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Thread: Divide et Impera 0.9 Released

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  1. #1

    Icon4 Divide et Impera 0.9 Released

    Divide et Impera 0.9
    After much anticipation and plenty of hard work, I present to you DeI's newest update. I want to take a moment to thank all of our team, from the modders to the testers and support members. You guys really came together under some adverse conditions to get this update out. I am very proud to be a member of this modding team and of the effort we have put forth in this update.

    Download Link
    OR
    Steam Part 6 (make sure you have the other 5 parts as well).

    *Note: Currently this version has longer load times than 0.85 due to the amount of additional units. Also, when reforms hit it takes a moment to move to the next turn. These are issues we hope to address when we make the mod more efficient in 1.0.

    Here is the content of the update. Below the patch notes, you will find some general information about our plans going forward, save compatibility and the Steam version.

    Update Notes

    Overhauls:
    - Area of Recruitment System:
    • Many regions now have units that are specific to that region's culture. These units can be recruited by any faction that owns the region.
    • Over 150 new culturally unique units.
    • All factions now must have a majority culture in a province to recruit their core faction units, unless that region is historically from that culture.
    • For more information see the Recruitment Guide.

    - Roman Auxiliary Overhaul:
    • Over 100 new auxiliary units for Rome available after the Marian reforms.
    • Pre-Marian, Rome can recruit already existing auxiliary and Italian allied forces from the auxiliary line.
    • For more information, see this thread.

    - New Faction Overhauls:
    • The Getae have received 16 new custom units. Some of these units will be restricted until after their reforms (same time as the Celtic reforms).
    • The Galatians have received new custom units.

    - Agents Overhaul:
    • Dignitaries have been changed to Provincial Governors. These Governors have entirely new skills and are designed to be deployed in your provinces.
    • Each agent now has a defined role. Governors govern (duh), Spies explore/infiltrate/sabotage and Champions train and combat enemy agents.
    • Spies have new tier 3 skills in their authority and zeal lines that require both tier 2 skills to unlock. Champions have the same for their subterfuge and authority lines.
    • Agent skill images have been revamped to better show the skill trees. Images can be found here.
    • These changes are save compatible. Also, Generals can still be governors if you choose to use them in that manner (but some effects have been decreased).
    • Increased amount of Governors (dignitaries) per imperium level.
    • Thanks to TheSavage and rem123456 for the ideas that led to these changes.

    - AI Recruitment System Overhaul:
    • Each AI army configuration type now has at least one additional template (more than one in many cases).
    • Rather than seeing the same army compositions from certain factions, you will see a more varied selection depending on the army.
    • More culturally-specific configurations for various factions.
    • Updated and improved the unit qualities setting for overall better AI recruitment priorities.

    General Changes:
    - Incorportaed auto-resolve changes from Aeimnestus's Realism submod in order to make auto-resolve more realistic/useful.
    - Removed second barracks for Eastern and Hellenic factions. These cultures now only have 1 infantry recruitment building. This change is save compatible but save games will have some useless buildings.
    - Nomadic factions can now "live off the land." When raiding, sieging or mustering they will gain a food bonus.
    - New Tier 4 Slave forum building. Slave Forum buildings now use food rather than reduce public order.
    - Tier 2 Slave buildings no longer require the slave resource but also do not produce it. Tier 3 and 4 require and produce the resource.
    - Added new medic buildings for Daco-thracian and Illyrian subcultures.
    - Removed Legion variants. For historical legions, see the submod section.
    - Slightly lowered some ancillary effects.
    - Basic melee ships now available from all port types.
    - Fixed raiding stance public order reduction.
    - Small increase to movement for navies.
    - Added cultural conversion to first tier Barbarian temples.
    - Added one extra temple that gives cultural conversion for each Barbarian culture.
    - Lowered amount of experience champions train in troops each turn.
    - Fixed Tylis Chapter Missions and religion type. Added units to Tylis' roster.


    Plans Going Forward, Save Compatibility and the Steam Version

    0.9
    - This version is save compatible with previous versions of DeI. You should get all of the features in this update in your current saves. However, there will be some useless buildings that will need to be replaced (auxiliary barracks for Hellenic and noble barracks for Eastern).

    0.95
    -We are tentatively planning various faction overhauls and fundamental changes to both garrisons and mercenaries. This will be the final content update before our actual release version.

    1.0
    -This version will contain no new content and will be focused solely on polishing the mod and fixing minor errors, balancing, etc.
    - 1.0 WILL NOT BE SAVE COMPATIBLE. We will be removing unused parts of the mod. Due to this, I will be uploading an entirely new Steam version when 1.0 hits.

    1.1 and beyond
    - We have many plans beyond 1.0. These include Eastern faction overhauls and possibly adding many new cultures. We will continue making the mod better and working on advanced features and ideas.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  2. #2

    Default Re: Divide et Impera 0.9 Released

    Sweet baby Jesus it's here! Thank you to Dresden and the rest of the DeI Team! This has without a doubt made my week!



  3. #3
    Leggy's Avatar Semisalis
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    Default Re: Divide et Impera 0.9 Released

    Sucks that I don't have internet yet in my new place.


  4. #4

    Default Re: Divide et Impera 0.9 Released

    Sneaky, sneaky, sneaky, "It's gonna be early next week..." Yeah more like early in the MORNING next week

    Grats!!! Aaaaaand, I'm off to playing!

    Thanks!
    Last edited by Scarrus; June 09, 2014 at 01:05 AM.

  5. #5

    Default Re: Divide et Impera 0.9 Released

    Early next week, he says... Hours later, here it is. I can tell you guys put in the late night hours to get this out. Hope you're planning on taking a few days off to relax after this.

    Cheers.

  6. #6

    Default Re: Divide et Impera 0.9 Released

    Scotty taught y'all well.

  7. #7

    Default Re: Divide et Impera 0.9 Released

    Its here!

  8. #8

    Default Re: Divide et Impera 0.9 Released

    Just thought I'd post this, the Daco-Thracian culture seems to have been taken a step back. The Getae are using Celtic names again, celtic agents, armies names. Also there are multitudes of units like the levy spearmen of which there are the vanilla and the new ones and also the Drapanai. Also the missions aren't there anymore(if they ever wore in, never played the vanilla Getae) but I think I get why this works this way if there's a new culture in place.

    Other than that, great work guys

  9. #9

    Default Re: Divide et Impera 0.9 Released

    Quote Originally Posted by Scarrus View Post
    Just thought I'd post this, the Daco-Thracian culture see7ms to have been taken a step back. The Getae are using Celtic names again, celtic agents, armies names. Also there are multitudes of units like the levy spearmen of which there are the vanilla and the new ones and also the Drapanai. Also the missions aren't there anymore(if they ever wore in, never played the vanilla Getae) but I think I get why this works this way if there's a new culture in place.

    Other than that, great work guys
    Sounds like you may have a mod conflict of some type. What version are you using? Steam?
    Last edited by Dresden; June 09, 2014 at 02:50 AM.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  10. #10

    Default Re: Divide et Impera 0.9 Released

    Quote Originally Posted by Dresden View Post
    Sounds like you may have a mod conflict of some type. What version are you using? Steam?
    Turns out I did have some conflict with the DEI_axeAnimationpack although the manager did not say so.
    I did manage to get rid of the Celtic General names by disabling and deleting the axeAnimations.pack file, but not much else changed.
    I'm using the standalone version. When I select an army I still get the "Gaul is mother to us all" speech and the double units are still there. I have 2 Levy Spear units which are virtually the same to one another in stats except 1 has 40 morale and the other 52. In the description on one unit it says only "Levy-Spears" and the other says "Every Dacian who..." basically I get the whole description. Probably the Drapanai are also still double in there.
    I started a new campaign so I'll continue with it a bit and see if there are any other changes. I did get the start mission where it says you have to conquer 2 provinces but I got this with the AxeAnimationpack also.
    I'm going to continue playing for a bit to see what else changed/didn't change and post again.

    BTW, was running 0.85e before this. Playing a Roman campaign and didn't have any oddities.

  11. #11

    Default Re: Divide et Impera 0.9 Released

    WOOT!!! it's here!!! i am so exited!!

  12. #12
    LewisVee's Avatar Semisalis
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    Default Re: Divide et Impera 0.9 Released

    Fantastic work DEI team!! Ill be sure to get this downloaded later today

  13. #13
    Tiro
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    Default Re: Divide et Impera 0.9 Released

    Quote Originally Posted by Dresden View Post


    General Changes:
    - Removed second barracks for Eastern and Hellenic factions. These cultures now only have 1 infantry recruitment building. This change is save compatible but save games will have some useless buildings.
    Just out of curiosity, especially with the major roman aux reforms this patch, why only those two cultures? Why not everything at once or at least include the Romans? Are there plans to do this for the rest of the factions as well? Just seems like an amazing feature, just a bit sad that I don't get to experience this if I want to play as the romans with this huge Aux update with them.

  14. #14
    Tiro
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    Default Re: Divide et Impera 0.9 Released

    Since I can't edit yet, I'm going to double post. Sorry if I am coming across negative. It's not my intent and I'm personally thrilled this is finally out. Thank you to the entire team for all of the hard work that went into making this patch / mod. Absolutely fantastic and I am so happy that 9.0 is out so I can start playing my favorite time sink again!

  15. #15

    Default Re: Divide et Impera 0.9 Released

    Good stuff. Thanks to all involved for all the hard work.

  16. #16

    Default Re: Divide et Impera 0.9 Released

    Brilliant work DeI team! Must take so much time to do all this, which I am sure could be spent on a real job. Is there any possibility of accepting donations or would it be too complicated to share?

  17. #17

    Default Re: Divide et Impera 0.9 Released

    Great!
    Thank you for your work!

  18. #18

    Default Re: Divide et Impera 0.9 Released

    For Part 1-5 steam still tells me the mod is out of date? Is this normal? So shoud I enable out-of-date-mods?

  19. #19

    Default Re: Divide et Impera 0.9 Released

    Yes Igor85. The mod manager is a bastard.

    To be sure though you could always download the standalone.

  20. #20
    Katsumoto's Avatar Quae est infernum es
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    Default Re: Divide et Impera 0.9 Released

    Thank you very much for this, do you have a super rough ETA on 1.0?
    "I pray Heaven to bestow the best of blessings on this house and all that shall hereafter inhabit it. May none but honest and wise men ever rule under this roof."
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