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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 - Upd. 11/27

    Quote Originally Posted by ABH2 View Post

    1. Would Anabasis mod work with AE or not? No, it would not unless you removed all our of battle components.
    2. Seeing as movement range has been increased, do you plan on increasing the zone of control to match?This was done initially, but that produces its own problems and tends to draw in garrisons.

    Increasing it would help slightly, but also create other odd problems. Drawing in the entire local garrison from what in reality was like 50 miles away isn't exactly a great solution as I see it. It also means you can just take that territory with one battle and avoid sieges.

    What I would like to do is simply fix zone of control so it operates as it is supposed to. You hold a piece of territory and to enter or go through it, you need to engage in battle. Despite what many people think, this is not how it works currently in Rome II. I learned that the hard way myself when playing a few times when the AI just skipped passed my armies like they weren't there.

    It's a very easy change to make for anyone interested in giving it a go. Go into the pack file -> db -> campaign_variables -> @i_stances_campaign_variables. Find zone_of_control_land_radius and change it from 3 to 4 or 5 or as high as you'd like and see how it plays. I think I initially tried it with 5 and didn't much like the results myself for the reasons mentioned.

    In general, I'd just advise using more armies and garrisons. Make sure that you have your territory protected.
    Thankyou for your response! I can see why you dislike increasing ZoC, it does seem somewhat unrealistic on consideration. Maybe a larger ZoC for navies is a possibility? I think I'll give your suggestion a go and try a slightly bigger ZoC. Although, as you say, it's not the size that counts but what you do with it *wink wink* <nudge nudge>
    I must put more thought into army deployment from now on!

    At first I wondered what you were on about when you said armies could march through your ZoC depending on their action points, but I recall occasions where I was totally baffled at how my force wouldn't leave their little tents to stop an army marching right past them, and as a result I'd lose a settlement. Hmmmhm bwah lazy gits

  2. #2
    caratacus's Avatar Primicerius
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    Default Re: Ancient Empires: Divide et Impera - Upd. 11/27

    OK, I have a game spoiling situation here and would appreciate some help. After just getting into Rome 2 after a long absence and playing this great mod as Carthage. I was finally getting familiar with developing the economy and expanding my domain whilst containing Rome, when a glitch struck, an attack of orange men!!! It was in Iberia when the Gallaeci decided to attack and when the battle started, the units were mostly vivid orange!!

    I've tried disabling every single additional mod but they still show up as orange. Neither are they orange if DeI is played without Ancient Empires. I have looked at the Vanilla unit in the texture editor but they don't appear as orange either. So how and why does this tribe have warriors that look like Dutch football supporters in AE and how can I get rid of them!?
    Spoiler Alert, click show to read: 

  3. #3

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

    It would have to be the faction uniform. Whatever faction it is, find it in faction_uniforms and delete the entry. It will revert to DeI's.

    You could delete all of the entries besides the factions that start with gen_, if you wanted. Just make sure you don't touch gen_ factions.


  4. #4
    caratacus's Avatar Primicerius
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    Default Re: Ancient Empires: Divide et Impera - Upd. 11/27

    Quote Originally Posted by ABH2 View Post
    It would have to be the faction uniform. Whatever faction it is, find it in faction_uniforms and delete the entry. It will revert to DeI's.

    You could delete all of the entries besides the factions that start with gen_, if you wanted. Just make sure you don't touch gen_ factions.
    I'm assuming that's the entry in the AE pack file not the one in data_rome2.pack. What is the AE pack file named? I tried doing a little mod to change the faction colour for the Gallaeci in the data_rome2.pack folder but the faction still has orange units playing AE.

    The situation of units galloping long distances around your stagnant army to take settlements has happened quite often playing against the Romans. And one of the biggest headaches I've had, is when trying to retake rebel cities made into newly emergent factions. They often become very powerful very quickly and turn quite aggressive. With you finding yourself battling minor states like Corsica for a long period usually alongside other enemies. It does make for interesting and challenging campaigning though, although don't expect rapid empire building if playing as Carthage or Rome.

  5. #5

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

    Any changes to battle mechanics are save game compatible.

    I'm assuming that's the entry in the AE pack file not the one in data_rome2.pack. What is the AE pack file named? I tried doing a little mod to change the faction colour for the Gallaeci in the data_rome2.pack folder but the faction still has orange units playing AE.
    Yes, it's in our pack @i_00_dei. You never want to edit data_rome2.pack directly. Our mod runs first and is going to keep overriding whatever you it is you set. The pack file should be at the very top of your data folder.


  6. #6

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

    I severaly do not recommend trying ancient empires until they fix it, the battles are all broken and require a fix.

    Why am i saying this?

    1- 15 Missile Men on ships wining me battles versus marines and sword units, 1+ hour where they keep fitghing and they just do not die at all.

    2- 10+ minutes of battle 0 kills on all of my units.

    3- Morale completly broken, units with 0 casualties and 0 kills routing for no reason.

    4- Check the steam mod link and you will see 2 pages of complains about it.

    5- Take out the download link until you either fix it or if you do not want to update it.

    I only have DEI and ancient empires enabled.

  7. #7
    Julio-Claudian's Avatar Senator
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    Default Re: Ancient Empires: Divide et Impera - Upd. 11/27

    Ya it messes up the scripts too.
    But they're working rather hard on the Attila mod so I wouldn't be surprised if this doesn't get updated

  8. #8

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

    Quote Originally Posted by Julio-Claudian View Post
    Ya it messes up the scripts too.
    But they're working rather hard on the Attila mod so I wouldn't be surprised if this doesn't get updated
    Yeah i know i just wanted them to put up a notice on the top of the thread or to just remove the download link entirely as it is broken for the latest DEI version, even though they have updated it.

    Iam just saying so that nobady else wastes the same time i did, cause i lost a couple hours just fiddling around on totaly broken campaigns.

  9. #9

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

    Just curious: in the first turns of a Roman campaign My levies just killed two elephant units in the first hit... Is than supposed to be like that? Is it a BUG or is it just unbalanced?


    Another fast question- is it normal that a "dorkim hatkafa" unit absolutely sourrounded kills 3-4 early hastati + princeps + triarii + equites charging??

  10. #10

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

    Im anxious to seeing their work on Attila - that really looks like a class A mod

  11. #11

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

    Problem solved, disregard.
    Last edited by tgoodenow; January 14, 2016 at 03:39 PM.

  12. #12

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

    hello i would really like to know how to disable the battle features of the mod... i just love it but the battle mechanics just look strange to me... but the campaign mod is just... great!
    is there somewhere it´s explained or can someone help me??

    thanks

  13. #13
    McCarronXLD's Avatar Senator
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    Default Re: Ancient Empires: Divide et Impera - Upd. 11/27

    Three things!

    1) Is there a reason why formed attack was removed from most units? I don't mind it I was just curious why.

    2) Naval units are invincible on land. Not sure what is causing this. Edit: Found the reason for this. Naval land units have bonus HP, which becomes extremely overpowered in Ancient Empire's 1 HP system.

    3) The unit class icons are missing. (The icon that shows that a unit is heavy melee infantry, shock cavalry, missile infantry, etc.)

    Hope to hear from you soon!
    Last edited by McCarronXLD; January 16, 2016 at 11:53 PM.
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  14. #14

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

    Number 2 is the reason I stopped using the mod - the naval armies get tearing me apart.

  15. #15
    Decanus
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    Default Re: Ancient Empires: Divide et Impera - Upd. 11/27

    This is really really good! Unit formations feel real finally, like the Total Realism mechanics but better perhaps (you must have tweaked the mass values) I actually really like the unit stat screen you've produced, it's refreshing to easily know what are the advantages of a given unit.

    One thing: I noticed the bonus vs large stat is displaying for many units but in every one it's a value of "0" .. and admittedly some spear units are surprisingly weak against cavalry...

    Luckily I'm playing the CiG campaign which won't require naval units.. or, is the naval issue in the previous post already fixed?

    Again, this campaign, with all the complexity of DeI and Ancient Empires combined, is sooo good. Very good.

  16. #16

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

    Hi, why you created this mod with BAI? If somebody wanted to play with BAI, you will be create sub-mod wich the change BAI too. Sorry for this, i understand, you will want to show us your version BAI, but i liked more DEI version. If you will have free time, please create version without BAI.

  17. #17

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

    First I want to thank you for such a wonderful sabmod, it's just great! Secondly, unfortunately it does not work supply system of DeI version 1.1d. The game starts but when you hover on the icon at the bottom left of bread, contextual menu showing the supply is not. The units supply are not created and are not cumulative. Army even being on their territory is constantly experiencing hunger. Pls, help! It is necessary to update!

  18. #18

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

    So this submod is borked with the current version of DEI 1.1c, right? I have units breaking after failing to fight off 6 dismounted elephant skirmishers.

  19. #19

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

    AE is not currently updated for the DeI version that is out now, 1.1e. Various issues will be found including the main one, that the supplies don't properly generate in the GC.

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  20. #20
    Litharion's Avatar Artifex
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    Default Re: Ancient Empires: Divide et Impera - Upd. 11/27

    Here is a fix for the supply system, the whole table structure and script setup did change, so an update was needed.

    https://drive.google.com/file/d/0B_0...dEMFdwXzg/view

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