Have a good weekend!
Last edited by Jake Armitage; March 09, 2018 at 03:24 PM.
Ok so i absolutely love this mod but i'm having one issue, when i want to assign a trait to one of my generals the bar in which it is shown is obstructed by the generals picture on the bottom left corner. Is anybody else having this issue?
Looking forward to this! Thanks, as always.
Really interested in what you have in store for this update.
Last edited by ♔Greek Strategos♔; March 15, 2018 at 10:03 AM.
Welcome to the forums & thank you!
This is due to the Legendary Commanders mod hitting the UI "cap" that was introduced when the UI changed in the previous patch. We tried different solutions to keep the trees separate like before, but it's impossible to have so many trees in the new UI, because they always end up behind the portrait.
In the next big update the trees will instead be merged with the DeI ones, so you'll have more skills per tree.
Thank you!
I have lots of ideas in store that I'd like to try out.
For example I'd like to make barbarian factions even more "unique". I already buffed their ambush stance significantly in the previous DV update, and now I'm looking at giving a lot of light/medium barbarian infantry guerilla tactics deployment in battles. This should really spice things up and make cultures stand out from each other more, not just on the campaign map and with different meshes/textures - but also their tactics on the battlefield.
I've also played around with the idea of giving some barbarian infantry wedge formation, but I need to test how the AI actually performs with that first.
If people like the upcoming faction overhaul, we might make a few others too.
One other idea that I've had for quite some time is to remake the whole recruitment tier system.
Right now I feel that elites are available far too early (especially for some factions that unlock super strong units in just a few turns and then completely steamroll their neighbours who still use mostly levies).
But I want the DeI team to finish their faction overhauls first, since changing recruitment tiers is a massive and time consuming undertaking. I want elite units to be something to look forward to in the mid-game, not something you can get at turn 10 (with some exceptions like for example the Royal Heavy Cavalry from Antioch).
Edit:
Speaking of the barbarian ambush stance, if anyone has tried it please let me know if it works well or not so I can nerf it if it's currently too high.
I want barbarians to be able to succeed with ambushes more often than other cultures, but it's difficult to know how well balanced it is right now.
Last time I checked I had a 89% ambush chance success on ideal terrain. Perhaps this is a bit too high...
But on the other hand it gives you a reason to invest into the "Discover ambush"-skill for your generals who campaign in for example Gaul/Germania. Unfortunately the AI seems to pick skills at random meaning that this kind of value could benefit the player a lot more.
The ambush ideas sound promising. It should really separate the barbarians from the pack; which I'm a huge proponent of.
Any sneak peeks at the first faction overhaul?
hello I would like to know if it works with the update 19 and the last of DEI ????
Last edited by ♔Greek Strategos♔; March 17, 2018 at 08:48 AM. Reason: Merged posts.
It does not work with the latest DeI 1.2.2j at this time.
Ygraine, or anyone else on the team, is your plan to wait for DeI to get to a more stable release i.e 1.2.3 or even 1.3 before releasing an update to DV and include your faction overhaul etc or will you be doing a "hotfix" of sorts to keep making it compatible with DeI's 1.2.2 versions?
Yep, the team has bugs to work out as a result of the latest patch.
Yes it does not work with yesterdays hotfix yet, started updating the tables for it today. Looks like the hotfixes are calming down now, so hopefully we can focus more on adding the new "features" instead of looking for incompatible tables
I have some other ideas too, but I won't reveal everything right away!
This sounds really good and I'm keen to try it out but can someone tell me what the AI is like in terms of fielding armies? Basically I want to know if those minor faction 1 settlement owning factions can field multiple full stack armies whereas me playing as Rome for example can barely afford 1 and a half stacks with multiple cities and economic buildings.
I would like to know if the reforms of Rome are good in the mod I am playing with 12 turns I am in the year 266 bc and the Polybian reform has not appeared this is correct?
Some players reported to have issues with the reforms in the latest version, others said it worked fine. It might be some mistake in one of the TPY packs perhaps.
I'm remaking the reform scripts from scratch for the next release!