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  1. #1

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

    I use City Recruitment mod (best units very few slingers) and Dub mod lite. These two really give you a great challenge and don't mess with DEI. I also use Blood U.I mod(really cool).

    Also, Gem and Mcdonalds insane blood and special effect mod.
    Last edited by est Dudus; November 30, 2013 at 02:35 PM.
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  2. #2
    FlashHeart07's Avatar Praepositus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Great. Dei is a great mod but gonna give it further testing with a new campaign. Vanilla game is too easy so it's really nice to see a mod that give you a challenge. Even radious was a bit easy. So keep it up Selea, Dresden, Epidamnos and the other modders.

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  3. #3

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

    Quote Originally Posted by FlashHeart07 View Post
    Great. Dei is a great mod but gonna give it further testing with a new campaign. Vanilla game is too easy so it's really nice to see a mod that give you a challenge. Even radious was a bit easy. So keep it up Selea, Dresden, Epidamnos and the other modders.

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    I will not diss any modder, cause I could never do it....but the radious battle mod is-----well, let's just say xbox players might like it. His campaign mod and CAI mod is really good though.
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  4. #4
    FlashHeart07's Avatar Praepositus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Haha. But no problem to diss xbox players everybody got their favourite mod. But dei is by far one of the best. Even though its not complete. Any factions that are near completion or are they working on the overall campaign and battle mechanics ?

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  5. #5

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

    Well, I am not part of the mod but I think so. This is a overhaul so all things will be included, so we just have to have a little patience (which is hard, I want it all now). The good thing is this team has the best modders I have seen so far. Hopefully they can get some more.
    Last edited by est Dudus; November 30, 2013 at 02:57 PM.
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  6. #6
    Black9's Avatar Biarchus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by Ant909 View Post
    Well, I am not part of the mod but I think so. This is a overhaul so all things will be included, so we just have to have a little patience (which is hard, I want it all now). The good thing is this team has the best modders I have seen so far. Hopefully they can get some more.
    Bolded the truth.

  7. #7

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

    Quote Originally Posted by Black9 View Post
    Bolded the truth.

    Thank you!
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  8. #8
    FlashHeart07's Avatar Praepositus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Got the same feeling after only a few custom battles. I fear things will evolve to a goddamn riot soon They also implemented some nice stuff like meaningful resources I see. Will be nice when dresden get TTT working.

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  9. #9

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

    Yep, it's funny with this mod how fast these guys work---other mods give very few updates and when they do they don't change much. I think Selea has a RED BULL problem
    ITS ME "THE DUDE" AND I STILL HATE ELEPHANTS!!!!!

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  10. #10
    FlashHeart07's Avatar Praepositus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    True. Also a neat thing about this. You really feel the changes. Have he tried cocain and Monster then it will be all done in a jiffy btw a bit out of context but what is your youtube name. Just to watch some of them videos. See how you are doing

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  11. #11

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

    The_Dude! Here is my channel...... https://www.youtube.com/thegamersdude1
    Last edited by est Dudus; November 30, 2013 at 03:14 PM.
    ITS ME "THE DUDE" AND I STILL HATE ELEPHANTS!!!!!

    https://www.youtube.com/thegamersdude1

  12. #12

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

    i take back for saying the battles are short and the units rout faster...
    this is by far the best overhaul mod..the battles realistic and it evoked a sense of nostalgia that made me feel like I was playing EB or RTR..bravo on the team!
    The campaign experience was simply great as well!

    I had an amazing siege battle (despite broken ai, blobs, and the annoyance of units skating around and bouncing around) where my unit defended the gate for 25 MINUTES against a horde of barbarians 3 times the unit numbers! I really wish CA could fix their engine when it comes to unit collision and fulfill their promise in creating a "mechanized and meat grinding combat mechanic"...

    I plan on writing a review for this mod in detail but this mod gave me hope that R2TW can redeem itself! Now its CA's turn to polish the battle mechanics and reintroduce all the design features that was included in previous titles

  13. #13

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

    I have found attacking in siege works really well, but the A.I attacking is still very broke. I try not to get caught in a city. I think if they took out those damn torches it might fix it.
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  14. #14
    FlashHeart07's Avatar Praepositus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    What part of the torches is broke? The idea of torches destroying a gate or some of the mechanics in the game/mod concerning this?

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  15. #15

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

    Well, the A.I starts it's siege and then abandons its equipment and just goes for the gates making a huge blob fest and quite boring. Plus, I don't like torches burning down the gate....yeah on a wooden fort, But a stone wall city---nope!
    Last edited by est Dudus; November 30, 2013 at 03:32 PM.
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  16. #16
    Decanus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Hey Selea, thanks for the responses. That makes a lot of sense re: radius and mass of units & TTT.

    (FYI, everyone using TTT + DeI should probably avoid investing any points in defender traits until next release.)

    Having a blast still on my campaign.

  17. #17
    FlashHeart07's Avatar Praepositus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Odd. Just had a siege battle and they made good use of their deployed siege ladders, climbing my walls from two sides, making room for their troops approaching from the sea to also climb my walls. Quite neat tactic which made it hard to defend. But maybe I just got lucky. The blob thing is a vanilla bummer I think

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  18. #18

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

    Yeah, every once in a while that happens. Had a siege battle not to long ago, 3 of their units used the latter beat them back and they went back to the torch! huge blob fest and I crushed them---actually turned on fast forward because it was so boring.
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  19. #19
    FlashHeart07's Avatar Praepositus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    True. Same problem with the first Rome game. But I guess this is one of the ai behaviour things this mod will alter. also would be nice to see some of the greater empires make greater use of catapults and such when they get to a certain point in game. Say 10 or something towns.

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  20. #20
    paradamed's Avatar Praepositus
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    Default Re: Divide Et Impera (Divide And Rule) Updated 25/11/13 (Steam version added)

    Quote Originally Posted by FlashHeart07 View Post
    True. Same problem with the first Rome game. But I guess this is one of the ai behaviour things this mod will alter. also would be nice to see some of the greater empires make greater use of catapults and such when they get to a certain point in game. Say 10 or something towns.

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    Except sieges work in the first Rome game and also there are no torches in the first RTW. The ai was actally good and no cheap workarounds (like torches) were needed.

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