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Thread: [Overhaul Submod] "Data Venia" (for DeI 1.2.5 - Updated 2019-08-21)

  1. #121

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 31th may)

    I think there something wrong with diplomacy just look at this.
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 
    I didnt even have to pay them for becoming my tributary. They didnt want to trade with me etc. the only thing they wanted since the first time i met them is this.

  2. #122
    Ygraine's Avatar Campidoctor
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 31th may)

    Thanks for the feedback!

    I'll have to nerf it more in the upcoming patch, already did it twice but apparently it's not enough




    Edit: Patch 1.1 is out & changelog updated!
    Last edited by Ygraine; June 01, 2017 at 05:44 PM.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  3. #123

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 2nd june)

    Just downloaded updated version. Carthage seems fine but Rome still can be my tributary for free without any effort.

  4. #124
    McCarronXLD's Avatar Senator
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 31th may)

    Quote Originally Posted by Ygraine View Post
    Now that I'm home and checking the tables there's also other stuff like man_animations for all units etc that I've changed, so there's a lot of stuff that needs to be replaced to use the other hoplite formation. Won't be enough to add kv rules and all that
    Ah fair enough! I take it the issue with the hoplite formation is how the AI makes hoplites clip into the middle of other units?
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  5. #125
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 31th may)

    Quote Originally Posted by exarius90 View Post
    Just downloaded updated version. Carthage seems fine but Rome still can be my tributary for free without any effort.
    I also remember being able to satrapy Rome as Seleucids in my 1.1 playthrough which was using the normal DeI diplomacy tables the moment I discovered them. Next update I'll use their current table for vassalage (tributary), it should make getting tributaries through diplomacy quite harder but won't eliminate the problem completely.
    It's difficult to find that sweet spot to allow players to form tributaries, but avoid the "snowballing" effect when you're as big as your kingdom is on your screenshot (since the game counts tributaries as part of your kingdom when taking diplomatic actions into account). I guess in the end we should blame CA for not giving enough variables at our disposal to tweak things better in this regard.

    Quote Originally Posted by McCarronXLD View Post
    Ah fair enough! I take it the issue with the hoplite formation is how the AI makes hoplites clip into the middle of other units?

    Yes and their swords being super effective in comparison to their spears when in formation, didn't make sense to me balance-wise.


    Edit: 1.11 is out & changelog updated
    Last edited by Ygraine; June 02, 2017 at 05:39 AM.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  6. #126

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 2nd june)

    This mod should be played on NORMAL difficulty. Ist that right?

  7. #127
    Ygraine's Avatar Campidoctor
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 2nd june)

    Quote Originally Posted by proelium_committere View Post
    This mod should be played on NORMAL difficulty. Ist that right?
    Yes, I've only changed the variables for the normal difficulty. This is so that players can play coop/head-to-head with our very hard campaign settings and normal battles. CA didn't make it possible to pick both CAI difficulty and BAI difficulty separately in multiplayer.

    If you pick hard/very hard, it will still be easier than DV's "normal".



    Edit: Updated 4TPY & 12TPY with correct historical event triggers and reforms.
    Last edited by Ygraine; June 04, 2017 at 10:47 AM.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  8. #128

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 2nd june)

    Hey...which is the colum in the pack file manager, where i can change the public order penalities...? I understand that this is a way to increase the diffculty for the player by spawning rebel armies cause the ai opponents are ...But later in game its simply enerving throughout i am using patrols, generals skills for public ordner... Otherwise: great mod.

  9. #129
    Ygraine's Avatar Campidoctor
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 2nd june)

    Quote Originally Posted by proelium_committere View Post
    Hey...which is the colum in the pack file manager, where i can change the public order penalities...? I understand that this is a way to increase the diffculty for the player by spawning rebel armies cause the ai opponents are ...But later in game its simply enerving throughout i am using patrols, generals skills for public ordner... Otherwise: great mod.
    Hello!

    I actually already nerfed it a bit in the new update so I totally agree that it was slightly over the top!

    To edit it yourself go to db -> campaign_variables_tables -> DeI_campaign_variables -> x_x_x_public_order_reduction (for the type of action you want it changed for).



    -------------------------------------------------------------------------------------------------------------------------------------------------------------




    Patch is out & changelog updated!
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  10. #130
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 7th june)

    Thanks to the report of a player (Big MT), we found that some factions couldn't recruit all the units in their roster due to a military_group change we were unaware of that occured in the main DeI mod. Should all work now!



    Patch is out & changelog updated!
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  11. #131
    Flinn's Avatar oh man.. I did it again!
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 7th june)

    It's with great pleasure that the Modding Awards Committee informs you that this mod has been awarded in the recent 2016 Modding Awards, as seen here! Please feel free to stop by and check the list of all the winners.

    Also, don't forget to check
    here for more details about how to promote the victory of your mod.

    If any question about please feel free to use the
    Discussion thread
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    Flinn,
    On behalf of the Modding Awards Committee
    Under the patronage of Finlander, patron of Lugotorix & Lifthrasir & joerock22& Socrates1984; of the Imperial House of Hader

  12. #132
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 7th june)

    Thanks to the committee and the players that voted!
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  13. #133

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 7th june)

    Congratulations Ygraine! Keep up the good work

  14. #134
    ♔Greek Strategos♔'s Avatar BEARDED MODERATION
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 7th june)

    Quote Originally Posted by Ygraine View Post
    Thanks to the committee and the players that voted!
    Keep it up buddy. You're doing a great work.

  15. #135

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 7th june)

    Congrats Ygraine!!

  16. #136
    Rusty2016's Avatar Tiro
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 7th june)

    Well done Ygraine

  17. #137

    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 7th june)

    Congratulations as well, Ygraine!

    Sorry, still didn't have time to test 4TPY for a long campaing, but the values seemed reasonable and balanced

    Keep up the great work!

  18. #138
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 7th june)

    Thanks everyone!


    @jdofo Let me know how it works out!

    About todays DeI update & crashing/freezing:

    With 1.2.1b out for DeI it means that you won't be able to get past the loading screen with DV since we have to make the mod compatible with the update. It will be fixed soon (today)!

    To avoid this issues in the future, I recommend using the stand-alone version of Divide Et Impera here on twcenter, since then no auto update will break your game and you can safely update it manually when DV is compatible with the latest patch.




    I'm currently halfway done with the dlc campaigns (HatG, CiG and MW) startpos-files which means soon you'll have the same start in those campaigns as in the grand campaign.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  19. #139
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 7th june)

    @Ygraine
    How is the Roman expansion in your submod ??? Also is Carthage fighting back or conquering around ???

  20. #140
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    Default Re: [Submod] Data Venia - Overhaul (for DeI 1.2 - Updated 9th june)

    Patch is out & changelog updated!



    Apologies for the slow update rate, took a while to find the db-tables that were causing the loop at starting the game. Once we did, we decided to add our new mini campaign changes along with it. You can now properly enjoy the mini campaigns with the correct starting treasury, removed client states, removed pre-techs and other fixes.


    @Greek Strategos

    They expand pretty well, both of them.

    In my current Mithridatic campaign Rome has whole Italy, Apollonia, Thessalia, whole Illyria, Corsica, whole Cisalpinia and parts of Narbonensis (Provincia etc). Sparta and Athens confederated into Greek City-States and are trying to hold them back. As for Carthage, in one of my recent campaigns they conquered whole east coast of Iberia and made Lusitani and some other tribe their tributary states. It seems the Iberian tribes can't dominate Carthage as easily any more and you will probably not see any Turdetanis or Arevacis conquering western Africa.

    I think the tributary system really changes the playing field, and in expanding the confederation options for many factions it also added another layer of RNG to the campaigns.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

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