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Thread: Ancient Empires: Divide et Impera - Upd. 2/13/2016

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  1. #1

    Default Re: Ancient Empires: Divide et Impera v00 (Beta) - Upd. 8/15

    Quote Originally Posted by Irishmafia2020 View Post
    Okay - well, denied the use of elephants I hired another factional mercenary for Epirus - the mercenary Tarantine cavalry... They were lacking horses! The AOR Tarantine cavalry was fine, but the Epirote factional mercs were basically just foot peltasts - they even lacked the ability to toggle mount/dismount! I think there might be a problem with factional mercenary mounts in general, although I can only confirm that Epirus has that problem.
    Baktria and other factions also suffer from this problem.

  2. #2
    Irishmafia2020's Avatar Senator
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    Default Re: Ancient Empires: Divide et Impera v00 (Beta) - Upd. 8/15

    Okay - I just hired factional mounted mercenaries with Carthage, and I encountered the same problem - the normal mercs have their mounts, and the factional ones do not. In this case it was Galatian light horse, Numidian Cavalry, and Iberian cavalry.... This is obviously an issue with AE. Hopefully it is easy to sort out...

    OPn the other hand - Nice work on the Carthaginian mercenary roster! They look awesome! You could really field a diverse mercenary army with Carthage now, and I really look forward to playing them!

    @TFCAliarrcy - thanks for reporting the issue with other factions, I don't expect to do any other testing on the issue, since it seems to affect multiple factions and be focused only on factional mercenary units that are mounted.

  3. #3

    Default Re: Ancient Empires: Divide et Impera v00 (Beta) - Upd. 8/15

    Quote Originally Posted by Irishmafia2020 View Post
    Okay - I just hired factional mounted mercenaries with Carthage, and I encountered the same problem - the normal mercs have their mounts, and the factional ones do not. In this case it was Galatian light horse, Numidian Cavalry, and Iberian cavalry.... This is obviously an issue with AE. Hopefully it is easy to sort out...

    OPn the other hand - Nice work on the Carthaginian mercenary roster! They look awesome! You could really field a diverse mercenary army with Carthage now, and I really look forward to playing them!

    @TFCAliarrcy - thanks for reporting the issue with other factions, I don't expect to do any other testing on the issue, since it seems to affect multiple factions and be focused only on factional mercenary units that are mounted.
    There are many problems with every factional mercenary unit (any unit starting with "mer_" in the db files) and I wouldn't use them for now:

    Mounted units have an incorrect number of mounts in land_units (which is causing the missing horses/elephants). Most cavalry for example have 120 men and 200 mounts.
    Many units have totally wrong audio, such as Thracian units with ballista crew audio (how did this happen??)
    They use vanilla equipment in land_units rather than DeI's implementation (cloth instead of arm0)--although it appears the vanilla equipment tables have been updated to match DeI's.
    They lack a proper DeI fatigue passive (a_mp_test_1, etc) and other abilities. Many units such as the factional mercenary hoplites are missing phalanx formation (killing_spree) and/or are still using a vanilla attribute_group, which means units like skirmisher cav will not have shoot-while-moving or parthian shot.

  4. #4

    Default Re: Ancient Empires: Divide et Impera v00 (Beta) - Upd. 8/15

    Does this work with 1.05e and is it save game compatible?

  5. #5

    Default Re: Ancient Empires: Divide et Impera v00 (Beta) - Upd. 8/15

    We will *definitely* update for 1.1


  6. #6
    The Iron Chancellor's Avatar Civis
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    Default Re: Ancient Empires: Divide et Impera v00 (Beta) - Upd. 8/15

    Quote Originally Posted by ABH2 View Post
    We will *definitely* update for 1.1
    Vir triumphalis!
    "Diversity in counsel, unity in command."
    - Cyrus the Great

  7. #7
    McCarronXLD's Avatar Senator
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    Default Re: Ancient Empires: Divide et Impera v00 (Beta) - Upd. 8/15

    Looking forward to the update! I check back every day.
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  8. #8
    Irishmafia2020's Avatar Senator
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    Default Re: Ancient Empires: Divide et Impera v00 (Beta) - Upd. 8/15

    Keeping my eye on this... A lot of really cool features in A.E. - with a few bugged mercenaries.

  9. #9

    Default Re: Ancient Empires: Divide et Impera v00 (Beta) - Upd. 8/15

    Any updates?

  10. #10

    Default Re: Ancient Empires: Divide et Impera v00 (Beta) - Upd. 8/15

    We are just working on the battle updates. Everything else is done. Should only be a few days now. 2-3 hopefully.


  11. #11
    McCarronXLD's Avatar Senator
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    Default Re: Ancient Empires: Divide et Impera v00 (Beta) - Upd. 8/15

    That's great to hear! Thank you!
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  12. #12

    Default Re: Ancient Empires: Divide et Impera - Upd. 11/26

    The new version has officially dropped. See the first post for more details and the download links (Steam and Mod DB).


  13. #13

    Default Re: Ancient Empires: Divide et Impera - Upd. 11/26

    Cool! I will enjoy this, however I noticed that all projectiles have DEI damage values, except for the crossbowmen and dart slingers which has 1 damage.
    Also cav units when dismounted receive an insame bonus to melee attack and charge
    Last edited by eferos93; November 27, 2015 at 03:02 AM.

  14. #14

    Default Re: Ancient Empires: Divide et Impera - Upd. 11/27

    This is grand

    Thx for the update AE team.

  15. #15
    Litharion's Avatar Artifex
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    Default Re: Ancient Empires: Divide et Impera - Upd. 11/27

    Great guys!

  16. #16

    Default Re: Ancient Empires: Divide et Impera - Upd. 11/27

    Macedonian Wars, AC steam version.

    Found a garrison unit called "Archers" (not local archers) which has more than 20 morale, 6 HP and pretty high melee attack and defence, they ae a little OP
    The problem is that i scrolled all the land units table and I can't find where is the mistake. does anyone can help?

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  17. #17

    Default Re: Ancient Empires: Divide et Impera - Upd. 11/27

    Stupid Question, this should be ABOVE DeI in my Mod Order correct so that it loads in preference?

    Right now I have

    Dresden 4TPY Hardcore
    Dresden 4TPY Build/Research(this is here just for the Research costs. For some reason he's disabled the increase in Hardcore.)
    Ancient Empire DeI
    DeI Pack 1
    DeI Pack 2

    It loads, and everything LOOKS right..but I'm always worried I'll get half-way in and find out I broke something.

  18. #18

    Default Re: Ancient Empires: Divide et Impera - Upd. 11/27

    Any 4TPY year mod should include a startpos file which would make it incompatible with AE. AE should run first.

    Eferos - thanks for telling us about the unit. I'll take a look when I get a chance. All units should be in our tables somewhere as we have all vanilla (in z_land_units) plus DeI's tables.


  19. #19

    Default Re: Ancient Empires: Divide et Impera - Upd. 11/27

    I tried to search but I can't find any unit that has 6 HP by sorting the entity Hit Points. Hope this helps.

  20. #20

    Default Re: Ancient Empires: Divide et Impera - Upd. 11/27

    What to do to not reduce the level of culture?

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