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  1. #1

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

    Whoa whoa whoa Selea, what about the silent ones who are downloading and enjoying the mod? The slow pace is great. My advice to you is do not try to please everyone. It is you and your teams mod. You have a historical and realistic goal - work towards it regardless of feedback that is inconsistent with the goal, take from feedback that is relevant, but none the less, do YOUR thing. If people want to play it, they will, if not there are a slew of other mods for them to engage in.

    Edit:

    You mentioned you cannot do anything about the strength of routing units - for campaigns sake can anything be done in regards to an army being wiped out due to x casualties etc to simulate them being cut down or scattered? (which is what i pretend when i lose an army, not them ALL put to the sword, but broken and scattered across the country side making their way home to reform under a new general)
    Last edited by Aethyr; November 26, 2013 at 05:22 PM.

  2. #2

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

    The routing problem seems to be hard coded, I have looked at many a table to try fix this. I even tried increasing their collision to slow them down.

  3. #3

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

    Quote Originally Posted by Socktu View Post
    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.
    Quote Originally Posted by jamiedp88 View Post
    The routing problem seems to be hard coded, I have looked at many a table to try fix this. I even tried increasing their collision to slow them down.
    I know it's there in vanilla too but unless it's just coincidence, I've had a much harder time chasing down routing armies with DeI than any other mod. Though it might be because the enemy units split up into little groups and run in all directions which really messes with the pathfinding(?) of my units that are trying to chase them down.
    Last edited by TehGonk; November 26, 2013 at 06:03 PM.

  4. #4
    Laetus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Little visual bug concerning Etruscan captains
    Spoiler Alert, click show to read: 


    Some screens:
    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 

  5. #5

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

    Quote Originally Posted by Wrayne View Post
    Little visual bug concerning Etruscan captains
    Spoiler Alert, click show to read: 


    Some screens:
    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 

    Nice screenshots, but the etruscan generals having no apparent torso is a vanilla bug.

  6. #6
    Laetus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by Socktu View Post
    Nice screenshots, but the etruscan generals having no apparent torso is a vanilla bug.
    Oh, sorry didn't know that.

    I'm also having issues with my Hastati, them having pale green skin around neck and face.
    Spoiler Alert, click show to read: 
    Deactivating every other mod (visual mods+TTT) didn't fix it and vanilla Hastati don't show the problem.

  7. #7
    Decanus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    SELEA, I have not had a chance to play this mod, read the whole thread. Been playing Radious Mod, but yours really sound interesting, Make the MOD the way you see it. Like I said I read the whole thread, You keep the good work up. I will be playing YOUR and your design team mod soon.

  8. #8

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

    epaminondas - i read about additions on barbarians and carthage..no sparta?...?

  9. #9

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

    Quote Originally Posted by michaelpap View Post
    epaminondas - i read about additions on barbarians and carthage..no sparta?...?
    Pretty sure Sparta has been overkill many times now, and has it's proper package in this mod too.

  10. #10

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

    with this mod the helenic units in formation are veery defensive. Its good for using archers and javelins (who said they were useless??)


    And some images of the battle
    Spoiler Alert, click show to read: 










  11. #11

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

    I forgot to say: the agema cavalry has random textures lost (sometimes the weapons, sometimes the arms...)

  12. #12

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

    Ok, here is a update........ I just had the most epic battle I have ever had.....I do not know what you guys did but holy was the EPPPPPPICCCCCCC!

    Now, the only thing was the Cav was still fighting in melee and taking very few losses. So, If that can get tweaked, unless you would ask me to do anything, I won't be on here again (I will be playing to much LOL). Just such a great job guys.

  13. #13

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

    I'm not sure if this is fixed in the latest update or not but I notice that in Fort battles if the defender pushes back the attacker and gets enveloped outside the fort they will rout. If the attacker does this they will also rout. I just had a fort battle as Athens where half my army routed as they pushed the attackers back. As the attackers suddenly gained a numerical advantage they pushed in and were enveloped by my smaller army and they routed. In the end I won but it felt really strange that they routed with such high numbers. I also noticed that if I tell a unit to move back and their back is turned for a short moment they will rout quickly. I have a replay of this but I'm not sure if replays can be uploaded.

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

    great mod was just playing it, battles were epic.....im very much a supporter of this kind of mod..keep going , regards G

  15. #15

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

    As frustrating as it is having large armies flee in a campaign and fight them over and over, I have adapted, quite realistically I believe. Instead of only 2 cav units, In each army I am sporting now about 5-6, and i some cases where two armies are working in tandem, one army mainly infantry the other mostly cavalry. The magic happens not when it says 'Victory' but once all the enemies have been allowed to 'flee' to the borders, in this time my cavalry more often than not run down the foe in a disgusting display of carnage. Hope this helps people.

  16. #16

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

    Regarding the issue of the death rate thing, a honorable simple solution would be a sub-mod. Modding takes some work, and it is best that authors would focus more on realizing their vision.

    Once the final mod version is out, then will the time be free for minor tweaks to answer other "needs".

    Btw, the battle kill rate is something I'm enjoying atm.

  17. #17

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

    Great MOD. I’m loving it so far, and I personally like the killing rate (playing on hard level wining side loses around 10%, losing side around 50%, though, I haven’t tested much yet). Attrition is also a lot bigger problem now which needs to be taken into consideration.


    Did you make any changes in the naval battles, or plan to?
    Last edited by Quivis; November 27, 2013 at 01:08 AM.

  18. #18

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

    Quote Originally Posted by Quivis View Post
    Did you make any changes in the naval battles, or plan to?
    Naval battles will come later when all the new units etc. are done.

  19. #19

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

    Ok, after a night of sleep and reading the feedback I decided to go this route:

    - Search a middle ground between the "carnage" and "tactics" at last for now so that people get adjusted to the increased tactical approach of this new version. I think most of the problem is that people are used to vanilla or other mods and when they try this the killing rate is slowed by 10x and tehy cannot understand what happens. Maybe in the future I will increase it to this level again but for now I will go the middle ground to let people adapt.

    - Lower the disbandment number to 30% or so instead of the actual 5%. This means that if you an unit has equal or less than 30% men it will get automatically disbanded. This should help a lot with fighting the same battle over and over.

    - Correct the bug with cavalry that make it more powerful than it should in melee. This was my fault actually.

    This morning I will work on this and produce an update ASAP. Have a little patience you all please, it takes a while to change all parameters and test them.
    Last edited by Selea; November 27, 2013 at 01:31 AM.

  20. #20

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

    Hi Selea, I like Your battle realism in this mod. Havn't wrote that earlier couse I spent all the time playing. I hope You won't draw back the concept od realism couse of few words of criticism. Do it for the people that appriciate Your efford, not for people that want Radious mod ver.2.0 - they will always complain. Divide et Impera should be a realistic mod right?! I'm supporting You guys - all of You. Keep up the good work.

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