Any news on how long (estimation) it will take for this to be updated to the current divide et impera/update 19? I can't wait to try this out, and just curious about when I likely could.
Any news on how long (estimation) it will take for this to be updated to the current divide et impera/update 19? I can't wait to try this out, and just curious about when I likely could.
thank you for the answer but I would like to know if using 12tpy I would have to have the first reform or I have not yet reached the year in which it occurs I am in the year 266bc thank you for your time ...
Would really love to try it, but feel dumbfounded by this:
and other unit balancing tweaks.Combat-changes:
- The base for the combat-system is still the good ol' 0.x and 1.0 system but with several improvements and innovations.
Can someone clarify if this really feels smooth or one big mess?
Today the easter holidays started so a lot is going to be done in the upcoming days. If we're lucky it'll be out before tuesday next week!
I don't remember the exact scaled dates for 12tpy, but like I mentioned earlier I'll be looking over all reform scripts again this weekend to make sure everything works correctly.
The base used to be the old combat system that DeI used, but I've moved away a bit from that since then. The main concept is still slower and more immersive combat that gives you time to zoom in and look at fighting and such but with more defined roles for each type of unit. The latest combat balance was not included in the last working version, I only have it in my beta currently. It'll be included in the next release!
Spent a few hours making DV compatible with 1.2.2k, but now 1.1.2L is out!
It remains to be seen what compatibility issues will arise this time, and how much time it will take to find and solve those...
As for another sneak-peak...
Spoiler Alert, click show to read:
We really can't keep up with @Dresden's industriousness.
We're aiming to have a working release this weekend. The faction overhaul that my co-modder is working on is nearly done, along with the implemented LC-skilltrees!
Ygraine pls don't release sunday evening for I will not wake up monday morning.
Data Venia hardcore couch general edition: 'Competent' AI, reworked unit stats, realistic speeds, more planning, more strategy, less arcade, less cheese.
Get that feel that you are campaigning, not simply steamrolling, now only £9.99 monthly subscription for your advanced Lucius Licinius Lucullus' guide to subjugating the east.
Can’t. Wait. This submod is amazingly good for the 40-50 turns I was able to play it. One question: with the reworked battle system, will forts be less effective? They felt a bit too powerful in the 1.2.2g version, often the fort towers would kill 3,500+ enemies out of the AI’s 6,000.
Also, hello again Greek, long time no see indeed!
Towers were slightly nerfed. Unfortunately there's not much else to do because the game uses the same entry for fort towers and babarian city towers, if I'd nerf them too much it would mean that sieges would be very easy against barbarians. Range on fire-arrows were nerfed a bit too so you can't just casually burn them each time as a player (Lindybeige claims that fire arrows weren't used effectively at all and that it's a movie-thing).
Instead I've made the fort walls more flammable, so they will catch fire faster when there's a prolonged melee going on around them - opening up more gaps for the AI to enter inside.
The best thing would be if CA got off their butts and programmed the AI to actually destroy them...
Are Civil Wars back in for the 1.2 Version?
And what is the CAI aggression like in terms of making efforts to engage your forces and attack provinces whilst at war?
Last edited by ltsweeting; April 07, 2018 at 07:10 PM.
@itsweeting
Civil wars will be back yes, will possibly make an extra pack where it is disabled for those who prefer that.
CAI aggression works best when you play with 41 units per army.
Unfortunately there's going to be a delay on the update due to some unforeseen issues.
I'm guessing it has to do with the CAI deciding if attacking a town/city will be successful or not. 41 units will obviously beat a garrison even if auto-resolve is normally in favour of the defending side (in a garrison 15-20 vs 20 fight).
Even as a player it can get quite tough to defend against that many with just a default garrison.