When can we expect updates for these submods?
When can we expect updates for these submods?
Yes, soon. Due to balance changes, I can't just rush with simple damage/speed changes as they would heavily break many important parts of combat.
Najpierw niech ludzie pograją w podstawkę, potem bawią się w submody, nie po to pół roku nad tym przesiedziałem ; P
Updated.
Last edited by ♔Greek Strategos♔; April 29, 2019 at 11:23 AM. Reason: Merged posts.
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Some people do I guess ; P
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hi, can you release a non-steam link for version 1.2.1 pls
I can but for such small submods steam is the easiest way to get them.
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so no?
I mean considering you were doing it for version 1.1...
Last edited by ♔Greek Strategos♔; April 29, 2019 at 11:24 AM. Reason: Merged posts.
I will upload them tomorrow.
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Many thanks!
I'm used to the pacing of Roma Surrectum, so all battles in rome 2 felt too quick in contrast
Last edited by ♔Greek Strategos♔; April 29, 2019 at 11:25 AM. Reason: Merged posts.
i did, a tad too fast, I remember back in the days of medieval 2 where literally each unit fought to the death, especially during the sieges.
which is why Attila is literally unplayable for me
Last edited by ♔Greek Strategos♔; April 29, 2019 at 11:27 AM. Reason: Merged posts.
The slower the battles gets, without AI improvements, the more easy it gets to the player, hence if you have thing like 30-40 minute average battle time in game like Rome 2 it means you essentialy play on cheats. I personally was never a fan of RS2 battles, much more prefered EB. I much prefer to have 10-15 minute battles where AI actually does stuff as AI behaviour is closely related to stats (like for example if you will have a unit with slightly to big anti cavalry bonus, AI cavalry will just stand sideways to it, no flanking, no rear charging, just standing and waiting to be charged, don't ask my why)
First post updated with 1.2 non steam links.
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thanks, well everyone has their preferences (which is why I use darthmod with bran mac born addons when I play shogun 2), though just went through a battle where the ai left their war elephants stationary even though they were being showered with fire arrows. does that have to do with what you are talking about?
Faster battles and movement speed are crashing with the Steam version after the last update to DeI.
Well, I could not update them before release of the update as they would crash the game then ; P They should be updated now, except mediafire links.
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I used both mods and I have to say faster movement is a must - not going back to vanilla DEI pace setting. For the faster battles in Normal difficulty battles are very close to Vanilla RTW2 experience. Gonna disable it to test again because I erroneously reported for a game I had the battle difficulty on hard.
Both mods are finely done though so thanks to the creator!
Are the mediafire links updated yet?
Tx for updating
Some people might think this is dumb, but is it possible to create an additional submod that either greatly reduces the running pace of medium/heavy units in formation or even disables it completely unless the unit is charging? In real life, the deployment of troops for battle, maneuvering on the field and advancing on the enemy at all but the shortest distances would all have been conducted at a walk or a very slow trot at most, barring some very unusual circumstances.
Another idea would be to allow all units to run as normal but make it so running units totally lose cohesion and have to take time to regroup/reform once they get to their destination, the the heavier units taking longer than lights.
Just an idea for people looking for an even more realistic experience. Not sure if its even possible to implement.
"Unusual circustances"
this is the reason this would be a bad thing, as making so you can't run your units would mean the death of another unit
What should be done is to make so the AI don't Rush into Battle, and preferably the unit don't start running when commanded to move to X w/ some types of commands (the second is probably hardcoded)