Will this affect the way running down routing troops works? I've always found it a bit odd that routing men are so damn hard to kill in standard DeI.
Will this affect the way running down routing troops works? I've always found it a bit odd that routing men are so damn hard to kill in standard DeI.
It makes it easier.
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Well, now I am almost sure no one almost uses the merge option, because units will be replenished in about 1-3 turns MAX. Anyway, you can still think that this fast replenishement is due to wounded soldiers and beaten units coming back for combat ;D
Yes, I know that some people use house rules but come on, how many of you guys do it and how many do it the same way? Sure, with house rules you can get some nice result, but they are ONLY limited by the person who uses it, which means that the same person might also abuse it or in most cases, be simply not aware of using them.
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Yeah I'll be honest, I didn't realize merging was even still a thing. Since Rome 1 I've done it by dragging and dropping the cards; since that didn't work anymore, I thought they removed the feature
by the way, nice sharp new avatar KAM!
"I've snapped and plotted all my life. There's no other way to be alive, king, and fifty all at once." - Henry II, The Lion in Winter
Now it is Prince Devitt aka Finn Balor
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I liked Rollo a lot more, it suited you very well Kam! This avatar doesn't seem to "fit" you.
Missiles are very OP , since HP was halved but missile damage didn't come down as much. Missile damage needs to be 25-30% reduced.
Then it's unfortunate. For instance, Germanic hunters, are just not Mongols or welsh longbowmen. With if these missile kill rates to stay, vanilla EE balance will be better game & historically wise.
To KAM2150:
Instead of reducing HP, wouldn't be better to increase melee attack values by 70% , charge by 50% and missile damage by 10% (or just leave it the same) for all the units in DEI ? The issue is with too prolong melee and units holding a thin line.. Making missiles OP doesn't solve it, just adds imbalance.
Is it possible for you to put the pack on steam? This pack sounds perfect for spicing up boring campaign battles but I'm having trouble downloading it.
EDIT: Also is it save game compatible?
Last edited by Chris P. Bacon; January 31, 2015 at 11:51 PM.
It is save game compatible. I also had trouble to download it. I succeeded by right clicking on "Slow Download" and choosing "Open Link" at the top of the popped up window.
If 45% disbanding applies only to the loser I'm fine with it. BTW it's only one number and can be easily changed by everybody if he doesn't like it.
If missile damage stays so high I would have problems using the mod. A certain rest of realism should be mandatory. Look at the ratio of missile troops in armies of the Hellenistic period and ask yourself why it was so low. I guess not because missiles were machine gun like killers. Perhaps make two versions, one for the strong and one for the weak (like me)? Or at least tell us in what files the missile changes are (only Projectiles_tables or also others?).
@ KAM 2150 a personal remark as someone who isn't a fan of beards: finally your avatar found a kind of shaving device (even if unsatisfactory). So sweet.
Last edited by geala; February 01, 2015 at 12:24 AM.
If you wanted to change the dmg of missile units you can just change the dmg of each weapon type.
With weapon damage you mean projectile damage, ruled by the Projectiles_tables?
Because in your solution instead of changing around 30 values I would have to manually change few thoudens of them ; P
And like I said, this pack is EXPERIMENTAL, it aims at high values, because it is easier to spot difference between 30-50% increase and 10% increase which for many people might work as a placebo effect.
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how do these not result in significantly faster battles?
It doesnt for you?
Maybe not significantly, but I see an average of 20% shorter battles approx.
This doesn't seem to be save competiable is it? at least when I tried it with my existing Saka campaign I don't notice the 45% disband thing.
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