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http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=933633829
Just waiting for the hellenic overhaul patch to release so we can fix the new hellenic stuff and it'll be ready for release! Woohoo!
Once all that is done, I will start experimenting with other features for the overhaul (new edicts, new formations, new building cards etcetera).
In the current version there are a few cases where a unit is 400 big (First Cohort for Romans, and armed citizens/mob in cities/towns).
In unit_special_abilities_tables you can find a list of abilities like formations and general abilities.
Most of the ones DeI uses are called a_mp_test_x and then you have the vanilla ones. Then in land_units_to_unit_abilities_junction_tables you can add extra abilities/formations to units you'd like.
For example in Data Venia I added "form_flying_wedge" to Mas_Royal_Cav (Massalian Royal cav) since they didn't have it in base DeI.
What do you mean x3 unit sizes? 900 troops instead of 300?
In 1.2 I was planning to increase tech times in general, so if 12-tpy isn't proper now it will be then.
Yes, it's possible to re-add the vanilla formations (if it's those you mean) since they are already present in the tables. But you'd have to add them manually for every single unit that you want to have it.
For example I preferred the old way the hoplite formations worked (via toggle), but due to how the animation changed it's not really possible anymore without it looking wonky - thus I made it a passive instead that adds a defence bonus.
I might add more abilities in the 1.2 version!
And I LOVE MICROMANAGEMENT !
Thank you.
The overhaul is based on the main mod in which the original developers chose to portray Romes legion superiority by adding the unique deadliness attribute to their gladiuses. Currently only post polybian romans should have gladiuses.
Yes, Rome gets reforms first - this is also based on the original reform script intervals, except that I've increased the amount of turns for them to trigger. In 1.2 I'm planning to increase reform intervals even more, since doing it now would break the game for those who use the mod. The AI doesn't need imperium levels to reach reforms, like us players do.
Thanks, I'll take a look at the link! I'm aware that not all units are properly balanced currently. Hard for me to test all of them since I don't have time to play every single faction.
There is a lot of new stuff planned that will come with the 1.2 update so if you are liking it so far be sure to stay tuned
I believe this works as intended since slave mines don't really generate any population for you (would slaves willingly move to the region to work there? :D ). On the other hand they will usually give a higher income to you in overall in comparison to trench mines. This depending on your overall economical factors.
But again is weird cause its starts working just fine and then suddenly doesnt, even when i completly uncheck the mod. Ill check later whats the cause of the problem
You obviously can't load a vanilla DeI save using the submod but have to start a new one. And if it doesn't allow you to start a new campaign, then it's another conflicting mod you have that is blocking it.
I did increase the experience required for both troops, generals/admirals and agents to level up. But perhaps it needs further increasing, since as you say once you get to a certain rank then battles become easier.
On the other hand I don't want to nerf the bonus to stats you get on your veterans, since they should be noticeably tougher than fresh recruits.
Some of my tougher playthroughs have mostly been when I've used mainly levies. As soon as you get elite barracks it gets a lot easier (unless AI also got them). One idea I have currently is to move up elite barracks further up the tech-tree - right now you can reach these barracks pretty fast if you only focus on that teching in military.
I have plenty of ideas on how to make things harder without removing too much fun, but some of these have to wait until DeI 1.2 is released (otherwise I would have to redo a lot of work in the database twice) and that is hopefully not too far away currently.
If you don't there are other options in the DeI Submod forum that you can try out, slower/faster battles etc.
Added FlashHeart07's diplomacy fix, now you can't force the AI to give you giant sums of money anymore via diplomacy (for trade, peace etc). Previously this was highly abusable - for example as Ptolematoi I could get around 20 000~ extra denarii on the first turn just forcing my neighbours to give me max gold for trade rights.
Edited version of "Legendary Commanders" ( http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=658590650&searchtext=legendary+commanders ) is now included in the overhaul with permission. Thank you Purplekalmar!
Upkeep submod should work fine if loaded before Data Venia.
Regarding faster/slower battlers, it depends on how the submod accomplishes this. If it's a submod that does this by editing unit values for 1.1 (ie. hp, melee defence/attack etc), it won't work together since I'm using mostly pre 1.1 tables.
But if the submod does this via stamina values, it should work since the stamina table structure is identical to the one in 1.1.
I'm updating it from time to time so make sure you get the latest version! Detailed changelog can be found in post 2 in the twcenter-thread.
Also feel free to drop feedback or bugreports either here or on twcenter,
I've played with this mod for several hundred hours but there might always be some bug or imbalanced unit that might have escaped notice.