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  1. #1

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Legatus21 View Post
    ex-carthaginian noble cavalry have no horses at least in custom battles
    Thx, will look at it.

  2. #2

    Default Re: Divide Et Impera (Divide And Conquer)

    Update 0.1b:


    - Resolved problem of Javelins/Pila being too powerful when used from flanks or behind
    - Reworked the mod as a 2tpy one instead of 4tpy
    - Lowered unit recruitment times to 1 in almost all cases, apart very elite units
    - Reworked some caps for more balance
    - Added caps to artillery of 1 per army (per type) and increased recruit time for them to 2
    - Resolved bug with Carthaginian Noble Cavalry not having the correct mounts


    For the texture problems we will make an update shortly. Thank all the users for the great feedback and I'm really sorry for the problems with Pila that caused imbalance.


    This is the new update (will post the full one in the main thread when also the texture part is done):
    http://www.mediafire.com/?n8404nz8fa271f4

  3. #3

    Default Re: Divide Et Impera (Divide And Conquer)

    Pontic Swordsmen error in variant mesh is:

    <SLOT name="greaves" />
    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/greaves/greaves.VariantMeshDefinition" />
    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/greaves/graves_basic.VariantMeshDefinition" />

    remove /
    graves = greaves

    I can go through all but without causing offence I have a few things bout your meshes.

    Firstly, hellenic_officer_cuirass should not have long sleaves, or it would be a _long. this causes clipping, as does having a cloak in the slot of a clothing variant mesh causing a few models do double up on the cloak.

    just a few issues with meshes that I'm sure testing would help resolve.

    Noble Cavalry Carthage horse problem:
    Land Units = 90 mounts
    Main Units = 75 men

    Should solve it
    Last edited by jamiedp88; November 20, 2013 at 04:38 AM.

  4. #4

    Default Re: Divide Et Impera (Divide And Conquer)

    Looking very very nice. So does AGA continue on as a mod separate to this? I am curious about the development. The models look very very nice by the way.

    One thing i did find is that Hastati/Principes/Triarii felt very UP when facing the basic units from the Iceni in a custom I just did, literally steamrolled them in vanilla fashion, not sure if this is intended. I will try again without trying to play tripplex acies as it seems to be a useless tactic vs AI.

    Also 4tpy is fine its just the recruitment / build times that hurt the most, I see that you guys are going to go back to a more regular recruitment time, I hope tech and building follow similar changes.

    I also hope Hegamonia becomes compatible as I felt it was very nice in my play test.

  5. #5

    Default Re: Divide Et Impera (Divide And Conquer)

    Another little bug: in custom battle the roman syrian aux archers have a cantarabian circle ability! Without horses it is a very weird to see them.

  6. #6

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by foxhole View Post
    Another little bug: in custom battle the roman syrian aux archers have a cantarabian circle ability! Without horses it is a very weird to see them.
    Thanks for letting me know.

    I will fix the bug immediately. Just download the above pack again in about 30 mins.

  7. #7
    biohazardcake's Avatar Tiro
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    Default Re: Divide Et Impera (Divide And Conquer)

    Good. I will try it again once you update, and good luck this could be very promising.

  8. #8

    Default Re: Divide Et Impera (Divide And Conquer)

    Good luck, this looks very nice, but I am interested when you say factions will be unique, agents revamped, etc, what do you mean exactly?

    And also what units are added?




  9. #9
    mr.blonde's Avatar Tiro
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    Default Re: Divide Et Impera (Divide And Conquer)

    Woot i am so happy that i deicided to halt my campaigning with the release of patch 7. And also happy that at last we have some teaming of talented modders for decent R2 overhauls in the spirit of great Rome 1 mods.
    Small notice/suggestion, in future version please include some of Dresdens work aka the loot/sack/liberate options or starting positions of Carthage and Egypt at least. 2TPY also sounds the best setting.
    Anyway real feedback after i do some campaigning. Keep it up guys.

    ps. Also i hope that soon this mod get his own subforum.

    Walk softly and carry a big gun






  10. #10

    Default Re: Divide Et Impera (Divide And Conquer)

    And will u be able to fix the problem with the AI recruitment?? I like the idea of 2 turns for recruit some units but i have read that its hard to mod the AI movement behavior

  11. #11

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Cochus1 View Post
    And will u be able to fix the problem with the AI recruitment?? I like the idea of 2 turns for recruit some units but i have read that its hard to mod the AI movement behavior
    Let's see how the AI behaves now. Practically only a handful of units have 2 turns recruitment times.

    If this is still a problem for the AI, however, the only solution is to put all units to 1 turn. However it is strange that the AI cannot cope well with it since also in vanilla there are some units with 2 turns, especially on naval units.

  12. #12

    Default Re: Divide Et Impera (Divide And Conquer)

    4tpy is the way to go, now your General just dies as fast. and yeah you need to wait a bit longer so does the AI but that makes battles mutch more inportant! AND ITS NEED TO BE BALANCED its just the first version. i hope you make also a 4tpy version. i have seen 12tpy mod high rated

  13. #13

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Sir_Pee_Alot View Post
    4tpy is the way to go, now your General just dies as fast. and yeah you need to wait a bit longer so does the AI but that makes battles mutch more inportant! AND ITS NEED TO BE BALANCED its just the first version. i hope you make also a 4tpy version. i have seen 12tpy mod high rated
    I'm actually thinking of going the middle ground and set to 3tpy. Maybe it's the best balance all in all.

    As for the recruitment times of units: I would like very much to have them increased since it adds a lot of tactic to the game (along the decreased campaign movement) but if the AI cannot cope with it properly I cannot put something that will cause problems to unit recruitment of the AI (that's already poor to begin with).

  14. #14

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Selea View Post
    I'm actually thinking of going the middle ground and set to 3tpy. Maybe it's the best balance all in all.

    As for the recruitment times of units: I would like very much to have them increased since it adds a lot of tactic to the game (along the decreased campaign movement) but if the AI cannot cope with it properly I cannot put something that will cause problems to unit recruitment of the AI (that's already poor to begin with).
    In my experience of combining campaign times, 4 tpy for players just for generals and agents to have very good life spans and time developing their skills. But 2 tpy for recruitment, cost, building times, replenishing rates, and research works out very well for the AI in conjunction with the players 4 tpy setup which the player will receive the same even though having 4 tpy campaign selected. Its going to come down to the difficulty level that people choose and the bonuses giving. VH Campaign and H BAI. Both combined is the sweet spot, maybe this will help with future updates.


    I believe that alot of the feedback you guys are getting is mainly based of off those who have always played 1 tpy route.

  15. #15

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by carbide View Post
    In my experience of combining campaign times, 4 tpy for players just for generals and agents to have very good life spans and time developing their skills. But 2 tpy for recruitment, cost, building times, replenishing rates, and research works out very well for the AI in conjunction with the players 4 tpy setup which the player will receive the same even though having 4 tpy campaign selected. Its going to come down to the difficulty level that people choose and the bonuses giving. VH Campaign and H BAI. Both combined is the sweet spot, maybe this will help with future updates.
    Thanks for your feedback, indeed maybe you are right.

    As for movement size of units, what do you think is best, lower or higher?

  16. #16

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by Selea View Post
    Thanks for your feedback, indeed maybe you are right.

    As for movement size of units, what do you think is best, lower or higher?
    I believe higher works better for AI expansion... even if set to lower the player will still take advantage of it with forced marched which I don't believe the AI ever takes advantage of.

  17. #17

    Default Re: Divide Et Impera (Divide And Conquer)

    Divide et Impera v0.1d:
    2TPY - http://www.mediafire.com/download/de...Impera_2tpy.7z
    4TPY - http://www.mediafire.com/download/vb...Impera_4tpy.7z

    - Resolved bug with Suebi Sword Masters and Noble Riders textures crashing the game
    - Resolved various graphical glitches
    - Resolved issue with low tier Pike Units not being as powerful as they should be from the front.

    For now I removed the new textures for Suebi because I didn't have the proper time to find what causes the problem. They will be added back shortly.

    I'm also preparing a special version mixing 4TPY with 2TPY for users to try. I think this is indeed the best approach and probably what the mod will adopt.

  18. #18
    Civis
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    Default Re: Divide Et Impera (Divide And Conquer)



    Something I'm working on which might go be a nice addition for DEI once it's done

  19. #19

    Default Re: Divide Et Impera (Divide And Conquer)

    With capping artillery and the mod beign based on historics, are you going to remove seige from barbarians?
    4tpy and 12tpy r not needed, its over kill. General's come and go, armies stay. Revamp the army skills and don't get too close to ur generals, they will last almost 90turns anyway.

  20. #20

    Default Re: Divide Et Impera (Divide And Conquer)

    Quote Originally Posted by jamiedp88 View Post
    With capping artillery and the mod beign based on historics, are you going to remove seige from barbarians?
    I would like to, but first I must do some tests to see:

    A) how the AI behaves
    B) if it is feasible for the player to just steal artillery for those factions and not being able to build them.
    Last edited by Selea; November 20, 2013 at 06:41 AM.

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