Thread: [Feedback] Questions, Critiques and Requests

  1. #6321

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

    i wonder if some of these units are bugged -

    the germanic aor infantry herzhondtogouz or something, have stats equiv of a heavy infantry unit but have 50% bigger size.

    some of the persian elite infantry from atropatkan, applebears and axe one are both heavy infantry but also have 50% bigger size like levys

  2. #6322
    KAM 2150's Avatar Artifex
    Patrician

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

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

    Persian units have that on purpose, not sure about that Germanic unit.
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
    Official DeI Facebook Page! https://www.facebook.com/divideetimperamod

  3. #6323
    Jake Armitage's Avatar Artifex
    Patrician

    Join Date
    Apr 2011
    Location
    apartment 6
    Posts
    4,694

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

    Quote Originally Posted by CEMN2017 View Post
    As I said above, Carthage eventually did conquer and occupy all of Sicily 20 turns ago.
    Ah, ok

  4. #6324

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

    Hello, perhaps I got this wrong but I seem to remember that in previous DeI versions spearmen units were bread and butter of the armies but with the change to "1-to-10" melee stats they seem to be reversed back into CA version of rock paper scisors where they get obliterated by nonspear infantry and are only anti-cav specialists?

  5. #6325

    Default max unit size

    What is the max unit size without getting into problems with landing ships/troop transport? I heard it is around 300-350? How come my ultra settings only gives me 200 per unit?

  6. #6326

    Default Re: max unit size

    300 is vanila dei for levies, 200 for regulars. Like 300 tureophoroi but 200 hoplitai.

  7. #6327
    elementall's Avatar Libertus
    Join Date
    Mar 2014
    Location
    Argentina
    Posts
    94

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

    Hello!
    Maybe this has already been talked about:
    while I hope that the work of RotR, ED and also of Alexander are ready, and since Attila generates a lot of frustration with its pessimistic optimization (I have to change the processor) and I do not believe that CA makes an update of this game ... I have returned to Empire Total War. The doubt arose, of if it will be possible to include "request surrender" "grant / ask for regions" ....
    Regards!

  8. #6328
    Jake Armitage's Avatar Artifex
    Patrician

    Join Date
    Apr 2011
    Location
    apartment 6
    Posts
    4,694

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

    Quote Originally Posted by elementall View Post
    The doubt arose, of if it will be possible to include "request surrender" "grant / ask for regions" ....
    Regards!
    Yes it will (surely as a submod at least).
    Transfer/giving region is possible and it is possible to make trigger it on cetain conditions.

    It will a part (nothing done about this yet) of the VPS (virtual points system) submod I'm developing (thanks to some devs and ivanpera).
    It will work rpgish style (not an on/off button) if everything we have in mind will be doable.
    https://www.twcenter.net/forums/show...ESTERS-NEEDED!
    Last edited by Jake Armitage; July 08, 2019 at 02:28 PM.

  9. #6329

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

    I have a question about population growth, are the +1.5% 1st class etc. numbers region wide or province wide?

    Which is also one small critique i have about the population system, it is a bit of a hassle that its region based as far as recruitment goes. Nothing major but i think the whole population system would be a tad more easy to understand if the whole thing was province wide.

    edit: i do have to add, the population system is one of the coolest things ever added to a TW game, keep up the good work

  10. #6330
    Jake Armitage's Avatar Artifex
    Patrician

    Join Date
    Apr 2011
    Location
    apartment 6
    Posts
    4,694

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

    Effects should be region wide only.
    Porting the system to province wide will be bugged into provinces which are part of the AI and part of the player.
    Having it focused on region is best for gamplay and performance.

  11. #6331

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

    A couple of suggestions/recommendation after playing for a few hours:

    1. swap the money calculations for "sack" and "loot". Right now if looting a city gives you 13k, sack only gives less than 1/3 of that. Just think about, if you have no intention to keep the city, why would you leave a single penny to the resident? You would just put all men to swords, carry off all women and gold. If you plan to keep a city, you would probably be a lot more lenient to the citizens in the city. This is just common sense. As a matter of fact, you don't need loot at all.
    2. City defenders are a bit buggy, right now. Defender units keep coming in and going back out of the city gates. City gates just keep opening and shutting non-stop. It makes it extremely hard to use ram on the gates.
    3. Infantry's defensive formation fighting is also a bit buggy. When you activate the option, the units would turn and have their backs facing their enemies before turning back to engage the enemy. That leaves a few seconds of back attack opportunities to the enemies.

  12. #6332

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

    I am trying to decide whether I should get the glass market or the factory. Looking at a table the unit price of glass is pretty high. However I am not sure how trade resources are distributed. Also there is price elasticity which I am not sure how it works. How do you ensure you will make more money if you produce more resources?

    Additionally, I have a suggestion: the amount of resources the resource building generates is negligible compared to the flat income one because the main settlement produces the majority of the total. For instance, for level III buildings you get 60 glass in a glass settlment, 10 for the market and 30 for the factory. The difference is "only" 20, so the flat income one will almost always be the better one, especially since both have the same negative effects.

  13. #6333
    elementall's Avatar Libertus
    Join Date
    Mar 2014
    Location
    Argentina
    Posts
    94

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

    Very nice! Very nice!! I will wait then!

  14. #6334

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

    I have 0 experience in modding but I am thinking of making a submod of my own to change up some things to my liking. Some modding questions:

    - would it be possible to tie population to public order?

    - are the number of different building chains (red military, yellow forum, blue sanitation, green farms, purple temples...) fixed or you can add any you want? I am under the impression they are fixed and that is the reason the grey industry chain is missing in resource settlements. Also the fact that the vanilla while chain is missing, or rather replaced by the yellow one. Is this a modding constraint or a modding decision by you guys?

    - can you add as many different branches in a chain as you want?

    - can you add as many levels in a branch as you want? For example, the yellow commerce building or the yellow growth and PO building only go up to level III. Again, modding constraint or just your choice?

    - can you add modifiers to different edicts in a building or is it restricted to one?

    PS: if anybody has any guidance, or better, resources, to get started in modding, I'd really appreciate it. I can't seem to find a modding guide or anything of the like around here.

  15. #6335
    Jake Armitage's Avatar Artifex
    Patrician

    Join Date
    Apr 2011
    Location
    apartment 6
    Posts
    4,694

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

    - would it be possible to tie population to public order?
    yes, it's already an included feature. You can easily mod the % modifiers into "script > _lib > manpower > population_modifiers.lua"
    You can copy paste the content of the lua file into notepad ++, so you can work on it and then repaste the modifications into the lua file.
    This is the line you'll have to edit: "public_order_growth_modifier = {0.01,0.05,0.08,0.05}," - Those numbers inside brackets are % modifiers for 1/2/3/4 tiers.
    I can't say how these values are triggered, I don't know much about the script itself.

    - about buildings
    I do think the answer should be a yes for every question.
    The best guide for the building system is this one: http://www.twcenter.net/forums/showt...ight=buildings
    It should be old regarding some superchains CA added into political patch

    - can you add modifiers to different edicts in a building or is it restricted to one?
    This should be doable too, edicts have building effects, check all the "rom_province_initiative_..." inside the various "building_effects_junction_tables"

    I would advice you to use RPFM: https://www.twcenter.net/forums/show...-quot-buttons!
    It's better and more elastic than PFM. The only issue it has is some weird copy/paste from/to RPFM <> EXCEL.
    Pay attention if you work on EXCEL about effect values, sometimes they will be ported wrongly.

    Please, if you would like to continue asking questions, open a new thread inside DeI submods. Thx.
    Last edited by Jake Armitage; July 10, 2019 at 10:37 AM.

  16. #6336

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

    Is it possible to add "save army formation" and "load army formation" features into the game?
    Currently game has several army formations. All are useless. Because it treats all ranged unit the same, so javelin throwers (range 90) are intermixed with archers (range 165) and slingers (range 180?).
    I want to be able to save army formation for a specific army (composition of troops doesn't change) so I would be able to put this particular army into formation with a single click.

  17. #6337

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

    If one of my provinces has food deficit and I have global food surplus, does the food shortage affect public order? I would imagine global surplus should be good enough? If you require regional food surplus then it would be difficult to optimize your provinces into specializations.

  18. #6338
    Jake Armitage's Avatar Artifex
    Patrician

    Join Date
    Apr 2011
    Location
    apartment 6
    Posts
    4,694

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

    I think the provicial food should be an hardcoded feature affecting the possibility an army has or not to go into starvation (and begin losing men).
    It shouldn't affect anything else than that, anyway it surely doesn't affect the PO.

  19. #6339

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

    Hey guys, is it possible to make some tier 5 buildings buildable for all factions (The temples only for the same culture i guess) but only at some locations? the great libraries at Alexandria and Pergamon for example.

    this is one of the things i really like about TW warhammer, taking over a province and getting to build a unique building there. I know there are some unique harbours, but i have no idea how easy this is to implement for other buildings, and perhaps some need to be toned down a bit, but for me it would give allot more flavor to taking over new territories.

    Anyhow, just an idea.
    have a good one.

    Edit: word
    Last edited by Menulo; July 11, 2019 at 04:29 PM.

  20. #6340

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

    We do have some unique building slots in our startpos so that would indeed be somewhat possible, at least based on region.

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

Posting Permissions

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