Thread: [Feedback] Questions, Critiques and Requests

  1. #4401
    KAM 2150's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Quote Originally Posted by Agathor Krex View Post
    I'm tweaking DEI through the pack file manager, and does anybody know where do I find the "formation breached" morale debuff?
    It is renamed attacked in flank penalty, which has almost no impact on morale since for some reason games also often applies it frontally. If you want have fantasy/arcade battles, just increase base morale in kv_morale to something like 30-50. It will auto add that value to all units in game, although it will not be visible in unit UI.
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  2. #4402
    KAM 2150's Avatar Artifex
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    From what I remember those reforms give highest 1st pop class increase in the game, I thini it was even stuff like 3.5%.
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  3. #4403
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Quote Originally Posted by KAM 2150 View Post
    From what I remember those reforms give highest 1st pop class increase in the game, I thini it was even stuff like 3.5%.
    Υοu've lost me here.

  4. #4404

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

    I think he's talking about the Sparta reforms. Maybe I'm missing something, then. Where do you see that effect? Is it on the T3 Sparta capital that you can build after Theureos reform (the earlier of the two?)

    My 1st Class population was very low (<1% as mentioned), but I'd only had maybe 16-20 turns after the reform so maybe it needs more time to recover. Where does it apply, or is it at the later stage, e.g. Thorax Reforms?

  5. #4405
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Oh I see. Maybe KAM could explain more since I'm also not familiar with Spartan pop changes.

  6. #4406

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

    That'd be awesome. I poked around on all the buildings and on all the upcoming tech that I haven't researched and also looked at the displayed modifiers for Sparta and didn't see anything that looked like a big P1 growth.

  7. #4407

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

    Interesting new teaser from CA on facebook. If it is a family tree patch then maybe it will give you guys even more to work with regarding the political situation?

  8. #4408

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

    The bonus p1 pop for sparta is on their agoge building (main sparta locked reform building)

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  9. #4409

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

    Hmm. Maybe I have a mod conflict with Alternative Economy, then? (I also run De AI Arbitriis and Cultural Tensio, but I'm not sure either of those edit building tables). It doesn't show up on mine (or is it a UI lines thing and it's secretly there? I don't see it on the UI breakdown (growth mouseover, not pop mouseover) and indeed P1 is at 900 and losing people still. Is the Agoge building the main settlement building, or is it on another tree (yellow etc?). I see lines about the reformed Agoge on the T3 Sparta main settlement building, but just about the XP it gives.

    Edit: Playing with nothing but pack1 and pack2, I still don't see anything about 1st class pop on the Sparta buildings (T3 and T4) nor an special building other than the Leonidas monument T5 barracks (+1.5% 1 and 2). So maybe it's not showing up on the UI. It doesn't seem to be showing up in the calculation on my save with the mods above, and I can't really get to the reforms too quickly on plain DEI alone to see if it actually starts to apply on the UI for growth once built.
    Last edited by myarta; July 11, 2018 at 01:59 PM.

  10. #4410

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

    Does the Outpost/Colony building chain affect any Region I own within a Province?

    For example, I've built an Outpost in Aksum, and then I conquered Ptolemais Theron. Will the Outpost speed up the rate at which Foreigners are replaced by the other classes in both Regions?

  11. #4411
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Quote Originally Posted by Spariel View Post
    Interesting new teaser from CA on facebook. If it is a family tree patch then maybe it will give you guys even more to work with regarding the political situation?
    Just wait another day.

  12. #4412

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

    In the past - have you guys already determined to continue with the 'Shock/Melee Cavalry is a myth; but players like it so and it makes Hammer & Anvil so much easier' issue? Or are you up for a discussion; perhaps even a new thread?

    I may be a Roman specialist, but the largest horse of this era would barely qualify as a pony now. It's only a few hundred years after, if that, that horses were too small to adequately carry men into battle and only light chariots were available.

    In particular that the vast majority of the Roman Cavalry (Auxilia) would be armed almost identically to the Auxiliary infantry - and skirmished with javelins (cf the Roman Cavalry Parade Games) - very Tarantinoi and Cantabrian-esq.

    That cavalry was principally used for scouting, raiding and - the big one that our battles cover well - running down the routing enemy troops (hence Rome's dis-proportionate casualty figures that often appear) - but absolutely not for running pell mell into formed infantry and causing so much damage (like they do when attacking a Fort or crossing a bridge); when they should actually be dying horribly. Let alone that a group of horses will not charge a wall of shields and spears, but shy away...

    Any margin to consider a change? More historical and less 'charge of the Rohirrim'? I know it's an uphill struggle, but I can try!
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  13. #4413

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

    Quote Originally Posted by myarta View Post
    Hmm. Maybe I have a mod conflict with Alternative Economy, then? (I also run De AI Arbitriis and Cultural Tensio, but I'm not sure either of those edit building tables). It doesn't show up on mine (or is it a UI lines thing and it's secretly there? I don't see it on the UI breakdown (growth mouseover, not pop mouseover) and indeed P1 is at 900 and losing people still. Is the Agoge building the main settlement building, or is it on another tree (yellow etc?). I see lines about the reformed Agoge on the T3 Sparta main settlement building, but just about the XP it gives.

    Edit: Playing with nothing but pack1 and pack2, I still don't see anything about 1st class pop on the Sparta buildings (T3 and T4) nor an special building other than the Leonidas monument T5 barracks (+1.5% 1 and 2). So maybe it's not showing up on the UI. It doesn't seem to be showing up in the calculation on my save with the mods above, and I can't really get to the reforms too quickly on plain DEI alone to see if it actually starts to apply on the UI for growth once built.
    Its the same population class effect every main city building has. For the spartan only version its 1% for pop 1 and 2 at tier 3 and 1.5% at tier 4. Compared to about half that for the other versions of the town. Its not a huge amount but its noticeable.
    Quote Originally Posted by CEMN2017 View Post
    Does the Outpost/Colony building chain affect any Region I own within a Province?

    For example, I've built an Outpost in Aksum, and then I conquered Ptolemais Theron. Will the Outpost speed up the rate at which Foreigners are replaced by the other classes in both Regions?
    Building population bonuses only affect the region they are in.
    Quote Originally Posted by ur-Lord Tedric View Post
    In the past - have you guys already determined to continue with the 'Shock/Melee Cavalry is a myth; but players like it so and it makes Hammer & Anvil so much easier' issue? Or are you up for a discussion; perhaps even a new thread?

    I may be a Roman specialist, but the largest horse of this era would barely qualify as a pony now. It's only a few hundred years after, if that, that horses were too small to adequately carry men into battle and only light chariots were available.

    In particular that the vast majority of the Roman Cavalry (Auxilia) would be armed almost identically to the Auxiliary infantry - and skirmished with javelins (cf the Roman Cavalry Parade Games) - very Tarantinoi and Cantabrian-esq.

    That cavalry was principally used for scouting, raiding and - the big one that our battles cover well - running down the routing enemy troops (hence Rome's dis-proportionate casualty figures that often appear) - but absolutely not for running pell mell into formed infantry and causing so much damage (like they do when attacking a Fort or crossing a bridge); when they should actually be dying horribly. Let alone that a group of horses will not charge a wall of shields and spears, but shy away...

    Any margin to consider a change? More historical and less 'charge of the Rohirrim'? I know it's an uphill struggle, but I can try!
    I am pretty sure that is how it is in the mod currently for most factions. Other than some of the eastern factions with cataphracts, I don't think our cavalry acts like any medieval version of the charging knight. I am pretty sure KAM has even commented on how cavalry was not how people imagine it to be at the time.
    Last edited by Dresden; July 11, 2018 at 06:28 PM.

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  14. #4414

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

    Anyone knows if its intended for Egypt to not have access of native pikemen (and chosen native pikemen from barracks) from the get go? Do they only get unlocked with first or second reform? I dont see em wearing a thueros shield nor a thorax chainmail

    Same question for the ptolemaic spear cavalry. Seems like other greeks have access to the regular citizen cav early one but egypt doesnt

  15. #4415

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

    How is Rome able to support so much military? I use the beef up sub-mod for the major factions, but this is a bit absurd.

  16. #4416
    FlashHeart07's Avatar Praepositus
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    Quote Originally Posted by The Despondent Mind View Post
    How is Rome able to support so much military? I use the beef up sub-mod for the major factions, but this is a bit absurd.
    What submod? DeI have its own mechanics to improve the challenge from major factions like Rome. There should be no need to apply additional submods with that purpose unless you want absurd amounts of armies

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  17. #4417

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

    Quote Originally Posted by The Despondent Mind View Post
    How is Rome able to support so much military? I use the beef up sub-mod for the major factions, but this is a bit absurd.
    By Baal Hammon, what have you done? D:

  18. #4418
    Eidgeniesser's Avatar Libertus
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    How does battle difficulty work in mp campaign battles?

    If in a Head-to-Head campaign both players choose hard difficulty.
    If a player takes over an AI army for a battle, do his units receive the buffs from hard difficulty or not?
    And if two player armies fight eachother I assume the buffs gets cancelled out, right?
    So in general mp battles between players always are played on normal difficulty, am I correct?

  19. #4419
    Eidgeniesser's Avatar Libertus
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    Default Re: [Feedback] Questions, Critiques and Requests for 1.2

    How does battle difficulty work in mp campaign battles?

    If in a Head-to-Head campaign both players choose hard difficulty.
    If a player takes over an AI army for a battle, do his units receive the buffs from hard difficulty or not?
    And if two player armies fight eachother I assume the buffs gets cancelled out, right?
    So in general mp battles between players always are played on normal difficulty, am I correct?

  20. #4420

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



    Isn't there any way make melee infantries keep their spine straight just like spear infantries beside of them? And it seems like most of heavy infantries looks like don't know how to run and is it normal setting for reality? Then why some heavy phalanx(such as Basilikoi peltastai palangitai) or barbarian heavy infantries actually do run?

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