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  1. #1
    saamohod's Avatar Tiro
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    Default Loading screen tips

    Is there a full list of the loading screen tips? I noticed there are very useful ones.
    "Orcs were mustering, and far to the east and the south the wild peoples were arming."
    J.R.R.Tolkien.

  2. #2
    saamohod's Avatar Tiro
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    Default Re: Loading screen tips

    I presume the silence should be interpreted as "NO, THERE IS NO SUCH THING"
    What a shame, I found very usefull tips there.
    "Orcs were mustering, and far to the east and the south the wild peoples were arming."
    J.R.R.Tolkien.

  3. #3

    Default Re: Loading screen tips

    There has to be a list somewhere, probably in an obscure localisation folder

  4. #4

    Default Re: Loading screen tips

    I haven't made a list that you can access on the forums, no. I could go through the advice.loc file and find them all. The problem is that file contains thousands of entries.

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  5. #5
    saamohod's Avatar Tiro
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    Default Re: Loading screen tips

    Quote Originally Posted by Dresden View Post
    I could go through the advice.loc file and find them all. The problem is that file contains thousands of entries.
    I could search for it myself. Just tell me where do I find this "advice.loc" file.
    "Orcs were mustering, and far to the east and the south the wild peoples were arming."
    J.R.R.Tolkien.

  6. #6
    FlashHeart07's Avatar Praepositus
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    Default Re: Loading screen tips

    Here are some of them.
    But if you open up the .pack file with PFM and click "text" --> "db" --> advice_levels_loc .. you will find them all. They are at the bottom.
    Spoiler Alert, click show to read: 

    -To outflank the enemy, go around the ends of their line and attack their sides and rear. You will also need to engage their centre to hold them in place and stop them turning to face you.

    -Military access is a symbol of trust between two factions, allowing troops to move about and replenish in one another's territory without diplomatic penalties.

    -A straight line of units is not always the best formation. A kink, vee or step will create a point in the line where two of your units can engage one of theirs. Exploit this, but remember it works both ways.

    -The naturally occurring resources or cultural buildings that are this region's speciality are yet to be exploited to their full potential.

    -Units in defensive formation still need to be told to attack the units who have charged them. Otherwise, they will deal much less casualties.

    -When disengaging a cavalry unit, deactivating their formation can reduce losses suffered from pulling back.

    -When defending a river crossing it may be best to stand back in order to stay out of range of enemy missile troops. When their main force starts to cross, rush a couple of units up to stop them.

    -Money can be offered to or demanded as reparations for war, tribute to avoid attack, or simply as an act of goodwill. If it is not part of a diplomatic deal you are brokering such payments are considered to be state gifts.

    -Morale can be affected by many aspects in battles. These include fatigue, casualties, troop placement, and the local battle situation just to name a few.

    -There is barely enough money in your treasury to cover costs. You can ensure your provinces are taxed effectively by ensuring their settlements are upgraded to the highest available levels.

    -The fatigue system in DeI battles is very important. Make sure to cycle your units on the front lines to avoid morale penalties resulting from fatigue.

    -Grab the enemy by the throat and then hit them in the vitals! It is the most basic strategy and is always valid. Have one part of your army hold the enemy in place while the rest manoeuvre to kill them.

    -Javelin units have a limited range and ammo but powerful damage. Leaving them in skirmish and fire-at-will mode usually results in a less effective unit due to those limitations.

    -There are currently no troops stationed in this region, leaving it open to conquest by an aggressive neighbour.

    -Some units are masters of concealment and can make themselves almost invisible in any terrain. Try putting these troops off to the side of your main force, where the enemy may not notice them. A surprise flank attack can then be launched once the battle has begun.

    -Wedge formation increases the violence of a cavalry charge. Intended to drive a wedge through the enemy unit and cause maximum casualties, this formation is also useful for charging through narrow gaps. Select wedge formation using the button on the battle control panel.

    -A cavalry unit moving quickly across the field of fire is not a sensible target for missile units. You may kill a few enemies, but better look instead for a tightly-packed target unit, one at a standstill, or coming head-on towards you.

    -This option is used to ask a faction to abandon their alliance with another, preventing dangerous coalitions from emerging against you.

    -Units in DeI have variable fatigue settings depending on the unit type. It is wise to keep an eye on that level in battles, especially for heavier units.

    -Morale can be affected by many aspects in battles. These include fatigue, casualties, troop placement, and the local battle situation just to name a few.
    Divide et Impera has been a multi-year labor of love by an international team of many, many people. These developers, testers and support staff have given hundreds of hours of their time freely to help put together this work.
    [[url:/manual/single-player/0082_enc_page_battle_play_phase_conflict_groups]]Grouped[[/url]] units or ships can be set to one of several fixed group [[url:/manual/single-player/0081_enc_page_battle_play_phase_conflict_army_formations]]formations[[/url]]. Select a formation from the options presented to you. Move your mouse over each one to see what it does.

    -When you hit a new Reform level, make sure you have researched the custom Upgrade technology for your faction. Most cultures (other than Gallic and Germanic) require that technology in order to both recruit and upgrade the new unit types.

    -Normal difficulty is suggested for battles in DeI. Higher levels will give the AI inflated stats and break battle balance. You can change this setting separately from campaign difficulty in Game Options.

    -There are many aspects affected by the Season. These include Farming Income, Public Order, Morale, Growth, Movement, Replenishment and even Attrition during Extreme Seasons.

    -The movement speed button is used to instantly increase or decrease the speed of units or ships. This is useful for going somewhere in a hurry, but using it too much causes fatigue.
    When in [[url:/manual/single-player/0092l_enc_page_battle_play_interface_skirmish]]skirmish[[/url]] mode, troops avoid getting into [[url:/manual/single-player/0092j_enc_page_battle_play_interface_melee]]melee[[/url]] by keeping their distance from the enemy and attacking with arrows, javelins or sling shot. When a unit of missile troops is selected the skirmish mode button will appear. It can be toggled on or off.

    -Winning a battle isn't just about greater numbers, the balance of units and the general's ability are important factors also. Look at the strength ratio and any reinforcement information before committing yourself, but beware, if you are attacked it may not be possible to avoid combat! The buttons on this panel represent your battle options. Mouse over each one to see what it does.

    -Faction leaders stationed in your capital now provide a faction-wide effect. You can see this effect in your Faction information screen.

    -Your port has been blockaded by an enemy fleet. This does not affect your ability to build new ships or repair existing combat-damaged ships, but all trade income through it will be suspended for the life of the blockade. Attack the enemy fleet to break out and restore trade.

    -Supply lines can be affected by many things, including Seasons, sieges, diplomacy and fertility.

    -There is an armed rebellion occurring in a neighbouring region! This wave of insurrection may reach your territory, guard against it by increasing garrison sizes or reducing taxes.

    -The compass is used for fine-tuning orders. It can be used to direct a unit, ship or group straight ahead, or turn left or right.

    -The new stance Patrol Region puts your army to the task of policing and advancing the economy of a region. This will add public order and other positive effects, but comes with some major drawbacks as well.

    -This panel shows statistical information about the selected [[url:/manual/single-player/0044_enc_page_campaign_play_province_regions]]province[[/url]]. The right-hand section shows the elements affecting, and status of, [[url:/manual/single-player/0044a_enc_page_campaign_play_province_public_order]]public order[[/url]] and the left-hand section shows the factors contributing to the wealth of the local and [[url:/manual/single-player/0036_enc_page_campaign_play_faction]]faction[[/url]] economy. Use the the checkbox in the top left of the panel to exempt it from taxation.
    As the main administrative centre in a [[url:/manual/single-player/0044_enc_page_campaign_play_province_regions]]region[[/url]], the settlement contains both [[url:/manual/single-player/0046_enc_page_campaign_play_province_trade_finance]]trade[[/url]] and [[url:/manual/single-player/0020_enc_page_campaign_play_military]]military[[/url]] buildings. Settlements are the main consumer of [[url:/manual/single-player/0044_enc_page_campaign_play_province_regions]]food[[/url]] supplies in a province, so it is vitally important to keep food-production buildings upgraded to avoid shortages.

    -This army is now in a position to [[url:/manual/single-player/0022_enc_page_campaign_play_military_ambush]]ambush[[/url]] passing enemies. However, be aware that hidden enemies can ambush your own armies in just the same way!

    -When using light infantry or skirmishers to force light troops to retreat behind their lines, be careful not to chase them too far. Do not risk getting dragged into a fight with their frontline units.

    -Group selected units or ships together here. [[url:/manual/single-player/0082_enc_page_battle_play_phase_conflict_groups]]Groups[[/url]] are useful for giving identical orders via a single command. You can reselect the group by clicking on its numbered tab, or by pressing the corresponding number key. Press this button again to dissolve the group.

    -The balance of power bar tracks the relative strength of your force against that of your enemy.

    -This panel is used to manually merge armies or fleets in order to assemble the strongest possible force. Click on the unit or ship you wish to move, then click on the tick button to move it from one force to another. It is possible to select several units or ships at a time.
    [[url:/manual/single-player/0092f_enc_page_battle_play_interface_fire]]Fire-at-will[[/url]] for missiles can be toggled on or off. Keeping it toggled off will help preserve ammunition, but then your units or ships will only fire when specifically ordered.

    -Mines facilitate the harvesting of underground resources such as gold and iron for trade and weapon-making purposes.

    -When outnumbered, make sure you keep open the option of withdrawal. This will help you to reduce casualties if the battle is being lost.

    -Cavalry troops make an excellent flanking force. They can move fast around the edge of the enemy formation and strike the sides or rear, but a clever opponent will be ready for this.

    -Character Skills and Army Traditions are completely redone with new images and effects. There are skill and tradition trees that open up new options as you select the prerequisites. See our Skills Guide on our forums for more details.

    -One of your sea trade routes is under attack from an enemy fleet! If you do not intervene they will continue to take your income for themselves!

    -Pressing the space bar on your keyboard after orders have been issued displays the positions your units will move to as a shadow on the battlefield. Use this as a reference when deploying your forces.

    -Units in DeI have variable fatigue settings depending on the unit type. It is wise to keep an eye on that level in battles, especially for heavier units.

    -Generals can choose to specialize as governors. There are specific skill trees that cater to this focus, such as public order, cultural conversion and much more. Generals who are deployed as governors gain experience from governing.

    -Information about any selected character, army, fleet, port or settlement is displayed here, including their constituent units or ships.

    -Divide et Impera contains hundreds of custom units with an eye toward historical accuracy. The goal of the mod is to have every playable faction feel unique and different in terms of both gameplay and unit composition.

    -AI Recruitment priorities have been completely redone. The AI will make stronger, more elite armies that have a rational composition of troops. Each faction has multiple army templates so that there will be variety.

    -Divide et Impera is set at four turns per year in order to mimic the proper rotation of the four seasons. Unfortunately, this means that most campaigns will not last until the later years of the time period. Due to this, Reforms are based on turn number rather than historical date.

    -Receiving a charge without giving a counter attack order will leave your troops much less effective in the ensuing combat.

    -Faction leaders stationed in your capital now provide a faction-wide effect. You can see this effect in your Faction information screen.

    -The enemy will try to either sneak past your defences or rush them by force of arms. Use missile troops to kill approaching enemies and melee troops to kill those that get to the plaza. They will try to wipe out all defenders, and if your men rout en masse then the battle is over.

    -Divide et Impera has a custom Reforms system that provides a unique gameplay experience. Rather than relying on the technology tree to improve your troops over time, various faction Reforms will be triggered by turn number and Imperium level.

    -Always try to present a solid wall of troops to the enemy. Large gaps between units will let them flood through and behind your units, which would be disastrous.

    -Take the initiative in battle by making manoeuvres the enemy must respond to. Even if you don't follow it through, they'll be so busy countering your moves they'll have no time to make any of their own.

    -The boarding button orders your ship to close with the target vessel and sends an armed group aboard to capture it. This action can be cancelled at any time by issuing another order.

    -There are not enough funds in your treasury to build anything this turn. Increase taxation and trade, or disband redundant armed forces to raise your short-term income.

    -The battle timer shows how much time is left before the battle ends. The attacker must rout or destroy the defender within the time limit or lose the battle. To claim victory the defender has only to keep the attacker at bay, so can still win even if outnumbered.

    -The best admirals adapt their tactics to the given situation. Take advantage of fog or heavy smoke to hide small or heavily damaged ships. This makes the enemy's job more difficult, a factor which can often prove crucial during the course of a battle.

    -There is often an advantage in ordering your infantry to counter-charge an attacking formation. The trick is to leave it until the last moment, so your own lines are not broken.

  7. #7
    saamohod's Avatar Tiro
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    Default Re: Loading screen tips

    That's quite a lot, thank you.
    "Orcs were mustering, and far to the east and the south the wild peoples were arming."
    J.R.R.Tolkien.

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