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On top of that I had some really annoying issues with the default launcher not recognizing all mods anymore and the modded one (that people use for WH too) had its own issues.
I also checked the main mod and they're so far ahead now that I don't even know if I could update even if I got some spare time.
If anyone wants you're free to continue the project, just mention us in the credits somewhere :)
is there a way i can allow all units onto the battlefield using Edit.Sf?
Entered twcenter 2-3 weeks ago to check what's new in the latest DeI builds, but when I wanted to launch the game to continue updating the current version of DV I noticed that the dumb CA launcher wouldn't even recognize the mod. Had to waste time investing this and finally managing to launch the modded game with a custom mod launcher from the WH2 community.
With that out of the way I started looking at the state of base DeI.
Since I last updated DV DeI has had two major updates = more work for me. There's a lot to do... New units to scale, new buildings to scale & new scripts to investigate and alter (wherever needed).
I also have to redo startpos once again to include the AFP submod along with other miscellanious changes there (techs, starting gold, replacing clients with tributaries for each campaign etcetera).
Can't give an ETA when all of this is done (some things can take hours).
Thanks for reminding me, will have to sit down and look through the new DeI changes to be able to update.
Hi again. Turn 120 for Thureos and turn 280 for Thorax!
@And its Varus the great
Hi! Glad to hear that! I had a friend who never played DeI try DV and it worked out just fine. Not sure what you mean about the rest though.
DV has a bunch of custom emblems/flags for various factions.
But as for graphical mods I'm using other packs:
Republican Vegetation, Orbis Terrarum, Celty's new ocean textures, Attila-style map, more towns and cities-pack, custom blood pack, custom banner art and GEM.
Using an edited version of Tyso3's epic music pack.
Thanks for listening and hope i didn t bother you much.
They only weight their interest in having a war against you on their own turn, not the turn the other AI is asking them to attack you. I hope that made sense.
I honestly barely experienced this in my own campaigns ever since I nerfed diplomacy for the AI. Are you sure you don't have conflicting mods and are you playing on "normal" campaign difficulty?
As for limitations in diplomacy blame CA because they made a really barebones system. There's only so much you can do.
My last edit to diplomacy was to make it a bit harder for the AI to declare war on you, so players would experience less "random wars" as to speak. Relations would have more impact.
There's another issue that makes them sometimes declare war and then sue for peace next turn, it's because other AI's are bribing/asking them to join wars against you.
So they accept the money (or do it for free because they like the one asking), but then want peace with you next turn because you're too strong, they like you or they have too many enemies already.
I have no idea how to solve this and I'm not sure this is even possible to mod due to CA's limitations in the diplomacy system.
-first one is as the seleucids. I played with them a bit and found out that all the factions that declare me war instantly ask for peace and most of them want to be even tributaries and the others offer a large amount of money (even the ptolemies) and most of the factions want to trade with me and offer a lot of money.
-second is with Carthage and i have the same problems: epirus,desert tribes and iberians want to trade a lot and when declare war immediately sue for peace and epirus even wants to be tributary and sometimes others and this gets boring cause i get a lot of money and i can build peacefully until rome attacks me.
Anyway, without those reminded this mod is truly the ultimate DEI experience !!!
Hi,
Reforms are the same as in base DeI with the exception of tweaked activation turns, to be more on par with the different TPY.
@Axiur
Hi,
Capsa should be the same as in base DeI.
Don't think it works for DeI WoS, but I haven't tried/checked how the database looks in that submod.
Thanks, I'll look at Nervii!
I can tweak trade agreements a little to require more negative rep for the AI to break it.
Unit disbandment post-battle happens when there's only a certain % left of that unit. For larger units like a 400-500 pleb group it means that more men will disband, than for a 200-unit for example.
-first the Nervi can t confederate with any belgic or gallic faction
-sometimes the A.I. breaks a trade agreement then accepts it again for some money which is weird
-the most important is that i hope that you will reduce the minimum casualties for a unit to rout 'cause will help the A.i. a lot and also the player's army (e.g.: i defeated a garrison at a land battle and many units of the castle disbanded at 100,like the spearmen or townsfolk which is not fair for the A.I.)
I hope i came with good ideas.Stay safe and wash your hands :)
Nuh-uh, it works for CiG, HatG, MW and IA as well. Just not for ED and RoR at the moment.
Hi,
100, 260 and 400 are the turns for roman reforms. By default TPY should be 12, make sure DV is loaded at the top of your modlist. It might be that something else is being loaded first and hence 1 TPY.
@Axiur
Hi again,
I'm not sure if this is moddable, as I've never explored this area thoroughly. It might also be the reason Dresden hasn't changed it in DeI. I can take a look but no promises!