Thread: [Feedback] Questions, Critiques and Requests

  1. #7301
    KAM 2150's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Your load order is wrong, these submods need to be ABOVE DeI in load order or they wont work.
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  2. #7302

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

    I think the AoR units in Galatia et Cappadocia need some cleaning up. Units like Galatai Epos, Galatai Lugoae and Catuiros Calgo are there 2 times, and seem like they have just a different unit card. The Curoas also seem like just a third version of the Catuiros Calgo, only difference being a bit less morale.
    Last edited by Feeelix; March 31, 2021 at 11:54 AM.

  3. #7303
    Laetus
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    With Rome remastered coming out I was thinking of the Familiae Romana mod: https://steamcommunity.com/sharedfil.../?id=401051069
    I think this concept would be great in DEI. Every time I play Rome 2 vanilla, DEI, or even another game like Imperator Rome, I want to enjoy the Roman faction but its just too easy. If the Roman faction was split into two or three countries with a few unique units and colors, I think it would make late and early game Rome much more of a challenge, enjoyable, and variable.

  4. #7304

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

    Hi to all. Here is my feedback and impression of the game. In this word file you find suggestions on how to make the game better:
    https://1drv.ms/w/s!Aido3NVAKseNjnhEisaHpMkciits?e=BGjOpY

    2500 words / 8 pages

    Please read it, it took 4 hours of my life

    The feedback includes the following: economy (buildings/squalor), characters, politics, imperium, civil war, agents, events, edicts, garrisons, population, faction traits, technology, armies and the effects between them.
    Last edited by ♔Greek Strategos♔; April 16, 2022 at 01:04 PM. Reason: Clean-up

  5. #7305

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

    Quote Originally Posted by AugustusRoman View Post
    Hi to all. Here is my feedback and impression of the game. In this word file you find suggestions on how to make the game better:
    https://1drv.ms/w/s!Aido3NVAKseNjnhEisaHpMkciits?e=BGjOpY

    2500 words / 8 pages

    Please read it, it took 4 hours of my life
    You have some good suggestions, but others are heavily subjective and based entirely upon your playing on VH/Legendary. While my opinion is also subjective, I find the game is best played on Hard/Normal, because then you get more of a challenge without some things merely being a chore.

    2. All slots in each region should be unlocked from the start of the campaign and populated with buildings. - This is something I have been working on in my submod, but it's a ton of work and the AI doesn't cooperate. You can unlock the slots and give the AI a good build, but it will tear down the buildings to do what it wants. Because it is a lot of work to add more slots and the AI sucks, I have made it so that slots unlock much more quickly. This makes the game more of a running start than the current slow start.

    4. Starting population should be a bit higher, since through recruitment you will lose a lot of population really fast. - I disagree. What you ask for is basically a way to make population less relevant. Since population growth is exponential, there is a downside to recruiting a ton of troops early on, particularly from First and Second classes. Due to exponential growth, increasing the starting population simply results in larger populations throughout the game - making it unlikely you will ever see a manpower shortage.

    5. Imperium should have some positive effects as you go to next level. - I agree with this one.

    6. Remove extra PO penalties and loyalty based on the difficulty. We are not here to manage politics but to play Total War! It is boring and annoying to check politics on every turn. - entirely subjective. I personally enjoy the few minutes spent on the politics screen and the extra benefits you can derive from using this screen properly.

    7. Armies or at least navies should give positive or none PO. There is a quote “armies keep peace”. - There are sound reasons why having a bunch of trained killers or unruly drunken sailors stationed inside the town makes the people unhappy. At any rate, I don't find the PO penalties from keeping an army inside a settlement insurmountable. I routinely keep large supplemental garrison armies in my exposed settlements with no issues.

    8. Fewer armies per imperium, fewer agents. - I find the game more pleasant with more armies per imperium, but agree that the game is best with no more than 2 agents of each type per faction until around Imperium V.

    10. Each faction should start with a bit extra technology, but each technology should cost money and maybe a bit of extra time (since you will have some extra from the beginning). - This is another thing I have been working on in my submod. I started every faction with 8 technologies instead of 2. And made another 20 technologies take only 1 turn each. Then I made the higher tier technologies take much longer. The result is a quick start (which complements the quickly developing regions), but it still takes about the same amount of time to max out the tech tree. Technologies don't need to cost money.

    12. Edicts should have negative effects too. - I agree that edicts should have some negative effects as well, but I prefer to have elegant solutions where the negative effects of an edict can be minimized with proper city planning.

    13. Garrisons are way too big, especially if you have less maximum number of armies. - Garrisons are generally a bit too small in the late game if you play 40-unit armies, but they are generally a good size to be a challenge early on. I would actually greatly increase garrison sizes for Level 3 and Level 4 settlements.
    Discord handle Q_Sertorius #0164

  6. #7306

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

    I the Pergamon Galatian Infantry unit supposed to be locked to the thorax reforms? It looks more like an early game unit.

  7. #7307

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

    Just a small flavour idea, why not name Campaigns in the campaign menu and on with latin names like the Imperator Augutus already is. Like for example Bellum Gallicum, Hannibal ad/ante portas etc.

  8. #7308

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

    Just a couple of questions about women in this game:

    What sort of household cards should I be equipping them with? I'm fairly certain that the ones that affect armies don't do anything, but I maybe think that anything that has a factionwide bonus might work? Economy and public order, though, I have no idea.

    Also, I welcomed this lady into the family via the event and it says she is an Agriculture Specialist, I am just wondering how I can utilize that?

    Thanks.

  9. #7309
    Jake Armitage's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    should be factionwide only, yeah

  10. #7310

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

    Hello!
    New here really like the mod you did a great job!
    Been trying to make Cleopatra not being able do die in battle, putted the trait that says that character cannot die only get injured but after the battle ends she dies.
    Can someone help me find what i am doing wrong please.
    Thank you!

  11. #7311

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

    Brother this is about the best total war mod I think I've ever played. And I've played a lot of em, going back a few years now. From the days of Rome total Realism, and Europa Barbarorum, to today, this mod is definitely in my top three, if not my new number 1. The only real feedback I have so far has been the battles, as I'm winning them with really high k/d ratios. I even won a battle the other day, granted one I was heavily favored, but I didn't lose a single man and nearly 800 of them met their end. I have to set house rules that I will only fight the battles of one character and let all other characters ride on auto-resolve. I feel you have struck a good REALISTIC balance with auto-resolve. But when I fight, I'm destroying the AI in every battle. I know that's a hard one to get anywhere near acceptable, so if I was forced to pick one area that could use improvement it would be making the battles harder or get the battle and campaign AI to throw us some more curve balls, ambush more, hide forces for flanking on the battlefield more. Just some basic suggestions on what is a very good mod.

    You have saved this game and made it into one of the best offerings in total war history. I cannot thank you enough!

  12. #7312

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

    Fully replace the port chain in Athens with a full Piraeus line instead of just the T5 building, similar to how Rhodes has its own unique line for its port. And add the artillery ships to it as well, since those are currently missing from it.

  13. #7313

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

    i feel like you're really disincentivized to play siege assaults rather than auto resolve. I decided to attack Taras in an early Rome campaign with their starting stack of heavy infantry, cav and elephants actually inside the city. I built a bunch of ladders and a ram and trained a lot of extra rorarii, italian milites that i could throw at the walls and sacrifice , just overwhelming them to get into the city and get a flank. but even the city milita were pretty beefy and could hold off even my triarii for a long time, i did lose several levy units outright and even a couple of hastatii and a cav from trying to flank the massive blob of enemy units at the gate (thankfully the boiling oil was nerfed, didn't actually take many casualties from the gate strormers) that took very long to break . whereas with autoresolve a few of my heavier units suffered light to moderate casualties, many were untouched and none were lost. probably cause of the big bonus from the siege equipment. I dont think even a skilled player could pull that off. and I had attacked with just a couple of ladders and not waited so long I would have just been slaughtered

  14. #7314

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

    Pikes feel a bit underwhelming, specially with the longer battles (increased HP) mod. Obviously for balance purposes they always end up being toned down compared to vanilla, but I do think that they need to be more powerful, scarier.

    The same way that cataphracts were an ancient "superweapon" in the later centuries, a well trained pike phallanx was a mighty unit, an elite force that could take on enemy infantry time and time again and come out on top. If we look at how the romans beat it, its clear that while it has a lot of downsides, it was chewing them up everytime it got into formation properly and got the pointy sticks of their pikes into the romans.

    It really makes me sad when I'm playing as the Macedonians or Seleucids and some light infantry get through my bronze-shields from the front, or the Roman AI literally sends early hastati up against my pikes from the front and it ends up being an even fight. Pikes atm are way too defensive, and I think a lot of people would appreciate a bit more thought going into the pikes other than just nerfing them to the ground so they are not OP. Maybe increased recruitment time, increased costs, lower stamina, vulnerable to projectiles, VERY expensive, something can make it work, but I want to feel like Alexander the Great's strongest weapon is actually strong in the game, an unit to fear and plan agaisnt, like Elephants or Cataphracts.

    Cheers for the mod tho this is the most fun I've had playing a videogame hands down.

  15. #7315
    KAM 2150's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Pikes are close to being OP already, you just need to learn how to use them. They already beat anything frontally 1v1. Its not even a contest, just make sure to give attack order once your pikes are attacked. Once you learn how to use them, you will also us to nerf them once you start getting 400+ kills per pike unit.

    A lot of thought and testing was put into making them as steong as they are now while still balanced. Make sure to have battle difficulty set to normal.
    Last edited by KAM 2150; April 19, 2021 at 01:29 PM.
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  16. #7316

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

    These are some units that I think could stand to have their population class changed. They are currently all class 1 units but they feel like they should be class 2.
    Syracusan heavy peltasts
    Pergamon elite thureos spears
    Pergamon thorax cavalry

  17. #7317

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

    Hello, Is the Rhodian slinger bonus range bugged when playing as Rhodos? Still says 215 on the unit card which is the base for the unit even when not playing as Rhodos.

  18. #7318

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

    What are the missile block% chances for shielded units and for what types of shields?

  19. #7319

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

    Happy holidays. ROME REMASTER!..






    Can you explain why the food train is not working? I have the morale of the army-5% and minus the range with the baggage train.-5% - What for ? Theoretically, the buff need morale is + 5, and the range is+5+10%. But not like the other way around.

    https://ibb.co/6HVtMwg
    Last edited by GyJIeBeP; April 30, 2021 at 03:36 PM.

  20. #7320

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

    Is it possible to tweak the number of siege towers built per season?

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