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  1. #1

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

    Quote Originally Posted by AlMustansir View Post
    Btw. guys. just tried to play a multiplayer campaigne with a friend and ur mod installed on both pcs. With the latest mod is says incompatible version but with the version 0.3 everything worked fine. Any ideas ?
    have you any other mods installed, maybe you both have a different load order or some one of you a mod more or less?

  2. #2

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

    Quote Originally Posted by AlMustansir View Post
    Btw. guys. just tried to play a multiplayer campaigne with a friend and ur mod installed on both pcs. With the latest mod is says incompatible version but with the version 0.3 everything worked fine. Any ideas ?
    When I get this problem I will remove any unused mods from my data folder, and as mentioned above check load order etc. But removing the unused mods usually fixed this in the past as well.

  3. #3

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

    Spoiler Alert, click show to read: 


    WIP of units

  4. #4

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

    Quote Originally Posted by jamiedp88 View Post
    Spoiler Alert, click show to read: 


    WIP of units
    Excellent.


    I can't wait for the next update, you guys have done astounding work so far. You make the game.

  5. #5

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

    Kinda late here in germany now, ill give it a shot tomorrow guys Thanks a lot

  6. #6
    Epic28's Avatar Senator
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    @KAM2150

    What graphical mods other than GEM are you using in those pics? GEM doesn't add dust does it?


    Quote Originally Posted by Selea View Post
    Doesn't this increase the difficulty of the campaign? People always complain that the campaign is too easy...

    Apart this: also in this case the behavior is realistic because battles were a huge issue at the time, sometimes lasting for years with back and forth between armies.
    Here is my two cents on the topic. I would debate that it doesn't increase the difficulty of the campaign, but rather increases the tediousness of having to conquer the same army multiple times. And with the reduction in unit replenish rate, it will just be a multiple turn assault on the same beaten army which will most likely result in auto-resolving for most players because the army is already weakened, thus not presenting any challenge (not that CA has created a challenging Battle AI to begin with).

    It may also produce insanely obnoxious sieges where the player is constantly under repeated siege every turn from the same enemy army they have beaten multiple times, but still attacks because its overall army health isn't diminishing or sustaining casualties.
    Without mercy. Without compassion. Without remorse.
    All war depends upon it.

  7. #7

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

    Quote Originally Posted by Epic28 View Post
    @KAM2150

    What graphical mods other than GEM are you using in those pics? GEM doesn't add dust does it?




    Here is my two cents on the topic. I would debate that it doesn't increase the difficulty of the campaign, but rather increases the tediousness of having to conquer the same army multiple times. And with the reduction in unit replenish rate, it will just be a multiple turn assault on the same beaten army which will most likely result in auto-resolving for most players because the army is already weakened, thus not presenting any challenge (not that CA has created a challenging Battle AI to begin with).

    It may also produce insanely obnoxious sieges where the player is constantly under repeated siege every turn from the same enemy army they have beaten multiple times, but still attacks because its overall army health isn't diminishing or sustaining casualties.
    So in little words people want to have 70%-90% casualties in battles even if that's not realistic at all no matter if this mod is aimed for realism.

    I understand it, it makes a lot of sense. Really a lot of sense.

    And why this? For the tediousness of fighting multiple battles from routing enemies even it's that realistic in a mod that aims for realism.
    Last edited by Selea; November 26, 2013 at 05:07 PM.

  8. #8
    Epic28's Avatar Senator
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by Selea View Post
    So in little words people want to have 70%-90% casualties in battles even if that's not realistic at all no matter if this mod is aimed for realism.

    I understand it, it makes a lot of sense. Really a lot of sense.

    And why this? For the tediousness of fighting multiple battles from routing enemies even it's that realistic in a mod that aims for realism.
    Look mate it is your mod, I am not forcing your hand to make it any specific way. You and your team have done impressive work so far and I do enjoy this mod, hence the reason I am posting here. This is just my personally testing of the new morale/routing system and my feedback on whats occurring and how to potentially eliminate issues. If absolute realism is the way you want to go then by all means.

    I also don't think you need to group us into categories of either extreme. No one wants the Vanilla battle mod with the insanely high kill rate of 75-90% casualties, and I don't believe anyone ever suggested that, I certainly am not just to be clear. But keep in mind that the elite units being the first units to rout whilst having 0-5 casualties seems a little too much on the opposite extreme. Strike a balance. Which it seems you've accomplished that since the 0.4 release from last night. Keep in mind there are a lot of limitations which CA has presented with the coding of Rome 2, which isn't something that can be executed as well on paper or in theory as the game itself runs it to be.

    I mean the AI can't even handle multiple recruitment turns in Rome 2. Which obviously recruiting a Praetorian Guard in 6 months isn't historically accurate but unfortunately, the game coding limits us to make sacrifices.
    Without mercy. Without compassion. Without remorse.
    All war depends upon it.

  9. #9

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

    Quote Originally Posted by Selea View Post
    So in little words people want to have 70%-90% casualties in battles even if that's not realistic at all no matter if this mod is aimed for realism.

    I understand it, it makes a lot of sense. Really a lot of sense.

    And why this? For the tediousness of fighting multiple battles from routing enemies even it's that realistic in a mod that aims for realism.
    I say go with what your doing. This is still the infant stage of your mod I'm sure you will adjust units to handle this style better as time goes on

  10. #10

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

    r

  11. #11

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

    Quote Originally Posted by Epic28 View Post
    @KAM2150What graphical mods other than GEM are you using in those pics? GEM doesn't add dust does it?
    I'm pretty sure he must be using special effects enhancement insane edition.

    Also, after playing around with this mod, my only real gripe right now is that it's so damn hard to kill routing enemies. I'm not sure if it's because of their health/other stat or because they scatter in all directions; either way, I've been enjoying myself quite a lot so thanks.
    Last edited by TehGonk; November 26, 2013 at 05:20 PM.

  12. #12

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

    Quote Originally Posted by TehGonk View Post
    I'm pretty he must be using special effects enhancement insane edition.

    Also, after playing around with this mod, my only real gripe right now is that it's so damn hard to kill routing enemies. I'm not sure if it's because of their health/other stat or because they scatter in all directions; either way, I've been enjoying myself quite a lot so thanks.
    I'm pretty sure it's because of the rotation bug. So units rotate idiotically to face the people running them down, then the next script is telling them to flee, so it kind'a bugs it out, and with the rotation bug it makes the unit lock onto another unit and if it rotates for too long, he goes back on his jog only to repeat the same bug.


    Atleast, that's what I've seen. But this isn't caused by DeI, it's a vanilla bug still not fixed by CA.

  13. #13

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

    Anyway you have won.

    I'm already working on a version that will give you the killing rate back you so desperately need.

    However I'm done with it. This will be the last update I do to the battle mod.

  14. #14
    ergie's Avatar Libertus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by Selea View Post
    Anyway you have won.

    I'm already working on a version that will give you the killing rate back you so desperately need.

    However I'm done with it. This will be the last update I do to the battle mod.
    No, please....
    Battles are finally enjoyable. You have your visión and its your mod guys. If somebody doesnt like its their decission...

  15. #15

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

    Quote Originally Posted by ergie View Post
    No, please....
    Battles are finally enjoyable. You have your visión and its your mod guys. If somebody doesnt like its their decission...

    I agree. I'm loving every single update you put out! Please don't stop.

  16. #16
    Black9's Avatar Biarchus
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    Icon8 Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by Selea View Post
    Anyway you have won.

    I'm already working on a version that will give you the killing rate back you so desperately need.

    However I'm done with it. This will be the last update I do to the battle mod.
    Selea, I just want to say that I love the mod that you guys have made, it's exactly what I was looking for when I started playing vanilla. I'd like to donate if possible to show you guys some support!

    For the issue with killing rates, I can see it from both sides honestly. People are hard to kill and your way is more accurate, but at the same time some things have to be given up for a certain effect to be had. People want longer battles yes, but to make flanking absolutely necessary? Sometimes you don't have cavalry or light infantry. Sometimes you want to RP a Roman Meatgrinder and best the opponent Mano a Mano and slug it out. With killing rates so low, that can't really happen.

    In my opinion, battles in this game should last approximately 10-20 minutes. Shorter isn't worth it, loner is tedious. Obviously in real life they'll be hours or days, but we can't do that. If a battle is crazy one sided I'll auto resolve anyway, so when I choose to fight one I want it to be epic. Limbs being hacked off and numbers dwindling definitely gives a more epic feel to it, I think.

    That too. I paid for Blood and Gore. I want some beheadings, damnit!

    You guys changed the starting positions, but they're not 100% historically accurate for balance reasons, right? This is similar. It's an accuracy vs. quality of life debate. That's all.

    Once again great work! Don't get discouraged, people are quick to tell you what to do when they can't do it themselves.

    (Sorry for any typos or grammar, I'm on my phone)

  17. #17

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

    Selea, dude we love what you do!!!!!! 99% are just giving you some feed back just to tweak around. Please, take your time, it does not need to be right away man. I think you are working to hard----i can not believe you do as many updates as you do. Look, sometimes thing work the first time around, and sometimes they don't. PLEAAAAAASEEEEEE don't quit------I don't know what i will do if you do. If there is anything you need like testers or something to take some of the workload off----I think I can speak for the fans here----we would be happy to help you out. You and your team do amazing work, but lets face it----YOU ARE REBUILDING ROME 2 FOR FREEE. So, take a few days off man and relax---we can wait.

  18. #18

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

    Oh, one last thing......Selea, you guys are doing very complex things with this mod so people will not be happy at first. Like I said, 99% here know you are trying to make this game what we all dreamed it would be. I know you will get there,and understand there will be bumps along the way. Just know that the majority of us only come on to help you out and not to put down what you have done. That is it!.You're the MAN!!!! lol

  19. #19
    ergie's Avatar Libertus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Keep going guys, Im really enjoying the mod, and I love the direction is taking. I've finally lost some battles , and I've seen my troops surrounded to death . Thanks

  20. #20

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

    I'd like to report a scroll problem whenever clicking on a event notification. The camera (campaign map) would glide downward and to the left (SW), well beyond the campaign map limits.

    Not sure if this is a patch 7 bug though.

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