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Thread: [Feedback] Questions, Critiques and Requests

  1. #1821
    KAM 2150's Avatar Artifex
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    They must have lost permission for recruitment some time ago because when I played as Bactria in January, Tahshila fielded them against me.
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  2. #1822

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

    Is there a way to disable the diplomatic penalties acquired when declaring war on a faction you are ONLY trading with? It doesn't seem reasonable to be labeled as untrustworthy for cancelling a simple trade agreement as if it were a military alliance.

  3. #1823

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

    KAM
    I got one favour to ask, as you know there are several man in all marine units, who are not dressed like soldiers, but like fishermen or something. Wouldn't it be better for the mod to change those guys with normal marine soldiers?

  4. #1824

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

    I just hit Imperium 7. End of turn, boom, my income immediately fell off a cliff (from 20k/season down to 6k/season). I have 15 full provinces. Half of them went from thousands down to literally 0 income. Almost everything else is the same. No new units were recruited (actually I lost a few units in the last battle), no new buildings were complete. The only thing that's changed it the 50% increase in empire maintenance brought on by Imperium 7. The idea of empire maintenance is good, but I think it is currently not well designed. The economic progression is extremely choppy, especially around the time of imperium leveling.

  5. #1825

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

    You have to have more than 10-15 dignitaries to fight empire maintenance.

  6. #1826
    Dago Red's Avatar Primicerius
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Quote Originally Posted by Roma Invicta753 View Post
    Wouldn't it be better for the mod to change those guys with normal marine soldiers?
    Jupiter no. Those are one of the coolest, and probably most realistic units in the game.

  7. #1827
    KAM 2150's Avatar Artifex
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Yes, they are mixed by design, not all marines were heavily armed and on real ancient warships there was FAR less troops then in the game (which would wreck them in autoresolve).
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  8. #1828

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

    Quote Originally Posted by volleyfire View Post
    I just hit Imperium 7. End of turn, boom, my income immediately fell off a cliff (from 20k/season down to 6k/season). I have 15 full provinces. Half of them went from thousands down to literally 0 income. Almost everything else is the same. No new units were recruited (actually I lost a few units in the last battle), no new buildings were complete. The only thing that's changed it the 50% increase in empire maintenance brought on by Imperium 7. The idea of empire maintenance is good, but I think it is currently not well designed. The economic progression is extremely choppy, especially around the time of imperium leveling.
    Imperium and empire maintenance are two of the only mechanics we have to limit economy in the mid to late game. I agree its a bit choppy as you hit those levels but unfortunately the game doesn't have incremental imperium effects.

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  9. #1829

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

    Quote Originally Posted by volleyfire View Post
    I just hit Imperium 7. End of turn, boom, my income immediately fell off a cliff (from 20k/season down to 6k/season). I have 15 full provinces. Half of them went from thousands down to literally 0 income. Almost everything else is the same. No new units were recruited (actually I lost a few units in the last battle), no new buildings were complete. The only thing that's changed it the 50% increase in empire maintenance brought on by Imperium 7. The idea of empire maintenance is good, but I think it is currently not well designed. The economic progression is extremely choppy, especially around the time of imperium leveling.
    I also felt like you while playing my campaigns, but then I realized of one thing: you can rise your taxes to the sky for X amount of turns depending on your situation and you know what is best? That's a cool thing because without such EM you wouldn't even care in managing your taxes At least I never did pre DeI.

    So another campaign feature to take into account from now on buddy

  10. #1830

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

    Well, I was silent for too long (since 1.1, when I've found out about this mod), but no more.

    Impressions:
    Mod is bloody awesome. Realistic, immersive, well ballanced. Too immersive, actually (sometimes I'm even rolling general speaches from previous games in my head). Even the new economic system is awesome (15k income per turn, lv. III imperium, turn №130). Totally love the prolonged campaigns (24 tpy, without unnecessary conquest such as liberating whole Thrace from Odryssians, rather than occupying it, VH campaign difficulty).
    Critiques:
    I'll leave this part for people, who can criticize even minor flaws or history fans/specialists, everything else if for a bugs thread (even if I was really disappointed when Epirotes Chaonian Agema've lost it's bodyguard status, but back to the point).
    Suggestions:
    Though I'm certain, it'll sound more like a dream, due to being unrealisable, I definitely would've enjoyed to see the feature I've only seen in M2:TW. When you improve (retrain) your units for armour/weapons, they actually get new models of armours and weapons. Imagine this: you want your legionaries to have plate armour, yet you have building that produce only hamatas... But, to be serious, I've had a more serious suggestion: though it won't be historically accurate, generals should have more options for bodyguard units (as with Chaonian Agema). Maybe, by a submod. The point is, well, simple logic: general should be able to chose those beside him to suit his needs. Even though, bodyguards usually are the best units in factions roster, sometimes, it's not enough. Also,, would've enjoyed to try out submods, like Deadly Combat/Archery (basically, they're cranking up melee attack, charge and damage dealt enough too kill most heavily armoured dude in two hits) for Attila:TW in DeI campaign, though I understand that it'll simply break AI tiny tactical brain completely.
    Also-also, is there, by a chance, any submods to make artillery great again? Whole ammo spent on barbarian city gate from minimal distance with no significant damage dealt. I've read about it being OP, but, imho, it should be able to break a wooden gate with few volleys...

  11. #1831

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

    Sorry for multiposting, but I'm still thrilled with the idea of noticeable upgrades. Even if I understand, that it's a hard work to do for a huge amount of units (that, probably, will never be realised ), it still would've be nice to see, as some units get they're shirts and togas replaced with simple linen armour (or, at least, for some of them). E.g., adding few epibatoi toxotai models to psiloi toxotai (and more heavily armoured archers to epibatoi and etc). I do understand that it's just me being nostalgic, but still believe that it'll be a cool thing to add.

  12. #1832

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

    And again, sorry for multiposting (it's 9:30 am and night shift is taking it's toll), but I really need to add some things about diplomacy. It's not broken or anything (at least from June, 8-th update). Playing Epirus on VH campaign I'm only fighting wars with Rome/Carthage sympathisers (though, one of them, offered peace already) and have real fights only with one of them (Lusitanni've conquered Sicily and sending transport fleets to take Sparta). Another war is with Ardiaei (they've declared it to help already done Odryssians). I'm currently trading with a lot of other faction (except those I've liberated in Thrace) including Egypt, Scythians, Rhodes, Ephesos and used to trade with Pontos until it was conquered. Clearly though, while having good relationships with some other factions (Pergamon has above 100 and Seleucids about 30), they deny me in trade since I'm currently in trade relations with their enemies (Rhodes and Egypt, respectively). Some minor faction even offered themselves as client state. All this allows me to conclude, that diplomacy isn't broken (as some people've stated), but simply requires more involvement from a player as, I believe, was intended. As an important thing to conclude diplomatic relations, they're now more than ever fit the mods name, since now the best approach is not to conquer the new frontier provinces you don't really need, but to split them between minor factions and force them to comply, as they all will get positive relation between each other due to treaties with your faction. In case of rebellion you just replace/subjugate them with nearest army available. Although, I'll admit that this approach is a lot more harder and takes a lot more time (in 130 turns I'm only planning a serious expansion, exclusively for thorax reform to trigger ).

  13. #1833

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

    Hello, I have some impressions to share and some advice to request.
    I'm playing a campaign as Parthia on Hard AI difficulty.
    What I have noticed in the latest versions is that the satrapies of the Seleucids are very loyal. This was not the case in the previous versions. Now, they never rebel against their masters and they tend to destroy Bactria when it declares war on them. This happens in the "fortunate" scenario when Bactria doesn't wipe me out first with two-three full stacks and instead declares war to Haraiva first. Thus, there is no way I can expand with Parthia. Attacking Parthava when I control perhaps only Amul and Kath is suicide, because I will have to fight multiple full stacks from Parthava, Haraiva, Sagartiya, Zranka, Parsa. The only case when I should have a chance would be for Atropatene to conquer some regions of Parthava and then to attack them by surprise. But this doesn't seem to happen.
    So, I'd suggest that in a future patch, Parthava to have a much lower starting standing with their masters in the hope that they will declare their independence. In fact, I think this is what happened when the Arsacid state was established. The local satrap rebelled and the Parni exploited this and invaded the satrapy.
    Or do some of you have advice on how to proceed with the Parthian campaign?
    Thank you.

  14. #1834

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

    I just reinstalled Rome 2 and DEI but was unit cohesion always like Medieval 2 where a few of the front units would fight and the back ranks would spread out backwards? Its been a few years since I last played but I thought they held rank and mass towards the battle line like Attila and Warhammer.
    Finally got muh sharks.

  15. #1835

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

    Quote Originally Posted by Avidius View Post
    Hello, I have some impressions to share and some advice to request.
    I'm playing a campaign as Parthia on Hard AI difficulty.
    What I have noticed in the latest versions is that the satrapies of the Seleucids are very loyal. This was not the case in the previous versions. Now, they never rebel against their masters and they tend to destroy Bactria when it declares war on them. This happens in the "fortunate" scenario when Bactria doesn't wipe me out first with two-three full stacks and instead declares war to Haraiva first. Thus, there is no way I can expand with Parthia. Attacking Parthava when I control perhaps only Amul and Kath is suicide, because I will have to fight multiple full stacks from Parthava, Haraiva, Sagartiya, Zranka, Parsa. The only case when I should have a chance would be for Atropatene to conquer some regions of Parthava and then to attack them by surprise. But this doesn't seem to happen.
    So, I'd suggest that in a future patch, Parthava to have a much lower starting standing with their masters in the hope that they will declare their independence. In fact, I think this is what happened when the Arsacid state was established. The local satrap rebelled and the Parni exploited this and invaded the satrapy.
    Or do some of you have advice on how to proceed with the Parthian campaign?
    Thank you.
    Yes, and I have no idea why because they are setup to have bad relations just like they used to be. In theory everything is setup for them to rebel, but they don't. So, I wonder if its some sort of hardcoded thing on the old map/campaign that CA had. Because currently, even with setting aggression much higher and making satrapy a much less positive bonus, these factions take a long time to rebel. They usually do eventually, but not in the early game like it used to be. We were considering some sort of scripted event where some would declare war, but that would make for a much more predictable campaign because it would always be at the same turn.

    Quote Originally Posted by Mauser89 View Post
    I just reinstalled Rome 2 and DEI but was unit cohesion always like Medieval 2 where a few of the front units would fight and the back ranks would spread out backwards? Its been a few years since I last played but I thought they held rank and mass towards the battle line like Attila and Warhammer.
    We no longer have formation attack in the mod, you can read more about the battle changes in 1.2 here http://www.twcenter.net/forums/showthread.php?745949

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  16. #1836
    Dead*Man*Wilson's Avatar Campidoctor
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Sorry if this has been asked before, but is there any way the Belgic tribes can get their own culture?

  17. #1837

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

    In theory, yes. But we would have to redo the startpos and create all new custom temples for them.

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  18. #1838

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

    Just a followup to my last post about EM. In the attached screenshot, you can see 60% of my provinces are making absolutely 0 money. Take Raetia et Noricum for example, my tax rate is 31%, but EM is -131% which completely cancels out the tax. So no matter how rich the province is and regardless how optimized your buildings are, you will not get a penny from these cities. There are a few other provinces where my slave income is around 100%, but -131% just be enough to kill any income. I have the following suggestions, wonder if any of them is implementable:
    1. It seems EM% is applied on total provincial wealth. Possible to change the formula to a % of sum of (tax revenue+slave)? For example, my province's total wealth, which is like taxable income, is 3000. My tax rate is 30%. My tax is 1000. Plus another 1000 from slave. My EM is 60% then I can still get 800 from this particular province, rather than an absolute 0.
    2. Cap EM at a certain %. Certainly not anything that's greater than 100%. The idea is you want EM to have diminishing effect as it gets higher. A fraction higher than 1 will defeat that purpose.
    Like the way Attila is designed. As your empire gets bigger, your effective tax rate gets lower, so you total income is not generating too fast. Each province is contributing less to the overall income.
    Attached Thumbnails Attached Thumbnails 20170621222755_1.jpg  

  19. #1839

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

    Didn't finish my last post.
    3. Reduce the wealth bonus from economic buildings.
    4. Have EM reduction bonus to some of the higher lvl buildings. That way, people are incentivized to sink money into those top tier building upgrades. Currently, there is only one building that can decrease EM, Library. (I have built 6 libraries; all my dignitaries have full EM reduction bonus and I have completed all EM reduction research, my EM still stood at -131%.
    5. Reduce EM jump at the turn of each imperium. That might be able to smooth out some of choppiness.

  20. #1840
    Dead*Man*Wilson's Avatar Campidoctor
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    Default Re: [Feedback] Impressions, Critiques and Requests for 1.2

    Quote Originally Posted by Dresden View Post
    In theory, yes. But we would have to redo the startpos and create all new custom temples for them.
    Time for a culture overhaul!!!! J/k.

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