Saw this on Steam Workshop today http://steamcommunity.com/sharedfile.../?id=347451957
Was just wondering if the DEI team was considering implementing something along these lines?
Saw this on Steam Workshop today http://steamcommunity.com/sharedfile.../?id=347451957
Was just wondering if the DEI team was considering implementing something along these lines?
Haven't they already? I can't say for certain as I've not yet played a hellenistic faction since the release of the AOR but atleast the barbarian levy spearmen are different depending on which region you recruit them in.
Units like those were already included many months ago.
Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
Official DeI Facebook Page! https://www.facebook.com/divideetimperamod
Will v1.0 allow factions to recruit native versions of AOR units?
One example of this would be playing as Knossos (using the official All Factions Playable submod) and recruiting Cretan Archers. As it is right now one can only recruit the AOR version of Cretan Archers, which are dumbed down stat-wise a bit. I feel that all factions should be able to recruit native, and thus better, non-AOR versions of the local AOR units. One would think that Cretan Archers recruited natively by friendly leadership would perform better, and cost less, than Cretan Archers recruited by an occupier.
How will v1.0 be handling this?
What you suggest is two versions of what is basically both AOR units (you just call one of them, native) and where the native one would have higher stats. If this is what you mean? And this should only be available for the native faction to this region? So only Knossos could recruit native cretan archers but if Rome or Sparta took Crete they could only recruit the AOR version? But if Knossos took Sparta they shouldnt be able to recruit native Cretan Archers?
Cretan archers are "native" to the region of Crete and "native" to the Knossos faction. If one plays as Knossos (and still has control of the region of Crete) one should be able to recruit "Cretan Archers", not "AOR Cretan Archers". "Cretan Archers" should have slightly better stats (either ability, cost, or both) than "AOR Cretan Archers". If any other faction takes the region of Crete then they should only be able to recruit "AOR Cretan Archers".
In your last example if Knossos took Sparta and still controlled the region of Crete, they could still recruit "Cretan Archers". However, they would not be able to recruit any "native" Spartan units, only their AOR versions.
So what you say is that cretan archers should just be added to the roster of Knossos? Like I said earlier this is already in game with factions like the Suebi so it wouldnt be difficult to add cretan archers and other units for other factions. The only problem right now is that you would need to wait for KAMs overhaul otherwise the unit wouldnt be balanced
All units have already reworked stats for 1.0 release.
Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
Official DeI Facebook Page! https://www.facebook.com/divideetimperamod
But will there be two versions of the AOR units, one natively recruited by local leadership and one non-natively recruited by an occupier? Or will factions "native" to the AOR still only be able to recruit the currently named AOR units?
With some units this is already the case. Suebi can recruit the AOR archer and the native one. And in some cases it wouldnt make sense doing this. Otherwise it can easily be done with a submod I guess.
Yes, when you play as unplayable nations in regular DeI you should not complain about not owning certain units by this nations. Once we will unlock Knossos in regular DeI, then they will get their own special units. In other words you are playing vanilla nation my friend.
Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
Official DeI Facebook Page! https://www.facebook.com/divideetimperamod
Not complaining and I apologize if I came across that way. I used Knossos as an example as it is my favorite faction to play and I know it well. All I am suggesting is that factions within DEI (and hopefully those unlocked using the official DEI All Factions Playable submod) can recruit superior non-AOR versions of units native to that particular faction and region. FYI, I posted this suggestion in the official DEI AFP submod thread as well months ago.
I'll go back to 225 posts in 9 years stealth mode now.......
Sorry if I sounded too harsh. Currently there is no point in making those native AOR units since they will be avaliable one day anyway. With addition of nations for 1.0 we are already sitting at more then 1800 units! This is propably the most unit-heavy mod for Rome 2. Official customized DeI all factions submods is there only because regular one would break your game due to usage of the same files. If we would focus on every non playable nation, then you can imagine how many units we would have to doUnless you have enough time for doing extra 300-500 units, you will have to wait until locked factions will be redone. For example max limit of units in MTW2 mods was 499 or 500 and we already have 3.5 times more units
![]()
Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
Official DeI Facebook Page! https://www.facebook.com/divideetimperamod