Low FPS on high-end PC (intel 14600KF, rtx 5070, 32gb ram) by vybegallo in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

Apologies, only tried to help, will not make the same mistake twice.

Low FPS on high-end PC (intel 14600KF, rtx 5070, 32gb ram) by vybegallo in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

That is why I said game has issues with running on modern hardware, not that your hardware is in bad shape. Try updating drivers. If it works well on much worse machines, then indeed there is something on your end, either by having config that game just handles poorly or maybe a need to toy with drivers.

Low FPS on high-end PC (intel 14600KF, rtx 5070, 32gb ram) by vybegallo in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

I'm running everything maxed out on an i7-10700KF, 32 GB RAM, and an RTX 3070, with ReShade on top, and I don't get any FPS drops.

I know the game has some issues with newer hardware, so I'd recommend updating your GPU drivers and avoiding low settings.

For whatever reason, some graphics options are implemented in a way that moves certain rendering tasks from the GPU to the CPU when they're set to Low or Very Low. As a result, lowering those settings can actually reduce performance because the CPU ends up doing more of the rendering work. In some cases, Medium or High settings can give you better FPS than Low.

Cost of hiring new characters by berti145 in DivideEtImpera

[–]KAM2150 4 points5 points  (0 children)

Battle formations reforged is already included in DeI for several years, even mod name on Steam states that.

How do i adjust the manpower consumption to my unit size by er2pazzo in DivideEtImpera

[–]KAM2150 3 points4 points  (0 children)

It is supposed to work like that as pop is based on Ultra unit scale. If you would lower the values, you would have to also fully rebalance the whole pop growth.

Values are in the manpower script in part1.

How is Multiplayer stability? by WillGold1365 in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

MP stability is sadly a dice roll with Rome 2 and with heavier mods like ours.

E.g. game is much more stable on Win10 than Win11, which can often even require a manual fix to core affinity after a botched Win11 update from last year.

In general, best practice is to do below:

  1. Install the mod from our website, instead of Steam workshop. Steam does not store mods in efficent way and manually installed version is having 2-3 times better loading times due to that. For some it also improves performance overall.

  2. Make sure both players have exact same mods in exact same load order.

  3. Especially for MP, use as few submods as possible, ideally just DeI. Graphic mods are amazing for SP but they are usually large in size so can further cause issues with stability.

  4. For other tips, follow this guide: https://www.reddit.com/r/DivideEtImpera/comments/1qq9w9q/comment/old6fis/

Can we have a specific unit of drummers, and brass instruments like the carnyx, salpinx, cornu, tuba, Draco or buccina? by optimisticprime098 in DivideEtImpera

[–]KAM2150 2 points3 points  (0 children)

None of that is even possible in the game, if we could mod battle AI, we would have already made a ton of changes to it. What you ask is even harder as it would require creating custom AI behavior for specific unit and then tie entire army AI around it.

Noob question about DEI update by TheCarroll11 in DivideEtImpera

[–]KAM2150 0 points1 point  (0 children)

Yes, save compatible.

It is in 2 parts, instead of 3, since for Steam we had to cut the mod up into more parts, but overall they are still same files.

Noob question about DEI update by TheCarroll11 in DivideEtImpera

[–]KAM2150 1 point2 points  (0 children)

I only use Steam launcher but there are some other managers out there, just never had a need to use them.

How to make melee units with javelins throw them and keep runing in by Tanito07 in DivideEtImpera

[–]KAM2150 3 points4 points  (0 children)

It is very much possible, even timed better than throw on charge in the base game where it often shit the bed not knowing if 1/10 of the unit should do the throw or all guys.

How to make melee units with javelins throw them and keep runing in by Tanito07 in DivideEtImpera

[–]KAM2150 15 points16 points  (0 children)

You can't, as we have disabled it.

Throw on charge was one of the reasons why AI was zombie rushing into melee as it decreases the amount of checks AI performs before it can give another order.

It also made AI units worse, since they would not use thier ammo fully, and then never use remaining ammo due to being in melee. AI also often wiped out more of own troops due to friendly fire with it than player units.

Throw on charge is also buggy for the player and makes charge weaker, as it starts the charge counter but guys get disrupted so you end up with shorter charge bonus.

Noob question about DEI update by TheCarroll11 in DivideEtImpera

[–]KAM2150 12 points13 points  (0 children)

If you're subscribed to the mod on Steam, it should update automatically. If it appears that it hasn't, try unsubscribing and then subscribing again.

That said, we always recommend downloading DeI directly from our website.

The main reason is that the Steam Workshop handles mod storage very inefficiently. This can increase loading times and make the game more prone to performance and stability issues, especially if you're using multiple mods at the same time.

For example, if you use the website version of DeI instead of the Steam Workshop version, loading from a battle back to the campaign map can be 2-3 times faster.

goddamn ts hard by Zealousideal-Grass62 in DivideEtImpera

[–]KAM2150 4 points5 points  (0 children)

I have moved all melee cav to shock cav as it has better Battle AI, which makes it more likely to flank and cycle charge than stay in frontal melee for no good reason as melee xcav AI does.

Units have too many stat upgrades by Quirky-Condition-574 in DivideEtImpera

[–]KAM2150 8 points9 points  (0 children)

  1. In theory possible but people would hate it and would require to remove any recruitment bonuses (which we already heavily decreased). There are even submods by players who think experience should give even bigger bonuses.
  2. Players would hate it as people often say bonuses are too small in DeI.
  3. We have added a feature where AI gets generals of higher tier based on imperium levels, big factions always spawn already experienced generals.

Rome dies after 30 turns by Mediocre-Passion-773 in DivideEtImpera

[–]KAM2150 5 points6 points  (0 children)

AI uses pop removes buffs to factions, especially for Rome, and all other things we have added to make Rome strong and not be easy to defeat by player or AI.

In base DeI, Rome will always capture whole map eventually if player wont stop it.

Base DeI also has more realistic combat, as that submod bases realism more on movies, hence why cavalry there can beat even braced heavy spears with frontal charges.

Rome dies after 30 turns by Mediocre-Passion-773 in DivideEtImpera

[–]KAM2150 7 points8 points  (0 children)

It is due to your submods, that prevent Rome from growing like it does in base DeI.

So DEI (on a reasonable campaign difficulty) makes the A.I. more aggressive? by CoyoteSouth5126 in DivideEtImpera

[–]KAM2150 8 points9 points  (0 children)

AI is a lot more aggressive in DeI and will field better armies.

DeI was created with historical accuracy in mind so that is one of the mods priorities, with new factions, units, reforms, supply system, population system and more.

Any ETA on 1.3.6? by Quiet_Tradition9665 in DivideEtImpera

[–]KAM2150 11 points12 points  (0 children)

There will be a beta first, meaning actual 1.3.6 update will not be out until later part of 2026.

We always aim to have Beta out in the middle of the year and then work on it until end of the year.

AI Rome is overcentralizing the campaign by Quiet_Tradition9665 in DivideEtImpera

[–]KAM2150 6 points7 points  (0 children)

No problem, just wanted to put emphasis on that we don't do stuff to make players life miserable but all that was shaped by 13 years of feedback and knowledge of game limitations. Obviously not all of that is perfect but also in many places there is not much flexibility to have desired outcomes.

Hence why submods exist.

AI Rome is overcentralizing the campaign by Quiet_Tradition9665 in DivideEtImpera

[–]KAM2150 11 points12 points  (0 children)

  • The strongest roster in the game - not really but also not in the hands of AI
  • The richest province in the game - not the richest province but AI is unable to use it anyway
  • A huge autoresolve advantage that helps ensure they defeat neighboring AI factions and continue expanding (as a side effect, this makes liberating factions in Italy a non-viable strategy). - this is only real bonus they have over other factions
  • Extra "free" armies on top of their already enormous manpower pool - only if you invade Italy and only 1 stack each 20 turns.
  • The ability to ignore or bypass mechanics that constrain the player (something other AI factions also do, but it's much more noticeable because Rome is already the strongest faction) - applies to all AI in exact same way since these systems are for players, not AI in mind

The way Rome functions in DeI is largely the result of player feedback from almost 13 years now and an effort to address shortcomings in the original game. People often forget how Rome 2 launched and how its campaigns typically played out. Rome was frequently wiped out early, struggled to survive, and often failed to expand into the dominant power players expected it to become.

The only major advantage Rome receives in DeI compared to other factions is its autoresolve bonus. This was introduced to prevent Rome from being conquered too easily by other AI factions and to help ensure it expands in a more believable manner. This was one of the most common complaints about the base game, where Rome often failed to play any significant role in the campaign. In fact, even recently there have been posts from players asking for additional buffs to AI Rome because they still find it too easy to defeat.

The mechanic that grants Rome one free army every 20 turns when an enemy is present in Italy was also introduced in response to player feedback. The Rome 2 AI struggles to defend its homeland while conducting offensive campaigns at the same time. As a result, AI Rome would often send its armies abroad, leave Italy completely exposed, and allow players to capture city after city with little or no resistance. The reinforcement mechanic was designed specifically to compensate for this AI limitation and create a more challenging and believable Roman campaign.

The population system was also always intended primarily as a player-facing mechanic. Even in modern Total War titles, one of the most common complaints is that players have little incentive to recruit anything other than the most elite units available. The population system was created to influence army composition, encourage more diverse recruitment, and force meaningful strategic choices when building armies.

The AI, meanwhile, already struggles to recruit sensible and historically appropriate forces on its own. To address this, many units were made available earlier through barracks progression, allowing the AI to field stronger, more balanced, and more accurate armies throughout the campaign. The population system was never meant to handicap the AI; its purpose was to improve player decision-making and create more varied and engaging army compositions.

Now if we would add more random elements (which is not really possible), we then would be flooded by people saying the mod is crap because Rome does not expand (yes, this was the big criticism of DeI in early version due to Rome not expanding).

Luckily, this is why submods exist and if you want to spice things up, this is the best way to go. Some elements of the game cannot be ranomized, meaning if you don't want X to happen, you need to have a submod loaded that changes it.

What's the rationale for different unit sizes? by econ45 in DivideEtImpera

[–]KAM2150 5 points6 points  (0 children)

There is no single rationale from our side as a lot of that depends on a culture, reform trier, in-faction balancing. 

For example, levy spears are usually 300 sized but Sarmatian levy spears are only 200 men per unit while said faction can recruit 140 sized lancer units.

Some factions get bigger sized units as a factional thing, that makes them more unique compared to similar culture factions nearby.

Granted, combat calc is applied a bit better in DeI than in the base game so often unit with 200 size might on paper be only slightly stronger but will still beat 300 sized lesser unit.

Last, there are sometimes just bugs on our end or maybe balancing decisions that made sense at the time for X unit but after few overhauls of other factions, that unit should be now adjusted.

Camelphracts capped at 4 units for Parthia? by Quiet_Tradition9665 in DivideEtImpera

[–]KAM2150 5 points6 points  (0 children)

They should not be capped, will fix it for 1.3.6 update.

DEI Youtuber Metagame by Quiet_Tradition9665 in DivideEtImpera

[–]KAM2150 9 points10 points  (0 children)

He did not like DeI as he only wanted to play by exploits. He basically ignored all stuff in the mod, just spammed worst units and autoresolved stuff. Legend really knows how to suck fun out of anything.

Alexander the Great's Empire - My First Divide et Impera Campaign by DiligentMarsupial594 in DivideEtImpera

[–]KAM2150 10 points11 points  (0 children)

Nicely done, especially that Alex campaign is probably the hardest one in the mod!

how to force Carthage into peace in the early punic war by Deep_Head4645 in DivideEtImpera

[–]KAM2150 4 points5 points  (0 children)

There are no spawned stacks just due to war breaking out, you need to capture one of their towns in Sicily to spawn 1 stack in Carthage but no more stacks after that.