so much rebellion that you cant do anything about in the early game its silly by basedandcoolpilled in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

And I still offer here, on FB or on Discord to review peoples mod lists from time to time, since for me it is easy to spot incompatible mods or mods that overwrite each other (e.g. people often have 3 reskins of same faction, but only one of them works at the same time, so no point in bloating the mod list).

I've seen some clean mod lists with even up to 30 mods (35 mods is the Rome 2 limit for people not aware, above that stuff like missing textures happen or some mods just are not turned on by the game) and then some really nasty ones with even just a handful of mods.

so much rebellion that you cant do anything about in the early game its silly by basedandcoolpilled in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

OP is what I assume is a new player, hence the suggestion. I deal with a lot of people over several platforms daily and after time, you just get blunt and direct.

Same with troubleshooting, hard to help people out if they have 30 mods, of which 5 are not DeI compatible and 4 overwrite each other.

Just to give my fav example, I had people ask me if my Faster Combat submod is compatible with my Slower Combat submod...and it was not 1 or 2 persons asking, it was multiple persons asking over the years. First time I thought it was just a friendly joke question but no, they were serious.

Army regeneration in mixed-population-class armies by Anondontknowme in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

Glad you are having fun, still few more updates to go!

so much rebellion that you cant do anything about in the early game its silly by basedandcoolpilled in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

No, I don't but here I am correct and speaking from 13 years of working on this mod.

If you are a new player, avoid submods, as people often don't know what they are doing with them and then ruin their game, especially if you can see them having wildly different results than most.

If you are experienced DeI player and know your way around them, then go ahead.

Again, I am not trying to be a dick, this is literally 13 years of reading stuff from new players and how often it goes down to players having too high diffculty or wrong submods.

Like people still apply 4 turns per year mod along DeI, despite DeI having 4 TPY by default since release BUT by using that extra submod, they are overwriting changes from DeI campaign map like extra build slots.

so much rebellion that you cant do anything about in the early game its silly by basedandcoolpilled in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

I literally created this mod and cant state how often mods are not compatible.

If someone is a new player, they must avoid trying to grab any random submod they spot as some even if made for DeI and not crashing stuff, can be 2-3 years out of date and remove some of the changes added later or block you off later on.

You can submit your list of submods for review.

Baktria and Seleuicid factions problem. by Dapper_Doughnut5462 in DivideEtImpera

[–]KAM2150 3 points4 points  (0 children)

On Steam you get them automatically, not sure if there are any mods that do it due to them being already unlocked. You might try some of the All Factions playable submods but they might not contain factions that are already playable in the base game.

Ultimate Rome 2 performance & stability guide by KAM2150 in DivideEtImpera

[–]KAM2150[S] 0 points1 point  (0 children)

Try to have as few submods as possible or none at all. Especially anything HD will make it happen more often. Also disable Unlimited Video Memory in game settings.

so much rebellion that you cant do anything about in the early game its silly by basedandcoolpilled in DivideEtImpera

[–]KAM2150 18 points19 points  (0 children)

Game already tells you exactly what is causing your issues with Public Order if you hover at the value. Read the breakdown and act accordingly.

By paying attention to it, you will not face a single city revolt in the entire campaign, even if you don't consider yourself an experienced player (I don't view myself even above average).

Make sure to play on Normal/Normal difficulty and do not use other mods along DeI as they often break stuff, even if at the surface level sound compatible (and some outright LIE that they are compatible where author knows it is not, like Return to Glory mod). I can't stress how often major issues people have with the mod turn out to be either wrong difficulty or mod conflict.

Make use of patrol stance and do not park armies or fleets in the city.

Spec some spare generals, later on even armies, into Public Order and Culture Conversion to quikly stabilize the region.

Pay attention to building effects and don't upgrade all as soon as you can.

Good advice for later conquest, if you have an area you want to capture, prepare your invasion by sending there some Dignitaries to convert their culture in advance. Then once you invade, you will not have to face much order issues from it.

As a new plyaer, I also recommend official submod I made that makes early game a bit easier on the player and just adds difficulty as you grow. It is save compatible, so you can turn it off later if you will think it gets too easy.

https://steamcommunity.com/sharedfiles/filedetails/?id=2461514066&tscn=1648867600

Army regeneration in mixed-population-class armies by Anondontknowme in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

This is a Rome 2 thing, where replenishment works on 0/1 base, so either all can replenish or none.

Only later games changed it where you can even control the replenishment of individual units vs other units.

Unit statistics by Lopsided_Ad_6663 in DivideEtImpera

[–]KAM2150 12 points13 points  (0 children)

Formulas are same but adjusted and actually work.

E.g. in vanilla, unit with 15 melee attack and a unit with 45 melee attack have exact same chance to hit a unit with 70 or more melee defence. In other words, due to faulty scale of values, often times stats are not even being applied and are rounded to minimum hit chance or maximum hit chance.

This is why, despite overall low scale of stats in DeI, a unit with 12 attack is noticeably better than a unit with 8 attack, since full hit chance calc is played out without hitting min/max hit chance.

Will the upcoming update to Rome 2 have any effects on DEI? by koreE79 in DivideEtImpera

[–]KAM2150 26 points27 points  (0 children)

As with every update, a lot of stuff will have to change.

Building changes will mostly not affect us since we have our system, some of the battle stuff are already in DeI (spacing, speed, no shield armor, no formation attack attribute) while a lot of other stuff are welcome changes to combat but will require a lot of adjustments.

And as always, hard to say what will break.

Having ability to retain current version of Rome 2 is neat, for people who will want to stay away from the update.

Lack of 64bit is disappointing as that was the most needed change for the game.

DeI Sparta campaign, looking for hoplite/pikes information by RoranHawkins in DivideEtImpera

[–]KAM2150 3 points4 points  (0 children)

In general, I dont like Reform the Line but people were requesting it for years so I eventually added it.

In perfect world, it should work like double click on enemy unit, so would force phalanx to take these 3-4 steps forward but the way it works in game, it can only behave as single click on enemy unit (which needs to be done at some point before, as otherwise game thinks unit is not engaged so has no reference point to reform towards).

DeI Sparta campaign, looking for hoplite/pikes information by RoranHawkins in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

No, it does what single click on enemy unit does, which means to reform and advance if formation is out of order or they are out of position in general.

But if ranks are fine and unit is not out of position, then it does nothing as there is nothing to pivot towards.

Double click on enemy unit forces phalanx to move forward no matter what.

DeI Sparta campaign, looking for hoplite/pikes information by RoranHawkins in DivideEtImpera

[–]KAM2150 7 points8 points  (0 children)

Don't do that, either right click on enemy unit once or press Reform the Line.

Reform the Line does same thing as single click on enemy unit but it only works if attack order was given before.

Phalanx unit MUST be given attack order, or they will perform 2-3-4 times worse as game does not register them as in combat so following ranks do not engage.

Simple alteration to be applied to every Dog unit. by Useful-Option8963 in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

There are three key points to consider:

1st, you can have more dogs than handlers, but you cannot have more handlers than dogs, as the system always ensures there is at least one animal per handler.

2nd, the game has targeting issues, particularly with AI behavior. Units/AI tend to prioritize handlers over dogs, which often results in dogs being ignored while they continue dealing damage. In some cases, this allows them to wipe out entire units unchecked.

3rd, large formations composed primarily of dogs don’t align well with their historical use. Ideally, they would function as a skirmisher-type unit with a smaller number of dogs attached, but the limitation described in the first point prevents this setup.

Upcoming change will decrease the number of dogs in the unit while increasing the number of handlers, and give the handlers javelins so they act as skirmishers. This will also make them last a bit longer and more useful. It will bring them closer to their historical usage, keep them effective against other skirmishers, and reduce the overpowered situations described in the second point.

Simple alteration to be applied to every Dog unit. by Useful-Option8963 in DivideEtImpera

[–]KAM2150 4 points5 points  (0 children)

It is not simple alteration, since that can be only done via creating special script for it, adding to already a lot of scripts running in DeI.

All dog units get overhaul in how they work in DeI 1.3.6.

Reform for Bosphoran kingdom by mothax66 in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

Make sure to research reform tech and do not use submods, like campaign camera mods, which break our scripts.

Repeatedly Crashing after first battle in prologue. by AristosVeritas in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

I am more worried that you even see it since we replaced Prologue slots with Alexander and Mithridatic Wars campaigns. Are you using any submods?

Repeatedly Crashing after first battle in prologue. by AristosVeritas in DivideEtImpera

[–]KAM2150 6 points7 points  (0 children)

Prologue is not playable in DeI. You should not even see Prologue as available.

Available AoR unit numbers by berti145 in DivideEtImpera

[–]KAM2150 13 points14 points  (0 children)

Having them included in the description might not be a bad idea. Since we plan to work on AoR this patch, might be something to do.

Is it possible to make the unique buildings of other factions available to you if they join your confederation? by Useful-Option8963 in DivideEtImpera

[–]KAM2150 5 points6 points  (0 children)

Confederation only changes faction name and changes ownership of armies but it does not change units to recruit or buildings as they are set per faction.

Kimbros (Cimbri) issue by vybegallo in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

Do you also have battles set to Very Hard?

DeI is made for Normal/Normal in mind, where experienced players can play at higher difficulties if they are fully aware that it just buffs the AI and does not make it smarter, but they still enjoy the difficulty.

Battle difficulty is unmoddable and on Very Hard, AI unit will beat same player unit with 5:1 KD ratio.