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PATCH NOTES:
- Compatibility for DeI 1.3.4
I do get the warning that some mods are out of date, but I haven't personally experienced any crashes on my end.
-Updated internal file structure to a new standard to allow better compatibility with new updates to main DeI.
-Addressed a bug that allowed slingers to continuously interrupt archer volley animations, meaning that archers would never be able to get a full volley off after a certain number of casualties without repositioning, resulting in slingers vastly overperforming against archers. To combat this, slingers have been given values closer to mainline DeI, while still maintaining their effectiveness against armor.
-Complete overhaul of how calibration distances, calibration areas, accuracy, ranging, and skirmishers behave when loosing projectiles.
-Direct, accurate fire at close range and indirect, mass fire at long range is now properly simulated with these changes. For best results, get in close, but be careful!
-Feedback appreciated as always!
Yes, good analysis! Their heaviness, especially in comparison to other javelins, and isolated shaft made them very effective at penetrating and disabling shields, and while they're much more dangerous in this submod than in base DeI, they won't completely annihilate a unit on their own. I made sure to make them very effective as a precursor to the main melee engagement, however.
Elephants have a LOT of health in base DeI, it will definitely take a lot of volleys to take them down regardless of whether the submod is installed or not. They're still the best bet to take them down, so keep at it. Hope this helps!
Interesting findings, but this doesn't line up with tests and stats on my end. They have much higher AP damage and impact force that should let them penetrate most shields than in vanilla, but I'll double check to be sure. Thanks for the feedback.
Good question! No worries at all, the order between the two doesn't matter, so feel free to place them in any order as long as it adheres to standard submod installation rules. Hope this helps!
Hold out hope! I've unfortunately been very busy recently but hope to come back and develop a fully-realized version for vanilla, among other goodies!
Hello, javelins can pierce through shields and will debuff shield efficiency in melee combat for some time. Hope this helps!
How is one supposed to even fight elephants this way?
P.S. I don't know if this is an issue of DeI or your mod specifically but I'm pointing it out.
-Updated precursor-type javelin-type projectile ranges to allow them to connect with enemy targets on the commencement of a charge.
That is incorrect, by default javelins should have a range from 60m - 80m, make sure that this submod is loaded ABOVE Divide Et Impera
Ex:
1. X
2. X
3. SUBMOD
4. DeI Part 1
5. DeI Part 2
6. DeI Part 3
Hope this helps!
Excellent source, thank you!
@Noldor
Ideally not, perhaps a bit stronger on average due to knockback effects, but nothing that should shatter DeI's game balance. I hope you enjoy, and any feedback is always appreciated!
Still im going to try it and see for myself. Looks interesting.
A little scared because i dont want to make my armies mostly cav again because AI armies cant just stop recruiting tons and tons of skirmishers. lmao.
I highly recommend giving Mr.Jaegoor's youtube video a watch, as he tests several different sling projectiles vs ballistic heads as well as against a Coolus helmet. Mr.Jaegoor has a pinterest gallery with photos of a slingstone impact against another Roman helmet + the fracture marks it left on a skull.
https://www.youtube.com/watch?v=mMMebwEdAaE
Gotcha, I see it now. In the interest of maintaining as much compatibility with DeI as possible, I won't be adjusting any technologies, but again I do reiterate that javelins are still incredibly effective even with reduced range!
I believe there are some technologies that already do something like this. Even with the decreased range, javelinmen of all types should still be VERY effective at what they do.
Yeah, if you and a friend both share the same modlist then there's no issue with running as many shared mods as you'd like. Hope this helps!