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  1. #1

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by lesterthenerd View Post
    Besides pilum being op hows the missile balance for other units?

    Hows infantry and cavalry combat? Is it better than AGA?

    Not quite ready to restart my 30 turn AGA roman campaign since reading the feedback.

    Sent from my GT-N7100 using Tapatalk
    It feels much better in my opinion, especially missile balance. Archers seem very balanced, they kill/soften enemies at good angle and flank. Though they're not like vanilla archers who stop the entire army in it's trek in a few moments with fire arrow spam.

  2. #2
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    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Socktu View Post
    It feels much better in my opinion, especially missile balance. Archers seem very balanced, they kill/soften enemies at good angle and flank. Though they're not like vanilla archers who stop the entire army in it's trek in a few moments with fire arrow spam.
    Good to hear! Shame the campaign ai is less active than vanilla...

    Can't wait for these issues to be fixed.

    To the modding team : have you guys considered making separate pack files for this overhaul mod like radious mod?

    Sent from my GT-N7100 using Tapatalk


  3. #3

    Default Re: Divide Et Impera (Divide And Conquer)

    Quick note on campaign map, AI spams slingers 50-80% and much less active than Vanilla. Tested on legendary, 40 turns in.

  4. #4

    Default Re: Divide Et Impera (Divide And Conquer)

    Just tested a custom battle between Seleucid v. Pontos. An issue that I noticed is that some of the Agema cavalry had invisible arms and disembodied hands, and the Pontic swordsmen had no shields or swords.

  5. #5

    Default Re: Divide Et Impera (Divide And Conquer)

    Anyone else seeing that certain roman soldiers have dark green stuff on their faces? looks like mud kind of?

  6. #6

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Falco View Post
    Anyone else seeing that certain roman soldiers have dark green stuff on their faces? looks like mud kind of?
    I noticed this when using the no hdr mod, after removing it the tint was no longer there.


    @Selea

    I found a small error in the description for the repel cavalry button.

    "reduces the ability to fight again infantry"

    should be 'against'

  7. #7

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by carbide View Post
    @Selea

    I found a small error in the description for the repel cavalry button.

    "reduces the ability to fight again infantry"

    should be 'against'
    Thanks, will correct it.

  8. #8
    biohazardcake's Avatar Tiro
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    Default Re: Divide Et Impera (Divide And Conquer)

    I would play this as the combat is awsome, but the time it takes to recruit units is ridiculos makes this unplayable for me.

  9. #9

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by biohazardcake View Post
    I would play this as the combat is awsome, but the time it takes to recruit units is ridiculos makes this unplayable for me.
    2tpy is a better option imo, however if you make units take more than 1turn to make then the AI will fail at recruiting them. As this mod is only in the very beginnings these sorts of hiccups can be granted, for now I hope AGA will continue until this is more viable option.

  10. #10

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by jamiedp88 View Post
    2tpy is a better option imo, however if you make units take more than 1turn to make then the AI will fail at recruiting them. As this mod is only in the very beginnings these sorts of hiccups can be granted, for now I hope AGA will continue until this is more viable option.
    I agree, 2tpy would be a much better option for many of us, and it's true, the AI has some problems with increased recruiting time.

  11. #11
    biohazardcake's Avatar Tiro
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    Default Re: Divide Et Impera (Divide And Conquer)

    i mean sitting around 2 turns for eastern spearmen! 3 for levy pikemen! no thanks but everything else is pretty cool and i like the battles.

  12. #12

    Default Re: Divide Et Impera (Divide And Conquer)

    Thks for all the feedback guys. Indeed we will fix quickly those issues you reported. Stay tuned for V0.1b !

  13. #13

    Default Re: Divide Et Impera (Divide And Conquer)

    Thx for this awesome mod! When will be ready the steam version?

  14. #14

    Default Re: Divide Et Impera (Divide And Conquer)

    I think we will directly upload there the fixed version !

  15. #15
    Gnuffi-c-gnome's Avatar Laetus
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    Default Re: Divide Et Impera (Divide And Conquer)

    awesome work guys cant wait to play now

    keep it up all of you

    AGA was awesome on its own and then you guys do this

    amazing!

  16. #16
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Divide Et Impera (Divide And Conquer)

    this looks a great mod! well done lads

  17. #17

    Default Re: Divide Et Impera (Divide And Conquer)

    To all:

    Sorry for the problems to Pila, I will resolve them soon.

    As for the turns per year and the recruitment times it was decided 4tpy but I see that people prefer 2tpy instead so we can opt for that way instead.

  18. #18

    Default Re: Divide Et Impera (Divide And Conquer)

    I prefer 3 turns a year . The reason to AI problems right now is almost 100% sure to be the recruitment times, AI can't handle more than 1 turn recruitment.

    I also have a little request that i think would be good for everyone, could u guys increase siege time? For exemple 4 turns a year the siege should take 4 times the base time. Right now it is too easy to just wait for enemies to surrender( with a high level general most citys take 1 turn to surrender, I realy dont care about the small ones but big walled citys should last at least 10 turns even with all skills to reduce siege time).
    Last edited by Gaios; November 20, 2013 at 03:49 AM.

  19. #19

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Gaios View Post
    I prefer 3 turns a year . The reason to AI problems right now is almost 100% sure to be the recruitment times, AI can't handle more than 1 turn recruitment.
    That's already resolved. Almost all units have 1 turn recruitment now, only very elite have 2.

    Quote Originally Posted by Gaios View Post
    I also have a little request that i think would be good for everyone, could u guys increase siege time? For exemple 4 turns a year the siege should take 4 times the base time. Right now it is too easy to just wait for enemies to surrender( with a high level general most citys take 1 turn to surrender, I realy dont care about the small ones but big walled citys should last at least 10 turns even with all skills to reduce siege time).
    This is a good idea, thanks.
    I will take it present for next version.

  20. #20

    Default Re: Divide Et Impera (Divide And Conquer)

    ex-carthaginian noble cavalry have no horses at least in custom battles

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