[REQUEST]
could a member perhaps provide a workaround to restore hoplites (their animations) to how they functioned in 1.05? or would doing so completely break their new battle mechanics somehow?
[REQUEST]
could a member perhaps provide a workaround to restore hoplites (their animations) to how they functioned in 1.05? or would doing so completely break their new battle mechanics somehow?
Spoiler Alert, click show to read:
Besides being unrealistic it would not break anything balance wise.
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I started a new normal difficulty Roma Grand Campaign to test out v1.1, and i am loving it quite a bit. You folks did a wonderful job.
My main point of critique would be the overkill of stats on both characters and regions. I'm sure that when i have to micro-manage a large sized empire i will probably end up going into "ah it" mode and ignore the massive lists of tiny bonuses on regions/characters. I would pick 3-4 stats per region, selected from the entire list of region stats the region stats, with the unmentioned stats simply being neutral and thus not listed.
Likewise the traits you guys added to characters are a bit overkill. A brand new character can already have a list of "commander effects" that fill my entire screen. I would pick up to 5 meaningful bonuses and penalties for the trait, rather than about 10 tiny ones.
Sometimes, less is more.
For all the people claiming Roman units are too expensive to reasonably use. That's simply un true. I have played as Rome for 99.9% of all 1600 hours I have played DeI, and in testing with the upgraded unit costs I have never, EVER been unable to afford a historical 20 stack (50/50 socii/roman troops, composition listed in many other threads) within the first 20 turns.
Keep in mind, the early roman units, even hastati, are equivalent to some of the best barbarian troops have available. Only Greek and Carthaginian troops are dangerous to camillan era Roman troops.
Turn one, disband your starting units. For the first ten-twelve turns build Rome to a level 2 building, then arminium, and upgrade arminimum to a trade port. After that, upgrade the rest of your starting cities to level 2. That'll give you plenty of income to maintain a sufficient 20 stack and then some.
Spoiler Alert, click show to read:
Hey, loving 1.1 so far. I just have a hilariously small suggestion. The culture icon for egypt in DEI has always looked kinda sloppy next to all the others. Think you guys could replace it, permission allowing, with the one from the Ancient Empires sub mod? I extracted and imported it with the PFM in my own game, but I thought it might be nice to just make it the norm. It's much crisper and cleaner than the default. Thanks for all of your great work! 1.1 really was worth the wait.
Is this playing as Rome or as AI? I jumped in to a Rodos campaign and while slow to get going Rome has now forced Epirus to become a satrap after leaving them with only one region. They've also started making gains into Macedonian territory originally owned by the Aitolians.
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So this may be strictly A.I. and thus untouchable, but I often have friendly nations that end up going all the way to hostile in a couple turns due to trespassing. Sometimes an army will just sit in the other faction's territory for multiple turns. This really screws with diplomatic plans.
Oh, and do the new character traits have to be so negative? Could we at least see them before we recruit a character? 2,400 for a governor that reduces public order, taxes, and cultural influence isn't really my ideal pick.
Love the mod though! It's addicting!
Hello ,
First of all I would like to thank all the team of DeI for their amazing work and mod.
I have a question about the attrition,when I make a siege my army is automatically affected by the attrition(green smoke like a disease not the red skull) and it continues after the capture of the city.
Can you explain me why?
My reserve of food are positive.
Thank you.
I've tested elephants in custom battle and they're beasts now. One unit of indian ones killed thousand and quarter of legionaries losing only one elephant to friendly pilla. Glad you reintroduced rampaging instead of berserking as one third of their kills was friendly, so they aren't as much op. Lower ammo on missile units also buffs their usefullnes as you can put them in use farster without worring about enemy peltasts.
I have tested some bits of the mod, I think that the Thracian nobles are a bit too OP, they killed every Infantry unit i sent against them, Pratorians, Spartans, Logades and more. I think the Spartan Homioi should be the strongest unit in the game, I have done a lot of research on the spartans in my free time. I think that they should beat the Praetorians head on due to the phalanx, but also, due to extensive training as children, I think they should be the strongest infantry unit head on. Spartans were bred to be soldiers from very small and started from 7 years old. The Praetorian guard, although a strong force, should lose against the spartans head on, they had great training, but not the life conditions a spartan wouldve had. The Thracian nobles have a very high defence, despite having no shield, I think the defence should be lowered a bit, they shred every unit in their path. In europa barbarorum, I increased the number of spartans to equal the praetorian number and they won. It is a great mod despite this little detail. The supply system is a cool and realistic feature, I am loving the Macedonian wars. I love divide et Impera, it is a great mod, I beg you though to please fix up the stats with these units. The greatest feature in the update is definitely all the new animations, especially the phalanx and barbarian charges.
I also noticed a bug, for some reason, the Athenian logades can beat praetorians, whereas the spartan homioi cannot.
Spoiler Alert, click show to read:
Pikes don't excel at any roles at the moment (worse anvils than hoplites due to breaching, awful offensively as they don't push units, can't hold ground defensively due to poor 1v1 skills) and they're not 'jack of all trades' so they're pretty useless at the moment. You guys seem pretty stubborn on not making them useful but they're my 2 cents.
The Hellene, top falx units were a bit nerfed for upcoming hotfix so this one is already done, I forgot to test how those elite falx units performed (there are only few). Simply their damage was just to high.
As for the Spartans, their glory days are over, but they still have one of the highest stats in game. In case of late units I think the simply suffer from worse armour but their attack, charge and morale are above any other Civilized units in the game. Still, I might take a look into it.
Moonflower, I mean by that you can give then regular spear animation but it will take away phalanx animation so they will just stand like any other spear unit (Thureophoroi for example).
docjones1, please go watch battle preview, all is explained and no, I do not agree with anything you wrote. Regular pikes beat regular hoplites frontally. So in other words, they are more mobile then hoplites, beat them frontally and are much, much better vs cavalry.
Last edited by KAM 2150; October 28, 2015 at 10:30 AM.
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I noted some weird inconsistencies that may be bugs or intended but I am not 100% certain of it so I’ll post them here.
I’ll leave a list of suggested db changes below but changing them is up to you guys.
Some roman auxiliary archers and horse archers have inconsistent stats with respect tot their in-game model. Some have shield stats while they do not have a shield, some have different armor while they look the same. Furthermore their missile weapon is of lower quality than the normal Syrians archers.
List:
Spoiler Alert, click show to read:
Some units with muscle cuirass only have 40 armor instead of 50.
List:
Spoiler Alert, click show to read:
Finally some miscellaneous curiosities:
Spoiler Alert, click show to read:
Thanks for spotting those stuff, some were fixed and then accidentaly brought pack as for example I already deleted that Gre_Compaion_Cav entry soem time ago. Some units also got new models and textures over the course of last year so they too might be not up to date.
As for the bronze muscule cuirass they have correct values, which is 40, steel muscule cuirass has 50.
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i don't know if i should put this here or not but can anyone make a submod that "skips" the first phase of the roman army (forgot what it was called XD) and goes straigt to the Polybian army jk hastati principes triarii because i am not really a fan of the spear spam im forced into
sorry if i sound mean just asking a question :p
Last edited by Mark07040; October 28, 2015 at 03:42 PM. Reason: not properly explaimd before edit