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- Compatibility for 1.3.4
- Overhaul of unit entity groupings according to the balancing philosophies of Kam 2150 and historical references. Heavy, disciplined troops will slowly charge towards the enemy, while lighter troops will more readily charge in. Phalanxes and shieldwall troops will also now rotate much more slowly.
Supreme, you have NO idea what you're missing out on.
what were the main changes, literally db table speaking? I assume lot of kv_ and battle entity stuff
Yes, it's fully compatible and good to go, no extra work required!
Hopefully you've been able to sort this by now, but yes!
-Updated internal file structure to a new standard to allow better compatibility with new updates to main DeI.
-Fixed a few bugs where some entity entries were using the incorrect values.
The AI, whether deliberately or accidentally, will constantly use this cheese-tactic to halt 90% of my charges. It's infuriating.
If there is a way, I will do the legwork myself, as long as it can be done in pfm. I just need someone to tell me what needs to be done.
I'm pessimistic about being about to do this in Rome 2 though, despite the fact that Attila looks almost identical, game engine wise, to Rome 2.
Fixed and updated in Realistic Missile and Projectiles!
As Kam2150 said, the formation behaviors / animations are hardcoded, otherwise I'm sure the DeI dev team would've been more than happy to implement as such.
@Sauce
I'm glad you're enjoying it!
Thank you for informing me, I've added it to the confirmed incompatible list. Yes, they do modify the same file so there is a conflict between the two. I've created a version for use in place of DeI - Slower Battles here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3035056869
Enjoy!
- Updated for compatibility with DeI 1.33
- Crawl speeds updated as a factor of mass.
A lot of morale mods add entries that have only placebo effect but people don't notice it. There is also no morale penalty for formations being broken down. Flanking morale penalty is on purpose lowered in DeI as game often applies it to melee combat, only rear morale penalty works fine. Also rear and flank morale penalty can stack so depending if game glitches or not, you can double the penalty. On DeI discord I posted all morale effects that do work in Rome 2.
What would you have in mind in terms of morale? I can take a look at those values, but they'll always be a bit more abstract and game-ified.
-Horse masses recalibrated to better reflect the horses of the time period.
-Physics calculations for collision damage have been redone. Collision damage now scales linearly with the mass and acceleration of the unit to better match real-life physics.
Am not saying you should do it dev, am just asking if you think it's possible.
I havent seen this type of movement in any total war game besides Arena.
I hope you enjoy! I intend to release an update overhauling horse and dromedary mass values to better reflect the horses of the time, as well as an update to the physics calculations to better adhere to the real-world. Hope your playthrough is as good as ever!
Yes, it is savegame compatible!
Yes, this does indeed improve cavalry! The more realistic mass values for infantry and cavalry mean that cavalry pack a much greater punch against infantry on the charge in particular, which is sure to knock down and disrupt formations much more handily than before.
Hope this clears things up! Of course, there's much more to it, but the general gist of it is that it both increases AND decreases these values appropriately to better match historical / real-life references.
It's both! It's a complete overhaul of movement in DeI. All unit speeds, accelerations, and turning speeds have been recalculated based on their mass, recorded measurements, and historical references. Some units are faster, some units are slower.
For example, all unit marching speeds have been adjusted to approximately 3 mph / 4.8 kmh to match the historical marching speeds of the Roman legions, a decrease from the 1.5 m/s of vanilla Divide Et Impera. This applies to hoplites too, which had a slower marching speed previously, leading to battle lines fracturing on the move to engagements.
@dazwalker869
Thank you!