Page 2 of 17 FirstFirst 123456789101112 ... LastLast
Results 21 to 40 of 333

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

Hybrid View

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

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    Quote Originally Posted by Sheridan View Post
    Killing animations were done away with to maintain better lines in combat, to what I recall Rome II didn't have a separate modifier for killing animations than the matched combat itself, which Attila does. But there's a good chance we'll revise this.

    I don't object to quicker combat myself. Haven't played this for very long but mostly been occupied with the Attila mod instead, Petellius is more familiar with the final changes to the Rome II battles before it was released. What specifically do you mean with "look and feel" of battles though?
    I was doing an experiment where I removed all the matched combat animations while leaving kill animations in. That way I was able to increase matched combat percentage to 100%. Now it worked perfectly in the vanilla game but no matter what I did a few of the soldiers still died without any animation ( I wasn't able to resolve the issue ) in DeI. It was still better than nothing and I agree with Purple, we should have kill animations in but without matched combat. Since you guys are much more experienced than I am maybe you can take a look, if not able to fix it you can still use it to have kill animations showing at least 80% of the time without matched combat.

    See here:
    http://www.twcenter.net/forums/showt...ons&highlight=

    EDIT: I have uploaded the file to the dropbox. Its under a new folder. I'm hoping you can find some use from it. If you have any questions please ask, I still remember what I did

    Regards
    Last edited by Denco; August 05, 2015 at 04:47 PM.

  2. #2

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    Quote Originally Posted by Sheridan View Post
    Killing animations were done away with to maintain better lines in combat, to what I recall Rome II didn't have a separate modifier for killing animations than the matched combat itself, which Attila does. But there's a good chance we'll revise this.

    I don't object to quicker combat myself. Haven't played this for very long but mostly been occupied with the Attila mod instead, Petellius is more familiar with the final changes to the Rome II battles before it was released. What specifically do you mean with "look and feel" of battles though?
    Thanks for the reply. Well I mainly mean things like charges, clashes and animations. Apologies for being vague.

    we should have kill animations in but without matched combat
    hmm interesting idea.

  3. #3
    LEGIO_Tito Pullo's Avatar Laetus
    Join Date
    Jul 2011
    Location
    Neapoli natus vivit Lilybaeum
    Posts
    3

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    troppi punti movimento per gli eserciti

  4. #4

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    With the release of DEI 1.1, are there plans to update AE to make it compatible? I saw a post on the DEI thread saying AE causes a crash/ hang.

  5. #5
    isa0005's Avatar Campidoctor
    Join Date
    Jan 2008
    Location
    Australia, Victoria, Melbourne
    Posts
    1,567

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    Quote Originally Posted by AlphaBravo23 View Post
    With the release of DEI 1.1, are there plans to update AE to make it compatible? I saw a post on the DEI thread saying AE causes a crash/ hang.
    I'm sure there will be, just give the team some time, the patch will be ready when its ready after all the AE they do have their Atilla mod to work on which I'm sure is their current priority at the moment.

  6. #6

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    Hey there, got a few quick questions, is this mod save-game compatible with the original DEI, and is it played on the Grand Campaign or Imperator Augustus? I loaded up a Rome save from my vanilla DEI after enabling the mod and haven't had any crashes, but I'm not sure if that's just because this mod only affects the Imperator Augustus campaign, or if it simply overwrited DEI code and is compatible with previous saves..

  7. #7

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    First of all congrats on the release i would like to give some initial thoughts.
    I only had time to play couple of battles, a few things that caught my eye is Movement is a little slow, i was chasing some routing enemies with Roman general cav and i caught them at the edge of the map, also charging units are really slow, and for me at least that takes away from that huge awesome clash.
    Another thing did you guys removed the animations when armies clash or just kill animation? because i didn't see any and i really like those.

  8. #8

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    Are the traits supposed to have lots of different extremities with many of them being negative?

  9. #9

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    Another thing is that Baktria cannot recruit AoR units, I am not aware of if this also afflicts other factions, also factional mercenaries have DEI stats.

  10. #10
    delita5's Avatar Libertus
    Join Date
    Apr 2013
    Location
    Brazil
    Posts
    60

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    Impressive work; new religions, change map, new factions more ...
    I noticed some strange things I do not know if it was intentional or bug and for example:
    You will increase the time of skill research?


    duplicate ?


    New bonus for the city?


    For some unknown reason Selenic went to war with me when I spent the first turn until there all much I have not received any requests for war in the diplomacy screen and I got a bad reputation (as if I had broken the agreement) look at the first photo other than the declaration of war in historico at the beginning of the second turn


    in the second picture show the bad reputation that got with all factions


    OBS: i using DEI version TW, you mod

  11. #11
    FlashHeart07's Avatar Praepositus
    Join Date
    Nov 2013
    Location
    Copenhagen
    Posts
    5,869

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    Quote Originally Posted by delita5 View Post
    Impressive work; new religions, change map, new factions more ...
    I noticed some strange things I do not know if it was intentional or bug and for example:


    New bonus for the city?
    Spoiler Alert, click show to read: 




    OBS: i using DEI version TW, you mod
    First of all. Try and use the Spoiler tag to minimize the space you use when posting pictures.
    Second. That is region effects. Something which the AE team created to illustrate, well. Regional effects. Some regions had alot of trade coming through them due to their geographical position. The regional effects will express this among other things.
    This will also be implemented in Divide et Impera.
    And thanks again to the AE team for this feature. Really awesome.

  12. #12
    duskwarrior797's Avatar Civis
    Join Date
    Nov 2014
    Location
    United States
    Posts
    137

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    This submod is great, congrats on the release. However there are a few minor issues that I had with it, at least in custom battles:

    The look of units shared by different factions don't match up. Let me explain what I mean by that. A unit of levy pikemen, playing as Macedon, looked Eastern rather than Hellenic.

    Movement of cavalry seems a bit off. It seems too slow, except when the cavalry is charging. Not sure if that's intentional or not.

    In addition, infantry charges seem to become ridiculously slow right before they come in contact with an enemy unit. Again, it might be intentional, but if not, I'm just giving a head's up.

    Other than that, I have been enjoying battles with this submod. Keep up the good work!

  13. #13

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    The look of units shared by different factions don't match up. Let me explain what I mean by that. A unit of levy pikemen, playing as Macedon, looked Eastern rather than Hellenic.
    Yea, this was a mistake on my end that will have to be fixed. I got lazy with some of the unit variants and assigning them to all the new factions which is causing some conflicts. Thanks for pointing this out.

    For some unknown reason Selenic went to war with me when I spent the first turn until there all much I have not received any requests for war in the diplomacy screen and I got a bad reputation (as if I had broken the agreement) look at the first photo other than the declaration of war in historico at the beginning of the second turn
    There's not much we can do on this, but negative reputation early in campaign goes away pretty quickly. Basically, the game handles broken treaties rather moronically at the moment.

    I'll look into some of the other issues. Thanks for posting with photos. Similar to most of the other issues.

    Petellius and Philip will be able to comment more on the battle aspects. Cavalry speed is something I feel may be too low myself. Some issues may be caused by the fact that we had to redo the stats on some 1600 units in DeI. In one go, it's tough to get that right.


  14. #14

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    Streamlined and simplified stats for all units. They now work on a smaller scale.
    what do you mean by this?

  15. #15

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    I just released another major update. I'm going to hold off on fixing the startpos for a little bit, unless there's some large stability issue I need to fix. But we'll continue to patch things up for the numerous bugs.

    This update addressed battle pacing and the unit_variants issue where Macedon was getting Baktrian pikemen and such. So, two pretty important ones, but save game compatible.

    what do you mean by this?
    Stats are basically smaller. So, instead of a melee attack ranging from say 50-70 or something (hypothetical numbers), they will range from, say, 6-9. Stats are on these smaller scales.


  16. #16

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    yeah they seem more usefull now. I wonder why they were on larger scale anyway. there were huge differences between units stats?

  17. #17
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,096

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    Quote Originally Posted by Orphydian View Post
    yeah they seem more usefull now. I wonder why they were on larger scale anyway. there were huge differences between units stats?
    Well, there are few reasons why I myself will never go for small scale. Two major reasons are difficulty level and campaign progression.

    With the frist one, game is unplayable on legendary as it forces you to play with VH battle difficulty, which means +7 to most of AI units stat. That makes levies rout your hypaspists. That is not fun ; P That plus most of people not realizing that higher battle difficulty = more AI stat bonuses and they spam threads about how unit x routed y this mod sucks etc Additionaly with higher scale you can play with Hard battles and have fun as AI units will present a bit bigger challange but not unbearable. The same goes for VH with larger scale, it is tough but manageable if it is someones cup of tea.

    As for campaign progression, units get various stat bonuses from exp, army traits, general traits, tech, building and so on. I know that it might be realistic for some super hardened hastati with all shevrons possible to go toe to toe to some elite units or have comparable stats. But that does not work for gameplay as player has no need for upgrade. You basically go with some starting units up till the end of campaign because they can go to to toe with elite units that all musters. That with having some provines fully dedicated for OP units produced armies that were simply to strong for AI to counter as AI is unable to both present any tactics in battle and nurse its units to that kind of training and equpement. That aspect is even more improved for 1.1.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  18. #18

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    there were huge differences between units stats?
    There tended to be more of a difference, yea. Large scale was really done, in my view, so there could be more ways to buff units through the campaign effects.

    The current scale being used here is a bit different than what ours would typically be as we scaled down DeI's stats. But in general, the stats are, in our view, simpler to read on the smaller scale.


  19. #19

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    Hey guys

    My opinion for the moment is i don't like this submod...

    I regret:

    I regret:

    No fighting in formation !! I see no way to fight the Romans in disorder like that ... The Roman and other ancient units fought in formation. Why have it removed?
    The camera too close to the battlefield.
    The significantly worse graphics
    The rooster of the ugliest units
    Very slow moving units. Even when they charge

    I confessed to be disappointed this time.

  20. #20

    Default Re: Ancient Empires: Divide et Impera v00 (Beta)

    Quote Originally Posted by Farrell View Post
    Hey guys

    My opinion for the moment is i don't like this submod...

    I regret:

    I regret:

    No fighting in formation !! I see no way to fight the Romans in disorder like that ... The Roman and other ancient units fought in formation. Why have it removed?
    The camera too close to the battlefield.
    The significantly worse graphics
    The rooster of the ugliest units
    Very slow moving units. Even when they charge

    I confessed to be disappointed this time.
    Repent, and your regrets shall vanish.

    On a serious note,


    • Formation attack is still there, absolutely clueless what you're ranting about
    • Subjective but fair criticism
    • Do you think Ancient Empires is a graphics overhaul?
    • You mean the DeI rosters?
    • This might just be the only point that isn't moot or outright irrelevant


    Good, good, you made your confession.
    Campaign modder for Ancient Empires


Tags for this Thread

Posting Permissions

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