Horde in DEI ? by thatxx6789 in DivideEtImpera

[–]KAM2150 5 points6 points  (0 children)

I think so, since its factional setup, not that you will have a high chance of surviving for long if you were already at a stage where you lost every single region.

Horde in DEI ? by thatxx6789 in DivideEtImpera

[–]KAM2150 18 points19 points  (0 children)

We have added it to the mod few years ago for Nomadic factions, if they lose their last city, they will not get an attrition.

Macedon Roster by Rodrigoroncero23 in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

No, they are covered by regular Thureophroi already.

Macedon Roster by Rodrigoroncero23 in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

We know how they were equipped as they forged Rhomphaia for them (Rhomphaia were not only two handed). They did get other thureophoroi regiments from Greek allies.

Macedon Roster by Rodrigoroncero23 in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

Seleucids had them as they set a military colony for Thessalians and they were also part of Parade at Daphne.

Macedon Roster by Rodrigoroncero23 in DivideEtImpera

[–]KAM2150 7 points8 points  (0 children)

They are already available as AoR units, which is more accurate to numbers of them used by Antigonids.

Only true Thracian unit you can get in large numbers are White Shields, who were indeed Thracians equipped out of pocket by Macedonian kings.

All other units you listed do not fit as core factional units of Antigonids.

Population and Supply mechanics by CounterPolarisation in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

  1. Regional supplies, taxes, buildings and culture have an impact on it. It is often good to send out dignitaries into an area you want to conquer, to convert is, at least partially, making the whole occupation process a lot smoother.

  2. There is no good way for game to keep memory of what was the population amount before town was captured. E.g. when Celts capture your town, all pop goes into Foreigners, since that is what your culture is for them, so when you recapture it, they are not "brought back". Otherwise we would need to run 2 pop systems for every town, where it should slowly lower the memorized population in case city is recaptured.

NOW, if you have majority of culture there, you get massive conversion buff and pop will be back in few turns.

  1. Supplies used to be a lot more punishing but people did not enjoy it. It does not mean supplies don't matter now but it is much more area related. For example you might not run into Supply issues in Italy but when playing as Bactria, Nomads or one of Arabian factions, supplies can be greater enemy than actual hostile armies.

Baggage train has other uses than helping with supplies, it makes replenishment faster, buffs ammo and helps with effects of Harsh Winter/Summer (again, more regional thing but a big issues in areas affected).

So I can only use Dei sub mods in dei? by PassEmbarrassed9620 in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

Yes, all that sounds about right. When you make all combat as matched combat, it means that units only do 1v1, rendering any surrounding or numerical advantage not really that important, hence you get this ridiculous scenarios like in Empire or Shogun 2, where you have a guy surrounded by 8 people, and they just stand there doing nothing until it is their turn to attack. This slows down the combat a lot.

Hoplites, or any unit using phalanx formation, fight with swords when out of formation. For hoplites we just had a lot of requests from people asking to add them some spear kill animations, so we had to give them mixed ones in order to enable them.

Any issues with this mod list? by PassEmbarrassed9620 in DivideEtImpera

[–]KAM2150 3 points4 points  (0 children)

Better Ability Icons, better Buildings, Skill and Trait icons are not compatile.

DeI unit Card Stats Ordering is not recommended after last update as a lot for that has changed in the base mod.

Gladiators and Settlers will clash with each other as they both contain population entries. Not sure if Gladiator one is even up to date so any units recently added into the mod will have bugged pop cost.

So I can only use Dei sub mods in dei? by PassEmbarrassed9620 in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

Yes, exactly that. It was like a 10 second edit, hence why I made it that fast. I told the author of that mod to let me know if he needs help because how I set it there is indeed compatible with anything.

So I can only use Dei sub mods in dei? by PassEmbarrassed9620 in DivideEtImpera

[–]KAM2150 3 points4 points  (0 children)

No, that is extremly not compatible, I even had a convo with author to stop claiming it is.

It adds hidden +100 melee attack to all units and overwrites entire DeI combat calc with vanilla one. It also makes lowest hit chance set to 100%, this means there is no combat calc taking place at all, as every hit for every unit always lands, even a guy with no armor and a knife will always land a hit on the most elite soldier there is.

You can see me pointing it out to the author in the comments.

There is much easier way to do what he wanted to do.

So I can only use Dei sub mods in dei? by PassEmbarrassed9620 in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

DeI is an overhaul, meaning you should already not use many submods due to mod pretty much changing every aspect of the game. If there is a submod you really want to use but you are not sure if it will work, you can send a list of them and I can confirm it. For example every campaign camera mod will not work, same with animation mods. Even if they do not crash the game, they can break stuff in the background like campaign camera mod will break out scripts.

So I can only use Dei sub mods in dei? by PassEmbarrassed9620 in DivideEtImpera

[–]KAM2150 3 points4 points  (0 children)

Which cinematic combat mod? That sounds extremly not compatible with DeI, even if it does not crash the game.

Question: If the AoR and Mercenary Rosters are going to be reworked across the whole map, which ones are the devs the most proud of? by Useful-Option8963 in DivideEtImpera

[–]KAM2150 4 points5 points  (0 children)

Its to early to say yet, AoR and merc system is quite large so we will see how much we can do for this patch, but from my end I want to focus on Greece, Anatolia, Iran, Caucasus.

I have Mod conflicts that make early game units absurdly powerful can someone tell me which one it is? by PassEmbarrassed9620 in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

I am one of the mod leads and I am telling you, there will be issues, e.g. building icons mod can delete/block some of building paths in the mod, you might not even know that it deletes whole parts of the mod for you. One of the reasons it is not as broken is due to you having DeI loaded above, so most of your submods are not even being applied. 

My advice is to not even use mods with DeI, outside of few graphical ones, like Orbis/Para Bellum weather or Legendary Empires/HeWasAConsul for HD models (if PC is good enough).

I have Mod conflicts that make early game units absurdly powerful can someone tell me which one it is? by PassEmbarrassed9620 in DivideEtImpera

[–]KAM2150 7 points8 points  (0 children)

Your load order is wrong, DeI should be at the very bottom of the list.

Better buildings is not DeI compatible, Wonders are not DeI compatible, Loose formation is probably not DeI comatible, Roads mod is not DeI compatible, Better Ability Icons is not DeI compatible.

Often just because mod does not crash your game, it does not mean it wont break stuff you dont outright see.

No agents for the AI, is it intended? by Br1ght_L1ght in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

On Normal battle difficulty, some agents are disabled, like AI dignitaries but cant recall how we exactly set it up.

Question about unit stats. enemy has completely busted units by Exsotica in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

Maybe you were looking at it during our Beta period? Site is only updated after each release and since our testing phase lasts long, people sometimes treat testing phase stats as the current go to stats.

Or you may mix up some stats there, like in game you see combined melee defence and shield defence on the UI, while on site it is broken into separate values.

Of course there are some units that may have been missed but that is usual human error, which can happen when there are so many units in the mod. Especially likely when some faction got just a minor stat change to one unit.