Thanks for the clarification. I have seen this happen before very rarely but we were never able to track down the issue. If you have a save from before the turn when it decreases, please post it (attach a zip file or post a link to a download). We cna check it out to hopefully see what is going on.
Hello, today ramming stopped working for me. The only change is the new launcher. Otherwise, all mods are the same. In essence, whenever an enemy ship boards one of mine, I can't use ramming to defeat the enemy ship. My triremes all approach close to it, sometimes even the ram hits the ship, but nothing happens. I just lost a battle where all that the enemy had left was 1 transport that had boarded one of mine. My troops routed, but the ship stayed in place and the enemy troops were no where to be seen. I spent 45 minutes trying to ram or even board to no avail. The timer ran out, and it was a defeat.
Any thoughts? Is it because CA went to the new launcher?
Playing as Ptolemies on the IA campaign, the Psiloi Sphendonetai don't have any shields, despite having them on their unit cards. Could also be possibly be a case of "ancient" unit cards, as for example the Machimoi Phalangitai also look nothing alike their battlefield counter parts, so I'm not sure if it's actually a "bug"?
Also, the Ptolemikoi Toxotai Iudaioi draw from the Kleruchoi pool and the Ptolemikoi Sphendonetai Iudaioi from the Laoi. I assume the Toxotai should also draw from Laoi.
Additionally, the Sphendonetai have 29 armour piercing damage, which seems incredibly high compared to other units.
Last edited by Feeelix; June 21, 2020 at 06:29 AM.
Hello, here is the link of the save file: https://drive.google.com/file/d/1N6b...ew?usp=sharing (population decreased)
When I start the campaign I was using these submods: https://steamcommunity.com/sharedfil...?id=1564536261
List:
1) $More Armies & More Edicts for DEI
2) 1Divide et Impera - No PO Garrison Negative
3) 1Divide et Impera Softcore Submod
4) Cultural Tensio - for Divide Et Impera
5) DEI 20 Levels
6) DEI submod reform changes (Grand Campaign)
7) DEI 4TPY Build/Research only
8) All Diplomatic Options Submod - DeI
The save is on hard. As I said, the population will be reduced even if you don't load any submod.
Is the Shore Leave popup appearing every time you click on a docked navy a feature or bug? Any way to turn it off on my end without effecting any other possible mod related popups?
Latest beta pack (26 june), new late parthian cataphracts. Some men are missing their torso textures.
Not sure if bug or feature, but I found it to be very problematic:
There are some units that when on sea are divided onto two transport ships. So 1 unit on 2 ships. This makes it near impossible to ram them, because you can't attack those ships seperately. Also landing those troops on the shoreline doesn't work properly because of it.
This only affects maybe 20 units or so. In db>main_units_tables they can be found in GARRISON and SUPPLY
Spoiler Alert, click show to read:Spoiler Alert, click show to read:
Last edited by Dresden; July 02, 2020 at 03:39 PM.
(Images here they are the very first few https://steamcommunity.com/id/FUWXD/.../?appid=214950)
I found two persistent bugs:
I’m using Extended Particles, Rivers of Blood, GEM, and Divide Et Impera Parts 1 and 2.
I have tried to delete game files, steam workshop files, and appdata files. Non seem to have fixed the issue.
These issues were found in CUSTOM battle, I have yet to fight against the units mentioned in the campaign. They are also only against the AI.
- Certain cavalry units have floating dead men issue
The floating men in the pictures belong to Nakharar Cavalry for Armenia. Carthaginian Late Sacred Band also suffers from this. There are also several more (like one of the Arverni Cav), I just don’t remember them or haven’t tried them in custom battle yet.
This bug has me pretty stumped and I have only found two other mentions of it online.
- Macedonian Agema clumps up upon engaging in melee, as if they were trying to force walk into behind my units.
My Agema (right) are in perfect formation, while the AI (right) is pushing their men extremely tight. They are getting shredded here.
They also show really weird behavior and try to move around and behind my units. Although this seems to happen only when I charge my units just before they hit and then target their javelins at them.
I tried fighting Athenian pikemen and they did not exhibit these issues, so I am kind of inclined to think it is unique to the Antigonids (although that doesn’t quite make sense).
Cheers, and thanks for the amazing mod!
Dardanian Auxiliary Cavalry who are described as savage barbarians, have "civilised" voice.
Thanks
The floating dead/no horse issue should be fixed in our beta (and upcoming update). The walking through lines and behind is indeed a problem. It has been lessened somewhat in the beta but its a core engine issue.
Thanks
I was reading about the ptolemaic army and it seems I assumed wrong. Evidently, it looks like the Iudaioi were actually Kleruchoi. Also I believe the Ptolemikoi Iudaioi Thureophoroi should also be Kleruchoi then, being Laoi currently.
Another thing is that apparently you can not recruit Machimoi Akontistai as the Ptolemaioi, at least in the IA campaign. Don't know about the Grand Campaign though.
Oops, sorry for the double post, don't know how that happened.
Last edited by Feeelix; July 04, 2020 at 10:16 AM.
Again, in Imperator Augustus,
Machimoi Epilektoi Phalangitai are just called Machimoi Phalangitai ( going from the names on the official DEI page ).
Ptolemikoi Machimoi Phalangitai aren't even recruitable. Vice versa in the Grand Campaign, only Ptolemikoi Machimoi Phalangitai recruitable.
I assume stuff like Ptolemikoi Mysoi Hippeis, Kilikioi Peltastai, Galatikoi Kleruchoi Doryphoroi and Ptolemikoi Karioi Taxeis are not supposed to be recruitable anymore at this time period? Just to make sure.
On a side note, the shield textures on the Ptolemikoi Karioi Taxeis seem to look a bit weird.
About the Machimoi Akontistai I mentioned in my earlier post, they also seem to be missing from the Grand Campaign. Also I'm a bit confused because you have 2 of them in one of your IA starting armies. So I don't know, maybe they got removed entirely but somehow stayed in that one IA starting army as a leftover?
Last edited by Feeelix; July 06, 2020 at 09:18 PM.