Page 1 of 3 123 LastLast
Results 1 to 20 of 49

Thread: [PREVIEW] Collection of Unit Previews for 1.05

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default [PREVIEW] Collection of Unit Previews for 1.05



    Divide et Impera 1.05 Previews

    Information about 1.05
    - 2 new playable factions: Nabatea and Taksashila (Mauryan Empire). These factions will include custom chapter missions and all new units.
    - 125 new units for various factions including:
    • Belgae (Nervii) roster overhaul with 30 new units.
    • 29 new AOR units for all factions.
    • 12 new Dacian units.
    • 10 new Illyrian units.
    • 7 new Thracian units.
    • Various other units for Parthia, Seleucids, Tylis, Scythia, and Galatia.

    - Generals overhaul for all factions that adds a large amount of variety to the various faction generals.
    - Improved and varied event images have been added for the various in-game events (from 'Gunny's mod).
    - Various other fixes such as adding the WoS hoplons to all units and removing the repeated civil wars for single party factions.


    To see specific previews about the above items, see these threads:
    Mamlaktha Nabata -- Taksashila (Mauyran Empire) -- Belgae Tribes -- Additional Units -- Additional Units 2 -- Generals Overhaul
    Last edited by Dresden; June 22, 2015 at 05:21 PM.

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

  2. #2

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Very nice indeed, as much as I love that you guys take your time to make your best, it's difficult waiting for the new versions. Thanks

  3. #3

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Are you guys expanding the map into india?

  4. #4

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Quote Originally Posted by luck_ponte View Post
    Very nice indeed, as much as I love that you guys take your time to make your best, it's difficult waiting for the new versions. Thanks
    I understand and realize that it has been a long time since 1.0. Many of us took time off and also had new real life commitments, but hopefully these new unit additions will be a nice bonus for those who have waited. The actual 1.1 will take a very long time as it includes complex systems that are being made from scratch.

    Quote Originally Posted by _uno_ View Post
    Are you guys expanding the map into india?
    That is sadly not possible. We will most likely be replacing Arachosia with the Indian faction.

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

  5. #5

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Quote Originally Posted by Dresden View Post
    I understand and realize that it has been a long time since 1.0. Many of us took time off and also had new real life commitments, but hopefully these new unit additions will be a nice bonus for those who have waited. The actual 1.1 will take a very long time as it includes complex systems that are being made from scratch.



    That is sadly not possible. We will most likely be replacing Arachosia with the Indian faction.
    How much of a priority are new naval units? There are some factions that have very limited naval options despite being predominantly naval factions.

    Then of course the situation where Rome has limited options in what should be a rather straightforward set up of mostly marine loaded quadremes/quintremes. Well not marines per say, but hastate/principes/triarii (they'd have to be on separate ships of course due to no mixed units).
    Right now, you can only get hexaremes loaded with triarii, then legionnaires/vet legionnaires later on. And that's only with the third naval upgrade which is not a huge priority for Rome.
    I think having hastate/principes/legionnaires fours and fives from the same building that grants access to artillery fives would be the most logical option there. That way Hexaremes with triarii/vet legionnaires could stay at the higher leveled one.

    Cimmeria has only two admiral options, both of which are terrible. One is Saka Axemen, the second is Greek Slingers. That's all they get. Honga lists some more naval units for them, but they don't seem to be in game.

    And of course I've always been a proponent of Mercenary ships from Rhodes/Knossos with those island's specific specialties. Although the new AoR system could perhaps make that work better than adding them to a naval mercenary pool.
    Last edited by Ivan_Moscavich; May 31, 2015 at 06:18 PM.

  6. #6
    Mark of Calth's Avatar Tiro
    Join Date
    Jun 2014
    Location
    Loughborough, UK
    Posts
    240

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    When will 1.05 be released?
    Edit: Also, will there be any change to Baktria and the Seleucids? I remember hearing that they might get some more cavalry
    Last edited by Mark of Calth; May 31, 2015 at 07:26 PM.

  7. #7

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Quote Originally Posted by Ivan_Moscavich View Post
    How much of a priority are new naval units? There are some factions that have very limited naval options despite being predominantly naval factions.

    Then of course the situation where Rome has limited options in what should be a rather straightforward set up of mostly marine loaded quadremes/quintremes. Well not marines per say, but hastate/principes/triarii (they'd have to be on separate ships of course due to no mixed units).
    Right now, you can only get hexaremes loaded with triarii, then legionnaires/vet legionnaires later on. And that's only with the third naval upgrade which is not a huge priority for Rome.
    I think having hastate/principes/legionnaires fours and fives from the same building that grants access to artillery fives would be the most logical option there. That way Hexaremes with triarii/vet legionnaires could stay at the higher leveled one.

    Cimmeria has only two admiral options, both of which are terrible. One is Saka Axemen, the second is Greek Slingers. That's all they get. Honga lists some more naval units for them, but they don't seem to be in game.

    And of course I've always been a proponent of Mercenary ships from Rhodes/Knossos with those island's specific specialties. Although the new AoR system could perhaps make that work better than adding them to a naval mercenary pool.
    We hope to have a naval overhaul on a large scale for 1.1, including new naval units and changes to the engine itself. This will not be in 1.05, though.

    Quote Originally Posted by Mark of Calth View Post
    When will 1.05 be released?
    Edit: Also, will there be any change to Baktria and the Seleucids? I remember hearing that they might get some more cavalry
    I can't give you a definite date yet, I just finished the first test pack and there is still quite a bit of work and clean up to be done. I believe there are various new cavalry units for the Seleucids and many new units for many factions (see the additional units previews). This pack (in total) will be adding around 120 new units.

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

  8. #8

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Thank you Dresden for this update and hard work to you and modding team ... Keep up the appreciated/great work.

  9. #9
    Senator
    Join Date
    Sep 2009
    Location
    Sydney, Australia
    Posts
    1,376

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Thank god you guys are back!!! Thank you

  10. #10

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Cool to hear about possible changes to the naval engine itself. I guess for navy things I'll just have to be patient until 1.1.

  11. #11
    Maetharin's Avatar Senator
    Join Date
    Oct 2013
    Location
    Austria
    Posts
    1,483

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Hey Dresden, dear DeI Team!

    I love the new units and the added supply line, and damn, naval battles that work?
    But I´d be most interested if there has been any news regarding Mitch´s Populous mod?

    In a prior thread concerning this Ritter-Floh wrote that it conflicted with DeI´s own scripts and considerably slowed it down,
    whereas you wrote that you got no "final" version of it to work with.

    I´m just a little confused here and would much appreciate clarification of some sorts

    Best regards
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  12. #12
    Ritter-Floh's Avatar Artifex
    Join Date
    May 2011
    Location
    Bavaria
    Posts
    2,449

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Mitch tested his version with DeI. Since we have a huge amount of unit entries, he could see some problems with performance, thats all.
    We do not know if Mitch is still working on it and how we can solve the possible problems.
    Compare the number of units of vanilla rome 2 with DeI - you will see a little difference

  13. #13

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Unfortunately I have no idea at the status of the Populous mod since Mitch now works for CA.

    As far as naval changes go, I mispoke when I said "engine." I meant the battle mechanics can hopefully be tweaked to make it at least not completely broken like in vanilla. However, we are constantly running into limitations on that end.

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

  14. #14

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Quote Originally Posted by Dresden View Post
    Unfortunately I have no idea at the status of the Populous mod since Mitch now works for CA.

    As far as naval changes go, I mispoke when I said "engine." I meant the battle mechanics can hopefully be tweaked to make it at least not completely broken like in vanilla. However, we are constantly running into limitations on that end.
    Mechanics makes more sense than changes to the engine.

    Really the naval combat works well when it doesn't encounter one of several bugs. Mostly non-responsive ships, though that seems to be quite a bit rarer after whatever the last CA patch was.

    Most of the time ships act "stuck" because a ship in front of them hasn't fully submerged yet, and you can't order the ship to move through a sinking vessel's position.

    There are still several problems with AI boarding however, in that they can seemingly board your ship as you attempt to ram them from any angle.

    I'm not sure how many of those bugs can even be addressed through modding, but it'll be interesting to see what you guys do.

  15. #15

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    So it will be a few more months until I can play R2 again?

  16. #16

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    You can play it right now! But for the new units it will be some time. We have to get the band back together (so to speak)

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

  17. #17

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Also a note about 1.05, we will probably be altering the civil war variables for single party factions. Currently, due to the way the mechanics work, a single party faction has a high chance at anything above 45 influence. Our initial goal was to have single party factions need to maintain high influence in order to prevent civil war, but unfortunately the opposite is happening due to the way the variables operate. In 1.05 we will be reverting this so that the higher the influence, the more of a chance for civil wars. This will affect save games, so I wanted to warn people. It should help stop the civil war spam also.

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

  18. #18
    thomas_r's Avatar Decanus
    Join Date
    Jun 2013
    Location
    France
    Posts
    568

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Quote Originally Posted by Dresden View Post
    Also a note about 1.05, we will probably be altering the civil war variables for single party factions. Currently, due to the way the mechanics work, a single party faction has a high chance at anything above 45 influence. Our initial goal was to have single party factions need to maintain high influence in order to prevent civil war, but unfortunately the opposite is happening due to the way the variables operate. In 1.05 we will be reverting this so that the higher the influence, the more of a chance for civil wars. This will affect save games, so I wanted to warn people. It should help stop the civil war spam also.
    Good for the civil war changes, but this mean if I am at the maximum imperium level, in order to have no civil war, I should have let's say 25 % influence ? (for single party factions)

  19. #19

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Quote Originally Posted by thomas_r View Post
    Good for the civil war changes, but this mean if I am at the maximum imperium level, in order to have no civil war, I should have let's say 25 % influence ? (for single party factions)
    I believe at the higher imperium levels the chances will always exist (especially on higher difficulty levels). Those chances increase by a large margin if you have influence above 70. I will post the new values once we release.

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

  20. #20
    thomas_r's Avatar Decanus
    Join Date
    Jun 2013
    Location
    France
    Posts
    568

    Default Re: [PREVIEW] Collection of Unit Previews for 1.05

    Quote Originally Posted by Dresden View Post
    I believe at the higher imperium levels the chances will always exist (especially on higher difficulty levels). Those chances increase by a large margin if you have influence above 70. I will post the new values once we release.
    Ok thanks dresden

    But at this moment, without the less civil war mod, I had a civil war every 5-6 turn in DEI, it was horrible, but I know why now, it was beugged :p

    I will be very happy if this get fixed.

    Another thing that I believe its important...

    Did you touch to rebellion for the grand campaign and extensions (hannibal, ceasar ... ) ?
    I hope you will for 1.05, Because are not that powerfull, For grand campaign, most of their armies are composed of javelins and first tier spearmen, and they attack too early I think (sometimes they attack even if they have 4 unit in their armies) so the garrison just crush them. Even slaves armies, they are ridiculously Bad (skirmishers and first tier unit).

    The worst I see is in emperor augustus campaign, Some rebellions spammed and they were only 1 unit in each rebels (just the general), I hope you will correct that because well rebels should be a threat for a vast empire. I hope too its not too hard for modify that.

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •