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Thread: [Feedback] Suggestions, Critiques & Requests

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  1. #1
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Rise of the Romans isn't compatible is it?





















































  2. #2
    FlashHeart07's Avatar Praepositus
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by Marshall of France View Post
    Rise of the Romans isn't compatible is it?
    No it isnt. It will mess up the scripts in DeI and also it will overwrite alot of things from DeI aswell making it uncompatible

  3. #3

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Hello,
    I have a question concerning penalties from military presence: I recently installed this mod and started a new grand campaign. My problem now is that I get about -10 public order from two half stack armys only because they are standing in my province and If I move one of them in my city (rome) it goes up to -19 ?? I remember in the vanilla version armys gave public order BONUS and not penalty?? is this a bug or a feature? Because at the moment I'm barely able to play cause I cant even raise and army without getting wrecked by revolt and not having growth

  4. #4

    Default Re: [Feedback] Suggestions, Critiques & Requests

    It's a feature. Standing Armies during peacetime were unruly and hard to control (unless fully professional, but even then); there's a reason troops are usually disbanded after wartime.

    I actually would like to know if the DeI team has any intention of adding Mitch's Populous mod or some variant of it. It adds back population, which honestly sounds amazing and adding another layer of depth to the game.

  5. #5
    FlashHeart07's Avatar Praepositus
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by The Guy With No Imagination View Post
    It's a feature. Standing Armies during peacetime were unruly and hard to control (unless fully professional, but even then); there's a reason troops are usually disbanded after wartime.

    I actually would like to know if the DeI team has any intention of adding Mitch's Populous mod or some variant of it. It adds back population, which honestly sounds amazing and adding another layer of depth to the game.
    When Mitch is done with it, it will be implemented together with the battle overhaul.

  6. #6

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Any possibility the latest Kaziel's Romans (i.e. his new shield textures, officers, fixed coolus helmets) will be included in 1.0?

  7. #7
    FlashHeart07's Avatar Praepositus
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by Falco View Post
    Any possibility the latest Kaziel's Romans (i.e. his new shield textures, officers, fixed coolus helmets) will be included in 1.0?
    Maybe. Don_Diego will take a look at it and might include some of Kaziels new textures if he can get his permission but I doubt that they will completely overwrite the units that currently are in DeI since the modders have already done a great job creating these units. I believe that there is a submod that completely overwrites the units from DeI if people are not happy about the work DeI have made.

  8. #8

    Default Re: [Feedback] Suggestions, Critiques & Requests

    I'm looking into it soon. New shields, helmets etc are always welcome. Just I will add them to the mix , not just overwrite the DEI units. They are already worked on for 1.0 but I'm sure I can add more to them!

  9. #9

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by Don_Diego View Post
    I'm looking into it soon. New shields, helmets etc are always welcome. Just I will add them to the mix , not just overwrite the DEI units. They are already worked on for 1.0 but I'm sure I can add more to them!
    Yeah the fixed coolus chin straps and his new shields are amazing. I think they would make DeI's already amazing Romani units even better.

  10. #10

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by Falco View Post
    Yeah the fixed coolus chin straps and his new shields are amazing. I think they would make DeI's already amazing Romani units even better.
    You can get the fixed Coolus on steam, I've been using it myself. He even made a version which is compatible with DEI. Just make sure it loads before DEI. He also fixed the straps on the Gallic helmet. Pretty sure these are the fixes ysed in Kaziel's.

    Coolus
    Gallic

  11. #11

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Is it possible to delay the garrison replenishing immediately after taking a settlement, it seems a bit unrealistic that an army in hostile territory can take a settlement and the garrison immediately starts building up, it should be that the army needs to hold the new province for a few turns before garrison troops can be brought in? I know this is a vanilla setting but can it be adjusted by you geniuses? :-)

  12. #12

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Or even better would be to link the garrison replenishment speed to the culture in the province, as if Romans took a Celtic settlement in a Celtic province for example it would take time to build up a garrison of Italian citizen swords/javs/cavalry etc whereas if the averni took a fellow Celtic settlement their garrison troops would be already resident in the region

  13. #13
    K.i.S's Avatar Laetus
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Hi guys please give a link to Divide et Impera 0.96 e very necessary, thank you.=)

  14. #14

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Hello. Any new about the Tools mod to be able to create a full new map for Rome 2 and your mod ? It would be fine if you could create a new map, bigger, with the scall of the DLC Caesar in gaul
    RTW 1 fan - betrayed, disillusioned, disgusted with Rome 2.
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  15. #15

    Default Re: [Feedback] Suggestions, Critiques & Requests

    SEGA/CA have yet to release any tools for map modification, and probably never will. DeI and other mods are stuck with the vanilla, EE, CiG, and HatG maps unless they do.

  16. #16

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by zombieflanders View Post
    SEGA/CA have yet to release any tools for map modification, and probably never will. DeI and other mods are stuck with the vanilla, EE, CiG, and HatG maps unless they do.
    ?? :o
    RTW 1 fan - betrayed, disillusioned, disgusted with Rome 2.
    My thematic camping project on autonomy ==> http://www.camping-la-ressource.fr/

  17. #17

    Default Re: [Feedback] Suggestions, Critiques & Requests

    I was wondering: Will 1.0 have modified win conditions? I love playing at a slow pace against extreme odds but the inappropriately large conditions for winning for the smaller factions drags me into tedious end game situations.

    For instance I am looking forward to playing as Galatia in 1.0 (probably my first play-through) and I look forward to carving out a kingdom in Anatolia in all the chaos while making my way through Thrace to create a bridge back to my brethren and perhaps making some forays into Scythia. But I can imagine the chore of conquering everything from Egypt to Rome in order to "win".

    One of my favorite parts of EB was the moderate and realistic win conditions for minor factions.

    Its fun conquering the world as Rome or reclaiming Alexanders empire as one of the Diadochi but It feels silly having to look for random cities in Germania to conquer in order to fulfill win conditions as Sparta, for instance.

  18. #18

    Default Re: [Feedback] Suggestions, Critiques & Requests

    Quote Originally Posted by Noone likes Thebes:( View Post
    I was wondering: Will 1.0 have modified win conditions? I love playing at a slow pace against extreme odds but the inappropriately large conditions for winning for the smaller factions drags me into tedious end game situations.

    For instance I am looking forward to playing as Galatia in 1.0 (probably my first play-through) and I look forward to carving out a kingdom in Anatolia in all the chaos while making my way through Thrace to create a bridge back to my brethren and perhaps making some forays into Scythia. But I can imagine the chore of conquering everything from Egypt to Rome in order to "win".

    One of my favorite parts of EB was the moderate and realistic win conditions for minor factions.

    Its fun conquering the world as Rome or reclaiming Alexanders empire as one of the Diadochi but It feels silly having to look for random cities in Germania to conquer in order to fulfill win conditions as Sparta, for instance.
    Hmmm... I wonder if we could modify win conditions. Maybe add a shorter victory option for minor factions (or modify an existing victory condition to fit).

    On another note, the economic and cultural victory conditions actually seem to be harder to achieve for many factions than the military victory, especially with DeI's economic/campaign changes. Economic victory requires you to min-max provinces for economic output (and make sure enough factions are alive to trade with), and cultural victory just requires you to expand across the whole map ("control a region in # provinces").

  19. #19
    VektorT's Avatar Biarchus
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Is just me or the Canis Bellici, the war dogs, are VERY overpowered!? I mean, I'm using them and laying doom over my enemies. They always are the units with more kills in my army. I used to think that was happening because I was using them right, against skirmishers or very levy infantry, but now I just attacked a guarrison of 3700 soldiers, released two units of dogs over the enemies before the engagement, and they killed a little more than 2000 units alone, not counting the ones who routed (a cataphract unit included). I only lost 6 soldiers 'cause what the dogs didn't killed and routed, my skirmishers and phalanxes finished off (the 6 who died was phalangitai).

    I just felt wrong to capture a settlement with 3700 defender where just 2 units killed 2000 and routed most of the ones they didn't killed, even if those defenders are just levies. Each dog killed 12,5 men average and I do think that 12 men can kill a war dog even if they armed only with knifes and goes one after the other. At first I thought war dogs was levy infantry and routing enemies killers, no they seen just killers, no matter of what.

    In a next battle I will release the dogs against the heaviest infantry of the enemie to see what happens, but even if they all they without killing a single soldier, they still are extremely overpowered against levy.
    Last edited by VektorT; November 25, 2014 at 05:10 PM.

  20. #20
    KAM 2150's Avatar Artifex
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    Default Re: [Feedback] Suggestions, Critiques & Requests

    Dogs will be nerfed for 1.0, but from what I remember AI units do not recognise dogs as enemies and mostly just walk forward while being eaten alive. This seems not to happen from the front (mostly), but from the flanks I was able to bite through hundreds of enemy soldiers.
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