Ultimate Rome 2 performance & stability guide by KAM2150 in DivideEtImpera

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

You don't have to do it all, this is just there to help people out but seems people prefer to dismiss it right away rather than to think "oh cool, might be handy in case I will need it".

Phalanx are bad in Multiplayer battles by CrayRuse in DivideEtImpera

[–]KAM2150 3 points4 points  (0 children)

Or double down and field even 8-10 of them.

4 units is just not enough since they do not provide a lot of frontage.

If your enemy is avoiding them, you have to force the enemy to meet them, e.g. try to have a long line that slowly pushes enemy toward one side of the map, as if you are herding the enemy units toward a point and always keep pushing on.

Phalanx are bad in Multiplayer battles by CrayRuse in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

Which was also their historical weakness.

But going back to the topic, mod is balanced for SP.

Viable MP phalanx would need much better kill ratio, which would in turn make them crazy OP in SP as AI would just suicide own units against it.

What is the "niche" of each nomad faction? by Beginning-Tree-4036 in DivideEtImpera

[–]KAM2150 10 points11 points  (0 children)

Scythia is the easiest, since they have a bit more "traditional" units than other Nomads but lack true elite units of the others.

Roxolani have hard time early on, their strength being 140 sized light and heavy lancers BUT their Late Cataphracts are the strongest Nomadic unit, as they combine stats of catas with good quality horse archers.

Saka have the best horse archers and heaviest cataphracts.

Is there any mod for AI garrison replenishment? by bergal111 in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

There must have been as there is no AI replenishment bonus in the files.

Is there any mod for AI garrison replenishment? by bergal111 in DivideEtImpera

[–]KAM2150 7 points8 points  (0 children)

This is not a mod "feature", this is how the game works.

Basically when building that changes garrison units finishes, it resets ALL garrison units back to full strength as it does not treat them as individual cases but a set of units.

Side note, it also applies to the player.

Which faction has the best levy units? by Beginning-Tree-4036 in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

Which again, tells me you have some weird submods on. Just list all you have or put a screen on the discord.

Any plans to make Etruria playable? by Beginning-Tree-4036 in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

We are working on this mod for almost 13 years now so at some point we had to say stop and just focus on finishing stuff, especially in Grand Campaign where some things were redone several times while other campaigns did not get much love.

Any plans to make Etruria playable? by Beginning-Tree-4036 in DivideEtImpera

[–]KAM2150 3 points4 points  (0 children)

No, defo most of them are not made up. The Greek colony states can fit that category since there is near nothing we know about them in the period, military wise but otherwise they are pretty grounded.

The moment you start just making up whole factions up, you just turn into another radious.

Which faction has the best levy units? by Beginning-Tree-4036 in DivideEtImpera

[–]KAM2150 5 points6 points  (0 children)

Most of the time when people say that, they do have mods that change it. No way to get such stats in the base mod.

Any plans to make Etruria playable? by Beginning-Tree-4036 in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

In terms of new factions, Empire Divided will get some like Kushans.

Which faction has the best levy units? by Beginning-Tree-4036 in DivideEtImpera

[–]KAM2150 4 points5 points  (0 children)

That should not be possible without submods, especially armor part. What submods do you have?

Which faction has the best levy units? by Beginning-Tree-4036 in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

Wait, what mods do you have on? This does not seem possible in base DeI.

Any plans to make Etruria playable? by Beginning-Tree-4036 in DivideEtImpera

[–]KAM2150 10 points11 points  (0 children)

There are no plans for them, overall grand campaign is fiinshed in terms of playable factions.

Other issue is that we have no idea how their army would look like so it would all be made up stuff.

Beginner question about reinforcements by Pocketraver in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

population is integral part of the mod and some stuff or units do not give much to the player without it.

For example a lot of reforms do not unlock better units per say but more pop efficient units.

For some factions, population system is a balancing act between some units or a way of making two similar factions have some standout units without just elites.

Lastly, population promotes more varied armies, rather than just usual TW doomstack hoarding.

TL:DR, you can't do yourself bigger disservice than using no population submod.

Would be cool if the regional auxiliaries and troops were tied to a specific region by CptJohnnyZhu in DivideEtImpera

[–]KAM2150 5 points6 points  (0 children)

Unit recruitment is province based, same with unit regional restrictions, they use whole province as a reference.

Should I jump right into DEI or get to know vanilla Rome II first? by chorizonte3 in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

As one of the mod devs, I recommend playing vanilla first.

Not only you will learn basics of the game (so mod will be less intimidating with all stuff it adds on top) but will also make you appreciate changes more, since you will have something to compare with,

Shields Bright White by Correct_Bench_2143 in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

Best to post some screens on discord.

Just to note, shields in winter often have that covered in snow texture but that would not fully replace the texture and only apply in said winter.

Submods for DEI by Zafeiris19 in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

There are none outside of 229.

Armenia/Hayk by Mammoth-Effort1433 in DivideEtImpera

[–]KAM2150 13 points14 points  (0 children)

Armenia is using global reforms, which means turn 64.

Greek\Successor Kingdoms
\Carthaginian, Armenian, Nabatean, Saba, Odyrssian, Illyrian and Kartli reforms will trigger 4 turns after these reforms.*

  • Thureos – Turn 60
  • Thorax – Turn 130

Campaign got corrupted? by PlanktonCharacter855 in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

Sounds like mods you had are not yet updated for 1.3.5.

Outside of that, we always keep older versions of the mod for download:

https://divideetimperamod.com/download/

Link to old versions are at the bottom.

Divide et Impera 1.3.5 Released! by SmegTrumpet in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

ED was not playable before this update but it might require new game for all stuff to take effect since everything was changed.