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Thread: [Download & Installation] Divide et Impera 1.2.6b - Updated Sept 23

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    Default [Download & Installation] Divide et Impera 1.2.6b - Updated Sept 23



    1.2.6 Version:

    Part 1: Download (Mirror)
    Part 2: Download (Mirror)
    *Standalone requires both parts!

    Steam Version: Divide et Impera Steam Collection

    - Compatible with Patch 20 game patch. All future updates will be save compatible unless stated otherwise.




    Previous Version Downloads
    Spoiler Alert, click show to read: 

    1.2.5 Version:
    Part 1 - Download (Mirror)
    Part 2 - Download (Mirror)

    1.2.4b Version
    Part 1 - Download (Mirror)
    Part 2 - Download (Mirror)

    1.2.3 Version:
    Part 1: Download (Mirror)
    Part 2: Download (Mirror)

    STANDALONE PATCH 19:
    Part 1: Download (Mirror)
    Part 2: Download (Mirror)

    STANDALONE PATCH 18:
    Divide et Impera 1.2 Part 1 (Mirror)
    Divide et Impera 1.2 Part 2 (Mirror)

    STANDALONE PATCH 17:
    Divide et Impera 1.2 Part 1 (Mirror)
    Divide et Impera 1.2 Part 2 (Mirror)

    STANDALONE VERSION 1.1:
    Divide et Impera Part 1 (Mirror)
    Divide et Impera Part 2 (Mirror)

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

    STANDALONE VERSION 1.05:
    Divide et Impera Part 1 (Mirror)
    Divide et Impera Part 2 (Mirror)

    --------------------------------------
    Collection of 1.2 Previews
    --------------------------------------

    1.2.6b Patch Notes

    *Only Part 1 Updated!
    *Save compatible

    - Fixed various factions have less general appearance variety than intended due to incorrect vanilla settings.
    - Fixed Parthian and Nabatean camel units not showing up in game.
    - Overhauled look of AoR and Auxiliary Syrian archers. Auxiliary version now available to Rome in custom battle.
    - Updated stats for AOR Subeshi archers, Light Armenian cavalry, a few Getae units and some African/Arabian garrison units.
    - Moved Scordisci AOR unit to Pannonia rather than Thrace (for real this time)
    - Fixed a bugged texture on some Indian kukri models
    - Fixed Medewi generals missing weapons in some situations
    - Getae basic falxmen are now a starting rather than reform unit (new campaign only)
    - Moved some Saka reform units to lower tier building recruitment
    - Fixed copper and iron towns missing various AOR recruitment entries.
    - Removed throw javelin ability from Seleucid Royal Agema unit.
    - Fixed Kapisene in Baktria missing AOR recruitment
    - Fixed Saka having the wrong general options in custom battle.
    - Increased income from farming alternate tier 4 buildings, reduced PO negative



    1.2.6a Patch Notes

    *Only Part 1 Updated!
    *Save compatible


    Battle & Unit Changes
    - Fixed weight values across all units so that their description now better matches the unit type (ie light, heavy etc)
    - Added new Late Ptolemaic Cavalry unit to thorax reforms (will be unlocked early in saves)
    - Added Celtic and Iberian cavalry standard bearers
    - Changed Partian AOR unit to Nisean Cavalry unit
    - Changed many unit settings for resistance to cold/heat to be more consistent and realistic.
    - Lowered tower arrow damage
    - Heavily nerfed bolt tower damage
    - Small rebalance of Greek sword units (less base damage, more AP)
    - Small base damage increase to elite foot archers
    - Small AP damage increase to lance/sword cavalry units
    - Increased lance cavalry and falx infantry charge bonus by 15%
    - Getae units rebalanced, mostly a bit better and more differentiation
    - Added flaming arrows to Cretan archers
    - Fixed stats/armor of some Armenian and Cappadocian units
    - Lowered camel bonus vs cavalry
    - Increased bonus vs infantry of Greek swords
    - Slightly increased pike phalanx and hoplite phalanx bonus vs elephants
    - Small decrease to elephant HP
    - Fixed wrong horse entry of early Pontic lancers
    - Small increase to mass of hoplites and pikes
    - Fixed missing Unique Mount entry for AoR Thessalian cavalry
    - Slightly nerfed damage and speed of camel cataphracts
    - Fixed incorrect speed entries of few militia hoplite units
    - Slightly buffed Illyrian Heavy Infantry
    - Fixed missing Charge Defence of Illyrian Heavy Spearmen
    - Illyrian Pirates speed increased
    - Increase unit size to 200 for basic Medewi archers
    - Fixed wrong mass entry for elite chariots
    - Small tweaks to melee weapon damage
    - Lowered damage of chariot javelins
    - Changed stats/appearance of some Cappadocian cavalry units

    New UI Features
    - New Population and Supply information hover text buttons on the top right of the region panel.
    - Province/Region effects are now limited to 12 rather than 6 slots, so they should show up properly in the UI.
    - Aqueducts now will show up on the Grand Campaign, Augustus and Empire Divided maps.

    Faction Traits
    - Added new faction traits for Nomadic, Irish, African, Cimbri, Arabian, Illyrian, Dacian and Thracian factions.

    New Buildings
    - Added new buildings for spice and amber regions. Will only show up in new games.
    - Added new special Getae fortification building (one of their new faction traits)

    Region Effect Changes & Edict Interaction
    - Fixed Regional effects that were not properly working. These include growth, public order and tax effects. This will impact save game values.
    - Changed regional tax, public order and growth effects to better fit various regions and for balancing purposes.
    - Changed regional livestock effect to also affect agriculture income.
    - Different regions now affect edicts in different ways, adding to variance for certain edicts across various provinces.
    - Barbarian Tax Tribute - Lower Public Order in foreign areas, Higher taxes in home areas.
    - Barbarian Migration - Lower Public Order in foreign areas
    - Export Food - Higher Income in fertile regions, more food used
    - Civilized Tax Harvesting - Lower Public Order & Tax Rate in Barbarian Lands
    - Party Loyalty - Increased to 15, added Public Order Negative
    - Commercial Stimulation - Lowered to 12% base, added Public Order Negative. Trade income increased based on region.

    Agricultural & Food Edict Economic Changes
    - Overall changes aimed at making agriculture income more viable while tax and trade will be slightly less dominant for some regions.
    - Increase to agriculture income from farms/livestock buildings and granaries, added agriculture income % increase to granaries.
    - Added base level food, growth and income effects for Export/Import Food edicts.
    - Changed Olive, Fish and Wine resource trade buildings and Fish ports to produce agriculture rather than trade income. Changed Horse resource trade building to produce animal husbandry rather than trade.
    - Timber, Copper and Iron resource buildings now give industrial income rather than trade.
    - Various food/tavern forum buildings now split income between trade and agriculture/livestock and interact with the food edicts.
    - Tier 3 and 4 of buildings that interact with export and import food edicts also help the reverse edict. For example, trade ports that normally import food will also reduce the food and growth cost of the export edict at tier 3/4.
    - Slight increase to Export food edict income from various buildings.

    Autoresolve Changes
    - Reduced infantry missile unit autoresolve effectiveness.
    - Fixed many autoresolve settings that were missing proper assignments based on battle types. Made the autoresolve tables more clear for modding purposes.
    - Fixed ambush autoresolve giving a bonus to defenders.
    - Fixed various autoresolve situations having the wrong settings and some vanilla bugs/mistakes.

    Other Fixes/Changes
    - All Barbarian factions now have increased income from looting/sacking/razing.
    - Fixed incorrect population size entries for around 45 units, fixed new Cretan Mercenary unit missing population entry.
    - Added a custom battle cap of 2 for all Mercenary, AOR and Auxiliary troops. Also cap of 1 for Macedonian general unit.
    - Fixed various factions having the wrong personality settings (new campaign only)
    - Fixed new Iberian horses not showing up properly.
    - Moved Night attack ability from level 1 to level 2 of Night Commander skill which is now unlocked at character rank 3. Added some extra effects to the skill overall.
    - Added new effects for regions with higher political loyalty.
    - Fixed Mauryans using the wrong AOR population settings. They will no longer recruit Persian units with their population.
    - Added 37 new Mauryan female names
    - Gave eastern Germanic factions access to Scanadanivan local units (Western Germanic already had this)
    - Added camel officer variants for new Parthian and Nabatea units
    - Fixed HatG Arevaci having vanilla unit colors.
    - Fixed Rhodian hoplite slinger unit not properly getting slinger bonuses.
    - Fixed typo in Cappadocian swordsmen description.
    - Changed RoR Hellenic generals to use new custom Greek general models.
    - Fixed spelling of Maurya faction name.
    - Added Late Dacian foot nobles to Getae recruitable roster (previously commander only unit)
    - Fixed 2 Media units not properly being classified in the missile unit set (and therefore not receiving some effects)
    - Removed concentrated fire ability from early and late Bactrian cataphracts.
    - Fixed incorrect reform information text for Saka.
    - Fixed AI recruitment profile for a Mauryan sword unit.
    - Fixed ancillary portrait for barbarian bard retinue.
    - Changed Belgic cav unit name to distinguish from another unit.
    - Fixed Egyptian Cilician peltasts missing from campaign recruitment.
    - Moved Egyptian archers and Judean archers/slingers to different recruitment buildings.
    - Fixed tier 4 Zarmizegetusa special capital fort variant missing garrisons when owned by Barbarians.
    - Fixed crocodile wrestler ancillary missing subculture assignments.
    - Fixed special garrison units having too low of a priority.
    - Changed egypt/pontus chariot army tradition to affect cavalry in general instead.
    - Fixed 2 Armenian generals with bugged shields
    - Fixed bugged Medewi general variant
    - Moved AOR Scordisci unit from Thrace to Pannonia

    Credits

    - Huge thanks to DETrooper for the Region effect UI change!
    - Thanks to yaxl3y for finding the issue with regional tax effects.
    - Big thanks to Daruwind, DETrooper and Jake for the new UI buttons to use!
    - Thanks to DMW for the research for faction traits yet again!
    - Thanks to Vandamsel for helping with testing so many smaller details!

    1.2.6 Patch Notes

    Battle Changes

    Balance and other changes:
    - Ranged attack and reloading now properly apply fatigue to units.
    - Fatigue penalty increased but it takes longer to reach the various tiers.
    - Slightly increased unit spotting range.
    - Reworked unit experience threshholds.
    - Reworked morale values to make them more balanced throughout a campaign.
    - Reduce killing power of infantry charge, units with expert charge defense can effectively counter charges.
    - Melee intervals (cooldown between attack animations) lowered from 3 to 1.5 seconds.
    - Spear units are now tougher to kill in melee, Sword units have a bonus vs infantry.
    - Unit hitpoints and weapon damage reworked, hopefully cavalry and elephants will take less casualties from autoresolve
    - Various specific units like agrianian infantry, Socii units and war dogs reworked.

    Ranged Combat Changes:
    - Artillery ammo reduced, slightly increased damage to siege equipment from fire.
    - Iberians now have access to their historical flaming javelins.
    - Fixed trajectory of horse archer attacks sometimes preventing AI from fully using them.
    - Added small knockback chance to all ranged weapons when soldiers are wounded by projectiles.
    - Cavalry harder to decimate by precursor javelins of infantry but those javelins can now disrupt charges with knockback.

    Battle AI Behavior:
    - AI should now use disciplined formation in defensive battles.
    - Both Shock and Melee cavalry are classified as shock cavalry now to improve AI use of those units.
    - Infantry without ranged weapons will now properly brace vs cavalry and will use non phalanx formations properly.

    Unit Movement and Combat Animations:
    - All Thureophoroi and 2handed non heavy units now have 3 speed.
    - Pikes and Hoplites have a harder time passing through enemy units.
    - More rare kill animations should play out.
    - Slight increase to medium and heavy infantry speed.
    - Increased unit acceleration and deceleration speed to improve unit spacing after charge.
    - Improved unit spacing for many units and fixed issues of unit overlap.
    - Increased variety between soldier heights for various units.

    UI Changes
    - Fatigue penalties are now added to the unit status (i.e. Fresh 100% strength, Tired 70% strength)
    - Morale % is now displayed on the unit UI status when you hover over your unit (i.e. Eager Morale 85-100%)
    - Added ranged stats to elephant UI display

    New Special Horses & Cavalry Changes

    - Various units now have special horse types that give them specific bonuses.
    - New Thessalian horse entry that combines both speed and charge power.
    - Numidian horse that lacks charge but has great speed/acceleration, guerilla deployment and ignores ground penalties.
    - Celtic Mairepos warhose that has speed and a greater charge power due to size.
    - New Parthian Nisean horses as well.
    - Camels now have custom weapon entries with a combat advantage over horses and a larger morale hit against cavalry.
    - Reduced and added more variety to cavalry running speeds.
    - Elephants have been reworked - they are more resilient against ranged and a bit easier to kill in prolonged melee. Fixed an issue where some tower elephants had double the hitpoints intended.
    - Reduced strength of frontal cavalry charge on fresh units but increased ratio of AI cycle charging. AI will cycle charge less if they are doing well in melee.
    - Cavalry takes larger casualties when pulling out of combat.
    - Iberian horses once again have their unique look and changed look of Iberian armored horse.


    Campaign\Unit Changes


    New Median Overhaul and Reforms (Preview)
    - New reform units added for Atropatkan. Around 9 new units, added at 2 reform levels.
    - 2 new custom reforms: Iranian (65 turns) and Imperial (211 turns and certain regions).
    - Media can now confederate with other Persian factions.
    - New faction emblem and unit cards.
    - New Persian culture emblem.

    New Units For Other Factions
    - 3 new Spartan units, new Parthian unit, new Nabatean unit, updated Rhodian unit, new Cretan Mercenary unit, new Sarmatian unit and new Hellenic AOR Galatian unit.
    - Changed visuals and stats for Camillan Equites and Campanian Cavalry.
    - Changed visual for Syrian elephants.
    - Updated visuals for three Parthian Cataphracts units and Dahae Nobles.

    New Barbarian Faction Traits from DMW
    - Updated traits for Gallic, Germanic, British and Iberian factions to make them much more unique.
    - Highlights include the Arverni's new ability to form client states, new population system interaction for various factions, and more.

    Naval Overhaul Summary from Demosthenes26
    - Ramming speeds, acceleration, and base ramming damage have been increased to make ramming more effective. Most ships can sink a ship of the same type in two rams. This makes double-teaming a great tactic, as a follow-up ram from a short distance has reduced force.
    - Updated the recruitment templates for all AI Hellenic factions, reflecting battle fleets and patrol fleets with historical faction considerations. Generally an "early" and a "late" version of each, with the late version given preference once those ships are available.
    - More Scorpions added on Tetreres level ships and up.
    - Lighter vessels now have further campaign movement range than heavier vessels, allowing for patrol vs battle fleets.
    - More Hellenic factions can recruit Hexaremes and Hepteres, with variation depending on the faction.

    New Capital Change Button
    - The button has been moved to a new location in the top right of the settlement panel. Thanks to DETrooper for the UI wizardry!
    - The button will no longer have the overlay problem for some players after battles and will no longer open the encyclopedia when clicked.
    - Some text issues fixed.

    Major Campaign Changes
    - Barbarian transport ships will now be immune to attrition when near one of their cities.
    - Fixed AI Carthage's defense script and made it more robust.
    - Women generals for factions that have them now receive the Commander/Brawler/Scholar traits.
    - Women politician-only characters now have special personality and background traits. Existing women in save games will retain older versions of these traits.
    - Agents now have new background traits with effects better suited for them. Existing agents retain older traits.
    - Fixed various ancillaries that were triggering but not being assigned (thanks MrTimbe!) and lowered some chances for ancillaries that were happening too frequently.
    - Slight reduction to overcrowding effect on 1st class population.
    - Commander trait will no longer decrease from "close victories".
    - Intellectual trait has a slightly higher chance to increase and slightly lower chance to decrease.
    - New faction emblems for various factions to make them more in line with other emblems. Thanks to Jake!
    - Unit costs and upkeep have been recalculated based on new stats and battle changes. Also, various core mercenaries have had their costs properly increased.

    All Factions Playable Submod

    - Victory conditions have been added for all factions.
    - New frontend map images for all factions from Lugos. Huge thanks!
    - Fixed issue where autosaving wasn't working properly.

    Smaller Changes/Fixes
    - New Persian culture emblem added.
    - Fixed various units not being properly designated as bodyguard units and missing out on commander effects.
    - Changed supply system region names to match our city names rather than the now defunct region name system.
    - Fixed Seleucid Companion cavalry unit not properly locking when late version is made available through reforms (new campaign only).
    - Replaced Companion Cavalry unit card with older version.
    - Fixed typo in intellectual trait description.
    - Fixed missing ancillary image.
    - Increased food, agriculture income and sell food edict income effect from livestock farm buildings.
    - Increased income and income modification effect from livestock forum main city building.
    - Fixed Athenian AOR hoplite description text
    - Fixed bugged Illyrian general skin
    - Changed Libyan Hoplites for Carthage to 3rd class.
    - Fixed light cavalry masters army tradition having inverted effects for tier 2/3.
    - Reverted Apulian and Lucanian unit hoplon patterns to older versions.
    - Fixed starting RoR Roman family leader traits
    - Added new unit cards for Egypt Thorax swords and 2 Macedonian bodyguard units.
    - Fixed population size for a Meroe unit.
    - Fixed a Barbarian ancillary image.
    - Added missing effects to Syracuse HatG special temple.
    - Fixed flavor text for Military Academy buildings.
    - Fixed Galatian Noble cav missing legs.
    - Fixed incorrect upgrade chains for Hellenic iron main city buildings.

    Credits
    - KAM for all the crazy hard work on so much of this update - from the battle changes to the Media overhaul!
    - Mr Timbe for the hard work helping to fix the ancillary issue and the great help with the barbarian supply transports. Big thanks!
    - Lugos for all the great work on the AFP submod art
    - DMW for the hard work on the faction trait ideas
    - Big thanks to DETrooper for the UI work on the change capital button!
    - Thanks to Jake for the new Media emblem and many faction emblems.
    - Thanks to Paladin94610 for the help with various fixes!
    - Once again big thanks to sourav for the Media unit cards.
    - Major thanks to Demosthenes for all the work on the naval changes
    - Thanks to Celticus for the new sword model and helmet texture.
    - Thanks to Shapur e Sassani for help with Median names.

    Mod Credits, Previews, Links and Awards
    See this thread

    Common Problems/Bugs

    Spoiler Alert, click show to read: 
    If you are experiencing crashes then the following should help:
    1. Clean out your data folder found in the Rome 2 install folder for Steam. Various mods can be active even without activating them in mod manager.
    2. Most other mods are not compatible with DeI so deactivate/remove them. Some submods may still cause issues.
    3. Reverify the game in steam to check local file integrity.
    4. Make sure you have patch 17 not 16 beta for the game itself.
    5. If none of that works, try deleting the Rome2.exe file found in the Rome 2 directory and reverifying your game cache in Steam.

    Known Bugs/Issues
    - Some region effect bundle icons will disappear when there are too many region effects. This is a UI limitation in the base game.
    - Sometimes a building's effects and descriptions will appear as a large blank box, due to resolution restrictions.
    - If you enter Patrol Region stance directly outside a city, you can enter the city in the stance. This is considered "cheating".
    - Fleets reduce public order when in ports but that is not displayed on the calculated UI number. A pop up advice message will inform you of the amount.
    - Sometimes the growth bar will go over the top of the population number in the region window.
    - The battle map for Crete in the Grand campaign and IA campaign is bugged. Nothing we can do about it. Our workaround for now is to use a walled settlement map.


    Other Information

    Installation Guide
    Spoiler Alert, click show to read: 
    Installation instructions
    Use only ONE of these versions, NOT both:

    Steam Version
    All 3 parts are needed to play the game! Be sure that you have all of them downloaded.
    1. Subscribe to the parts in Steam Workshop.
    2. Start Rome II and be sure all six are checked green in the Mod Manager (they should by default).
    3. Play the game.

    TWC Version
    1. Download the mod packs from the above link.
    2. Extract the content (with 7-Zip, WinRar or similar program) into the data folder (...\Steam\SteamApps\common\Total War Rome II\data)
    3. Start Rome II.
    3. In Mod Manager, check "enable out of date mods."
    4. In Mod Manager be sure that the both Part 1 and Part 2 of the standalone packs are checked green.
    5. Play the game.

    Mod Compatibility Information
    Spoiler Alert, click show to read: 
    Divide et Impera includes in itself these mods (in personalized form):
    Hegemonia, TTT, Meaningful Resources, Ancient Colors

    *Using camera mods, other script mods, or startpos mods (Turn per year, etc) will break Divide et Impera's various custom systems.

    Sub-mods for DeI can be found in this subforum.

    Other mods that can be used with DeI:
    - Graphics mods such as GEM, Aztec's lighting and blood mods.
    - Music mods

    Mods that are NOT compatible with DeI:
    Startpos mods (TPY, All Factions Playable, other overhauls).
    Script mods (camera mods, etc)
    All mods that change battle dynamics.
    All mods that change campaign dynamics.
    All external unit packs.

    Previous Update Notes
    Spoiler Alert, click show to read: 
    1.2.5b Fix Update December 31
    *Only Part 1 Updated
    *Save Game Compatible


    New Alexander Submod Update (Preview)
    - Marshals of Alexander released! Special historical characters now available for recruitment.
    - Some additions to Persian roster.
    - Alexander should now only be wounded in battles rather than killed (new campaign only)

    Battle Changes
    - Added AI bracing for infantry without ranged weapons.
    - Lowered the power of elephant and cavalry charge
    - Shield melee defence increased by 1, missile block chance increased by 5%
    - Lowered overall morale penalties for casualties, increased morale penalty when 75% of starting troops are either routed or dead
    - Fixed game bug where elephants without towers have 50% of HP of elephants with towers

    Supply System Changes
    The changes here are intended to make the supply system a bit more meaningful and impactful during campaigns.
    - Slightly lowered the base resupply values and total supply caps for all regions.
    - Increased supply consumption, especially when an army is foraging (making supply lines more important).
    - Decreased starting supply values in all regions (new campaigns only)

    RoR Rosters
    - Changed the Nuragic roster in the RoR campaign to use their own units rather than Celtic units.
    - Updated various units in Roman, Italian and Greek rosters to use some of the newer assets.

    New Belgic Remi Heavy Cavalry Unit
    - New unit added to the Nervii roster in CiG and the Grand Campaign.

    Other Changes/Fixes

    - Fixed various ancillaries missing proper database entries from vanilla. Hopefully fixes some of the issues where ancillaries get assigned but don't show up.
    - Updated Rome, Ardiaei, Cimbri and various other unit cards.
    - Changed various effects for agent background skills to remove old/unused effects.
    - Changed Athens AOR unit from Thorax to Thureos to better match the local roster.
    - Fixed Caledonian heavy horse unit not being recruitable in campaign.
    - Small buff to barbarian war hall and port building effects.
    - Added new text tooltips for unit upgrade button to better help explain the system.
    - Fixed various bodyguard units missing proper unit sets so that attributes will properly work on them.
    - Slightly lowered CAI budget for navies.
    - Fixed the commander trait giving ammunition bonuses to non-missile troop types.
    - Fixed Numidians being able to recruit Ethiopian Spearmen unit.
    - Lowered diplomatic bonus from releasing troops (previously set too high)
    - Fixed some starting Seleucid and Ardiaei generals being able to recruit the wrong bodyguard units (new campaign only)
    - Fixed Etruscan marines missing javelins and 2 nomad units missing leggings.

    Credits
    - Thanks yet again to sourav for all the unit card work!
    - KAM for all the hard work on battles and generally keeping me sane.
    - Seleukos and Jake for the amazing work on the new Marshals update!

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

    1.2.5a Fix Update September 30
    *Only Part 1 Updated
    *Save game compatible


    Battle Changes
    - Lowered a bit cavalry and elephant mass for charge damage calculation
    - Changed stats of Illyrian cav and some infantry units
    - Buffed stats of Arverni and Nervi cavalry
    - Fixed wrong horses assigned to Cimbri cavalry (from light to medium and heavy horses)

    Other Changes/Fixes
    - Added new Rome, Pergamon, Seleucid, Medewi and Sparta unit cards from sourav. Huge thanks!!
    - Fixed Illyrian Hoplite spearmen having wrong animation type.
    - Fixed a mistake in the Armenian Nakharar unit VMD file causing an issue with animations.
    - Fixed Roxolani Armored Lancers missing arms.
    - Fixed Corsica and Sardinian emergent faction rebel faction names being reversed.
    - Fixed Athenian Thureos Infantry, Infantry and Sparta Allied units being wrong pop size/class.
    - Improved effects of silk and amber road trade route regional effects. Extended silk road further toward Mesopotamia.
    - Fixed Roman and Hellenic small and large military port garrisons having the wrong sizes.
    - Fixed missing name for new Dacian special capital when held by Eastern factions.
    - Fixed Cimbri units having wrong formation type (hoplite phalanx instead of shield wall)
    - Added testudo, square and repel cavalry formations to Polybian units missing them.
    - Reduced Cimbri foot nobles armor and attack a bit.
    - Fixed German pike unit having wrong population size.
    - Added proper artillery recruitment for Getae and Ardiaei factions.
    - Updated Imperial Armored Legionaries description.
    - Fixed Cimbri not being playable in multiplayer.
    - Fixed Mercenary Scythian Armored Horse Archers having wrong unit card.
    - Changed "Release Captives" to "Ransom Captives"
    - Fixed Mac Wars Sparta having extra garrison units, added special tier 5 barracks.
    - Fixed tier 1 Illyrian Medaurus temple having wrong upkeep cost.
    - Fixed Lugii having wrong building for Victory Condition (new campaign only)
    - Removed some AOR units from Odyrssian custom battle roster to match campaign roster.

    Credits
    - sourav for the wonderful unit cards! Thanks again!


    1.2.5 Release August 3
    *Both Part 1 and Part 2 updated
    *Save game compatible


    New Scenario Submod Campaign - Alexander!
    - Head over to the Submod section to find the download thread for an entirely new scenario submod featuring the conquests of Alexander the Great.

    Cimbri Overhaul & Playable Faction (Preview)
    - New playable faction - the Cimbri! Now playable in campaign and custom battle.
    - Completely new roster overhaul included.

    Ardiaei Overhaul (Preview)
    - Entirely new roster for the Ardiaei.
    - Older Illyrian units have been kept for AI rosters to add variety.
    - Some older units moved to faction only AOR units for Illyrians.
    - Added major military port to Ardiaei minor starting settlement.

    Medewi Overhaul (Preview)
    - Multiple new units added.
    - Visual overhaul for other units.

    Sparta & Pergamon Visual Overhaul (Preview)
    - All new visual overhaul for many units in these rosters, especially elites.
    - Hellenic generals updated with new appearances.
    - New and older resources used to improve various visuals.

    Miscellaneous Unit Changes
    - Over 200 units redone in various rosters to bring them up to date with newer assets and textures.
    - Rosters redone include Italian, Arabian, Belgian, British, Celtic, Nabatean, Nomadic, Veneti and various AOR units.
    - New Thureos unit for Egypt - Linen Cataphract.
    - New unit cards added for Armenia

    New Faction Traits
    - Various new faction traits for custom DeI factions have been added. Old traits have been overhauled to remove copied and underused traits with more unique and historically accurate ones.
    - Factions changed include Edetani, Scordisci, Kartli, Masaesyli, Medewi, Caledones, Iweriu, Atropatkan and Syracuse.

    New Resource
    - Added amber to northern Germanic regions. It is produced by the region effect like spices and is fully tradeable.
    - New amber trade route effects added to various regions going south.
    - It should now be possible to complete the "own every resource" economic victory condition.

    New Special Capital
    - Dacian special capital has been added, Zarmizegetusa (new campaign only)
    - Special bonus to diplomacy with Dacian factions when city is owned.

    Population System Changes
    - Slight increase to 1st class bonus when below minimum amount.
    - Small reduction to overcrowding impact on 1st class.
    - Reduced overall immigration movement by all classes.

    Edicts
    - Bread & Games: Decreased food cost, increased public order bonus.
    - Migration: Added building time reduction.
    - Foreign Customs: Increased public order bonus.
    - Romanization: Small increase to cultural conversion, added building time reduction.
    - Sell Food: Increased income from ports, agriculture and livestock buildings. Small increase to food used.
    - Buy Food: Increased food and growth from trade buildings and ports.
    - Call to Arms: Increased recruitment cost reduction and replenishment. Added 1 recruitment slot bonus and small public order negative.

    Technologies
    - Decreased upkeep negatives on military training technologies.
    - Increased levy upkeep bonuses on final military training technologies.
    - Increased ship technology bonuses in the military training tree.
    - Build time reduction added to some later siege engineering technologies.

    Battle Changes/Fixes
    - Fixed a multitude of incorrect cavalry weapon entries.
    - Fixed incorrect mass assigned to many cavalry units - this caused some units to underperform compared to their overall charge bonus and heavy appearance.
    - Changed appearance of few horses of Maurya and changed their speed
    - Fixed incorrect charge defence attribute of Appulian Infantry
    - Sacred Band cavalry slightly nerfed
    - Slithgly buffed AP damage of spears
    - Small buff to Spartan unit HP
    - Tweaks to hoplite phalanx, overall Hoplite units are more usefull in early game but are outclassed by late game infantry like Thorakitai
    - Lowered intervals between melee attack from 4 to 3 seconds
    - Charge bonus buffed a bit
    - Wardogs buffed in assault roles and against light units
    - Buffed elite Gallic and Germanic cav
    - Buffed elite Germanic swordsmen
    - Small buff to hellenic sword unit damage

    Balancing Changes/Fixes
    - Added various DLC factions to major faction autoresolve bonus background script.
    - Added small naval garrisons for other cultures to special ports.
    - Increased and matched income for minor and major Barbarian goldsmith buildings. Slightly lowered for agricultural industry buildings tier 4.
    - Renamed regions to match city names since regional distinctions are no longer used in the game's UI.
    - Added tier 3 medicus/academy buildings in minor towns to intelligence trait improvement triggers.
    - Lowered Mercenary elephant respawn rates (new campaign only)
    - Added new army spawn scripts in Macedonian Wars campaign for AI Macedon and Rome.
    - Added new specialized effects for tier 3 and 4 Foreign Quarter buildings based on culture type.
    - Added new banner for pirate faction (thanks to Jake for the banner!)
    - Changed confederation names for various barbarians factions.

    Other Fixes
    Spoiler Alert, click show to read: 
    - Changed text for experience recruitment level (generals) to make it clear its only for newly recruited ones.
    - Added new conditions to ancillary triggers to help prevent garrison commanders from triggering the scripts (vanilla bug). Thanks to Jake for the idea.
    - Changed faction number for a RoR civil war faction because it matched one from our emergent factions.
    - Changed population class for Mauryan longbowmen.
    - Reduced upkeep bonus for AI HatG factions.
    - Fixed Bow of Artemis ancillary having 2 food effects.
    - Added attribute effects for generals above level 20 in case effects increase them that high. Thanks to Jake for the idea.
    - Edited some attribute effects at higher levels.
    - Removed wedge formation from Mauryan infantry unit.
    - Fixed Scipio Praetorian unit missing Stamina ability.
    - Slighly improved siege engineer and master of artillery ancillary effects.
    - Fixed Eastern military academy tier 3 not properly giving experience.
    - Fixed spy False Supplier trait effect text
    - Added missing population effects to iron trade settlement buildings for Greek and Roman factions.
    - Fixed Mercenary berserker units having ranged weapon entries.
    - Fixed missing trait effects for some special Roman traits in the RoR campaign.
    - Fixed Germanic Night Hunters missing from tier 4 slave building recruitment.
    - Fixed some buildings having incorrect effect values when damaged.
    - Fixed Sabaean Nobles having wrong voice entry.
    - Fixed Edetani Nobles having wrong population size.
    - Lowered armor for Libyan Mercenary unit.
    - Removed two units from the Iweriu roster that were there in error.
    - Moved various Lusitani units to different building tiers, fixed some missing entries.
    - Changed Lusitani Shock infantry unit to tier 1 population.


    Credits
    - Agrez and KAM for the Sparta and Pergamon overhauls.
    - Ritter-Floh for all the amazing overhauls and unit updates.
    - Benjin for various visual assets.
    - assurbanippal for creating the new maces and various shields
    - Dontfearme22 and the AoB Team for a lot of models/textures. Please check the Age of Bronze mod, it's an amazing project and the units are very well done!
    - The Meroitic Language and Writing System by Claude Rilly and Alex de Voogt for some new unit names (all unit names were held in proto-nubian)
    - The Wise Coffin for creating the native language unit names
    - LinusLinothorax for his research and help
    - Thanks to sourav for new Armenian unit cards
    - The AE team for inspiration and ideas
    - Jake_Armitage for banners and various ideas
    - DMW for the faction trait ideas, screenshots and help
    - Huge thanks to Seleukos, Matelagnier and all the Discord testers who helped with Alexander in many different ways.
    - Thanks to everyone who gave good feedback on edicts including kpagcha and PietrolEremita.
    - Alexander main image and loading screens from the screenshot thread - thanks to KAM, thesmoosh, Icarus Smicarus, DMW and others.

    1.2.4b Fix Update Mar 12
    *Only Part 1 Updated
    *Save game compatible


    Battle Changes
    - Additional tweaks to pike and hoplite balance
    - Fixed bugged damage for height advantage (caused x2 damage to unit even on smallest slope), replaced with 15% damage bonus for a unit fighting downhill
    - Elephants rebalanced – they will die slower from javelins but can be killed easier in prolonged melee, charge left unchanged, melee kill ratio slowed down
    - Fixed bug with light cavalry taking huge losses when being charged by heavier cavalry
    - Skirmishers are easier targets for cavalry
    - Added knockback effect to pilum (major) and other javelins (minor)
    - Multiple tweaks to unit HP, armour, damage and charge values
    - Multiple tweaks to unit stats
    - Slight nerf to Parthian elite infantry units

    Ancillaries Update
    - Redid a lot of the technical parts of household triggers and db entries. This should help fix some of the bugs with ancillaries. Unfortunately, there still seems to be a base vanilla bug that causes some ancillaries to trigger when they are not supposed to and then disappear.
    - Added over 70 new ancillaries to the mod.
    - Due to the technical revisions, some ancillaries may disappear from current saves due to different agent assignments.

    Agent Trait Changes
    - Agents still retain many of the traits that are gained through in game actions just as they are in vanilla.
    - These traits have had their effects changed to match the new agent actions and skills rather than the older effects from previous game versions.

    Balancing and Changes
    - Changed melee attack/defense bonuses from technologies to be for specific unit types based on culture.
    - Added various new loading screens - thanks to D*M*W and Malay Archer for the images!
    - Fixed a wrong variable governing the way a few minor factions deal strategically with other friendly factions.
    - Altered some unit cost/upkeep values to better reflect unit quality.
    - The Export Food edict now also affects livestock income.
    - Changed eastern army tradition level 1 to cavalry attack buff.
    - Slightly lowered illegitimate child chance.
    - Increased cost/upkeep for Silver Shield units back up to proper levels.
    - Lowered fertility effects on traits and added fertility effects to spouse ancillaries.
    - Lowered the chance of random plagues and how often they can occur.
    - Slight increase to some AI faction's chances of accepting vassalage.

    Other Fixes
    - Fixed Armenian generals missing their weapons in battle.
    - Fixed a Parthian general model missing his weapon.
    - Fixed Irish veteran warriors and Iberian Caellaci infantry having the wrong population cost.
    - Fixed 2 Armenian units and 2 Getae units having the wrong population class.
    - Fixed two Armenian units with disappearing weapons in combat.
    - Fixed typo in Mesopotamian Mercenary unit description.
    - Fixed Antioch special capital tier 4 missing Seleucid garrison unit.
    - Fixed starting CiG Roman armies having wrong bodyguard type (new campaign only)
    - Fixed incorrect grammar in Polybian Hastati description.
    - Moved two new Medewi units to tier 2 barracks.
    - Fixed bad texture on some Roman crests.
    - Fixed 2 Roman units having wrong audio assigned.
    - Fixed some special capitals missing proper set assignments.
    - Fixed Illyrian units and various naval units having a bugged standard bearer.
    - Fixed some AOR units missing a campaign cap.
    - Fixed province of Judea missing proper season assignments.
    - Fixed AOR Libyan cavalry unit missing javelin models.
    - Fixed scythian dagger ancillary increasing rather than decreasing action costs.
    - Fixed Egyptian wife and husband ancillaries increasing rather than decreasing research costs.
    - Changed Pergamon special garrison unit to a non reform unit.
    - Fixed various garrison units having ranged weapon entry assigned improperly.

    Credits
    - Thanks to D*M*W and Malay Archer for many new loading screen images.

    1.2.4a Fix Update Jan 13
    *Only Part 1 Updated
    *Save game compatible


    Battle Changes
    - Increased spotting range across all classes on unrestricted ground.
    - Increased distance between attacker and defender deployment zones.
    - Ammo is now displayed on UI for shock and melee cav.

    Campaign and CAI Changes
    - Improved some of the issues with the AI sitting in player territory.
    - AI forces and invasions more willing to move across greater distances and different terrain types to attack the enemy or support friendly factions
    - Greater engagement and focus on the funds aspect of diplomacy now in regards to the AI (Funds allocated / demanded)
    - Agents will be used to slightly higher degree and the AI will dedicate a higher number finances to them at certain points
    - More dynamic and rational war declarations, as well as peace agreements.
    - Better balanced naval priority development and usage. Factions specialized with a naval military focus will dedicate more resources and effort to it. Others have received improved financial and priority tweaks to better fit their personality roles.
    - AI bonuses for naval costs and upkeep introduced depending on imperium and coincide with the other effects. This allows military naval based factions to have a more fair and level playing-field with others.
    - Acts of treachery will now have a bigger effect on diplomacy arena
    - Spotting forces on the campaign map is slightly harder and stacks will have a better chance of being hidden
    - Ambushing success chances increased for certain terrain types, as well as the occurrence of them
    - Larger AI factions will support smaller ones more - both diplomatically and militarily
    - Melee Attack and Defense effects have been altered for various skills, traits, traditions and ancillaries. Some of the effects have been made more specific and cultural based, while a few others have been changed. This was done to prevent stacking to a high level with the new lower stat system.
    - Changed many agent personality trait effects to use newer agent effects rather than older obsolete ones.
    - Increased cost/upkeep of Mercenary naval units to match new mercenary cost/upkeep values.

    Other Fixes
    - Fixed pike units having wrong pike models.
    - Fixed a vanilla bug where icons for bodyguard melee attack/defense buffs were reversed
    - Fixed some incorrect effect values.
    - Fixed Pergamon Thureos unit having wrong population class and size.
    - Fixed new Medewi archers missing from custom battle.
    - Fixed Armenian cavalry unit missing javelins.
    - Fixed African general having wrong appearance assigned.
    - Slight decrease to base fertility chance, slight increase to infant mortality rate.
    - Removed AOR Phrygian levy's phalanx formation since they are a basic spear unit.
    - Fixed barbarian storage building having wrong tech requirements.
    - Fixed Champion Militancy skill campaign movement buff.
    - Fixed some civil war factions missing proper uniform and banner color entries.


    1.2.4 Patch Notes
    *Both Parts 1 and 2 of the standalone mod have been updated!
    *Save game compatible.


    Battle Stats Overhaul Based on KAM's Experimental Pack
    - Extensive stat overhaul that makes them much easier to understand and compare.
    - Larger importance placed on unit armor and experience.
    - Added minimum amount of ranks per units type, no more “spaghetti” lines.
    - Battle AI overall has been improved in terms of AI decisions and strategy.
    - Formation attack has been removed to fix the issues with AI Roman units being underpowered in some situations and problems with animation teleporting.
    - Romans now have an ability that will allow them to hold formation.
    - Unit speed is now more streamlined and varied. Heavy and medium infantry are unable to sprint outside of charge, light infantry moves noticeably faster.
    - Overall, walking speed has been increased to avoid prolonged march or waiting for reinforcements
    - Spotting Distance Reworked – due to AI improvements in recent CA patches, AI does not benefit anymore from nearly unrestricted unit spotting. This patch how reworked has spotting works, making light units more useful due to their better scouting. Player will not be able to see enemy deployment, making your own deployment more important as you won’t be able to perfectly set your own units vs AI deployed units. Units with guerilla deployment and good hiding skills are more dangerous and useful.
    - Unit Cost Overhaul – units have their prices redone to match new changes to unit stats.
    - Various tweaks to unit UI and stat representation.
    - Spear and pike infantry are noticeably better at defending from cavalry charges.
    - Roman auxiliary cavalry is now working as a ranged/melee hybrid, skirmishing for a bit before closing in for a charge.
    - Single soldiers can be again attacked by multiple enemies, meaning melee is not restricted to 1v1 fights.
    - Wardogs reworked, they are very effective vs light units but very weak vs armoured units
    - Elephants a bit better in melee, morale slightly increased, armour slightly reduced
    - Elephant charge fixed – We have figured out a game issue that wouldn't allow elephants to cause significant damage, especially deadly vs light units
    - Chariot damage from charge figured out - Chariots deal better damage if they fight in deeper formation as following ranks ride over knocked down infantry, especially deadly vs light units
    - Ranged infantry is now much weaker vs cavalry charges
    - Lowered morale penalty for death of your commander during battle
    - Increased HP of buildings by 50%
    - Fixed floating dead horsemen bug for some cavalry units.
    - Short pikes are now better vs armoured units
    - Germanic pikes size increased from 200 to 300 due to being light, short pike unit


    CAI Overhaul by ScipioTheGreat
    Listed below is a brief overview of the changes and additions to the CAI with this rework. It is important to note that these are dependent on faction personality settings, probabilities, and a number of other general factors.
    - AI minimum success chance to attack: 25% -> 40%
    - Better financial/development management and decision making
    - Will utilize navies in a more beneficial way. Following action ratings have been increased:

    • Defend settlements
    • Protect strategic areas such as sea regions
    • Smarter and higher use of stances, and will raid/patrol in more decisive areas

    - Invasions and attack operations will be more frequent, powerful, and impactful on the campaign map

    • Bigger build up and larger groups used
    • Higher chance of fellow AI allies participating & providing support
    • Other Neutral/hostile factions will take advantage of the opportunities that arise from these events, and one can expect more war declarations and military actions against either the attacker, defender, or both

    - AI will exploit any windows of opportunity more frequently and aggressively. Strategic placement and defense is of much greater importance
    - Varying on the faction type and personality, Settlements are more likely to be the targets of attacks, and desirability to capture strategic regions has been raised
    - More effective stack management introduced:

    • Navies wont get stuck in far out sea areas
    • Pathfinding issue over land that caused stacks to get stuck while en-route to an objective has been fixed
    • Abnormal defense actions and retreat decisions fixed
    • AI will group stacks together to be used in various roles, such as defending, attacking, and movement actions
    • Minimum navy and army stack unit numbers increased

    - Nearby threats and events will see a higher chance of response by the AI. If the player is noticed building up and massing forces, the AI is more likely to provide response measures
    - Agent use and management reworked to be better balanced.

    • Used defensively more
    • Attack regional enemy agents
    • Support army forces and attack operations

    - More realistic and improved weighting values. Decision and action-making will be more appropriate and intelligent. The AI will take a number of reworked variables into consideration
    - Financial management changed to make the AI focus more on economical, military, and naval development and funding, instead of less important aspects

    • More naval spending
    • Lowered and balanced cost and reoccurring upkeep considerations
    • Increased Diplomatic funding slightly, and funding to be more viable for urgent and valuable agreements
    • Better long-term development decision making



    Traits Overhaul - See Preview
    - New Changing Traits that will increase and decrease based on in game actions and situations.
    - New Background Trait images that will help distinguish the different ones.
    - These traits will be added in save games and should be compatible.

    Armenian Appearance Update & Changes by Agrez - Preview
    - All Armenian units have had their looks updated with newer textures and assets.
    - Faction name, character names, population classes, party names, and faction leader title have all been changed to be more historically accurate.
    - Big thanks to Agrez for the appearance overhaul and Vardan for all the help with research and faction information.

    Ancillary Changes
    - Ancillaries have been moved to different slots. There are now 3 slot types: Equipment, Military Advisor and Civilian Advisor. In save games, some ancillaries may disappear but will reappear when the slot is changed the first time.

    Agent Skill Changes
    - Agent skill effects have been changed and reworked. Many older and obsolete effects have been replaced. Some ability unlocks have been moved to different skills.

    Pirates & Raiders
    - New Pirates mechanic! At various turns depending on the faction, pirates have a chance of spawning in traditional raider areas. So, watch out!

    New Medewi Units
    - 2 New Medewi units have been added for the ancient Kingdom of Kush. One is a very unique quilted cataphract unit and another is a noble archer unit.

    Balancing/Fixes
    - Added season effects to the RoR DLC campaign. Armies should now have a bit less movement as intended.
    - Small reduction to party loyalty and sanitation effects from technologies.
    - Changed "squalor" public order effect to "unrest" instead to distinguish it from the sanitation/squalor system.
    - Changed faction group traits for Daco-thracian and Illyrian tribes to increased income from battle captives and increased detection of hidden armies and characters.
    - Changed one of Rhodes' faction traits to improve naval movement in campaign and battles.
    - Added some of the new Etruscan units from our RoR roster to the GC Etruscan roster.
    - Fixed Mercenary elephant units cost/upkeep being accidently lowered. They are now expensive again.
    - Changed Mauryan elephant unit armor to be more in line with other elephant units.
    - Added extra food from regions in the Macedonian Wars campaign.
    - Decreased the food cost of level 1 Foraging.
    - Changed Seleucids to start as a Kingdom rather than an Empire (new campaign only)
    - Added fertility effects to various character personality traits.
    - Lowered child mortality rates a bit.
    - Reduced Empire Maintenance lowering effect from female character ranks.
    - Changed Triumph trait triggers to work properly.
    - Reduced loyalty effects from husband and wife ancillaries since they were stacking.
    - Changed temple upkeep to affect only its region rather than the entire province.
    - Roman Antesignani unit changed to be a heavier armored unit to better match sources and help distinguish it from the Marian auxiliary options
    - Illyrians now have access to supply ships.
    - Changed various main menu background options to new images rather than the old help tips. Thanks to Jim_Riley for one of the images.

    Smaller Fixes
    Spoiler Alert, click show to read: 
    - Fixed mispelled Egyptian Galatian unit name.
    - Fixed Armenian Medium Cavalry having wrong animation assigned, fixed Nakharar and Medium cavalry having ammunition assigned.
    - Fixed Mauryan bodyguard unit having concentrated fire ability.
    - Changed Mauryan 2h mace unit to population class 2.
    - Fixed mispelling in Rhodes' faction name in Macedonian Wars.
    - Fixed incorrect value when damaged for an effect on a tier 4 Armenian temple.
    - Added missing sanitation effects for Carthage technologies in HatG.
    - Fixed Egyptian female characters in IA campaign having double political traits (only affects new characters probably)
    - Fixed Volsci RoR faction having 2 starting celtic units (new campaign only)
    - Fixed some Roman Iberian auxiliaries having the wrong audio type.
    - Fixed HatG and IA Roman auxiliary barracks missing banditry and PO effects.
    - Removed Sparta and Rhodes special capitals from Mac Wars campaign since they are walled cities in that campaign (new campaign only).
    - Fixed a typo in a year in history message.
    - Fixed the Colosseum having a lower public order bonus than the tier 4 arena building.
    - Fixed Italians missing elite cavalry recruitment entries in RoR.
    - Added starting farms for Macedon in Macedonian Wars campaign so they don't start out negative food. (new campaign only)
    - Fixed Seleucid/Baktria missing supply baggage train recruitment from grain silos.
    - Fixed AOR Libyan Cavalry unit missing weapons.
    - Fixed Caesar in CiG starting with 2 political rank traits.
    - Fixed Cretan archers having bugged shield displays.
    - Removed Thorax pike commander options from several Greek factions mistakenly left in the mod.
    - Fixed several units missing from Rhodes' custom battle roster.
    - Fixed Rhodes' chapter missions using Pergamon missions in the later game (new campaign only)
    - Fixed Sparta in WoS original submod missing government and faction leader texts.
    - Fixed CiG Roman roster missing Chieroballista.
    - Slightly turned down fertility rates, removed some fertility bonuses previously added to a few personality traits.
    - Fixed Medewi missing navies and artillery in custom battles.
    - Added food consumption to Colosseum
    - Fixed Thracian gold town having wrong icon.
    - Fixed missing CAI values for Bibracte special capital, the AI should now upgrade it.
    - Fixed missing name and some effects for tier 5 Odryssian library.
    - Reduced various ancillary effects since you can have 3 per character now.
    - Fixed Pontic Bronzie Shield population class assignment.
    - Added Georgian sword unit to Kartli's roster.
    - Added Armenian mercenary unit to Caucasian mercenary pool (new campaign only)
    - Fixed most garrison hoplites having the old shorter spear type.
    - Fixed a typo in the Etruscan hoplite unit description.
    - Changed the Libyan roster in HatG to use the newer units from recent overhauls.
    - Fixed some AI Iberian factions missing units from rosters in HatG.
    - Added Bibracte special capital to IA campaign (new campaign only)
    - Lowered amount of food gained from spy's steal food ability.
    - Increased food production and income from tier 3/4 fishing ports.
    - Fixed unit description for a Parthian sword unit.
    - Fixed a Mauryan sword unit missing javelin models.
    - Increased some ancillary effects that were lowered too much previously (for melee attack/defense)
    - Lowered diplomatic negative for trespassing.
    - Fixed Daci rebel flag emblem that was too dark.
    - Fixed spy skill having wrong tier 2/3 effects (values were reversed)
    - Fixed Bibracte having wrong garrison assignments.
    - Fixed missing unit set assignment for Syracusian Royal Cavalry.
    - Fixed Pontic Lancers and Peltasts not being upgradeable at Thorax reforms. This fix will only be effective in campaigns that have not hit Thorax yet.
    - Fixed Illyrian tier 4 port missing its name.
    - Increased food from Piraeus special building to go along with recently increased fishing food port buff.
    - Fixed Mauryan bodyguard unit missing javelin models.
    - Slight increase to Athena temples research and culture bonus.
    - Fixed some chapter mission images having the wrong cultural type



    Last edited by Dresden; September 22, 2020 at 06:16 PM.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  2. #2

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Great news! Is this download compatible with the steam verision or do I have to delete that in order to install this?

  3. #3

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    You have to deactivate the Steam version, this is not compatible with the 1.1 version. It is also not compatible with 1.1 saves.
    Last edited by Dresden; January 06, 2017 at 01:04 AM.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  4. #4

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Thanks for clearing that out, so no need to delete it from the mod manager? So those two above parts is all that is needed or do I have to go into the old download thread and get part 1 and 2 as well?

  5. #5

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    You literally made my weekend excellent.

  6. #6

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!


  7. #7

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Quote Originally Posted by Baalbeckius View Post
    Thanks for clearing that out, so no need to delete it from the mod manager? So those two above parts is all that is needed or do I have to go into the old download thread and get part 1 and 2 as well?
    All you need is the 2 parts in this thread listed above, thats it. Make sure to click "enable out of date mods" in the mod manager.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  8. #8

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Thanks, seems to work pretty well. Wonderful mod! =)

  9. #9

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Great to see this 1.2 going to start playing and reporting back to you.
    Just to be clear i still need all the DEI from steam parts 1-6
    and then just add the new 1.2 files Divide et Impera 1.2 Part 1 (Mirror)
    Divide et Impera 1.2 Part 2 (Mirror)
    to the steam folder.

    I dont need to delete or uninstall any part of DEI from steam parts 1-6?

    Thanks

  10. #10

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    You dont need any steam parts as I said. You need to deactivate the steam version if you use this beta

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  11. #11

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Looks beautiful! Good job guys! Can't wait for the full release

    One question though. I noticed Carthaginians wear faded green and tan tunics. Even the Sacred band lost their distinctive purple capes. Is this a design decision or a bug on my side?
    ---------------------------------Check out my mod --------------------------------

  12. #12

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    She's a beauty, Gents. A true work of art.

  13. #13
    KAM 2150's Avatar Artifex
    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    10,755

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Quote Originally Posted by JustDoit8 View Post
    Looks beautiful! Good job guys! Can't wait for the full release

    One question though. I noticed Carthaginians wear faded green and tan tunics. Even the Sacred band lost their distinctive purple capes. Is this a design decision or a bug on my side?
    We haven't worked on Carthage yet but they will get some changes later on. Not sure why they lost them now.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  14. #14

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Goddamn, I'm off work until monday and you drop this today? Amazing stuff, thank you

  15. #15

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Quote Originally Posted by JustDoit8 View Post
    Looks beautiful! Good job guys! Can't wait for the full release

    One question though. I noticed Carthaginians wear faded green and tan tunics. Even the Sacred band lost their distinctive purple capes. Is this a design decision or a bug on my side?
    Was a design decision to remove the cartoony colours.

    Also I did do some work on Carthage, you should see new shields added and better linothorax textures.

  16. #16

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Quote Originally Posted by Don_Diego View Post
    Was a design decision to remove the cartoony colours.

    Also I did do some work on Carthage, you should see new shields added and better linothorax textures.
    Oh yeah, I have noticed the the new shield and linothorax patterns along with some more color on helmets ....and I love it! Still, the elite members of sacred band should at least get capes of color different from what looks to be feldgrau or sand blue

    Aslo, are there plans to give different linothorax models and improved textures to the low tier Greek phalangites and hoplites for Epirus, Hellenic AOR and mercs.? I mean something like the rework featured in the Sparta update.
    Last edited by HighOnTea; January 06, 2017 at 02:33 PM.
    ---------------------------------Check out my mod --------------------------------

  17. #17

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Feedback:

    You should give more bonuses for the 2 class. After a point it is almost impossible to recruit them. like 3% extra would be nice (in base). Seleuids's satrapies seems to stick with you no matter what! Quite weird!! (I have food, +100 public order, no wars and buildings for 1st and 2st class)

    The AI is too passive

    The AI does not give you any challenge

    The AI accepts peace too easy?

    I played as Selecuids and SPQR VH/VH

  18. #18
    FlashHeart07's Avatar Praepositus
    Join Date
    Nov 2013
    Location
    Copenhagen
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    5,869

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Remember that the hardcore submod can and will fix some of these "issues", but we have to consider the fact that this mod have a broad range of users and we need to satisfy everyones need. sort of.
    And besides, you are playing as a major faction and as the Selecuids you also have satrapies which mean that the AI will be reluctant to wage war as it considers your size.

  19. #19

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Normally the satrapies rebel against the Seleucids pretty early on so that is indeed strange. But, every campaign is different in that regard. The larger starting factions are always going to be easier.

    1.2 is actually harder in all of our testing than 1.1, especially for Rome's start. So, either you had a weird occurence, you are using some other submods/mods that conflict, or you are just that good

    I recommend trying out the hardcore submod if you want a more aggressive AI.

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  20. #20

    Default Re: [Download & Installation] Divide et Impera - Download link - 1.2 Released!

    Quote Originally Posted by JustDoit8 View Post
    Oh yeah, I have noticed the the new shield and linothorax patterns along with some more color on helmets ....and I love it! Still, the elite members of sacred band should at least get capes of color different from what looks to be feldgrau or sand blue

    Aslo, are there plans to give different linothorax models and improved textures to the low tier Greek phalangites and hoplites for Epirus, Hellenic AOR and mercs.? I mean something like the rework featured in the Sparta update.
    Yes there are some plans to further improve hellenic units in the future, and I think an update for various linothoraxes. Some rosters like Rhodos have some great new linothorax textures, maybe we can find more to replace the older/vanilla ones. Also I will probably re-do custom colours for sacred band units with a more natural purple colour. At the time it was easier just to remove the current colours and start again as that green and red scheme was not great...

    Also @ AugustusRoman, try a smaller faction. I just loaded up a Rome campaign and fought a bloody war with Epirus and Syracuse for decades, only when Syracuse was surrounded and had lost several battles with Rome and Carthage, did they try to sue for peace. The faction power balance seems to make a big difference in that.
    Last edited by Don_Diego; January 06, 2017 at 04:37 PM.

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