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Thread: [Feedback] Questions, Critiques and Requests

  1. #41
    hippacrocafish's Avatar Campidoctor
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    The Caledonians have a *really* frustrating campaign, I've tried it a few times now and it's like a way more frustrating version of Epirus. The champion spam from the rest of the Britannic tribes means I have to cripple my economy building elite units or lose every battle (their basic clubmen and spearmen literally rout the second they enter melee with anything better) can't trade or make allies because of the diplomacy penalty, plus you have to deal with random plagues (which seem really frequent in that region), winter attrition, and bankruptcy. I really want to like them because I like their units, but their campaign is just not enjoyable to me. I had more fun playing 15 or so turns as Medewi, and that might be because my neighbors can't spam a high-armor elite unit against my basic starting units.

    I'm not so sure I like the economy changes from 1.1, TBH. I seem to spend most of my campaigns in 1.2 skipping turns because I have no money to spend or my public order is horrible, or because I can't support enough units to attack whoever I want to attack.

  2. #42
    KAM 2150's Avatar Artifex
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Quote Originally Posted by Michaliscrete View Post
    Great job guys. I love this mod so far. First a question i play as epirus and in first turn i noticed that two military technologies are already checked. Is this on perpuse? Second i think i khow what antiochus is talking about. When you charge with hoplites and then press phalanx they root very easy but i actually like it. But when on phalanx they are beasts. Spartan hippeis can defeat pretorians head on.
    Factions have some starting technologies already finished depending on their focus so for example Sparta has 2 military techs done from start, while Athens have their economy techs done.

    Well....why would you even try to turn the phalanx on after attacking in melee? That is not only going to end badly from the engine point of view but also realism point of view ; P Either you fight in a phalanx or out of it.

    Quote Originally Posted by Farrell View Post
    Hi
    First thk you very much for this mod

    i noticed a problem with elephants. Now, ennemi waiting before to charge but the problem is AI place their unit elephants just in front of their line. Result elephants dont charge our line and we can destroy easily with our arrows and javelin.
    Elephant with ai its not a fear now^^
    Sadly that is a bug with the game. For some reason, AI will almost never charge their elephants (no matter if DeI 1.0, 1.1. or 1.2), just walk into your line. That is why I gave them that berserk ability so they start attacking and charging. I have some ideas how to possibly fix it but most likely it will crash the game.
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  3. #43
    Civis
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Hey guys i've been thinking if this mod adds to units More variant meshes ? Or still none noticed. There are very limited amount of them and almost every different unit is using same type of weapon, armour and so on.

  4. #44
    KAM 2150's Avatar Artifex
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    We have big variety. If you do not see it then you have your graphic settings to low or mod conflict.
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  5. #45

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

    Impresions: very good mod the only prob is that is very demanding. I have a top of the line rig and more than 10,000 men on screen makes the fps tank not to mention if there is a fort or a settlement which would bring it to a halt for this poorly optimized port. Decreasing the unit number would be one thing but it would start killing the enjoyment. Unit cards are gorgeous althought sometimes there are one bigger than others.
    The object of war is not to die for your country but to make the other bastard die for his.

  6. #46

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

    The low level militia garrison units for the persian factions seem to all have a decent armour rating. Is this intended? I remember mentioning that the equivalent garrison units for the celtic factions had a ~20 armour rating in 1.1, and one of you said it would be removed. I think armour ratings should be removed from the militia garrison units in most cultures, because it makes them OP in early game, especially when they are 1.5x larger than regular infantry units.

    Quote Originally Posted by neoiq5719 View Post
    Decreasing the unit number would be one thing but it would start killing the enjoyment.
    I don't get how people aren't satisfied with playing DeI on medium. 100 men per regular infantry unit not only sounds like an appropriate representation of battle in a game, but it also means that things don't get wonky when sending your units into towns and city streets, which in this game really weren't designed for 200-400 man unit sizes.

  7. #47
    Elianus's Avatar Ordinarius
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Is it me or have battles become faster? Like, much faster. I see men dropping like flies, even heavily armored ones.
    ''Πας μη Έλλην, βάρβαρος.''

  8. #48
    delita5's Avatar Libertus
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Originally Posted by AugustusRoman
    There are 2 main issues:

    1) The AI seems too passive, and accepts too easily peace.

    I play on VH/VH as Selecuids. I am in the 50 turn. I conquer a lot of land and my satrapies stayed loyal (Strange?).

    .



    I'm playing with Baktria.


    1 - I did not see problems since the non-aggression pact AI breaks if you are very weak and declare war against you, probably and because you are very strong that they are so passive.


    And yes the Satrapies of the Seleukidai are absurdly loyal none of them betrayed it was expected that at least the most distant of them would betray like Parhava, Harauvatis, Haraivas with that Seleukidai became the most OP faction of Rome 2 until Egypt is scared To declare war on him...
    I'm trying to make a desperate alliance with Parthia and Taksashila, but Parthia is too weak to attack the Seleukidai vassals and refuses to go to war, and Talsashila does not accept alliance because she has diplomatic penalties with Baktria, translating I'm alone not to mention the tribes Nomads from the north who are sure to attack me since I have diplomatic penalties with all the nomadic tribes and I still have problems in the public order because it is surrounded by different cultures ...


    Another thing I noticed did not remove the AI ​​money bonus? Because even though I have 4 cities I can not create enough troops to attack the Seleukidai vassals, my 4 cities together generates less money than an AI city
    These photos were taken from the first shifts
    http://imgur.com/a/j39Ix


    One more thing could remove the culture influences Persia from the Satrap Residence and evolutions? I have never used it because of this problem and it would be interesting to use it to improve public order. Moreover Baktria has always been very tolerant of different cultures ...
    http://imgur.com/a/haFdM
    And yes I'm playing on the normal difficulty

    Bringing the topic doubt
    http://www.twcenter.net/forums/showt...6-1-2-Feedback

  9. #49

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

    Sorry, it's not really 1.2 thing, but I did not if enemy would sack your walled city and attack it again next turn before you can rebuild it, you will end up fighting without walls lol I paused the game to say this, more than 1000 hours in this game and it's first time I've experienced this.

  10. #50
    Jake Armitage's Avatar Artifex
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    First impression is really, really good, guys.

    First of all 'cause it seems like playin' a new game, with new map, new diplomatic issues, new faction family system, etc...
    Really good.
    Second, the economic system is really interseting and take the game to control adaptations between different turns.
    Relly good too.

    Anyway from VH/H in 1.1 i had to choose H/N in 1.2
    That is also really good.

    Third, People of Rome rocks.
    It adds an entire new level to the entire game.

    To conclude these first impressions, i do think that you're achieving a really well planned full mod.
    Which is as beatuiful as hard to see.

    Congratulations to the Whole team.

    ps. I have a request:
    since I do really like playin' with this reduced strat mov mod (http://www.twcenter.net/forums/showt...1-1-29-10-2015)
    may I ask the favour to make it compatible with 1.2?
    I've tried and it is not.
    I find this really more strategical to play.
    Since you've added a tons of beautiful micro-management adds, I think that the possibility of attackin' and seizin' a region in 1 turn is unsatisfiyng.

    Thanks.

  11. #51

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

    Quote Originally Posted by shadowtwinz View Post
    Hey guys i've been thinking if this mod adds to units More variant meshes ? Or still none noticed. There are very limited amount of them and almost every different unit is using same type of weapon, armour and so on.
    Haha good joke...

  12. #52

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

    Quote Originally Posted by KAM 2150 View Post
    Just tested it out and I can't get the results you have. Are you sure you are not using any submods or other stuff that can influence it? Also remember that giving the attack order works like in case of pikes described in battle previous, units will push in and take bigger casualties plus also breakt their lines a bit. Even AI does not issue attack order from start to most of their hoplites. Plus hoplites have charge defence bonus.

    I made two battles, both as hoplites and against hoplites with light and heavy sword infantry in numerical advantage. As you can see, units in the middle are doing good and hold the line, I did not attack AI, just tanked out javelin shower with minimal casulaties, only hoplites on flanks are suffering bigger losses but not as big as surrounded thorakitai. When at 178 men and attack by 3 units, including one of the flank, they are holding well. They only start to rout at 158 men, when attack by fourth units from the rear and penalty from thorakitai that routed nearby. On the second flank, hoplites at 168 are doing well, even if "attack in flank" is displayed. Also the rout on the left started around 12 minutes into the battle as you can see on the timer.

    http://i.imgur.com/86HAQBK.jpg
    http://i.imgur.com/lqtgCm7.jpg
    http://i.imgur.com/IvA41rc.jpg
    http://i.imgur.com/51Ok2tq.jpg
    http://i.imgur.com/MsotH2B.jpg
    http://i.imgur.com/UbAZtVi.jpg

    Now when I fought against the AI, their hoplites obviously were not able to hold the line as good as I did with mine but also they are able to tank it out a lot longer, even up to the point in which they have only 113 men and still fighting. Surrounded AI hoplits still fight even at 149 men.

    http://i.imgur.com/wKD73dz.jpg
    http://i.imgur.com/eH8WREb.jpg
    http://i.imgur.com/eSiqyVk.jpg
    http://i.imgur.com/bANxbvp.jpg
    http://i.imgur.com/rKzjkQ1.jpg
    http://i.imgur.com/XQDk7or.jpg
    http://i.imgur.com/dtcE82i.jpg
    http://i.imgur.com/dz0gBHu.jpg
    http://i.imgur.com/t87kIbZ.jpg
    http://i.imgur.com/AVQkWKZ.jpg


    I am not saying that you are fully wrong but you can see on those pictures why I think something can be off with what you describe. Obviously I will still work more on hoplties as I am not finished with them but I don't want to make bigger changes to hastily to not break stuff in other places.

    Okay great, well perhaps it's an isolated example. I've only spent one day playing the new version, after all. I'll attempt to do what you did as a matter of course and i'm sure that'll work fine. But if it pops up again I'll try to get a screenshot of it.

    In any case, I appreciate you taking the time to go in and test the issue!

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  13. #53

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

    How come you put the Etruscans in the group belonging to the Greek colonies when historians think that they came from either modern day Turkey (Lydia in the Asia Minor) or the Caucasus region (Armenia or Georgia)? Shouldn't it be better to put them in the group called Arzah-bum (where you already have factions in Asia Minor and Caucasus) or maybe, considering them being a faction in the Apennine Peninsula and not being of celtic origin, have a separate group where you have both the Italics (Romans) and the Etruscans?

    It sure seems hard to play the Etruscans and avoid being eaten up by the Romans with those two factions being at war with each other from the start of the game. And Rome already has spies and governors while Etruria starts from scratch. Wouldn't surprise me if they have really experienced units as well for whom a new unit is no match. I'm not sure that the statement in the New Campaign screen about the initial challenge being normal is correct and hope the AI is kind to me and doesn't send a full army to take the capital until I've managed to recruit enough units without getting bankrupt. I guess it's a game of doing as good as I can and see for how long I can stay independent.
    Last edited by Gusten Grodslukare; January 07, 2017 at 01:02 PM.

  14. #54

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

    Well i did when i tested the units to see how they work in battle and i realized that if you charge a hoplite in melee you let him. Also i love that hoplites can win a prolong battle but they do it slow when in phalanx and they look awesome. Hoplite wall is realy a wall with goods and bads. Again i love the mod and thanks for reply

  15. #55

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

    Quote Originally Posted by Gusten Grodslukare View Post
    How come you put the Etruscans in the group belonging to the Greek colonies when historians think that they came from either modern day Turkey (Lydia in the Asia Minor) or the Caucasus region (Armenia or Georgia)? Shouldn't it be better to put them in the group called Arzah-bum (where you already have factions in Asia Minor and Caucasus) or maybe, considering them being a faction in the Apennine Peninsula and not being of celtic origin, have a separate group where you have both the Italics (Romans) and the Etruscans?

    It sure seems hard to play the Etruscans and avoid being eaten up by the Romans with those two factions being at war with each other from the start of the game. And Rome already has spies and governors while Etruria starts from scratch. Wouldn't surprise me if they have really experienced units as well for whom a new unit is no match. I'm not sure that the statement in the New Campaign screen about the initial challenge being normal is correct and hope the AI is kind to me and doesn't send a full army to take the capital until I've managed to recruit enough units without getting bankrupt. I guess it's a game of doing as good as I can and see for how long I can stay independent.
    Well, the Etruscans aren't a playable faction. Truth be told, we didn't put a lot of thought into their faction group or their starting situation. If you're using an all factions playable mod, you can't expect that "initial challenge" rating to mean anything, since that faction wasn't designed to be played. If you want to challenge yourself, go for it though.

  16. #56

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

    Quote Originally Posted by skillfultree View Post
    Would the team ever consider adding an Arabic culture (religion) to the Arabic factions? There are already two playable factions in Arabia and the Caucasus manged to get a new culture just for those two factions that were there. "Desert Nomad" seems far too generic and wide spread seeing as it covers other unrelated north Africans as well.


    I've got to say though amazing job on 1.2 I'm having a blast.

    Maybe, although it wouldn't be save game compatible and I would have to do some serious work on the startpos to allow for it. I agree it would be nice to have them separated.


    Quote Originally Posted by pwrr7977 View Post
    Just a question about the grand campaign start with rome, I fail to see the labelled 'easy' start, now I'm not the best at this game so if I'm simply not handling my resources well enough do let me know, but being at war with 3 factions with less than 10 units to defend with and an income of 1241 where am I missing the key to success?

    The labels havent been changed from vanilla probably, thats all.


    Quote Originally Posted by hippacrocafish View Post
    The Caledonians have a *really* frustrating campaign, I've tried it a few times now and it's like a way more frustrating version of Epirus. The champion spam from the rest of the Britannic tribes means I have to cripple my economy building elite units or lose every battle (their basic clubmen and spearmen literally rout the second they enter melee with anything better) can't trade or make allies because of the diplomacy penalty, plus you have to deal with random plagues (which seem really frequent in that region), winter attrition, and bankruptcy. I really want to like them because I like their units, but their campaign is just not enjoyable to me. I had more fun playing 15 or so turns as Medewi, and that might be because my neighbors can't spam a high-armor elite unit against my basic starting units.


    I'm not so sure I like the economy changes from 1.1, TBH. I seem to spend most of my campaigns in 1.2 skipping turns because I have no money to spend or my public order is horrible, or because I can't support enough units to attack whoever I want to attack.

    Small factions are really, really hard right now. I will look into the elite recruitment for briton/ireland, maybe some of their units are too low in the buildings. In terms of small factions, we may bump up the imperium income bonus a bit.


    Quote Originally Posted by Vardano View Post
    Sorry, it's not really 1.2 thing, but I did not if enemy would sack your walled city and attack it again next turn before you can rebuild it, you will end up fighting without walls lol I paused the game to say this, more than 1000 hours in this game and it's first time I've experienced this.

    I think that was a mistake in our building effects, where if the city was damaged they lost the wall effect. Although, now that I think about it, that is kind of cool...


    Quote Originally Posted by Gusten Grodslukare View Post
    How come you put the Etruscans in the group belonging to the Greek colonies when historians think that they came from either modern day Turkey (Lydia in the Asia Minor) or the Caucasus region (Armenia or Georgia)? Shouldn't it be better to put them in the group called Arzah-bum (where you already have factions in Asia Minor and Caucasus) or maybe, considering them being a faction in the Apennine Peninsula and not being of celtic origin, have a separate group where you have both the Italics (Romans) and the Etruscans?


    It sure seems hard to play the Etruscans and avoid being eaten up by the Romans with those two factions being at war with each other from the start of the game. And Rome already has spies and governors while Etruria starts from scratch. Wouldn't surprise me if they have really experienced units as well for whom a new unit is no match. I'm not sure that the statement in the New Campaign screen about the initial challenge being normal is correct and hope the AI is kind to me and doesn't send a full army to take the capital until I've managed to recruit enough units without getting bankrupt. I guess it's a game of doing as good as I can and see for how long I can stay independent.

    I assume you are using the AFP submod, which I threw together as quick as I could before we released the beta. So there are various issues with it, I just put the etruscans in the best fitting faction group I could think of.


    None of those factions are designed to be balanced or really played, but the mod is there as an option.

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  17. #57

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

    Wasn't sure if that's a bug or a feature, but Bactrian Infantry draw from the Katoikoi population, whereas my impression was they're supposed to be natives. Could anyone comment on that?

  18. #58

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

    Could just be a mistake. A lot of the new roster overhauls were added fairly recently, so there might still be something off in their population assignments.

  19. #59

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


  20. #60

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

    Is it me or have battles become faster? Like, much faster. I see men dropping like flies, even heavily armored ones
    Not just you. The casualty rates are much higher in my opinion. I would like to add that the two big field battles I've fought were exciting, dynamic, close-run things and Kam has done wonders to make battles challenging and fresh.

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