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Thread: [Download & Installation] Divide et Impera 1.3.2a - Updated April 16 2023

  1. #2041

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    No promises on how it works or if its been updated https://www.twcenter.net/forums/show...rking-with-DEI

    I would like to eventually have a submod that uses Constantine resources for the ED campaign (with some edits) and possibly, in the far future, have a Constantine DeI version.

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

  2. #2042

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    Quote Originally Posted by Dresden View Post
    I would like to eventually have a submod that uses Constantine resources for the ED campaign (with some edits) and possibly, in the far future, have a Constantine DeI version.
    Last edited by Dumanthis; March 21, 2020 at 07:26 AM.

  3. #2043

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    The mod doesn't work for me using the latest version of Rome 2 , but when I launch with "launcher_release_candidate" option in Steam, it works though in game menu it says something about a new version of mod. (I downloaded the one on the first page) I tried both Workshop and twcenter version of the mod. (twcenter version was the one that I managed to launch). Do I just ignore the message about the new version then?

  4. #2044

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    Hi DEI team!
    When I launch the game by Steam, Mod manager says my mods are outdated.
    I only have your mod 3 parts of DEI.
    When I launch the game, the version on the launch screen is 2.4.0.
    Is it normal?
    Thank you for your great work!!

  5. #2045

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    Hi guys,
    Im a professional lurker, but I have been playing DEI since 2015.
    You canīt imagine how grateful I am for the awesome mod you made and the amount of hours I spent playing it!

    I was wondering... Since we didnt have any new content since december, could you at least give us a small teaser about whats coming next? Even if its just some vague info, I just want to buid my hype up!
    If you donīt want to, or if itīs not the time, I will undestand .

    Again, thank you so much, and sorry for my english, its not my mother language .

  6. #2046

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    Sure, we have some info posted on our Patreon page and discord quite often. But a general preview:

    - New Media units and a new reform for that faction. New units for a couple other factions
    - New faction traits for most barbarian factions.
    - Reworked Change Capital button so it doesn't bug for many people and has a new location and its own button rather than using the encyclopedia button.
    - Fixes for the ancillary disappearing issue
    - Some more stuff

    We hope to have a preview for Media soon and a public beta where everyone can try out the new changes.

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

  7. #2047
    KAM 2150's Avatar Artifex
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    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    I have also posted some sneak peak shots on Screenshot thread few minutes ago
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  8. #2048

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    Woooow thatīs exactly what I wanted! Thank you so much

  9. #2049

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    Hello, just a quick question, does this mod change only the Grand Campaign, in otherwords leaves the DLC's untouched?

  10. #2050

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    Quote Originally Posted by GeeTW View Post
    Hello, just a quick question, does this mod change only the Grand Campaign, in otherwords leaves the DLC's untouched?
    No, it works with the DLC's too. Wrath of Sparta is completely changed, its the Macedonian wars against Rome.

  11. #2051

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    Thankyou.

  12. #2052

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    Hey, so I have played two campaigns so far with DEI(love it lots)
    one with Getae which I got to around turn 268
    and one with Kimbroz which I got to around turn 320ish(one im on now)

    The reason I did not continue with these campaigns was because everytime I ended the turn, it would crash without going onto the next turn.
    I have tried everything that I know of;
    beta launcher
    restarting computer
    deleting and resubbing to the mods
    etc etc
    the only thing that I found left is to use this TWC version of DEI. SADLY, its not working, I am not sure what I'm doing wrong cause I know I must be, but everytime I start Rome II, and go to mod manager, I dont see any mods there... Its in my data folder of the Rome II, which took me a while to figure out how to do, but its still not working...
    Is it possible to maybe get some more detailed instructions on how to install/download the TWC version of DEI? I was hoping it'd be more stable than the steam version

  13. #2053

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    Do you have any other mods or submods in your data folder?

    The standalone version you put in the data folder and it should show up in the Steam mod manager. Then you activate it like any other mod. I can't remember if you have to "enable out of date mods" anymore or not with the new launcher.

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

  14. #2054

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    qxq ok, so I tried posting all the pictures of everything in my data folder, but I'll just list via text;
    campaigns(folder) encyclopedia(folder) text(folder) UI(folder)
    boot.pack data.pack data_rome2.pack
    DivideetImpera125Part1.7z DivideetImpera125Part2.7z
    language
    local_en.pack
    local_en_shared_rome2.pack
    manifest
    models.pack models_rome2.pack models2.pack models2_rome2.pack
    models3_rome2.pack
    movies.pack
    movies_packrome2.pack
    music.pack
    music_en_shared_rome2.pack
    music_rome2.pack
    punic.pack
    sound.pack
    sound_rome2.pack
    terrain.pack terrain2.pack terrain2_rome2.pack terrain3_rome2.pack
    tiles.pack tiles_rome2.pack tiles2.pack tiles2_rome2.pack
    tiles3.pack tiles3_rome2.pack
    tiles4.pack tiles4_rome2.pack

    (to not take up so much space, I put several in the same line, but the space indicates different thingy)
    (alsoooooo all of this popped up when I put in the DEI thingy)

  15. #2055

    Default Re: [Download & Installation] Divide et Impera 1.2.5b - Updated December 31

    You have to unpack the part 1 and 2 files, they are in 7z format (zipped). You need to unpack them and have the .pack files.

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

  16. #2056

    Default Re: [Download & Installation] Divide et Impera 1.2.6 - Updated July 17

    1.2.6 Release Notes

    *BOTH Part 1 and Part 2 updated for standalone version!!
    *Save compatible



    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.

    Last edited by Dresden; July 17, 2020 at 01:48 PM.

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

  17. #2057
    Overlord.ru's Avatar Centenarius
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    Default Re: [Download & Installation] Divide et Impera 1.2.6 - Updated July 17

    How to install the patch on Steam version? Simply log in into Steam? What if I have patch 1.2.5c installed, should I delete it now?

  18. #2058

    Default Re: [Download & Installation] Divide et Impera 1.2.6 - Updated July 17

    Steam will auto update. Just remove any fix packs.

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

  19. #2059
    Overlord.ru's Avatar Centenarius
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    Default Re: [Download & Installation] Divide et Impera 1.2.6 - Updated July 17

    Quote Originally Posted by Dresden View Post
    Steam will auto update. Just remove any fix packs.
    Thx for the reply and thx for the update!

  20. #2060
    Spleen999's Avatar Libertus
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    Default Re: [Download & Installation] Divide et Impera 1.2.6 - Updated July 17

    Fantastic stuff, thanks for all the hard work!! Looking forward to seeing if my beloved Arche Bosporus get some of these new naval units

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