Just now and tried it, everything seems to be ok so a big thanks Dardo.
Just now and tried it, everything seems to be ok so a big thanks Dardo.
Glad it works now
Mod updated.
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Great, thank you.
Hello KAM, wanted to start a Medewi campaign, but the (5?) new units from the last faction overhaul are not dealt with in your mod, at least not in custom battles (did not see them in campaign yet). Unfortunately I cannot change it myself, because of the Steam site base of the mod.
I like the idea, but it need to be updated to accomodate the new units and factions: Ardiaei, Medewi, Kimbroz, ptolemaic cataphracts and such.
Small fix released for new units. Their prices were set properly in previous file but game now ignores mod loading order in favour of internal file name order so table with new units was loaded after main mod, even if rest of the mod was loaded properly.
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Thanks for the update. Now again I don't know wether to use this mod + the official hardcore mod or Data Venia for my new campaign.
Question unrelated: how can I get access to the mod files? They do not appear in my Data folder (I really don't like Steam based mods ...). Is there a way to download from an alternative source?
That's crazy. Isn't that the method how it works in Attila:TW? Why did they change to the worse?
Last edited by geala; September 20, 2019 at 01:28 AM.
Not sure how it works in Attila but I think in all TW games it works like this now, which can be a bit confusing :/
This is the path where steam workshop mods are stored:
C:\Program Files (x86)\Steam\steamapps\workshop\content
There will be folders with random names so you need to figure out which is the one for Rome 2 :/
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Thanks again. I will use this mod and the hardcore mod then, as Data Venia has the old combat seemingly, which maybe is a bit less fair to the AI, I think.
I played some battles to test already, and I'm a bit undecided about shield protection against projectiles. I had a lot of casualties from frontal distant shooting in the first battle phase (50 to 100 of 300), despite of the relatively big shields of the units (Medewi pikemen, medium swordsmen and hoplites). Partly the units are unarmored except for helmets and should suffer the most from projectiles, but not so in a static position, hiding behind big shields.
If I increase shield projectile protection (the row to the right, isn't it?) in a separate pack file, from what you said it does not matter that it is loaded first (with @@@@ ... in the name or from the launcher) because the file name is decisive now? How do I have to name the db shield file to be the one used by the game, if I may ask?
You can try the same what we normally do with file name so putting stuff like @@@ in table name should be enough You can test it by giving some shield value like 100 melee defence, if it will pop up, that is defo working.
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Question: it is advised to use an "attacker no attrition" mod. Is this a prerequisite for the AI sieging and not immediately attacking? Or what's the reason for the proposal? Historically attackers of fortresses often suffered but I would really like to have a sieging AI.
It is for the AI mostly. Player is already under the burden of supplies so you might start losing troops from it anyway if you stay there too long. For me this compromise is the best of both worlds.
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Hi! Is AE fully compatible with the latest DeI hotfix? I use the Dardo version along AoH and CT+...
Dardos Version is compatible, been using it without problems
I made an updated version during the internal beta, I'll adjust the price changes that Kam implemented one of these days and upload them.