll have to try this MOD soon.

  16. #16

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    You will, adambomb. It's a good mod (all bias aside.) Just the recent patch seems to've flunked on the morale values and the routing stuff. Otherwise it's fine.

  17. #17

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Eh - I've only played a bit of campaign on the new version, but the battles I did fight (early game Suebi skirmishing with their various neighbors) felt very good from a morale perspective. My tastes are apparently divergent, but at least on my part I felt there was a great 'psychological' dynamic as units who were in bad situations tried to pull back and regroup, rejoining the fray if they get the opportunity or melting into the backwoods to fight another day if things were going just too poorly. So I hope, if changes are made, that they are tweaks to the current set up to get it working just right, not wholesale redesigns.

  18. #18
    Biggus Splenus's Avatar Primicerius
    Join Date
    Mar 2012
    Location
    South Australia
    Posts
    3,547

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    I asked this a couple days ago and didn't get a response, but is this mod using Gustav's Carthage Shield mod?
    | R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |

  19. #19
    Meneros's Avatar Artifex
    Join Date
    Apr 2009
    Location
    Sweden
    Posts
    753

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by Splenyi View Post
    I asked this a couple days ago and didn't get a response, but is this mod using Gustav's Carthage Shield mod?
    If you go to the OP and look towards the bottom of it you can see a Credits list of all the other mods we've integrated with ours.

  20. #20

    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by Splenyi View Post
    I asked this a couple days ago and didn't get a response, but is this mod using Gustav's Carthage Shield mod?
    Yes, he gave permission to use his shields.

Posting Permissions

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