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Thread: Divide et Impera - Ancestral Update Beta Fix Pack - Updated August 1

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  1. #1

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 16

    Hi, it's been a good year since I played DeI so I may have missed some design philosophies however I think that Celtic Guerillas (Using the English unit name submod) may have gone whacky. In the image of the Insubri army you can see that they have amazing stats barring armour for a ridiculously low upkeep of 53 on a 1 star General. Compared to the image of the Roman army displaying Principes (Late) which have lower stats, barring the +1 armour pen, armour and morale (as well as 100men less) for almost 3x the price this seems unintentional. However, armour and unit abilities may be considered worth it by the design team and I'm just whinging.

    Nevertheless the Roman unit stats vs cost seem to be somewhat in line with comparable units in my own armies (Massilia) so unless the Insubres are given buffs in order to be a great challenge this does seem unintentional. Additionally, the units within other 'barbarian' minor factions appear to be more reasonably priced with units of similar upkeep from the Treveri being the near-fodder you'd expect at 53 upkeep.

    I do really hope this is unintentional because no matter what I cannot stave off the onslaught if Insubres stacks (They have 4 stacks full of these buggers with only 3 settlements)

    Mods used are the latest DeI, English unit naming mod, the ancestral fix and a music mod.

    Cheers for your time.

    Spoiler Alert, click show to read: 
    Click image for larger version. 

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  2. #2

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 16

    The AI has various bonuses to upkeep depending on difficulty and other factors, so that could also be whats happening. I am assuming thats one of our units, not a vanilla unit that randomly snuck in somehow.

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  3. #3

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 16

    Hi, i just updated the beta and put the fix pack and for the moment my "problems" are: My agents lost almost all their actions (my spy can only poison bagagge) and now we have more slots for households, but i cant put things in them and i have tens of things to choose in the first slot (i dont know if that is somethig broken or is normal)
    Sorry for my english, i hope you understand me.

  4. #4

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 16

    Agent actions now require skills to unlock them.

    The ancillaries should fit into other slots but I am not 100% sure how they work right now.

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  5. #5

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 16

    OK, thanks for the answer.

  6. #6

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 16

    Update July 27
    - Added some of the vanilla traits through actions back into the game.
    - Turned up chances of children in family tree to offset possible decrease due to TPY settings.
    - Removed factionwide public order bonuses from female ranks.
    - Fixed Seleucid Thorax Silver Shield Pike population class.
    - Added Baggage Train recruitment to minor town granary buildings.
    - Fixed Mauryan Greek guard unit having charge reflector attribute.
    - Fixed barbarian stables banditry effects at tier 3 and 4.
    - Fixed Aurelian victory condition wrong building setting in Empire Divided (new campaign only)
    - Changed IA Galatian factional mercs from vanilla units to DeI units (new campaign only)
    - Added missing sanitation effect to Syracuse special technology.
    - Fixed Pergamon Thorax Hoplites missing swords in combat.
    - Added missing unit to Scordisci custom battle roster.
    - Fixed Kartli guerilla warriors missing unit set assignment.
    - Moved Pontic axe unit down one tier in the barracks tree.

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  7. #7

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 16

    Quote Originally Posted by Dresden View Post
    Update July 27
    - Added some of the vanilla traits through actions back into the game.
    - Turned up chances of children in family tree to offset possible decrease due to TPY settings.
    - Removed factionwide public order bonuses from female ranks.
    - Fixed Seleucid Thorax Silver Shield Pike population class.
    - Added Baggage Train recruitment to minor town granary buildings.
    - Fixed Mauryan Greek guard unit having charge reflector attribute.
    - Fixed barbarian stables banditry effects at tier 3 and 4.
    - Fixed Aurelian victory condition wrong building setting in Empire Divided (new campaign only)
    - Changed IA Galatian factional mercs from vanilla units to DeI units (new campaign only)
    - Added missing sanitation effect to Syracuse special technology.
    - Fixed Pergamon Thorax Hoplites missing swords in combat.
    - Added missing unit to Scordisci custom battle roster.
    - Fixed Kartli guerilla warriors missing unit set assignment.
    - Moved Pontic axe unit down one tier in the barracks tree.
    Thanks Dresden! (Thread title needs updating )

  8. #8

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 27

    Woops thanks Falco, forgot that!

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  9. #9
    Jake Armitage's Avatar Artifex
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    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 27

    Thanks for update!

  10. #10

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 27

    I'm really getting mad trying to play DEI with Ancestral Update. I would be grateful if you could help me.... to play Rome without DEI is not interesting for me! I followed all instrutions gave by Dresden but something is wrong... As I couldn't do it through steam, I downloaded standalone version but it is impossible to run it.... Both parts of this DEI version (Part 1 and 2) have been unziped into data folder and they apper into the mod manager, so I can pick them in green selection, but affter putting the fix file into the data folder and lauchuing the game, it doesn't appear in the mod manager, and i could check that this fix file desapperes by itself, in spite of I never deleted it, but every time I paste the file again into data folder and I launch the game the fix file desappears again and again.... In additional trouble, when I tried to cach this file through steam I see all mods have desappered, I cannot see any mod, like they never existed... please, help, I'm gettin reaaly mad! Thanks in advance (and sorry for my English, obviously it's not my mather tongue)

  11. #11

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 27

    Try renaming the fix pack name or getting the fix pack through Steam. Sometimes steam deletes mods that are already on the workshop.

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  12. #12

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 27

    Hope this is the right place to post this...Is there a plan to fix the starting family trees so that they show a correct lineage and historically accurate family trees? For example, having Antiochus II show up as the son of Antiochus I and not in "Other Nobles." I think in vanilla the family trees are accurate and even show deceased historical ancestors (ex. Seleucus, Demetrius, etc.)

    Thanks for all the work!

  13. #13

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 27

    Maybe one day I can redo the startpos, it just not feasible right now. It would probably take most of my modding time over the next few months.

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  14. #14

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 27

    Quote Originally Posted by Dresden View Post
    Maybe one day I can redo the startpos, it just not feasible right now. It would probably take most of my modding time over the next few months.
    As much as I'd like the family trees to be accurate, I'd say there's going to be bigger fish to fry come August 9th .

  15. #15
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 27

    Quote Originally Posted by Falco View Post
    As much as I'd like the family trees to be accurate, I'd say there's going to be bigger fish to fry come August 9th .
    More like a whale.

  16. #16
    Jake Armitage's Avatar Artifex
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    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 27

    Sounds scary.

  17. #17
    Libertus
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    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 27

    Birth rates may have been raised a bit too much, my faction leader has had 12 kids in 50ish turns.

    Just thinking about that many kids in one house is giving me panic attacks

    Also were mortality rates altered? Not a single one of the brats has died

  18. #18

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 27

    50 kids? Your King likes to party.

    Quick question about the diplomacy. Playing as any factions (for example Dacia), to maintain the reputation with ''same blood' factions is incredible hard. It boosts up when you create a pact, even an alliance, but after you run out of options it just slowly decreases and only HUGE amounts of money each turn can increase it, while sending diplomats is just a gambling option. Shouldn't the same blood factions have a bonus and thought time you can assimilate then instead of finding an open door when they lose their entire army and most of their territories close to destruction and only then they will join you?

    I am in turn 140+ and the Apulii clan (dacian) still doesn't want to join me, even tho I maintained an alliance from the first round. I have basically surrounded them with my kingdom, throwing money and diplomats at them with no avail. I'm basically boxed in.

    Awesome update btw.

  19. #19

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 27

    Oups, 12 kids, not 50. Still, that's a lot of free generals

  20. #20

    Default Re: Divide et Impera - Ancestral Update Beta Fix Pack - Updated July 27

    Hrm, I guess I did increase it too much I heard TPY was messing with family tree stuff but as usual I should have waited and tested rather than reacting immediately and trusting a post on the public TW forums

    Anyway, I will reduce it again. I think maybe just altering the age restrictions will help with the faction leaders who start out too old.

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