Page 375 of 378 FirstFirst ... 275325350365366367368369370371372373374375376377378 LastLast
Results 7,481 to 7,500 of 7558

Thread: [Feedback] Questions, Critiques and Requests

  1. #7481

    Default Re: [Feedback] Questions, Critiques and Requests

    Hey guys, is there a list of army promotions (traditions) I can check somewhere? Like what promotions do armies in different factions have?

  2. #7482

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Hey Dresden! Longtime DEI player (only ever do rome campaigns...ahah.)
    One element that I find terribly lacking in both the base game and here is the field of military engineering. Everything from fort battles (and fort maps with unusable treecover and weird small camp with the same unpassable rock wall every time - YUCK) to the pitifully useless state of most field emplacements and their overall rarity make for a lack of spice in the overall game. Rome's engineers were busy little bastards, putting together massive field fortifications serving their 20k+ armies to full effect. Good places to look at for reference are Caesar's civil war with Pompey.
    Probably a pain in the ass to take a look at that area for addition, but I think it could do a lot to enrich the experience if you find it's worth looking at.

    Cheers, and keep up the wonderful work my friend!

    Proud creator of the original describe the person above you thread in '09.
    Also proud ragequitter.


  3. #7483
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,134

    Default Re: [Feedback] Questions, Critiques and Requests

    You can't mod battle maps so stuff like editting forts are not possible.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  4. #7484

    Default Re: [Feedback] Questions, Critiques and Requests

    Just a small thing I noticed while my current campaign:

    In the province of Corsica et Sardinia I am able to recruit the AOR Unit Sardinian Archers, which got an excellent
    historical visual and their stats update by KAM during one of the last DEI Updates. Maybe the unit card could get an update here too, still looks like a Greek Farmer.


    In this province you are also able to recruit Sardinian Spear archers as mercenary unit.
    Due they are from the same culture as the Sardinian AOR Units, and also able to go slightly into melee with their spears, wouldn’t it make sense to give them a slight better armor than the “standard” garrison or psiloi archers.

    Same is for the Ipicratean Peltasts of other Greek factions than Athens. For Athens, the unit card looks as the unit ingame, for other factions there is a different kind of unit card which looks completely different and unarmoured.

    I know, its just cosmetics but maybe worth naming it :-)

    Great work so far!
    Last edited by Romaion; July 27, 2022 at 04:45 AM.
    ​VICTORIOSO SEMPER

  5. #7485

    Default Re: [Feedback] Questions, Critiques and Requests

    Hi can we have a submod transfer food form region to region like a settler submod ? I cant stack 3 or 4 army to defend my border because they starving very quick even that region have 450 total food,and when my alliance army come they just sit there and eat all my food too

  6. #7486

    Default Re: [Feedback] Questions, Critiques and Requests

    Hello
    I've been playing with DEI for about a week or so. Everything works great but I noticed after about 100 turns that I've never seen a single enemy/AI agent. My own agents are active and have skills that say "against enemy agents" so I presume there are supposed to be AI agents on the map, but I haven't seen any.

    Did DEI do away with AI agents all together? Thanks!

    BTW I have a fresh install and no mods other than DEI 1, 2, and 3 installed.

  7. #7487

    Default Re: [Feedback] Questions, Critiques and Requests

    What's the reason behind the 'Seleucid vassals revolt' event? There's no historical basis for it and it makes the Seleucids ahistorically weak. Also Parsa should probably just be owned by the Seleucids directly.

  8. #7488

    Default Re: [Feedback] Questions, Critiques and Requests

    It would be really nice give some love to Kyrenaike. They have a unique and nice position close to many great powers. I play them many times and i like the challenge. I would love some unique buildings and maybe even some units or a resource. They also have quite interesting history.
    Last edited by finn123; August 11, 2022 at 04:28 AM.

  9. #7489
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,134

    Default Re: [Feedback] Questions, Critiques and Requests

    Quote Originally Posted by Laser101 View Post
    What's the reason behind the 'Seleucid vassals revolt' event? There's no historical basis for it and it makes the Seleucids ahistorically weak. Also Parsa should probably just be owned by the Seleucids directly.
    Its veru historically accurate and does make Seleucids stronger...a lot stronger.

    Seleucids waged many wars against their revolting satrapies, whole point of Antiochus Anabasis was to reclaim lost satrapies.

    In game terms, due to their position, Seleucids have hardcoded bug that forces their armies to sail to the Indian ocean and stay there. Since we cant mod AI behavior that much, only possible solution for the future might be turning their Indian ocean port city into another satrapy. Due to that, Seleucids having satrapies makes them a lot stronger since these armies will not sail to die in Indian ocean and actually fight for Seleucids. If you also play as Seleucids, you can even fully avoid it and keep all Satrapies with you. If you play as non Seleucid faction, once satrapies revolt, this gives you opportunity to grab some of their lands. For example this is how Parthia was born, once original province of Parthia revolted, Parni tribes invaded it and grabbed the land for themselves, creating what we know as Arsacid Empire.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  10. #7490

    Default Re: [Feedback] Questions, Critiques and Requests



    Friends, take a look at this situation. I have always pampered this particular tribe in the continent because I wanted to use them as a trampoline to invade Galia, they like me very much, but they have never acceped anything more than Military Access. They are now facing an existential threat, fighting at two fronts, and I really want to rush to their defense. However, they still don't accept Defensive or Military aliance, as these would be really important for me to share intel about their enemies. It should be a no brainer for a tribe leader to accept help from their strong islander neighbors who they have always mantained a great relationship. I don't know how much we could manipulate the tables of alliance acceptance, and maybe it's because they are "Aggressive", but only because someone is aggressive it shouldn't preclude them from accepting alliances, the game becomes then too difficult to enjoy diplomatically.

    If possible to change this in anyway, that's my suggestion. Thank you for your attention!
    Last edited by Abdülmecid I; August 30, 2022 at 09:33 AM.

  11. #7491

    Default Re: [Feedback] Questions, Critiques and Requests

    Friends, I love the DeI mod. I have one question and one suggestion:

    1) Can you add to the DeI guide how the Faction vs Region food supply works? It's not clear to me. If the region specialised in food production gets blockaded or sieged, does the entire empire starve?

    2) TW games often get too easy in late game with no sizeable ennemy. Can you think of a game mechanic where other factions would make a coallition and attack the player?

  12. #7492

    Default Re: [Feedback] Questions, Critiques and Requests

    Mod managers suddenly no longer works after years of using it.
    I tried downloading it again but the problem remeins the same it fails to see DEI mod files

    Help?

  13. #7493

    Default Re: [Feedback] Questions, Critiques and Requests

    I Fixed the problem- I don't know how, but it's fixed!

  14. #7494
    Semisalis
    Join Date
    Dec 2004
    Location
    Pretoria, South Africa
    Posts
    469

    Default Re: [Feedback] Questions, Critiques and Requests

    I loaded an old save from last year, and I see a unit called Shivatir that I don't recognize. It's not labelled as AOR and it's definitely not part of Saka's units. Which old unit got morphed into them?

    Not planning on continuing an old campaign but I am interested in which unit evolved.

  15. #7495
    KAM 2150's Avatar Artifex
    Patrician

    Join Date
    Jul 2013
    Location
    Gdańsk, Poland
    Posts
    11,134

    Default Re: [Feedback] Questions, Critiques and Requests

    Probably old Dahae Horse Archers.

    Steppe factions get own rework in upcoming patch, since their recruitment options and such were all over the place.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  16. #7496
    Semisalis
    Join Date
    Dec 2004
    Location
    Pretoria, South Africa
    Posts
    469

    Default Re: [Feedback] Questions, Critiques and Requests

    Quote Originally Posted by KAM 2150 View Post
    Probably old Dahae Horse Archers.
    Oh yes maybe, I found an old screenshot of the same army. No unit card or name in it but they look like armored horses, I thought it was odd that I had some unarmored horse archers in that army when I usually only have armored ones later.

    Steppe faction rework you say? You have my interest ! Saka became my favorite long ago. I hope the Spatahaura Hadabara get a missile damage/range update, I don't know whether it's power creep or something else but their missile damage/range have fallen way behind the other cavalry that has been slowly added to their roster over the years to the point that they are now the weakest of Saka's armored horse archers despite being the "signature" unit of the whole faction.

  17. #7497

    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Naval artillery: I was playing Koinon Hellenon 1.3.1 and the light lithobolos (I think its called that) for naval warfare feels very near sighted.

    I divide my fleets into ramming fleets for high seas action (penteres and flaming pots) and marine fleets for naval invasions (lithobolos, Hexeres, Assault Trieres and scorpions), using 4 of the artillery units for general shore bombardment, taking out turrets and breaking walls, but in all engagements they simply didn´t use their full range at all. like nowhere near the full range. They are a very frustrating unit to use.

    the ships move up to the target, into around 1/4 of their max distance, (so really close) and start shooting (slowly), with really odd trajectories, usually far too high. So there's a lot, i repeat, a lot of missing of "barn doors" (but thankfully ammo isnt a problem, so its just a matter of patience). The issue would not be so bad if these units didn't keep crowding bays, landing spots or getting the way of units that want to land or provide closer range support (eg. skorpions). Their "real" effective range is just too short.

    I understand naval artillery is way less accurate than land artillery, but perhaps for a little greater in-game quality of life, the max range could be extended just a little more to solve the targeting issue as a short term workaround. It cant be the only unit in the game suffering from this problem.

    widening the template a little would probably also help with unit convergence, which is also a serious issue. its pretty embarrassing when 4 massive artillery ships are jockeying for the exact same position right under the nose of an enemy tower, just barely running aground and then having to turn to get out of the range of said tower. its just super messy

    I don´t dare try these in a naval engagement, but if they cant hit massive, stationary targets, what hope do they have against low profile, fast moving ships?

  18. #7498
    Dave05's Avatar Laetus
    Join Date
    Dec 2013
    Location
    Portugal
    Posts
    12

    Default Re: [Feedback] Questions, Critiques and Requests

    I'm making changes in the DeI's CAMPAIGN_DIFFICULTY_HANDICAP_EFFECTS table and when it concerns to land armies every change works but for naval fleets nothing changes! Can you help me in this matter? For example I want to change morale in the naval units but I'm not reaching how. Could be my ignorance but I realy dont know.

  19. #7499

    Default Re: [Feedback] Questions, Critiques and Requests

    in my campaigns the family tree becomes over saturated with characters so many children being born I lose count of who is who. I dont know if frequency of having children is adjusted to the 4 turns per year but how can I lower the frequency because its effecting the immersion and role playing for me when I have so many characters in the family tree. thank you

  20. #7500

    Default Re: [Feedback] Questions, Critiques and Requests

    I understand that this might be considered very low priority, but would it be possible to revise chapter objectives in the Grand Campaign? For Rome at least, the IA map and the current adjustments related to it make completing all side objectives nigh-impossible without deliberately losing territory from previous chapter objectives on a regular basis.

    For example, for Rome Chapter III, the primary objective is to control 25 settlements, either by direct possession or via allies and clients. Its territory-related side objectives are as follows:
    -Directly hold Sikelia, Cisalpina, and Illyricum (9 regions total)
    -Directly hold at least 1 settlement in Narbonensis and Raetia et Noricum (2 regions total)
    -Directly hold at least 1 settlement in Mauretania and Africa (2 regions total)
    -Directly hold at least 1 settlement in Tarraconensis, Hispania, and Baetica (3 regions total)
    -Control a Client State
    That's at least 17 settlements total, depending on the size of your client - well within the 25 on its own. However, the previous chapters have the following side objectives:
    -Directly hold Latium and Magna Graecia (7 regions total)
    -Directly hold Corsica et Sardinia (2 regions total)
    -Directly hold at least 1 settlement in Illyricum, Makedonia, and Hellas (3 regions total)
    Subtract the settlement from Illyricum that overlaps in objective, and that's an additional 11 settlements, bringing the total up to a minimum of 28. That means, assuming a best-case scenario with no lost territory, you would need to, in one turn, conquer 3 different settlements and convince one other faction to become your client (or conquer 4 different settlements and make one of them a client instead of taking it for yourself). Even if you did lose territory (which you can't necessarily do easily, given that Rome 2 doesn't allow for settlement trading), you only have 2 settlements in provinces you completely control, meaning you'd have to either lose territory in a complete province, or seize 2 settlements in one turn.

    Compare this with the map and objectives from vanilla. The primary goal for vanilla's Rome Chapter III is still to control 25 settlements, but has the following territory goals:
    -Directly control Italia, Magna Graecia, and Cisalpinia (11 provinces total)
    -Directly hold at least 1 settlement in Provincia and Raetia et Noricum (2 regions total)
    -Directly hold at least 1 settlement in Mauretania and Africa (2 regions total)
    -Directly hold at least 1 settlement in Tarraconensis, Hispania, and Baetica (3 regions total)
    -Control a Client State
    At first glance, that's even worse, listing 19 settlements within the objectives. However, consider the previous chapters' expansion objectives:
    -Directly hold either Italia or Magna Graecia (4 provinces total)
    -Directly hold Corsica et Sardinia (2 provinces total)
    -Directly hold at least 1 settlement in Illyria, Macedonia, and Hellas (3 provinces total)
    Subtract the Italia/Magna Gracia goal since it overlaps, and that brings the total up to 24 - just below the 25 settlement threshold, and thus can be achieved via normal play, albeit with particular focus towards certain regions.

    In addition, the "establish x relationship with y faction" and "subjugate x faction" goals might want to be reconsidered. They work fine if targeting factions that start with plenty of strong territory (such as Carthage or Egypt), or start adjacent to you and are meant to be your first target (such as the Etruscans with Rome), but for smaller factions farther off, they're liable to already be dead by the time you're supposed to fight them yourself (for example, the Antigonids often get destroyed before I can get halfway through Rome Chapter II, despite side objectives requiring I be at war with them in Chapter III and subjugate them in Chapter IV).

    Again, I understand if this would be a low priority for you, or even ultimately being ruled not worth considering. It just irks my completionist/perfectionist tendencies to have to leave goals incomplete or "lose to win", but I absolutely don't want to go back to (the vastly inferior in all other aspects) vanilla.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •