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Hjalfnar
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[Rome II - Mod - DeI] Downloadthread

Beitragvon Hjalfnar » 4. Februar 2014 12:06

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Aktueller Download und Releaseinformationen für die aktuelle Version: http://www.twcenter.net/forums/showthread.php?666607-Download-amp-Installation-Divide-et-Impera-Download-link-1-1a-(Updated-October-28)

Installationsanweisungen
STANDALONE VERSION
Downloade die .7z-Datei von Mediafire und entpacke sie mit dem Programm 7Zip in den Data-Ordner von Rome 2. Dieser befindet sich normalerweise hier: Laufwerk C -> Programme (x86) -> Steam -> steamapps -> common -> Total War Rome II. Starte anschließend Rome 2 regulär über Steam, aktiviere DeI über die Mod-Verwaltung im Launcher und starte das Spiel. Viel Spaß!
Installationsvideo (Öffnen)


STEAM VERSION
Klicke auf die Links oben und wähle bei jedem Part Abonnieren. Wenn du zur Anmeldung aufgefordert wirst, melde dich mit deinem Steam-Accountnamen und -Passwort an. Starte anschließend Rome 2 regulär über Steam, aktiviere alle DeI-Parts über die Mod-Verwaltung im Launcher und starte das Spiel. Viel Spaß!




Veraltete Versionsinfos, aktuelle Version siehe Link oben:
Spoiler (Öffnen)
Update Notes 0.96f- Made Colchis playable and changed to Greek culture.
- Pergamon remains in the Greek city states group. The Black Sea group now includes Cimmeria and Colchis.
- Added new custom missions for Massilia, Pergamon, Colchis and Cimmeria.
- Fixed pikemen starting with swords in hand rather than pikes.
- Changed political effects of 3 party factions (Rome/Carthage) and added some effects for all factions. Now some effects for 3 party factions are higher when the parties are balanced. See [url="http://www.twcenter.net/forums/showthread.php?654437-Manual-The-DeI-Scriptorium#R06"]Politics guide[/url] for more information.
- Fixed missing stamina abilities for some Mercenary units.
- Added cultural conversion negative to increasing Imperium levels.
- Removed German Scout Riders upgrade entry to fix a late game crash.


Previous Updates
Revision 0.96e- Fixed missing shields on some auxiliary units.
- Altered AI Egyptian and German personalities to somewhat reduce aggression.
- Changed Punic and Hellenic diplomatic modifier to reduce chances of war between Egypt/Carthage.
- Fixed various AOR entries in Augustus that were preventing proper auxiliary/aor recruitment (new campaign required).
- Lowered tier 1 minor township income to be in line with the later variants.
- Fixed Military Academy not being buildable in Augustus campaign.
- Added some AOR units to custom battle rosters for Carthage, Egypt, Massilia and Cimmeria.
- Changed Augustus Thrace faction to thracian military group (roster changed).


*Unless there are any major problems, this will be the last update for awhile. I need to get back to work on 1.0 exclusively.


Revision 0.96d
- Added in custom appearances for the legionary units of the different Augustus campaign Roman factions.
- Augustus campaign Roman factions now playable in custom battle.
- Grand Campaign Roman faction no longer has Imperial units in custom battle.
- Fixed bug where some legionary units would go into an infinite charge loop when in shield formation.

Revision 0.96c1- Fixed battle crashes.
- Fixed Masaesyli buildings in Main Campaign.
- Fixed Egypt and Parthia traditions in Augustus Campaign.
- Fixed Dacian Spear Warriors not being recruitable.

0.96c
- Imperium Requirements added back to reforms (New Campaign Only). Huge thanks to Mitch for his help!
- Auxilia Update:
- 12 new Auxilia Miliaria units added to Imperial reforms.
- Some auxilia units moved from Marian to Imperial reforms.
- Various texture improvements and fixes.
- Text fixes for various units. Thanks to Augustusng for his help.
- Standard bearers added for cavalry units.
- Fixed auxilia in CiG and HatG campaign.

- Fixed Carthage's shields.
- Added Onagers to Augustus campaign.
- Added 1 recruitment bonus for the player on Normal difficulty (to help with the smaller faction starting difficulty).
- Increased hidden income bonus for smaller playable factions, decreased for larger.
- Reduced Empire Maintenance (corruption) effects.
- Slightly lowered civil war chances and minimum character defection value.
- Changed influence levels that increase civil war chances: Multi-power (Rome/Carthage) - 60/70/80; Single Power - 65/55/45
- Fixed Hellenic iron towns armour and weapon bonuses.
- Removed campaign cap on various Lugii units.
- Removed frenzy from Baltic Levies.
- Added British recruitment options to tier 1 infantry recruitment building.
- Fixed Armenian traditions in Augustus campaign.
- Fixed missing building names for various buildings in Augustus campaign.
- Fixed edict and agent caps for Augustus campaign.
- Fixed Egyptian traditions for starting armies in Augustus campaign (new campaign only).
- Lowered Barbarian reforms imperium requirement to 4.

Revision 0.96b
- Fixed political rank effects for Augustus campaign.
- Fixed Eastern military buff buildings.
- Fixed Egyptian temples in Augustus campaign.
- Buildings will now show up in the technology tree for all campaigns except the Augustus campaign.
- Small food bonus for Augustus campaign so some factions don't start at 0 or -1 food.
- Updated faction uniform colors to match our original ancient colors settings.
- Changed income levels to match vanilla settings (1500 base, extra income for some playables).
- Updated season effects to use DeI custom ones for Augustus campaign.
- Added campaign camera zoom to Augustus campaign.
- Added Augustus factions to coop options.
- Changed Armoured Legionaries to require tier 3 and 4 barracks.
- Fixed Armenian army traditions in Augustus campaign.
- Fixed ancillaries in Augustus campaign.

Revision 0.96a
- Augustus Campaign is now compatible with DeI. Some parts not done yet: non-playable faction starting unit sizes, DeI mercenaries and starting garrisons (will have to replenish after first turn).
- Made the following factions playable in Augustus campaign: Iberia, Gaul, Thrace, and Pontus.
- Changed Armenian faction traits to match new vanilla ones, added Armenian chapter missions to main campaign.
- Reduced Mercenary Upkeep by 35%.
- Added in new character traits from Emperor Edition.

- Small battle mechanics update:

  • Pike and hoplite phalanxes changed to shield rather than armor bonus. Kill rate improved. You will still have to tell hoplites to attack (formation animation still unfixed)
  • Removed Initiative and Deadliness from weapons to better balance units.
  • Altered javelin and pilum damage.
  • Cavalry changes: Lowered hitpoints, removed shield bonus for shock cavalry, small decrease to mass, slightly decreased damage, improved reforming.

Revision 0.96
- New Steam version (4 parts)
- Added back in some disabled buildings so they can be converted to new variants. These buildings can't be upgraded or upraded to, but are there for the purpose of save games.
- Added missing recruitment slot to minor city variants.
- Removed weapon/armour upgrades from siege line.
- Changed double time to 0 bonus to movement so the AI won't use it. It causes armies that disembark to automatically go into Patrol Region stance and get stuck. I would remove it but then current navies using it would be stuck in the stance.
- Changed Getae, Ardaiei and Odryssian military and cultural victory conditions (new campaign only).

Infos zu vorhergehenden Versionen:
Revision 12 (0.95L)[/font]- DeI is now compatible with the current patch 14 and with patch 15 beta (Emperor Edition). It does not include the new buildings in the beta patch yet. We will work on incorporating certain ones.
- Reforms no longer require an Imperium level (turn number only). With the new civil war mechanic, this will prevent losing the ability to recruit if you lose an imperium level after a reform. This change is hopefully temporary.
- Added in the Limited Recruitment Submod:

  • Recruitment based on region ownership in a given province (1 region owned = 1 recruitment slot). All factions other than Rome also have a bonus 1 recruitment point in their home province (Nomads get 2). Rome gets a bonus recruitment slot in all provinces. All fort variants of major cities for all factions also give 2 slots. The player gets a +2 recruitment bonus on Easy and +1 on Normal. The AI gets a +1 on Very Hard and + 2 on Legendary.
- Added gravitas per turn to base skills and political ranks for characters in accordance with the new political system.
- Added in axe animations.
- Added bonus income to AI Rome and Carthage.

Revision 11 (0.95k)
- All starting units for all factions are now the correct size (new campaign only).
- All starting garrisons are set as best they can be. Many will still have to regenerate some, but not nearly as much (new campaign only).
- Added AOR units to CiG and HatG (new campaign only).
- Removed some unit upgrades and also some commander options to hopefully fix future crash issues. Some of the AI turn crashes seem to be a result of the AI trying to upgrade commanders.
- Fixed some missing units in custom battles.
- Fixed some missing units on campaign rosters for various factions.

Revision 10 (0.95j)
- Fixed missing units for Armenia, Baktria, Seleucids, Cantabri, Arevaci, Massilia, Sparta and Tylis that should have been recruitable.
- Made custom battle rosters match the campaign rosters for the most part. Some factions retain older units in custom battle that have been replaced by AOR units in the campaign.
- Fixed garrison ballistas for various factions and for the fort/trade main city lines.
- Reduced garrisons from Barbarian workshop buildings and made the units correlate more to the type of building.
- Removed naval garrisons for now due to a bug.
- Removed Picked Hoplites from Syracuse general unit selection.

Revision 9 (0.95i)
- Fixed late game crash on AI Sardes and Macedon turn
- Fixed German bodyguard unit options in CiG

Revision 8 (0.95h)
- Fixed German General variants.
- Fixed Raiding stance doubling up on public order reduction.
- Fixed a starting Seleucid general being able to recruit post-reform bodyguard unit (new game only).
- Removed recruitment of 2 Roman core units from auxiliary barracks.
- Fixed German global reforms text.

Revision 7 (0.95g1)- Fixed crash associated with late game Rome unit caps.
- Updated AI Recruitment to put a lower priority on (AOR) troop types.
- Fixed Lugii bodyguard unit options.
- Fixed various units that weren't recruitable from our custom main city building lines (trade/garrison).
- Added garrison units for the Garrison version of the main city building lines.
- Fixed some double British/German units.
- Changed starting British/German units (new game only).
- Fixed missing textures for British spearmen of non-playable factions.
- Fixed Dignitary caps.


*Hopefully this will be the last update for awhile as we start to turn our attention toward our full release version (1.0).
Revision 6 (0.95f)- Nerfed torch damage and incendiary level.
- Increased AI income/upkeep bonuses for higher difficulties.
- Removed (AOR) unit options for duplicate entries in starting regions.
- Fortifying now uses 1 food (like default stance).
- Changed starting composition of Rome's armies (new game only).
- Fixed some inconsistencies in stance effects.
- Fixed some African units that were not recruitable.
- (AOR) Sarmatian Horse Archers now require tier 2+ main city line.
- New Lugii selection screen map image thanks to JFC!
- Changed Suebi 2nd Chapter Mission to require non-reform unit (new game only).
- Fixed African trait text and image in game.
- Fixed British (AOR) Ambusher unit name and description.
- Small increase to starting Hellenic culture in Provincia (new game only)
- Changed Syracuse and Massilia starting units (new game only).
- Changed "Restricted to Prologue" text to "Higher Reform Level Required."
Revision 5 (0.95e)
- Fixed Seleucid battle crash.
- Fixed Carthage AI turn crash.
- Increased Mercenary costs. Their recruitment cost should roughly equal to their upkeep.
- Added AOR unit access for Lugii.
- Lowered level requirement for tier 2 dignitary skills.
- Slightly lowered some corruption changes.
- Added negative to corruption to 1 more dignitary skill (Expert Supervisor) and 1 more general skill (Unwavering Patriot).
- Removed negative to agent spotting chance from Patrol Region stance.
- Improved Carthage Mercenary Upkeep trait.
- Changed Patrol Region icon.

Revision 4 (0.95d)
- Reverted new Germanic subculture (Lugii and others) to normal Germanic subculture due to a persistent battle crash.
- Fixed crash during AI Getae turn.
- New Army Stance - Patrol Region. This stance provides a public order bonus among other bonuses, but has serious drawbacks as well.
- Garrisons for playable factions will now start at a higher level or maximum. Some will still take a few turns to replenish. The other factions will be done eventually (new game only).
- Fixed Mustering Stance for Barbarians and Parthians using 1 food too much. Some subcultures will benefit more from this due to a stance bug in the base game.
- Base 1 food bonus given to the player to help with the smaller faction starting situations.
- Further decrease to AI public order bonus.
- Small increase to Player Public Order bonus based on difficulty level.
- Rome now receives +1 recruitment in their home regions.
- Fixed Masaesyli and Lugii starting army sizes and composition (new game only).
- Fixed Capable Bureaucrat (General Skill) Public Order Bonus.
- Reduced various bonuses of the AI having to do with income and cost in an attempt to curb the early expansion.
- Reduced AI recruitment bonus by 1 on Normal, Very Hard and Legendary. Also an attempt to curb the early expansion.
- Fixed Lugii negative trait.
- Increased corruption to add difficulty to the mid-late game for the player.
- Added some AOR unit options to Roman auxiliary barracks in Italian regions.
- Improved starting ports of Odryssia, Ardiaei and Tylis (new game only).
- Fixed new Cimbri AOR unit names/descriptions.

Revision 3 (0.95c)- Fixed crash during battles with a specific German unit - (AOR) Gaizoz Frije. This should fix many of the battle crash issues.
- Disabled upgrades for (AOR) units due to AI turn crashes at various mid-late game turns. This should help with some of the AI turn crashes.
- Removed factional mercenaries for everyone except Carthage and Egypt. (new games only)
- Fixed Eastern temples not being buildable.

Revision 2 (0.95b)- Fixed crash during AI Rome turn around turn 50.
- Moved Dignitaries (Governors) up the technology tree for Barbarians.
- Increase to Public Order for 4 tier 2 Dignitary (Governor) skills to help with the new Public Order system.
- Drillmaster (General Skill) slowly increases the experience of your current troops rather than giving an experience boost to new troops. Thanks to lnrd907 for this idea and implementation!
- Garrisoning Troops now slowly increases their experience over time. Once again thanks to lnrd907.
- Changed the Public Order negative from armies to repression (changes bonus listing in Province panel).
- Removed some more lingering auxiliaries from Rome.
- Shield wall is now like the vanilla shield wall until we can find a fix for the patch 14 bug.
- Lowered the AI's public order bonus based on difficulty level.
- Increased upkeep for certain mercenaries that had incorrect values.
- Added 2 missing British naval units (vanilla bug).
- Fixed abilities for some of the new German units.
Revision 1 (0.95a)
- Added temples and other buildings for Masaesyli and other African/Arabian cultures that will give the proper cultural bonuses.
- Changed Mauretania to have a higher starting Desert Nomadic cultural level.
- Increased hitpoints for gates and towers.
- Reduced bonus vs. cavalry for some spear units that were out of line with other units.
- Removed vanilla abilities for new Lugii units.
- Added Pontic Peltasts back into tier 2+ recruitment buildings for Pontus.
- Fixed Reform techonology text being too long.
*If you are getting an early game crash, some users have reported that a fresh install of Rome 2 fixes the issue.0.95 Patch Notes
Note: The addition of Unit Upgrades in this update means many users with save games will have to research our new unit upgrade technology to continue their saves without bugged scripts. Also, save games will take awhile to load due to the amount of changes.

Major Changes

New Germanic Subculture and Playable Faction
  • The Lugii are now a playable faction and member of a new Eastern Germanic subculture.
  • Other factions in this subculture include the Aestii, Anartes and Gutones.
  • 21 new custom units that are unique to this new subculture. For more information go here.
Unit Upgrades
  • Many units can now be upgraded from their previous Reform version. Huge thanks to lnrd907 for figuring this out and allowing us to use his work.
  • For many save games, you will need to research the new upgrade technology found in the first military tech line.
  • Since many Greek units are available in multiple reform tiers, their units do not have as many upgrade options.
Garrison Overhaul
  • Garrisons have been completely redone with over 100 unique cultural units rather than existing unit types.
  • These cultural units are mainly a product of the main city building line.
  • Garrisons generally increased in terms of quality and quantity.
  • All factions now have access to equal numbers in terms of garrison population.
Mercenary Overhaul (not save compatible - old saves will have the old mercenaries)
  • All vanilla mercenary units have been removed and replaced with 116 new custom units.
  • In general, mercenaries are higher quality than their AoR counterparts.
  • Unique colors and variants to set them apart from other units.
Public Order System and Army Stances
  • In order to add more dynamic army placement and prevent the monotony of the "take a city, sit army in city, take a city" campaign flow, we have changed how public order and food operate with armies.
  • Armies now consume food from whatever region they are present in unless they are fortified or garrisoned. Mustering uses more food than other stances.
  • Garrisoning an army now causes a public order negative rather than a positive. This will hopefully encourage more strategic placement of forces and use of land outside of cities.
  • Increased Public Order bonuses on General's governor skills to compensate for public order penalty. Dignitaries will still be more effective governors but you will retain the option of having Generals as governors also.
  • Occupation ramifications have been changed to reflect the new public order penalty for garrisoning troops:
    • Occupy - Medium Public Order penalty first turn, small to none after.
    • Loot - Large Public Order penalty first turn and medium after. Increased loot income.
    • Raze - No Public Order penalty first turn, small after. Increased damage to main building lines.
    • Sack - Decreased Public order penalties and damage slightly.
    • Vassal/Liberate - Small payment added for these.
Masaesyli Overhaul
  • Most of their units have been redone with custom appearances and stats.
  • 7 new unique units, information can be found here.
Roman Auxiliary Building Overhaul
  • Removed all vanilla auxiliaries. Post-Marian, Rome still has our custom auxiliaries.
  • The auxiliary barracks now acts as an AoR unit Recruitment Center. Rather than having to own a specific region to recruit an AoR unit, an auxiliary barracks will allow for recruitment of AoR units from neighboring regions.
  • For example, building an auxiliary barracks anywhere in Greece, Macedonia or Asia will allow Cretan Archers to be recruited. For more information see our Recruitment Guide.
Formations, Pull-Through and other Melee Changes
  • Due to a bug introduced to Shield Wall and Hoplite Phalanx formations in Patch 14 that causes looping charges, we have had to alter how these work.
  • Hoplite Phalanx no longer has a custom animation assigned to it, but otherwise operates the same as before.
  • Shield Wall is now purely defensive. It can no longer be activated during combat and the unit cannot move.
  • All units, especially cavalry, are no longer able to move through enemy formations at will.
  • It is now a bit harder for cavalry to disengage from melee and a bit easier to kill fleeing units.
  • Tweaked weapon stats, including slight increase to damage/initiative for the gladius.

Other Changes
- New custom artwork from Idreaus. Huge thanks to him for his contribution!
- Incorporated a version of the Sell Slaves edict mod. Big thanks to Phalangitis for allowing us to use his work!
- Thracians and Illyrians received new post-reform units.
- Improved Load times.
- Tweaked AI aggression in an attempt to slow early game expansion.
- Many Mercenary and AoR units have been recolored to add unique looks.
- Small AoR unit errors have been fixed.
- AI factions can now use rams from campaign start.
- Increased Naval movement for navies (not transports).
- Tweaked Germanic/Iberian general variants and shields.
- Fixed HatG Iberian rosters
- Fixed missing Peltasts for Greek factions.
- Fixed British Ambactoi description.
- Small increase to edict cap per imperium level.
- Fixed Carthage siege tower tech research time.
- Tweaked Royal Peltast armor value.
- Improved Egyptian army recruitment.
- Carthage Infantry now uses the proper Infantry Officer.
- Fixed missing cultural advisor texts.
- Getae can now choose Noble Cavalry as a general.


Information on our Full Release Version 1.0
- Up until now we have been technically operating as a beta of the mod. The next release will be the actual release of DeI.
- 1.0 will not be save compatible but will also have no new content. It will entirely be about polishing, bug fixes, removing unused parts, making the mod more efficient and general balancing.
- Any specific combat balancing changes we make I will retroactively add to the 0.95 version, which will stay available for save games.
- 1.0 will be released in an entirely new Steam Version for multiple reasons.
- We have many plans for the mod after 1.0, so don't worry this won't be the final version. These plans include an Eastern factions overhaul among many other ideas.

[spoiler]Revision 1
- Fixed stamina ability for new Galatian/Dacian units.
- Fixed weapon range on Dacian pikemen.
- Fixed missing swords for Bronze Shield Pikes.
- Fixed Legionary Cohort standard.
- Fixed Centurion crests.

Revision 2
- Hopefully fixed some of AI turn crash issues.

Revision 3
- Fixed another crash issue. Removed custom nomad stances for now. Big thanks to those who helped with uploaded saves and to Litharion for all the testing to help me track it down.

Revision 4 (0.9d)
- Yes, 4 revisions in one day. That may be a record. Hopefully fixed the crash issues for good with this one.
- Fixed Dacian, Thracian and Illyrian temples.

Revision 5 (0.9e)
- Fixed Dacian Elite Infantry.
- Fixed missing torso on Galatian general.
- Fixed Dacian Noble Horsemen missing secondary weapon.
- Fixed new Roman Auxiliary stamina abilities.

Revision 6 (0.9f)
- Fixed Celtic reforms. They should now trigger properly. Thanks to juanplay for reporting this error.
- Restricted 2 Italian Auxiliary units that should be post-Marian but weren't.

Revision 7 (0.9g)
- Fixed starting Roman general having the option to recruit Evocati Cohort as general.
- Fixed missing textures for various shields.
- Fixed missing unit caps for some Dacian and Galatian units.

Revision 8 (0.9h)
- Fixed Brundisium and Cosentia having the wrong region recruitment tags (was affecting available AoR units). Not save compatible, unfortunately.
- Pedites Extraordinarii (Late) now have phalanx ability.
- Fixed Galatian Katpatuka Zanteush unit tooltip.
- Fixed javelin entry for Dacian Mezenai.
- Fixed some Carthage units that were not recruitable.
- AoR Spartan Hoplites now recruitable.
- Dacian Archers are now a reform unit, Dacian Bowmen are a starting unit.
- Fixed Auxiliary names not being greyed out pre-Marian reforms.
- Removed recently added CA heavy horse plume model.

*Note: To edit your own save to fix the region tags, follow these steps:
1. Download EditSF.
2. Backup your save, then load it in EditSF.
3. In your save, expand the folders out to find COMPRESSED DATA / CAMPAIGN_ENV / CAMPAIGN_MODEL / WORLD / REGION_MANAGER
4. Under that you will see many REGION ARRAY entries. Find REGION ARRAY 135 and click on REGION.
5. On the right side you will see 24 rows (second row says rom_magna_graecia_calabria). Find row 18 that has the region tags.
6. Replace DEI_Sicily with DEI_Brundisium.
7. Do the same thing for REGION 166, except change Brundisium to Sicily.
8. Save the file.


Divide et Impera 0.9
After much anticipation and plenty of hard work, I present to you DeI's newest update. I want to take a moment to thank all of our team, from the modders to the testers and support members. You guys really came together under some adverse conditions to get this update out. I am very proud to be a member of this modding team and of the effort we have put forth in this update.

*Note: Currently this version has longer load times than 0.85 due to the amount of additional units. Also, when reforms hit it takes a moment to move to the next turn. These are issues we hope to address when we make the mod more efficient in 1.0.

Update Notes

Overhauls:
-Area of Recruitment System:
  • Many regions now have units that are specific to that region's culture. These units can be recruited by any faction that owns the region.
  • Over 150 new culturally unique units.
  • All factions now must have a majority culture in a province to recruit their core faction units, unless that region is historically from that culture.
  • For more information see the Recruitment Guide.
-Roman Auxiliary Overhaul:
  • Over 100 new auxiliary units for Rome available after the Marian reforms.
  • Pre-Marian, Rome can recruit already existing auxiliary and Italian allied forces from the auxiliary line.
  • For more information, see this thread.
-New Faction Overhauls:
  • The Getae have received 16 new custom units. Some of these units will be restricted until after their reforms (same time as the Celtic reforms).
  • The Galatians have received new custom units.
- Agents Overhaul:
  • Dignitaries have been changed to Provincial Governors. These Governors have entirely new skills and are designed to be deployed in your provinces.
  • Each agent now has a defined role. Governors govern (duh), Spies explore/infiltrate/sabotage and Champions train and combat enemy agents.
  • Spies have new tier 3 skills in their authority and zeal lines that require both tier 2 skills to unlock. Champions have the same for their subterfuge and authority lines.
  • Agent skill images have been revamped to better show the skill trees. Images can be found here.
  • These changes are save compatible. Also, Generals can still be governors if you choose to use them in that manner (but some effects have been decreased).
  • Increased amount of Governors (dignitaries) per imperium level.
  • Thanks to TheSavage and rem123456 for the ideas that led to these changes.
-AI Recruitment System Overhaul:
  • Each AI army configuration type now has at least one additional template (more than one in many cases).
  • Rather than seeing the same army compositions from certain factions, you will see a more varied selection depending on the army.
  • More culturally-specific configurations for various factions.
  • Updated and improved the unit qualities setting for overall better AI recruitment priorities.
General Changes:
- Incorportaed auto-resolve changes from Aeimnestus's Realism submod in order to make auto-resolve more realistic/useful.
- Removed second barracks for Eastern and Hellenic factions. These cultures now only have 1 infantry recruitment building. This change is save compatible but save games will have some useless buildings.

- New Tier 4 Slave forum building. Slave Forum buildings now use food rather than reduce public order.
- Tier 2 Slave buildings no longer require the slave resource but also do not produce it. Tier 3 and 4 require and produce the resource.
- Added new medic buildings for Daco-thracian and Illyrian subcultures.
- Removed Legion variants. For historical legions, see the submod section.
- Slightly lowered some ancillary effects.
- Basic melee ships now available from all port types.
- Fixed raiding stance public order reduction.
- Small increase to movement for navies.
- Added cultural conversion to first tier Barbarian temples.
- Added one extra temple that gives cultural conversion for each Barbarian culture.
- Lowered amount of experience champions train in troops each turn.
- Fixed Tylis Chapter Missions and religion type. Added units to Tylis' roster.



Full changelog of version 0.8x:


[b]Infos ältere Versionen:

  • DeI is now compatible with the Free DLC (Getae) and the upcoming Pirates DLC.
  • Added Daco-Thracian culture (rather than vanilla Balkan). These factions include Odryssia, Getae, Biephi, Bastarnae and Triballi.
  • Unlocked Tylis as playable to match upcoming DLC.
  • Illyrian factions are now Barbarian but have Hellenic culture.
  • This update will negatively impact existing Ardiaei, Getae and Odryssia campaigns.
AI Recruitment System Overhaul:


  • Each AI army configuration type now has at least one additional template (more than one in many cases).
  • Rather than seeing the same army compositions from certain factions, you will see a more varied selection depending on the army.
  • More culturally-specific configurations for various factions.
  • Updated and improved the unit qualities setting for overall better AI recruitment priorities.

Revision 1 - fixed background traits/skills for new subcultures.

Revision 2 - Added Chapter Missions for Getae, Odryssia and Ardiaei.

Revision 3 - Fixed Seleucid background skills and ancillaries. Moved Ardiaei to the same faction group as Dacians and Thracians. They will share the faction trait but are a different culture.

Steam Version Note: I do not currently have access to the Steam version, so I have uploaded a 6th pack file that will allow the Steam version to work with the new update. A warning - 0.9 may be so large that it will not be feasible to be on Steam. So, 0.85 may be the final Steam version if we run into size issues.

What's new in this version (0.85d - Patch 12 update):

  • Pergamon no longer starts a vassal of the Seleucids (was causing a bug).
  • Removed technology requirements for tier 2 military ports (to match with CA's patch changes).
  • Added public order penalty to Raiding stance (CA removed it).
Revision 1:
- Fixed broken reforms scripts with latest update on the beta.

Revision 2:
- Fixed auxilia units and mercenary units restricted for the reforms having the tooltip "Restricted for Prologue" instead of being removed visually. I've decided to do the change immediately instead of waiting for 0.9 because it wasn't polished enough in this way and I didn't like it.]


What's new in this version (0.85b):

  • Added some more naval options for Rome for Polybian and Marian reforms
  • Fixed the shields without numbers for Legionaries and put them back (our huge thanks to JFC for providing the redone shields)
  • Fixed a mercenary Iberian unit that was not yet updated to DEI stats
  • Tweaked charge power/length of Elephants
  • Fixed Roman siege workshop technology order
  • Fixed new CA hotfix season effects
  • Fixed Bosporus Victory Conditions (requires new campaign to experience)



What's new in this version (0.85a - Revision 1):

  • Fixed CTD on starting CiG campaign
  • Fixed CTD using Roman armies with Legionaries caused by the new shields without numbers (we reverted back till we find a solution to this issue)
  • Enabled reforms for Carthage in HatG campaign: they are set at Imperium 4, turn 60 for Player and turn 80 for AI
  • Lowered requirements for Carthaginian reforms in main campaign
  • Corrected some Iberian Mercenaries for HatG campaign not having the right DEI stats/sizes
  • Fixed Seleucid having wrong agents
  • Tweaked uniform colors for the HatG campaign
Revision 1:

  • Fixed bug with archers not being able to fire when stationed above walls
  • Further improved missile unit roles dynamics:
    • Added variations in elevation and/or speed depending on type of missiles used (especially for archers)
    • Now also javelin units and horse archers will be able to fire on an arc above lines (apart when using Heavy Shot) and the only unit role that needs a clear line of sight are slingers.
    • Slingers will still need a clear line of sight to fire but they are anyway the highest recharge, highest range (bar longbowen) of all the missile units so they are still the best at firing from angles/rear lines



What's new in this version (0.82h - Revision 3):

- Made DEI compatible with Seasons and Wonders DLC and Hannibal Pack
- Revision 2: Updated starting armies and starting campaign scripts to the new changes
- Revision 3: Corrected CTD at campaign start (caused by corrupted startpos)
- Revision 4: Fixed disembarking units. Tweaked transport ships movement by indirectly altering land movement
Note: this version can still contain some misbehavior with the latest CA content since the full compatibility update will be done with 0.85. This update is done mainly to let our users continue their ongoing campaigns with DeI but it is possible that some things are not yet fully working as intended. Also the Hannibal campaign is not yet updated with DeI so if you want to play with it later we suggest you to use vanilla momentarily elsewhere some things will probably not work correctly.

Please have some patience while we upgrade everything for this new heavy upgrade by CA. 0.85 is in the works and will bring you full compatibility plus an host of great enhancements.



What's new in this version (0.82g - Revision 1):

  • Removed regional Legionaries numbers, signa and emblems but kept attributes and visual differences. All Legionaries are now called "Legionarii" and/or "Cohors Legionaria".
  • Added back Veternal Legionaries and Cohors Evocata as recruitable options in every region.
  • Reworked Legionaries caps: you can now recruit 10 Legionaries or 9 + 1 First Cohort. Veteran Legionaries and Evocati Cohort have a cap of 2 but they are outside the 10 total cap.
  • Tweaked AI recruitment values for better AI fielded armies
  • Tweaked AI factions balance of troops depending on their characteristics
  • Tweaked unit balance generally (especially for Hoplites vs. Spears)
  • Fixed some missing recruitment options (as Choppers Two)
  • Revision 1: Fixed bug on Veteran Legionaries and Evocati Cohort present on previous reforms (forgot to add the two units back to the list of reformed units)

Note: this will probably be the last update (barring bugs and/or the compatibility patch for the new DLC) for this version. Next version (0.85) will come after the DLC and will include the Greek shields overhaul, a revamp of Macedonia plus some interesting additions. After it, then, we will introduce the full AOR in 0.9, so stay tuned for what's to come ;)


What's new in this version (0.82):

  • Implemented historical Roman Legions in Main Campaign and CiG (many thanks to Caesar for allowing us to use his mod as base)[/b]
  • Implemented shared army caps for Legions (this means that you can mix and match Legion types as you want inside the shared cap of 9 Cohorts per stack + 1 First Cohort)
  • Tweaked strength of spear units
  • Tweaked durability of cavalry
  • Tweaked units spacing
  • Made some changes to Javelin units to hopefully resolve all bugs tied with them
  • Fixed bug with some cavalry units having wrong weapons
  • Various minor balancing tweaks

Note: We have to create a new part for Steam since this update is an huge one (lot of new textures and icons for the new Legions) and as such the Steam version will not be available till tomorrow. If you want to play with this new version now use the TWC pack, elsewhere wait tomorrow morning for the Steam update.


What's new in this version (0.80e):

  • Came up with a solution for the list of recruited units names: since removing inactive ones altogether doesn't work (for motives that are too long to explain here) I have made the names of inactive units greyed-out so that the active ones are easily spotted. This is the best solution for the problem we can come up with atm. We will research in the future for other ways to improve on this, but it can be that much better than this we cannot go, sadly.
  • Fixed bug that caused a CTD on end turn in case a General army was completely disbanded
  • Fixed Construction report listing old settlement names.
  • Thanks to JFC for contributing some image updates. These include:
    • New frontend New Campaign images for factions.
    • Some new building images (warbreed, salt, fish) and new salt resource image.
  • Tweaked Triarii Late stats
  • Tweaked and fixed Pedites Extraordinarii stats/abilities/caps
  • Fixed Triarii Early Shields

A new "No Forced March" sub-mod has been released. Tell us what you think about it and if you think that overall it is a better solution to have FM removed. If the AI behaves better and/or gameplay is improved overall then the change will be included in main DeI.

What's new in this release (0.80):


  • Added real reforms for Rome, Hellenic factions, Gallic tribes, German Tribes, Iberian Tribes1
  • Overhauled unit caps to work per stack instead of globally2
  • New Celtic, German, British, Roman, Carthaginian and Greek units (in total more than 80 completely new units). A great thanks to Patricius for the use of his units
  • New auxilia and mercenary options for all factions (opening up with global reforms)3
  • Revamped Carthage (including Generals)
  • Revamped look of many Celtic units
  • Overhauled speeds of units for more realism and tactical play
  • Overhauled stats/abilities/attributes of units depending on the reform they pertain to
  • Added ability Throw Javelin/Pila for certain units that allow them to throw missile weapons on a determined spot
  • Re-balanced power of Hoplite Phalanx and Pike Phalanx
  • Re-balanced strength of Spears vs. Sword infantry
  • Re-balanced power of Spears vs. Hoplite units (the former are much better against cavalry, the latter better against infantry)
  • Fulcum will now correctly switch to Pila when in use
  • Fixed Hollow Square animation bug (missing shields)
  • Added playable minor factions to cooperative mode
  • Rome now owns the land formerly held by the Etruscans (Etruscans no longer playable). This was done for historical and gameplay reasons
  • Fixed Seleucid new army and navy names
  • Tweaked CAI aggression and war behavior
  • Moved Seleucid capital back to Antioch for historical accuracy
  • Removed Libya, Nova Carthago and Media previous diplomatic actions
  • Changed original region ownerships so (in theory) removed factions will not be liberated
  • Faction intros now back in the game for major factions
  • Carthage, Rome and Seleucid starting armies moved and/or altered
  • Fixed missing Ardiaei political party names
  • Lowered frequency of AI sacking rather than occupying cities
  • Fixed Illyrian temple names for Daorsi faction
  • Changed some values on minor Illyrian temples (removed or lowered the equipment buffs).
  • Improved AI recruitment. Thanks to Litharion for allowing us to use his work. We will continue to work on this aspect, this is just the baseline for now
  • Changed some first tier technology and building times
  • Fixed pet monkey ancillary effect
  • Changed Rome and Carthage faction introductions to be in-line with our changes4
  • Increased zoom-out in campaing mode (this also remove the need to use camera mod as Splenyi's one that are not compatible with this new version)

1: Reforms for the player will trigger based on Imperium Level and turn requirements while the global/AI reforms will have only turn requirements but higher ones, so that the player if expanding correctly will be able to trigger the proper reform faster than the AI can (the motive of why we decided to go this way for now is explained in the FAQ).
2: Unit caps will work exactly as for multiplayer: you will not be able to recruit more than the cap number of that unit per stack.
3: Global reforms will open up new auxilia and mercenaries options for the player, so AI reforms don't benefit just the AI; however with new reforms the AI will surely develop stronger armies with time, so beware about it.
4: Etruscans are no more so the introductions had to be changed. This means, however, that the audio on the introductions of Rome and Carthage is gone (it is impossible atm and probably forever to mod the audio).




A Note about the new version:

  • Beware of compatibility issues with 0.8! Some mods that were compatible with previous versions are not more now. Two examples are Splenyi's Camera Mod and Mitch's Major Factions mod. For the former I already included the increased zoom in 0.8 so there's no more need to use it and for Mitch's we will see what to do in the future. In any case we added a "_" to the name of the mod in TWC so that users are sure that DeI will override other mods in CA's Mod Manager causing no troubles. If for example you see reforms not working (as all units being recruitable from beginning) then it means you have a compatibility issue with some other mod out there.
  • 0.8 requires a new campaign start to play with reforms. You can continue playing a previous save-game with 0.8 and reforms disabled, however we advice to not do this as all the recruitment options will be faulted (since they are made for the reforms in mind). We will keep the previous version (0.75) as an active link until the next large update so as to give users time to finish their campaigns before passing to 0.8, if they want.
  • The Reforms work for every listed faction in the Main Campaign. For Caesar in Gaul they work for Gaul and German tribes for the player and for Gauls, Germans and Greek globally. This because Gaul Campaign was at the time of Marian Reforms for Rome (as correctly displayed in the game already) and Massilia is not a playable faction. The requirements are obviously changed from the Main Campaign so that Gauls and Germans can reach reformed units much faster in CiG (bot for the player and globally).


Known problems (things that we can sadly do nothing about atm):

  • Units of a precedent reform cannot be updgraded to those a new one as it happened with technology upgrades.
  • In the Military Barracks the list of units that you can recruit with that tier will display all units, also those that aren't available in the current reform.
  • Restriction of units via scripting don't work atm for Garrisons and as such we had to revist Garrisons a little for them to still make sense under the reforms. However this means that Garrisons will be mostly made of non-reformed units or units that are shared between the reforms for the majority.
  • For CA: in the chance some of you will look at this it would be wonderful if you guys could work on adjusting these issues. It shouldn't be that difficult for you since for the most part these problems are only based on the fact that the script commands for restriction of units are not properly recognized in certain contexts by the internal code.


Credits:


  • A great thank to Patricius and Litharion for making us use their work.
  • Some of the new helmets textures come from Rome at War 2, a Mount and Blade mod. We greatly thanks the creators of the mod for letting us use their assets.


Alte Changelogs:
So sollte das zusammen mit der deutschen Übersetzung von Shogun2_Account aussehen:
Bild

Bild

Bild

Bild
Im Falle der Steam-Workshop-Version sollten da natürlich 4 Parts anstatt einem vorhanden sein, zuzüglich der Übersetzung.
Was ist neu in dieser Version? (0.75c):
- "Schwere Bogenschützen"-Submod von eNVee implemetiert (das Lob für die Arbeit geht also an ihn/sie)
- Fixed Commander unit Permissions for Cimmeria (keine Ahnung was das heissen soll...)
- Verschiedene neue Ballisten mit Schlangentöpfen etc. entfernt, die CA im Hauptspiel implementiert hat seit ... (ihr könnt verstehen, warum); Ich habe alles hastig hinzugefügt, aber nun wird es Zeit, ernsthaft zu werden

WICHTIG!!!! Falls ihr Version 0.75c heruntergeladen habt, bevor diese Nachricht eingefügt wurde, ladet es bitte erneut. Eine Datei des Sub-Mods von eNVee fehlt und das verursacht einen Crash zum Desktop, falls einige Bogeneinheiten benutzt werden. Es tut uns leid wegen dem verursachten Ärger.

AN ALLE NUTZER: Bitte erstellt weiterhin Sub-Mods für DeI. Dies bietet den Nutzern eine größere Auswahl und hilft auch dem Mod zu wachsen. Mit Sub-Mods habt ihr die Möglichkeit, Änderungen vorzunehmen, die wir - da wir natürlich für eine große Zielgruppe tätig sind und wir immer eine Art Mittelweg nehmen müssen - nicht umsetzen können. Mit Sub-Mods könnt ihr eure Vision umsetzen und ein spezielles Publikum ansprechen, mit unserer Arbeit als Basis (dies ist einfacher als komplett von vorn zu beginnen und es ist bereits eine gute Grundlage um darauf aufzubauen, oder zumindest glauben wir das).

Also, mehr "allgemeine" Sub-Mods die gut sind, werden nach und nach in DeI eingefügt werden: Während wir hart arbeiten, können wir uns natürlich nicht um alles kümmern (leider sind wir kein Team aus 200 Leuten, die dafür bezahlt werden, daran Vollzeit zu arbeiten). Besonders kleine Details - die einen großen Unterschied ausmachen können - und auch solche Sub-Mods (wie der, den eNVee erstellt hat) helfen DeI erheblich zu wachsen, da sie die Dinge verfeinern können, die wir in einem gröberen Rahmen gemacht haben.

Helft uns also, DeI mit eurem Beitrag stärker wachsen zu lassen. Sub-Mods sind das beste Mittel um das zu erreichen und es braucht nicht viel, um zu lernen, wie man kleine Modifikationen an den Tabellen vornimmt, die bereits drastische Änderungen nach sich ziehen können. Mit eurer Hilfe ist es so, als wären wir ein Team aus 200 und mehr Leuten, die zusammen an Rome 2 arbeiten, um Rome 2 zur bestmöglichen Spielerfahrung zu machen. Wenn ihr also eine Idee habt, wie man DeI verbessern könnte oder einfach wie man das Spielerlebnis in Rome 2 verändern könnte, sind Sub-Mods der beste Weg, das zu erreichen. Viel mehr, als einen Thread über eure Ideen zu schreiben, denn das gibt euch eine Plattform, auf der ihr testen könnt, ob eure Idee machbar ist und das stellt uns vor vollendete Tatsachen, für den Fall dass es das tut

Changelog Update (0.75a):
- Seleukidische und Etruskische Edikte gefixed (verursachten einen CTD).
- Rekrutierung neuer Einheiten für Pontus, Athen und Sparta gefixed.
- Athenische Kavallerie- und Pikenfähigkeiten gefixed.
- Name der Armenischen Schweren Bogenschützen und Beschreibung der Spartiatischen Peltasten gefixed.
- Texturen gefixed von: Spartiatische Lanzenreiter, Daker Adelskavallerie, Skythische Streitwagen, Römische Principes.
- Slightly lowered some Greek unit heights.
- Baktrische Königliche Garde hat nun die Hoplitenphalanx-Fähigkeit.
- Armenische Einheitenkarten gefixed.
- Uniformfarben von Pontus verbessert.
- Lebenspunkte der Kavallerieeinheiten leicht erhöht (ein Test, ob dies ein Problem behebt, das The Dude gemeldet hat)

Was gibts neues in dieser Version? (0.75):

- Pontus überarbeitet (16 komplett neue Einheiten).
- Armenien überarbeitet (22 komplett neue Einheiten).
- Athen mit neuen Panzerungen und Schilden überarbeitet (+3 neue Einheiten).
- Sparta mit neuen Panzerungen und Schilden überarbeitet (+2 neue Einheiten).
- Neue Spartiatische Generäle.
- Alte Panzerungen verbessert.
- Anpassungen für eine Menge griechischer Einheiten durchgeführt, wie das Hinzufügen phrygischer Helme mit Backenschutz und Lederstiefel für die Kavallerie.
- Fernkampfeinheiten überarbeitet für bessere Balance:
- Speere: sehr kurze Reichweite, sehr niedrige Präzision, tödlicher Schaden auf kurze Distanz gegen Lebenspunkte und Rüstung, lange Nachladezeit, mittlerer Bogen (Flugbahn).
- Bögen: mittlere bis lange Reichweite, mittlere Präzision, guter Schaden gegen Lebenspunkte aber schwach gegen Rüstungen, mittlere Nachladezeit, langer Bogen (Flugbahn).
- Schleudern: sehr lange Reichweite, gute Präzision, geringer Schaden gegen LP aber gut gegen Rüstungen, schnelle Nachladezeit, sehr niedriger Bogen (Flugbahn).
- Nahkampf-Tötungsgeschwindigkeit minimal überarbeitet.
- Kavallerie abwehren (Fulcum) verändert, so dasses nicht aktivierbar ist wenn Gegner nahe sind. Dies verhindert die Benutzung wenn die Kavallerie bereits über die Einheit herfällt und verhindert außerdem den schnellen Wechsel vom Kampf gegen eine Nahkampfeinheit zu Anti-Kavallerie-Taktiken.
- Griechische Thorax-Schwerter haben nun den Formationsangriff.
- Griechische Thorax-Legionäre haben nun Testudo, Kavallerie abwehren und Linien auswechseln.
- Reichweite der Iberischen Auxiliar-Schleuderer korrigiert.
- Seleukidische Hauptstadt nach Seleucia verlegt (neue Kampagne muss gestartet werden für diese Veränderung).
- Bauzeiten einiger hellenischer Häfen und kleiner Tempel gefixed.
- Nahrungsproduktion einer Gebäude angepasst
- Seleukiden und Etrusker sind nun eigene Subkulturen.
- Die griechischen Staaten können sich nun konföderieren und die Hellenische Liga gründen.


Wie versprochen als kleine Überraschung für unsere Nutzer: Während ihr auf 0.8 wartet gibts ein kleines Geschenk als Dank für eure Unterstützung; eine komplette Überarbeitung von Armenien, Pontus, Sparta und Athen mit neuen Einheiten und grundlegenden Bugfixes und Verbesserungen für ein angenehmeres Spielerlebnis. Bleibt gespannt auf 0.8, das bald erscheinen wird!

Hinweis zu Kavallerie-Angriffen: After patch 9 the dynamics of the cavalry charges along DeI are changed. The damage gets applied AFTER the knockdown of an unit and not immediately as before. This means that you have to keep cavalry a little there (1-2 seconds) for damage to build up (this also if not intended has the good drawback of making cavalry charges not sort of "invulnerable" as before, because keeping cavalry there also means that you will lose some of your men, so you have to understand when it's productive to charge and when not).

This is for the way the new animations work; so it's not that cavalry is less damaging than before, you have just to accustom yourself on keeping it there for a small time after the charge, then you will see casualties piling up.



Changelog Update (0.71f):
[spoiler]- Kavallerieansturm geändert für bessers Balancing gegen verschiedene Einheitentypen (ohne Speere)
- Zusätzliche Anpassung des Geschossschadens (Genauigkeit von Bögen erhöht, Schaden von Schleudern erhöht))
- Einige kleinere Anpassungen bei der Moral
- Einige fehlende Anpassungen in der Steamversion korrigiert


HINWEIS: Wir sind uns bewusst, dass einige Rekrutierungsoptionen noch nicht gänzlich korrekt funktionieren (insbesondere was seleukidische Einheiten angeht), aber da Version 0.8 diese eh alle verändern wird, werden wir diese Probleme in 0.8 korrigieren. Bitte habt ein wenig Geduld wegen dieser Sache, und wir entschuldigen uns für die Schwierigkeiten.

Mit einer völligen Ausbalancierung (z.B. für barbarische Einheiten) warten wir ebenfalls bis Version 0.8, da das Balancing eh vollständig überarbeitet wird und Militärreform-Mechanismen eingeführt werden. 0.8 wird ein massives Update werden und deshalb werden eine ganze Menge Sachen dort verändert werden (weshalb es derzeit einfach keinen Sinn macht, diese Dinge zu verändern, da sie sowieso in näherer Zukunft vollkommen umgeworfen werden).


Was gibts neues in dieser Version (0.70):

- 38 komplett neue iberische Einheiten + 31 komplett neue Söldnereinheiten (rekrutierbar in Terraconensis, Carthaginensis, Lusitania).
- 36 komplett neue Einheiten der Ache Bosphoros (Kimmerer) + 8 neue Söldnereinheiten (rekrutierbar in Bosphoros).
- 2 neue Einheiten und visuelle Überarbeitung des Ptolemäischen Königreiches.
- Überarbeitung der kathargischen Truppenauswahl (mit 4 neuen Einheiten).
- 40 komplett neue Schildtexturen für Einheiten in dieser und zukünftigen Versionen.
- Fehler korrigiert, der die neuen Söldner nicht im Spiel auftauchen ließ; jetzt habt ihr die Chance, einzigartige Söldnereinheiten zu rekrutieren, die es nirgendwo sonst gibt.
- Geschossschaden angepasst zwecks besseren Balancings (Schleuderer sind nun auf Distanz präziser und Speere sind auf kurze Distanz stärker, dafür unpräziser auf lange).
- Generäle haben nun weniger Auswirkungen auf die Moral der Truppen, so dass sie bei höherem Rang das Balancing ihrer Armee nicht mehr übermäßig strapazieren.
- Geschwindigkeit erhöht, mit der Truppen niedrigen Ranges Erfahrung gewinnen, höherrangige werden weiterhin länger brauchen.
- Kavallerieansturmschaden bei Angriffen in den Rücken leicht erhöht.
- KI-Motivation für Krieg mit unbeliebten Fraktionen leicht verringert. Erhöhte Priorität für Frieden kurz vor der Auslöschung.
- Einheiten- und Einheitenunterhaltskosten für den Spieler um 20% erhöht.
- Baukosten für den Spieler um 50% erhöht.
- Sklaven-Steuerbonus verdoppelt, um ihn effektiver/attraktiver zu machen.
- Kultur-Konvertierungsrate entfernt (neues Kultursystem macht dies überflüssig).
- Ausländische-Truppen-Garnisonstradition verändert (verursachte einen seltenen Lategame-KI-Zug-Crash).
- Reduzierte Wahrscheinlichkeit für ungewöhnliche Jahreszeiteneffekte.
- Korrigierte Bauzeiten für einige Gebäude, die noch die Zeiten der Vanilla-Version verwendeten.
- Neue Regionshauptstadt-Gebäude für alle Fraktionen. Diese neuen Optionen sind:
- Neue Tier-3- und Tier-4-Optionen für Regionshauptstadtgebäude. Man kann wählen zwischen dem normalen, dem befestigten oder dem ökonomischen Typ. Jede Fraktion hat unterschiedliche Boni, aber grundsätzlich bringen befestigte Versionen verbesserte Garnison/Verteidigung gegen Nahrungs- und Handelsmali. Ökonomische Versionen bringen Boni auf Handelund Einkommen für Mali auf die Verteidigung und öffentliche Ordnung.
- Neue Tier-4-Optionen für Holz, Kupfer und Eisen. Diese funktionieren auf eine ähnliche Art wie die befestigten/ökonomischen Wahlmöglichkeiten.
- Leichte Verringerung der Nahrungs- und Ordnungsstrafen für normale Tier-4-Hauptstadtupgrades bei Gebäuden, die beides hatten. Dies umfasst Haupt- und Nebenstadtgebäudeketten zu Glas, Leder, Marmor, Seide, Pferde, Sklaven, Blei, Holz, Eisen und Kupfer.
- Ressourcenerfordernisse von Tier-3-Haupt- und Nebenstadtgebäuden entfernt.
- Gesundheitsgebäude wurden verbessert. Nahrungsmali wurden verringer, Boni auf Öffentliche Ordnung erhöht und Verstärkungsraten in einigen Fällen hinzugefügt (Hinweis: Bei östlichen Fraktionen sind die Gesundheitsgebäude in den Industrie- und Landwirtschaftsbauketten enthalten).
- Barbarische Landwirtschaftskette hat neue Gesundheitsgebäudeoptionen. Zusätzlich haben Tier-4-Gebäude eine leichte Verringerung des Malus auf Öffentliche Ordnung erhalten.
- Leichte Reduktion des Malus auf Öffentliche Ordnung für Tier-4-Industriegebäude nicht-barbarischer Fraktionen.
- Neue Smypbole für Fisch-Ressourcengebäude.
- Transportschiffe benötigen nun einen Hafen, um frei benutzt werden zu können.


Beachtet bitte, dass Version 0.8 einen Neustart der Kampagne erfordern wird, damit das Hauptfeature des Updates funktioniert, also plant eure Spielzeit dementsprechent (ihr werdet die laufende Kampagne immer noch beenden können, keine Sorge, nur werden die neuen Features nur in einer neuen Kampagne funktionieren). Ich lasse euch jetzt wissen, damit ihr genug Zeit habt, eure Kampagne bis zum Erscheinen von 0.8 zu beenden.
Zuletzt geändert von Hjalfnar am 13. März 2014 14:54, insgesamt 16-mal geändert.
"So sleep soundly in your beds tonight...for judgement is coming for you at first light! I'm the hand of god, I'm a dark messiah, I'm the vengeful one!" - Disturbed

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Mark_Anton
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Re: [Rome II - Mod - Divide et Impera] Download und Changelo

Beitragvon Mark_Anton » 8. Februar 2014 21:12

Hi, die neue Version ist raus

STANDALONE Divide et Impera 0.75a:
https://www.mediafire.com/?n8404nz8fa271f4

What's new in this version (0.75a):

- Fixed Seleucid and Etruscan edicts (was causing a CTD).
- Fixed recruitment for new units of Pontus, Athens and Sparta.
- Fixed Athenian Cavalry and Pike abilities.
- Fixed Armenian Heavy Archers name, fixed Spartan Peltasts description.
- Fixed textures for: Spartan Lancers, Dacian Noble Cavalry, Scythed Chariots, Roman Principes.
- Slightly lowered some Greek unit heights.
- Baktrian Royal Guard now has hoplite phalanx ability.
- Fixed Armenian unit card.
- Tweaked Pontus uniform colors.
- Increased slightly HP on Cavalry units (a test to see if this fixes a problem reported by The Dude)


What's new in this release (0.75):

- Revamped Pontus (16 completely new units)
- Revamped Armenia (22 completely new units)
- Revamped Athens with new armors and new shields (+3 new units)
- Revamped Sparta with new armors and new shields (+2 new units)
- New Spartan Generals
- Improved old armors
- Made adjustments to a lot of greek units, such as adding phrygian helmets with cheekguards and leather boots to cavalry
- Revamped missiles units to be more balanced:
- Javelins: very low range, very low accuracy, deadly damage close both base and AP, long recharge, medium arc
- Arrows: medium to long range, medium accuracy, good base damage but low AP, medium recharge, long arc
- Slings: very long range, good accuracy, low base damage but good AP, fast recharge, very low arc
- Revisited a little melee killing speed
- Changed Repel Cavalry (Fulcum) to be impossible to use if an enemy is near. This prevents the use of it when a cavalry charge is already on you and also prevents the possibility of switching from attacking a melee unit and then immediately switch to anti-cavalry tactics.
- Gave formation attack ability to Greek Thorax Swords
- Gave Testudo, Repel Cavalry and Cycled lines to Greek Thorax Legionaries
- Fixed Auxiliary Iberian Slinger Range.
- Moved Seleucid capital to Seleucia (new campaign required to experience).
- Fixed build times of some Hellenic ports and minor temples.
- Fixed food production on some buildings.
- Seleucids and Etruscans are now their own subcultures.
- Greek states can now confederate and form the Hellenic League.


As promised this is a little surprise for our users: while you wait for the release of 0.8 we gave you this little gift in appreciation of your support; a full revamp of Armenia, Pontus, Sparta and Athens with new units and general bug fixes and improvements for a better experience. At this point rest tuned for 0.8 that will shortly be here.


A NOTE ABOUT CAVALRY CHARGES: After patch 9 the dynamics of the cavalry charges along DeI are changed. The damage gets applied AFTER the knockdown of an unit and not immediately as before. This means that you have to keep cavalry a little there (1-2 seconds) for damage to build up (this also if not intended has the good drawback of making cavalry charges not sort of "invulnerable" as before, because keeping cavalry there also means that you will lose some of your men, so you have to understand when it's productive to charge and when not).

This is for the way the new animations work; so it's not that cavalry is less damaging than before, you have just to accustom yourself on keeping it there for a small time after the charge, then you will see casualties piling up.

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Re: [Rome II - Mod - Divide et Impera] Download und Changelo

Beitragvon Hjalfnar » 11. Februar 2014 09:38

Großteil des neuen Changelogs übersetzt, Rest folgt.
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Re: [Rome II - Mod - Divide et Impera] Download - Update! 0.

Beitragvon Hjalfnar » 11. Februar 2014 19:18

Neues Update in Reaktion auf CAs letzte Veränderungen!
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Re: [Rome II - Mod - DeI] Download: VERSION 0.8 - Update!!!

Beitragvon Hjalfnar » 8. März 2014 12:38

Version 0.8e verlinkt.
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Re: [Rome II - Mod - DeI] Download: VERSION 0.8 - Update!!!

Beitragvon Hjalfnar » 13. März 2014 12:05

Version 0.82 verlinkt, Übersetzung des Changelog folgt.

Edit: Korrigierte Version verlinkt.
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Re: [Rome II - Mod - DeI] Download: VERSION 0.82h - UPDATE!!

Beitragvon Hjalfnar » 27. März 2014 22:24

Update auf Version 0.82h verlinkt.
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Re: [Rome II - Mod - DeI] Download: NEUE VERSION 0.85a!!!

Beitragvon Hjalfnar » 3. April 2014 15:33

Neue Version 0,85a verlinkt.
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Re: [Rome II - Mod - DeI] Download: VERSION 0.85a Rev. 1!

Beitragvon Hjalfnar » 3. April 2014 19:54

Revision 1 von 0.85a verlinkt.
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Re: [Rome II - Mod - DeI] Download: UPDATE Version 0.85b!!!

Beitragvon Hjalfnar » 4. April 2014 20:27

Updatw auf Version 0.95b verlinkt.
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Re: [Rome II - Mod - DeI] Download: Neue Version 0.9g!

Beitragvon Hjalfnar » 14. Juni 2014 14:13

Aktuellste Version verlinkt, Beschreibung übernommen.
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Re: [Rome II - Mod - DeI] Download: Neue Version - 0.95j!

Beitragvon Hjalfnar » 22. August 2014 00:44

Aktuellste Version verlinkt.
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Re: [Rome II - Mod - DeI] Download: Neue Version - 0.95k!

Beitragvon Hjalfnar » 26. August 2014 19:35

Gefixte Version verlinkt.
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Re: [Rome II - Mod - DeI] Download: 0.95L EE-Beta kompatibel

Beitragvon Hjalfnar » 3. September 2014 11:12

Neue Version eingepflegt, die mit der Beta der Emperor Edition kompatibel ist. Bitte beachtet die Änderungen!
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Re: [Rome II - Mod - DeI] Download: 0.96 für Emperor Edition

Beitragvon Hjalfnar » 17. September 2014 13:00

Version 0.96 verlinkt, ist kompatibel mit der Emperor Edition.
"So sleep soundly in your beds tonight...for judgement is coming for you at first light! I'm the hand of god, I'm a dark messiah, I'm the vengeful one!" - Disturbed