jamie whats the point to chance its when there is no chance really it just make no sense.
but yeah you also want wat if armies so yea
jamie whats the point to chance its when there is no chance really it just make no sense.
but yeah you also want wat if armies so yea
There are many other changes apart recruitment times. Campaign movement is reduced (and varied depending on type of unit) and technology/building etc. are all increased so also without proper increased recruitment time (but there's still replenishment rate that's reduced) there is a lot about strategy and planning already.
As I said I did put the increased recruitment because it would have been very good but if the AI cannot cope with it properly how do you think I can add it? Think about it, would you like to fight the AI that has no armies or very poor ones just to have increased recruitment time for yourself?
What I don't understand however it this: many people also here used Hegemonia that increases the recruit times in the same way and yet I didn't found the thing mentioned in that mod or I would have known it.
Last edited by Selea; November 20, 2013 at 06:52 AM.
I think 3 TPY i a good compromise, 12 TPY is really to much and the game would lose its flow.
As long as building, movment and so on are matched with the 3 TPY-system i think it is best idea. I dont know why some people here are so much against increased recuitment times, its a major strategic factor.
On the other hand should the AI be able to handle this feature. (It is insignificant when i need long to recruit elite troops, but never have the risk of losing them bacause the AI cant handle it)
Last edited by PumkinKing; November 20, 2013 at 07:26 AM.
I thought about 3tpy but really it's a strange system and it's more problematic in other aspects than 2tpy or 4tpy. The fact is that if you like more 2tpy then 3tpy will be anyway be too much (because the times are all in all very similar to 4tpy as length, so if you dislike more time you will dislike 3tpy as you will dislike 4tpy) and for campaign movement etc. it's the in-between line that doesn't make you do things well. For users that instead like a more slower pace the 3tpy version is still not good enough.
So, imo it's better to just have a poll and let users decide if they prefer more 2tpy or 4tpy. I sincerely like much more 4tpy since tactically is the much better version, but I understand that if users prefer a quick run it can not be their cup of tea.
Still a version must be decided so democracy will win.
Last edited by Selea; November 20, 2013 at 07:35 AM.
Divide et Impera 0.1c 4tpy version:
http://www.mediafire.com/download/vb...Impera_4tpy.7z
- Building time, population growth and research time slowed by 75%
- Army replenishment rate reduced by 75%
- Campaign army movement: cavalry 75%, infantry 50%, artillery 25%
- Campaign naval movement: light 75%, medium 65%, heavy 50%
- Army experience required to increase level: x3
- Agent experience required to pass level: x4
- Agents and Generals age x4 slower
- Agents and Generals skill points per level: 1 from 1 to 3, 2 from 4 to 6, 3 from 7 to 9
Divide et Impera 0.1c 2tpy version:
http://www.mediafire.com/download/de...Impera_2tpy.7z
- Building time, population growth and research time slowed by 50%
- Army replenishment rate reduced by 50%
- Campaign army movement: cavalry 100%, infantry 75%, artillery 50%
- Campaign naval movement: light 100%, medium 85%, heavy 70%
- Army experience required to increase level: x1.5
- Agent experience required to pass level: x2
- Agents and Generals age x2 slower
- Agents and Generals skill points per level: 1 from 1 to 3, 2 from 4 to 6, 3 from 7 to 9
Both packs have the same army recruitment times. Also corrected bug with Auxilia Syrian Archers having Cantarbian Circle and resolved issue with units not having correct colors (forgot to add the tables from the original pack). In plus I increased the chance a minor settlment battle will be a land battle instead to 75% (tied with the less movement speed this will mean a much increased chance of land battles instead of siege ones that in vanilla are the vast majority, and they are boring).
Please try both and then vote in the poll that will come soon the version you prefer we adopt as the standard for the mod.
For bugs on the texture aspect of the mod please have a little patience, we will resolve them ASAP.
Last edited by Selea; November 20, 2013 at 08:30 AM.
Ok, I'm preparing two versions, one with 2tpy and one with 4tpy (but both will have the same army recruitment times so as to not cause problems to the AI).
It will be you, the users, to tell us which of the two you prefer. A poll will be made shortly where you will be able to tell us what you think iDeI should go with.
I'm preparing the uploads now, will be ready shortly (I fixed also a couple of bugs while I was there).
Another sugestion to include in this mod to stop the unrealistic wall destruction using balistas and onagers would be greatly increase the walls hp but not the towers so balistas and onagers can be used to destroy towers and kill units on the wall but not to open a passage on the wall, and the way to invade would be by the gate and using siege equip making siege battles a lot more epic and hard.
Add the option for 3 turns per year in the poll too.
Also this I already know and planned to include (it's also easy a change to do) but the problem is always the damn AI.
Already now siege AI is completely and utterly nonexistent with walls of paper, what would it happen if you increase the time a wall comes down to realistic levels? The AI will much probably simply stop to bring down the gate and focus on the torches, hence destroying even the minimal chance of attacking the walls.
I will have to test properly if the AI can cope with more HP walls and not just become even worse than it's now.
The problem is always the same: it's not what I would like to add, but what I can add. Many mods simply change things and then don't care but sincerely I don't want to go on that route.
The AI only destroy the wall if they have ballistas or onagers which is extremely rare so it wouldnt change their strategy too much, right now the AI try to use siege equipament they have to invade by the walls( they dont send more units to use this siege equipament so if the units that were carrying it failed to take the wall they use the rest of their army to burn the gates and zerg completly ignoring the siege equipament that could be used by their other units and not just the unit that carryied it.
But the greatest inprovement of doing it is ending the easy mode siege used by players (open some holes in the walls and invade making walls almost useless).
Last edited by Gaios; November 20, 2013 at 07:44 AM.
Do you need an Uploader to Steam Workshop?
Hi pilarearl, thks for the proposal but i will upload this one tonight with the fixed version.
does this work with Dubmod?
i love the mod, its a whole new Rome 2
i love the new names for the units, and think its cool
but it gives me an issue in battles on harder difficulties to differentiate them, since i have nooo idea what the names mean and many units look so much alike its hard to see which is the elite or not, and thus to order the right aproach
and since on harder difficulties you get no info boxes hovering over there is no help there
could it like be possible to have the generic name too for the units, either in smaller font or ( ) or something be able o understand the units?
since when playing as X faction i assume they would have have used their own language for enemy troops too, instead of referring to them as their individual indigenous names
might just be nitpicking
i always used splendi,s units names, and its just learning again, you just need to play abit longer give it some time!
and if you guys dont like the realistic aspect from this mod why dont you play radious his mod.
Just tested 4tpy but building time, population growth and research time slowed by 75%. could be lower this just alittle too mutch
now im going to test 2tpy
Last edited by Sir_Pee_Alot; November 20, 2013 at 09:52 AM.
LOL your such an idiot, how does forcing peopel to use historic names make the game realistic. Like the poster said, the factions would have names for the enemy army units in their own tongue they wouldn't call them by their aboriginal language names. You just told the guy if you dont like it piss off.....
English Names helped people out alot, was easier to understand and was actually more realistic than the foreign language names because it's what we would have called them. I speak enlglish, so I call the hoplites "hoplites" not hoplitais. I liek to think that my faction speaks english thus they call them by their english names. Selea leave the names as english, put the historical language ones in tool tip. or people can just download splenyi like this simple minded fellow.
just my opinion you might want to look at putting the mod in modules otherwise you will constantly be changing to suit everyones personal preferences every minute.
Last edited by jamiedp88; November 20, 2013 at 02:47 PM.
And in fact there's no way to please everyone and there's no way to make modules because it would be too much work.
Then about factions calling units in their own tongue, it's true that you are the commander of the faction in question but your role is also carrying an broader view, so it is fine that all factions have their proper tongues.
Very soon![]()