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Thread: Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Dec 18)

  1. #1

    Icon1 Public Beta Test - 1.2.3f - Battle Stat Overhaul, CAI Overhaul and New Traits System (Updated Dec 18)



    1.2.3f Public Beta Release!

    Edit - now included in the mod

    General Information
    This is a beta test for our upcoming release version that includes a significant battle stat overhaul and a new traits system. If you want to help test and see the new content, please download the above pack and give it a try! We have been testing it for awhile now and it should be save compatible. Thanks!


    Patch Notes

    Battle Stats Overhaul - Based on KAM's Experimental Pack
    - Extensive stat overhaul that makes them much easier to understand and compare.
    - Larger importance placed on unit armor and experience.
    - Added minimum amount of ranks per units type, no more “spaghetti” lines.
    - Battle AI overall has been improved in terms of AI decisions and strategy.
    - Formation attack has been removed to fix the issues with AI Roman units being underpowered in some situations and problems with animation teleporting.
    - Romans now have an ability that will allow them to hold formation.
    - Unit speed is now more streamlined and varied. Heavy and medium infantry are unable to sprint outside of charge, light infantry moves noticeably faster.
    - Overall, walking speed has been increased to avoid prolonged march or waiting for reinforcements
    - Spotting Distance Reworked – due to AI improvements in recent CA patches, AI does not benefit anymore from nearly unrestricted unit spotting. This patch how reworked has spotting works, making light units more useful due to their better scouting. Player will not be able to see enemy deployment, making your own deployment more important as you won’t be able to perfectly set your own units vs AI deployed units. Units with guerilla deployment and good hiding skills are more dangerous and useful.
    - Unit Cost Overhaul – units have their prices redone to match new changes to unit stats.
    - Various tweaks to unit UI and stat representation.
    - Spear and pike infantry are noticeably better at defending from cavalry charges.
    - Roman auxiliary cavalry is now working as a ranged/melee hybrid, skirmishing for a bit before closing in for a charge.
    - Single soldiers can be again attacked by multiple enemies, meaning melee is not restricted to 1v1 fights.
    - Wardogs reworked, they are very effective vs light units but very weak vs armoured units
    - Elephants a bit better in melee, morale slightly increased, armour slightly reduced
    - Elephant charge fixed – We have figured out a game issue that wouldn't allow elephants to cause significant damage, especially deadly vs light units
    - Chariot damage from charge figured out - Chariots deal better damage if they fight in deeper formation as following ranks ride over knocked down infantry, especially deadly vs light units
    - Ranged infantry is now much weaker vs cavalry charges
    - Lowered morale penalty for death of your commander during battle
    - Increased HP of buildings by 50%
    - Fixed floating dead horsemen bug for some cavalry units.
    - Short pikes are now better vs armoured units
    - Germanic pikes size increased from 200 to 300 due to being light, short pike unit


    CAI Overhaul by ScipioTheGreat
    Listed below is a brief overview of the changes and additions to the CAI with this rework. It is important to note that these are dependent on faction personality settings, probabilities, and a number of other general factors. A more thorough explanation of the changes will be shown in an upcoming preview.
    - AI minimum success chance to attack: 25% -> 40%
    - Better financial/development management and decision making
    - Will utilize navies in a more beneficial way. Following action ratings have been increased:

    • Defend settlements
    • Protect strategic areas such as sea regions
    • Smarter and higher use of stances, and will raid/patrol in more decisive areas

    - Invasions and attack operations will be more frequent, powerful, and impactful on the campaign map

    • Bigger build up and larger groups used
    • Higher chance of fellow AI allies participating & providing support
    • Other Neutral/hostile factions will take advantage of the opportunities that arise from these events, and one can expect more war declarations and military actions against either the attacker, defender, or both

    - AI will exploit any windows of opportunity more frequently and aggressively. Strategic placement and defense is of much greater importance
    - Varying on the faction type and personality, Settlements are more likely to be the targets of attacks, and desirability to capture strategic regions has been raised
    - More effective stack management introduced:

    • Navies wont get stuck in far out sea areas
    • Pathfinding issue over land that caused stacks to get stuck while en-route to an objective has been fixed
    • Abnormal defense actions and retreat decisions fixed
    • AI will group stacks together to be used in various roles, such as defending, attacking, and movement actions
    • Minimum navy and army stack unit numbers increased

    - Nearby threats and events will see a higher chance of response by the AI. If the player is noticed building up and massing forces, the AI is more likely to provide response measures
    - Agent use and management reworked to be better balanced.

    • Used defensively more
    • Attack regional enemy agents
    • Support army forces and attack operations

    - More realistic and improved weighting values. Decision and action-making will be more appropriate and intelligent. The AI will take a number of reworked variables into consideration
    - Financial management changed to make the AI focus more on economical, military, and naval development and funding, instead of less important aspects

    • More naval spending
    • Lowered and balanced cost and reoccurring upkeep considerations
    • Increased Diplomatic funding slightly, and funding to be more viable for urgent and valuable agreements
    • Better long-term development decision making


    Traits Overhaul - See Preview
    - New Changing Traits that will increase and decrease based on in game actions and situations.
    - New Background Trait images that will help distinguish the different ones.
    - These traits will be added in save games and should be compatible.

    Ancillary Changes
    - Ancillaries have been moved to different slots. There are now 3 slot types: Equipment, Military Advisor and Civilian Advisor. In save games, some ancillaries may disappear but will reappear when the slot is changed the first time.

    Agent Skill Changes
    - Agent skill effects have been changed and reworked. Many older and obsolete effects have been replaced. Some ability unlocks have been moved to different skills.

    Pirates & Raiders
    - New Pirates mechanic! At various turns depending on the faction, pirates have a chance of spawning in traditional raider areas. So, watch out!

    New Medewi Units
    - 2 New Medewi units have been added for the ancient Kingdom of Kush. One is a very unique quilted cataphract unit and another is a noble archer unit.

    Balancing/Fixes
    - Added season effects to the RoR DLC campaign. Armies should now have a bit less movement as intended.
    - Small reduction to party loyalty and sanitation effects from technologies.
    - Changed "squalor" public order effect to "unrest" instead to distinguish it from the sanitation/squalor system.
    - Fixed Mercenary elephant units cost/upkeep being accidently lowered. They are now expensive again.
    - Changed Mauryan elephant unit armor and upkeep/cost to be more in line with other elephant units.
    - Added some of the new Etruscan units from our RoR roster to the GC Etruscan roster.
    - Increased the cost of hiring new generals.
    - Added extra food from regions in the Macedonian Wars campaign.
    - Decreased the food cost of level 1 Foraging.
    - Changed Seleucids to start as a Kingdom rather than an Empire (new campaign only)
    - Added fertility effects to various character personality traits.
    - Lowered child mortality rates a bit.
    - Reduced Empire Maintenance lowering effect from female character ranks.
    - Changed Triumph trait triggers to work properly.
    - Reduced loyalty effects from husband and wife ancillaries since they were stacking.
    - Changed temple upkeep to affect only its region rather than the entire province.
    - Roman Antesignani unit changed to be a heavier armored unit to better match sources and help distinguish it from the Marian auxiliary options
    - Illyrians now have access to supply ships.
    - Changed various main menu background options to new images rather than the old help tips. Thanks to Jim_Riley for one of the images.

    Smaller Fixes
    Spoiler Alert, click show to read: 
    - Fixed mispelled Egyptian Galatian unit name.
    - Fixed Armenian Medium Cavalry having wrong animation assigned, fixed Nakharar and Medium cavalry having ammunition assigned.
    - Fixed Mauryan bodyguard unit having concentrated fire ability.
    - Changed Mauryan 2h mace unit to population class 2.
    - Fixed mispelling in Rhodes' faction name in Macedonian Wars.
    - Fixed incorrect value when damaged for an effect on a tier 4 Armenian temple.
    - Added missing sanitation effects for Carthage technologies in HatG.
    - Fixed Egyptian female characters in IA campaign having double political traits (only affects new characters probably)
    - Fixed Volsci RoR faction having 2 starting celtic units (new campaign only)
    - Fixed some Roman Iberian auxiliaries having the wrong audio type.
    - Fixed HatG and IA Roman auxiliary barracks missing banditry and PO effects.
    - Removed Sparta and Rhodes special capitals from Mac Wars campaign since they are walled cities in that campaign (new campaign only).
    - Fixed a typo in a year in history message.
    - Fixed the Colosseum having a lower public order bonus than the tier 4 arena building.
    - Fixed Italians missing elite cavalry recruitment entries in RoR.
    - Added starting farms for Macedon in Macedonian Wars campaign so they don't start out negative food. (new campaign only)
    - Fixed Seleucid/Baktria missing supply baggage train recruitment from grain silos.
    - Fixed AOR Libyan Cavalry unit missing weapons.
    - Fixed Caesar in CiG starting with 2 political rank traits.
    - Fixed Cretan archers having bugged shield displays.
    - Removed Thorax pike commander options from several Greek factions mistakenly left in the mod.
    - Fixed several units missing from Rhodes' custom battle roster.
    - Fixed Rhodes' chapter missions using Pergamon missions in the later game (new campaign only)
    - Fixed Sparta in WoS original submod missing government and faction leader texts.
    - Fixed CiG Roman roster missing Chieroballista.
    - Slightly turned down fertility rates, removed some fertility bonuses previously added to a few personality traits.
    - Fixed Medewi missing navies and artillery in custom battles.
    - Added food consumption to Colosseum
    - Fixed Thracian gold town having wrong icon.
    - Fixed missing CAI values for Bibracte special capital, the AI should now upgrade it.
    - Fixed missing name and some effects for tier 5 Odryssian library.
    - Reduced various ancillary effects since you can have 3 per character now.
    - Fixed Pontic Bronzie Shield population class assignment.
    - Added Georgian sword unit to Kartli's roster.
    - Added Armenian mercenary unit to Caucasian mercenary pool (new campaign only)
    - Fixed most garrison hoplites having the old shorter spear type.
    - Fixed a typo in the Etruscan hoplite unit description.
    - Changed the Libyan roster in HatG to use the newer units from recent overhauls.
    - Fixed some AI Iberian factions missing units from rosters in HatG.
    - Added Bibracte special capital to IA campaign (new campaign only)
    - Lowered amount of food gained from spy's steal food ability.
    - Increased food production and income from tier 3/4 fishing ports.
    - Fixed unit description for a Parthian sword unit.
    - Fixed a Mauryan sword unit missing javelin models.
    - Increased some ancillary effects that were lowered too much previously (for melee attack/defense)
    - Lowered diplomatic negative for trespassing.
    - Fixed Daci rebel flag emblem that was too dark.
    - Fixed spy skill having wrong tier 2/3 effects (values were reversed)
    - Fixed Bibracte having wrong garrison assignments.
    - Fixed missing unit set assignment for Syracusian Royal Cavalry.
    - Fixed Pontic Lancers and Peltasts not being upgradeable at Thorax reforms. This fix will only be effective in campaigns that have not hit Thorax yet.
    - Fixed Illyrian tier 4 port missing its name.
    - Increased food from Piraeus special building to go along with recently increased fishing food port buff.
    - Fixed Mauryan bodyguard unit missing javelin models.
    - Slight increase to Athena temples research and culture bonus.


    Post-Release Fixes
    Spoiler Alert, click show to read: 


    Update Dec 17

    Battle Fixes

    - Small tweaks to unit spotting system
    - Long and short pikes get +0.5 range
    - Slightly lowered chariot mass
    - Decreased cavalry walking speed from 2.5 to 2
    - Thracian Noble Peltasts buffed a bit
    - Removed Disciplined Formation from early Triarii
    - Added +5 armour bonus to Disciplined Formation
    - Few minor tweaks to some of Empire Divided units (mostly buff to Sassanid sword infantry)

    CAI Changes
    - Improved some CAI financial management issues
    - Altered some diplomatic variables to improve that behavior, especially with war and peace
    - Changed various other CAI variables to improve behavior

    Pirates & Raiders
    - New Pirates mechanic! At various turns depending on the faction, pirates have a chance of spawning in traditional raider areas. So, watch out!

    New Medewi Units
    - 2 New Medewi units have been added for the ancient Kingdom of Kush. One is a very unique quilted cataphract unit and another is a noble archer unit.

    Other Changes/Fixes
    - Reverted previous changes to influence effects from imperium levels as they seemed to be making the mid-late game political situation more stagnant.
    - Fixed Pontic Lancers and Peltasts not being upgradeable at Thorax reforms. This fix will only be effective in campaigns that have not hit Thorax yet.
    - Fixed Illyrian tier 4 port missing its name.
    - Increased food from Piraeus special building to go along with recently increased fishing food port buff.
    - Fixed Mauryan bodyguard unit missing javelin models.
    - Slight increase to Athena temples research and culture bonus.

    Update Dec 2

    Battle Changes/Fixes from KAM
    - Spotting Distance Reworked – due to AI improvements in recent CA patches, AI does not benefit anymore from nearly unrestricted unit spotting. This patch how reworked has spotting works, making light units more useful due to their better scouting. Player will not be able to see enemy deployment, making your own deployment more important as you won’t be able to perfectly set your own units vs AI deployed units. Units with guerilla deployment and good hiding skills are more dangerous and useful.
    -Unit Cost Overhaul – units have their prices finally redone to match new changes to unit stats.
    - Elephants a bit better in melee, morale slightly increased, armour slightly reduced
    - Elephant charge fixed – We have figured out a game issue that wouldn't allow elephants to cause significant damage, especially deadly vs light units
    - Chariot damage from charge figured out - Chariots deal better damage if they fight in deeper formation as following ranks ride over knocked down infantry, especially deadly vs light units
    - Ranged infantry is now much weaker vs cavalry charges
    - Lowered morale penalty for death of your commander during battle
    - Added minimum amount of ranks per units type, no more “spaghetti” lines.
    - Increased HP of buildings by 50%
    - Ranged weapons get +1AP damage; -1/-2 reload time
    - Pikes and hoplites are a bit more balanced in melee
    - Multiple unit stat, size, speed and attributes fixed
    - Slightly increased armour of Militia Hoplites
    - Fixed floating dead horsemen bug for some cavalry units.
    - Short pikes are now better vs armoured units
    - Germanic pikes size increased from 200 to 300 due to being light, short pike unit
    - Spear and pike units get +1AP damage
    - Added new melee weapon entry for units with swords and buckler to function as “duelers”, meaning they are great for offensive actions due to high attack and mobility but have low defense and weak protection vs ranged attacks or cavalry charges
    - Slightly lowered penalty to charge bonus and unit speed from fatigue
    - Several Scythian and Parthian foot archers have better ranged damage assigned


    Other Changes/Fixes
    - Illyrians now have access to supply ships.
    - Changed various main menu background options to new images rather than the old help tips. Thanks to Jim_Riley for one of the images.
    - Added Bibracte special capital to IA campaign (new campaign only)
    - Lowered amount of food gained from spy's steal food ability.
    - Increased food production and income from tier 3/4 fishing ports.
    - Fixed unit description for a Parthian sword unit.
    - Fixed a Mauryan sword unit missing javelin models.
    - Increased some ancillary effects that were lowered too much previously (for melee attack/defense)
    - Lowered diplomatic negative for trespassing.
    - Fixed Daci rebel flag emblem that was too dark.
    - Fixed spy skill having wrong tier 2/3 effects (values were reversed)
    - Fixed Bibracte having wrong garrison assignments.
    - Fixed missing unit set assignment for Syracusian Royal Cavalry.



    Update Nov 17
    - Increased likelihood of AI to declare war and break treaties, specifically targetted at making the mid-late game a bit more dynamic.
    - Altered multiple CAI variables to improve various behaviors as described in the original patch notes.
    - Lowered infant mortality rates a bit.

    Update Nov 11
    - Fixed the Intellectual trait trigger so it should now properly increase over time. One of the vanilla script triggers is not working after patch 20.
    - Fixed some ancillary triggers due to the same issue with the vanilla script command not working.
    - Moved the "dummy" text for the Intellectual trait upgrade on character skills to the first tier of all skills so its easier to understand and see.
    - Roman Antesignani unit changed to be a heavier armored unit to better match sources and help distinguish it from the Marian auxiliary options (see below).
    - Fixed upkeep effect text for temple referencing provincial rather than regional income.



    Update Nov 10

    Battle Changes

    - Elephants now have fire while moving and parthian shot abilities, crews are now able to use their ranged attack when elephants are in melee
    - First round of chariot improvements is out. Scythed Chariots, if properly used, will wreak a lot of damage, other chariots will be reworked later
    - Fixed missile block chance bonuses for testudo and cavalry testudo as they were giving missile block chance exceeding 100%.


    CAI Changes
    - Tweaked some diplomacy and strategic values that should help with the war vs. peace situation in the mid-game. Possibly will not be apparent in current campaigns immediately.
    - Increased AI minimum success chance to 40%.
    - Various other values increased to improve AI performance.


    Other Fixes/Changes
    - Increased attack/defense values for a few general skills and army traditions that were missed previously for the stat overhaul.
    - Added Georgian sword unit to Kartli's roster.
    - Added Armenian mercenary unit to Caucasian mercenary pool (new campaign only)
    - Fixed most garrison hoplites having the old shorter spear type.
    - Fixed a typo in the Etruscan hoplite unit description.
    - Changed the Libyan roster in HatG to use the newer units from recent overhauls.
    - Fixed some AI Iberian factions missing units from rosters in HatG.

    Update Nov 1
    - Added CAI Overhaul

    Update Oct 20
    - Fixed bug with hoplite formation giving 2x melee defence.
    - Tweaks to pike and hoplite performance
    - Slight increase to flank defence penalty for pikes and hoplites
    - Fixed Saka Foot Archers running speed
    - Added custom ranged weapon entry for Cretan Archers - while they have lower range, their damage is increased
    - Maces, axes and sickles recieve +1 to AP damage
    - Pikes recieve +1 to AP damage, -1 to regular damage.


    Update Oct 15

    Battle Changes
    - Melee damage decreased by 10%
    - Ekdromoi speed, melee attack and charge increased, melee defence decreased
    - Bonus vs cavalry for spear unit slightly lowered to avoid high cavalry losses when rear charging
    - Slight increase to importance of armour in melee
    - Horse archers ranged attacks slightly buffed vs armoured units, added small bonus vs other cavalry
    - Fixed missing javelin ammo on Mauryan Heavy Swordsmen
    - Fixed speed of Greek Lonchophoroi (Light Cavalry) from 8 to 10
    - Increased running speed for units with 2 handed weapons and light armour
    - Disciplined Formation improved
    - Late Hastati speed buffed
    - Charge values slightly nerfed
    - Javelins a bit better vs armour
    - Reworked unit acceleration and deceleration. Unit beginning of movement and stopping should look more natural, for example cavalry starts to slow down few meters earlier instead of being stopped right in place

    Other Fixes
    - Slightly lowered reduction chances for new Commander and Brawler traits.
    - Added food consumption to Colosseum
    - Fixed Thracian gold town having wrong icon.
    - Fixed missing CAI values for Bibracte special capital, the AI should now upgrade it.
    - Fixed missing name and some effects for tier 5 Odryssian library.

    Update Oct 7

    Battle Fixes
    - Fixed HP of armoured Indian Elephants
    - Fixed stats of Iphicratean Peltasts
    - Slight buff to ranged damage
    - Small decrease to higher armour values
    - Improved spacing of Romans when using special formations
    - Improved Disciplined Formation stat bonuses
    - Slight increase to fatigue from charging and reloading
    - Cavalry charges slightly nerfed, mostly for lighter cavalry
    - Buffed spear unit defence from cavalry charges
    - Small tweaks to pike/hoplite units

    Other Fixes
    - Slightly turned down fertility rates, removed some fertility bonuses previously added to a few personality traits.
    - Reverted change to general costs since they increase exponentially and were way too expensive.
    - Fixed Medewi missing navies and artillery in custom battles.
    Last edited by Dresden; December 24, 2018 at 01:44 PM.

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  2. #2
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Knock yourselves out guys and please report any issues you may have.

  3. #3
    Jake Armitage's Avatar Artifex
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    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System


  4. #4

    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Have the skirmish cav been balanced as was planned? If so, then the wardogs should be in a good place - the ranged cav will be less effective at countering the archers/slingers/skirmishers so the dogs will have their place in the army.

  5. #5
    KAM 2150's Avatar Artifex
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    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Not yet but I've already put new values to be added to them. Not a difficult task, it will simply take time.
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  6. #6
    boblikesoup's Avatar Civis
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    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Thank you DEI team!

    Maybe mention in notes more troops start dying before units are below half health in KAM battles? Keep those generals safe!

  7. #7
    suras333's Avatar Semisalis
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    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Finally!!!

  8. #8

    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    I got a fun game going as Athenai, if this won't wipe it out, i'll give it a go.
    Gaming PC: I7-9700K@4.9GHz/Asus ROG Maximus XI Hero/EVGA RTX 2080 Ti XC ULTRA/Corsair Vengeance LPX 16GB (2x8GB)/Corsair Carbide Quiet 600Q/Corsair RM750i/LG 32GK850G 31.5"/BenQ G2400W 24"/Sound Blaster ZX/Samsung 850 Pro x2/950 Pro/970 EVO/Win10 Pro 64bit/Saitek X52/TrackIR5 - TrackClip Pro/

  9. #9

    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Yes! Now I can play Baktria again!

  10. #10

    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Just for roleplay's sake
    Can anyone explain to me the logic behind the main traits (borderline, vain, etc)

    for example
    https://imgur.com/YQ59Sbn

    description says Bordeline, Indulgent, Vain, Rash, Stingy. Which adjective is linked to which buff/debuff in the picture posted? Its confusing :p

    Also, now that we have new traits (for example, "Deputy", or "brawler"), dont you think they will conflict with the other traits and lead to contradictory personnalities ?

  11. #11
    Maetharin's Avatar Senator
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    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Nice, will test once I‘m finished with start of semester tests^^
    Have you considered giving heavy infantry the sprint ability?
    I‘d say even if you were hunkered down with heavy equipment you‘d still be able to run if it really counted.
    "Ceterum censeo Carthaginem delendam esse!"

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  12. #12

    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Thanks guys!

  13. #13

    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Man I think either Rome got nerfed or epirus buffed, cause I am struggling like hell against them.

  14. #14

    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Quote Originally Posted by lequintal69 View Post
    Just for roleplay's sake
    Can anyone explain to me the logic behind the main traits (borderline, vain, etc)

    for example
    https://imgur.com/YQ59Sbn

    description says Bordeline, Indulgent, Vain, Rash, Stingy. Which adjective is linked to which buff/debuff in the picture posted? Its confusing :p

    Also, now that we have new traits (for example, "Deputy", or "brawler"), dont you think they will conflict with the other traits and lead to contradictory personnalities ?
    The personality traits have 4 attributes that define the personality. Each of those has a spectrum (Cowardly/Brave/Rash or Wastful/Generous/Greedy/Stingy) and an effect associated with it. When the 4 aspects are combined, they form one of the personality types. The Changing Traits aren't personalities, they are more like skills that develop from in game actions. You could be a Borderline Strategic Genius or a Borderline Strategic Idiot (not really a rank), I don't see how that contradicts anything.

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  15. #15

    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    why did u set seleucid empire as kingdom?

    this is nonsense!

    how about u guys just change and declare all of seleucid's satrapy kingdoms as independence?

    so it make sense to be kingdom.

    as u know empire control many provinces or many kingdoms. kingdom is just a kingdom.

    beside this

    thank u for ur hard work.
    Last edited by servent9; September 30, 2018 at 09:54 PM.

  16. #16

    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    taxes were gone[building bonuses?] with 1.2.3f

    original taxes

    Click image for larger version. 

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    after test version.

    Click image for larger version. 

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    + traits like noble steed will reappear? or forever lost?

    i can't see them in next turn.


    Edit : i found this "trait_level_effects_tables" section cause taxes problem[it cause building taxes bonus reduce or disappear]

    need to fix or edit the values sir.[if this thing was wrong]
    Last edited by servent9; September 30, 2018 at 10:59 PM.

  17. #17

    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Quote Originally Posted by servent9 View Post
    why did u set seleucid empire as kingdom?

    this is nonsense!

    how about u guys just change and declare all of seleucid's satrapy kingdoms as independence?

    so it make sense to be kingdom.

    as u know empire control many provinces or many kingdoms. kingdom is just a kingdom.

    beside this

    thank u for ur hard work.
    I think it's up for debate whether it was an empire or kingdom. I personally think it's better to start them as a kingdom, since their ruler is a Basileus, but at different points in it's history it definitely could have been classified as an empire. It was described as both by ancient sources apparently.
    Last edited by Falco; September 30, 2018 at 11:28 PM.

  18. #18

    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    from ur said. parthian or persian empire can become persian kingdom too.

    Shahanshah[king of kings] = Megas Basileus[king of kings]

    please don't change what was original implemented about this kind of thing.

    or please let me know how to change kingdom to empire with PFM or something.[if u don't want to revert it]

    + from personally. how about make seleucid queen or feminist roman dictator ?

    ++ i think that DEI team was affected by one of AE team recently.

    cause AE mod described seleucid empire as kingdom[wrong description]

    which i strongly against it for years
    Last edited by servent9; October 01, 2018 at 12:03 AM.

  19. #19

    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Quote Originally Posted by servent9 View Post
    from ur said. parthian or persian empire can become persian kingdom too.

    Shahanshah[king of kings] = Megas Basileus[king of kings]

    please don't change what was original implemented about this kind of thing.

    or please let me know how to change kingdom to empire with PFM or something.[if u don't want to revert it]

    + from personally. how about make seleucid queen or feminist roman dictator ?

    ++ i think that DEI team was affected by one of AE team recently.

    cause AE mod described seleucid empire as kingdom[wrong description]

    which i strongly against it for years
    Well, Parthia was certainly not an empire during DeI's starting date, and the Seleucids were not an empire at certain points in their history, like when the Parthians took Mesopotamia from them. I also highly doubt they got this idea from Ancient Empires . If you don't like it, just change the government on turn 1, it's what I did when they were starting as an empire.
    Last edited by Falco; October 01, 2018 at 12:26 AM.

  20. #20

    Default Re: Public Beta Test - 1.2.3f - Battle Stat Overhaul and New Traits System

    Zeus! i just said other empires as an examples. not for current state dude

    and it doesn't matter of what i like it or not.

    seleucid was empire during 278BC. even during antiochos III Megas's era.

    please understand the meaning of empire sir.

    empire's emperor controls their client kings.

    in this emperor mean = king of kings. not just a minor or standalone king.

    Seleucus I Nikator was Megas Basileus[emperor] who led eastern satrapies[kings] against mauryan empire.

    Antiochos I Soter was succeeded by Seleucus. and he was became as Megas Basileus too.

    Seleucid Empire reduced to somewhat Syria Kingdom much later.

    not in BC 278.

    Divide Et Impera is based on 90~99 historical accurate magnificent mod. not a fantasy mod that based on movie 300.

    so the tittle of history accurate will be broke and shatter if u just pass this matter.

    + about "I also highly doubt they got this idea from Ancient Empires " this

    http://www.twcenter.net/forums/showt...m-(09-03-2018)

    Kam said

    Now what current changes do?

    1. Extensive stat overhaul, with DeI twist, thanks to inspiration from our good friend from Ancient Empires mod:
    -stats are much easier to read and understand
    -larger importance of unit armour
    -larger importance of experience bonuses
    -easier to spot differences between unit grades

    ~~~

    so i thought about connection with Ancient empire recently.

    and they got affected others too not just battle mechanics.[no offence, it's actually good to see the cooperation]

    [anyway i love the new battle mechanics ]



    ++ (to DEI team, please read the taxes problem that i wrote. + many household removed.(not just for characters))
    Last edited by servent9; October 01, 2018 at 01:32 AM.

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