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Zobacz pełną wersję : Download i instalacja (aktualna wersja - 1.2.5)



K A M 2150
07-01-2014, 22:50
1. Linki do pobrania 1.2.3a (wersja non-Steam):
- Część 1 (https://drive.google.com/file/d/1Lw7QnGT8I05QjlkMZzCpz_o4oiAOCG66/view?usp=sharing) (Google Drive) lub Część 1 (http://www.mediafire.com/file/mna8c1n2oc77gq3/DivideetImpera123part1.7z/file) (mediafire)
- Część 2 (https://drive.google.com/file/d/1SNDEILZIz4JtNy6GwXBJlcjC16IJm38_/view?usp=sharing) (Google Drive) lub Część 2 (http://www.mediafire.com/file/3thbs8x0q7n6ld5/DivideetImpera123part2.7z/file) (mediafire)
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2. Wersja Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=294694062) Divide et Impera v1.2.2L1

UWAGA! Wersja Steam pozostaje niezaktualizowana do bety wersji 1.2.3. Nastąpi to po przejściu wersji 1.2.3 w pełną odsłonę.


Instalacja dla wersji non-Steam:

1. Pobieramy 2 pliki i rozpakowujemy je.
2. Wklejamy rozpakowane pliki do folderu data w Rome2
3. Odpalając grę klikamy na menadżer modów i zaznaczamy z listy modów Divide et Impera klikając na biały, pusty kwadracik w rogu.


UWAGA! Obecna wersja DeI nie jest kompatybilna z save'ami z wersji 1.1 !

K A M 2150
14-03-2014, 22:45
Aktualizacja do wersji 0.82b - 14.03.2014


Drobne poprawki przy regionalnej rekrutacji legionów
Drobne zmiany w systemie zmęczenia, dzięki czemu ogólnie jednostki walczą dłużej zanim staną się wyczerpane
Zmniejszono regenerację zmęczenia za pomocą zdolności "cycled line"
Naprawiono błąd z umiejętnością rzutu oszczepami/pila gdy jednostka nie była zwrócona w stronę wroga, poprawia także działanie zwykłych oszczepników
Różne poprawki w działaniu hoplitów, aby byli mniej skuteczni przeciwko jeździe, zwłaszcza poza formacją falangi, zwiększa skuteczność ataku od flanki czy tyłu przez jazdę, która dotąd ponosiła ;przy tym wielkie straty.
Naprawiono późnych Triarii, którzy przy pasie mieli dodatkową włócznię
Naprawiono nieprawidłowe wartości w nazwach legionów



Note: we are currently testing a change that could possibly make available upgrades of units in the future via certain special barracks. We will keep you informed about this.

Oryginalny tekst:

[spoiler:n08f95zn]

Made some tweaking to Legion regional recruitment zones
Tweaked fatigue consumption for units so that they generally fight more before becoming exhausted
Reduced fatigue regeneration of cycled line so that late Roman units still fatigue under intense combat
Fixed issue with Throw Javelin/Pila not throwing missiles when units were not facing the enemy (this change will also improve normal javelin missile usage on troops)
Made various changes to Hoplites so they are less effective against cavalry (especially when outside Phalanx and/or attacked from rear/flank); this will make normal spear units have more a specific role against cavalry in comparison
Fixed Triarii Late having another spear attached to belt
Fixed some wrong numerals texts on Legions


Note: we are currently testing a change that could possibly make available upgrades of units in the future via certain special barracks. We will keep you informed about this.[/spoiler:n08f95zn]

K A M 2150
15-03-2014, 13:34
Aktualizacja do wersji 0.82c - 15.03.2014

Poprawiono obszary w których można rekrutować legiony
Dodano ustawienia kamery od użytkownika General S. George Patton dla bitew i kampanii
Poprawiono siłę słoni
Poprawiono brak rekrutacji późnych Ekwitów
Poprawiono wartość ładu publicznego z baraków rzymskich i hellenistycznych
Zmniejszono szansę na trzęsienie ziemi w Ariminum
Poprawiono pomniejsze błędy z skryptach

Notka: Zarazy i pożary mają mniejsze szanse na wybuch jeżeli rozbudowuje się struktury sanitarne.


Tekst oryginalny:

[spoiler:lz6rm8s2]

Tweaked Legions recruitment zones so that they cover all areas (a specific thread will be posted later to specify all the regions tied to the various Legions)
Added battle/campaign camera changes by General S. George Patton to DeI (a big thanks to him for letting us use his settings)
Tweaked Elephants strength
Fixed Equites Late missing recruitment
Fixed Public Order bonuses on Rome and Hellenic barracks
Reduced Earthquake chance in Ariminum
Fixed some minor scripting quirks and polished scripts further



Note: Fire and Plague chances will be reduced by sanitation buildings.[/spoiler:lz6rm8s2]

K A M 2150
17-03-2014, 23:28
Człowiek zajęty to jedna wersja uciekła mi ;)

Aktualizacja do wersji 0.82e z dnia 17.03.2014

Poprawiono ustawienia kamery
Poprawiono błąd z rekrutacją Kleurochoi u Seleucydów
Lekko zmieniono silę jednostek rzysmkich
Poprawiono błąd ze wzorami na tarczach celtyckich
Dalsze poprawki w skryptach


Tekst oryginalny:
[spoiler:1e2jcjpr]
Tweaked cinematic camera and campaign map zoom
Fixed bug with Kleurochoi Pikemen not recruitable for Seleucid
Tweaked slightly strength of Roman units
Fixed issues with celtic shield patterns
Further scripts polishing[/spoiler:1e2jcjpr]

Samick
04-11-2014, 10:20
Lista zmian wersji 0.96e (cała seria 0.96):

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).
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).

Shay Ruan
16-05-2015, 12:12
Aktualizacja tematu w pierwszym poście.

Polemajos
06-01-2017, 13:10
Wątek zaktualizowany o linki do pobrania bety wersji 1.2 DeI.

Polemajos
09-01-2017, 17:55
Wprowadzona została aktualizacja wymagająca ponownego pobrania pierwszej części modyfikacji i nadpisania tego pliku w folderze data Rome 2. Wszystkie zapisane save'y z wersji 1.2 są kompatybilne z wersją 1.2.01.


Szczegółowa lista zmian

Battle Update
- Negative 5% to hoplite melee attack penalty when in formation (Lowered from 30% to 25%)
- Replaced elephant berserk with run amok for now, until we properly balance them
- UI Changes - added ammo count to melee and spear infantry
- Weapon deadliness taken away from the UI of all units classes except melee infantry
- Added bonus vs elephants in UI of melee infantry
- Added bonus vs elephants and cav in UI of spear infantry
- Small tweaks to morale

Major Fixes
- Fixed minor township buildings missing after razing. This fix will mean there will be 2 versions when converting level 1 minor towns for technical reasons.
- Slight increase to cost for missile cavalry units.
- Increased Mercenary cost by 25%, reduced upkeep by 25%
- Fixed some wall/road effects being 0 when building is damaged (caused walls to disappear, woops!)
- Changed barracks recruitment tiers for various british troops
- Small increase to imperium 1/2 income bonuses to help smaller faction starts

Smaller Fixes
- Fixed Egyptian level 1 temples missing some effects.
- Fixed various unit names and descriptions for Syracuse.
- Trimmed down Syracuse roster to remove some copy AOR units.
- Fixed some playable factions having missing % "senator" text on their politics screen.
- Removed an incorrect unit in Sparta's campaign roster.
- Fixed multiple incorrect recruitment entries for eastern minor towns tier 3/4
- Added missing faction emblem for 2 emergent factions.
- Changed faction emblem for some emergent factions so they are different from starting factions.
- Fixed iron/copper tier 3 trade versions having too many garrison units
- Fixed Edetani nobles unit size
- Fixed Baktria leader having wrong name (new campaign only)
- Limited indo-hellenic AOR units to farther eastern areas
- Small bump to Roman/hellenic level 2 farm income (was same as level 1)
- Small decrease to upkeep for level 1 temples
- Fixed Baktrian archer charge bonus
- Fixed missing unit card entry for an african archer unit
- Added sicilian AOR unit to Syracuse AOR group so they cost pop 3 instead of pop 4.
- Changed Rome's selection difficulty to "normal" on faction selection screen.

Polemajos
11-01-2017, 21:17
Wydana została druga aktualizacja wersji 1.2, tak jak poprzednia wymagająca ponownego pobrania pierwszej części modyfikacji i nadpisania tego pliku w folderze data Rome 2. Jest ona w pełni kompatybilna z save'ami z dwóch wcześniejszych wersji.


Szczegółowa lista zmian:

Battle Changes
- Flanking morale penalty taken out due to how messed up it was, rear attack penalty increased
- Slowed down combat a bit
- Increased staying power of levy units
- Hoplites more useful when in hoplite formation, less useful when out of it
- Increased fatigue penalties
- Barbarian spacing slightly more spread out on levy units
- Arrows have more realistic flying speed thanks to advice from Petellius
- Slightly increased shield missile block chance
- Fixed some units missing ammo entries.
- Fixed various units with incorrect animation entries, causing them to not be able to fire javelins.
- Added guerilla deployment to 2 missile units missing it.
- Changed flank attack warning to "formation breached"

Balance Changes
- Changed Replenishment population system - lowered the amount of population it was looking for, fixed it disabling replenishment for the whole region.
- Small increase to AI tendency to declare war.
- Increased chances of vassals rebelling, especially when they hate their overlord.
- Slightly lowered diplomatic bonus for making peace.
- Small decrease to some AI bonuses, especially at lower difficulty levels.
- Added units to Pyrrhus' starting army if player is Syracuse to help that faction a bit with Rome (based on difficulty level, probably only for new campaigns)
- Increased diplomacy penalties a bit at higher imperium levels.
- Small player bonus income at lowest difficulty levels.
- Small decrease to how much overcrowding affects population tier 1, small increase to min settler bonus for tier 1 (when there is 0 pop)
- Updated all emergent faction spawn rosters with mostly local core units rather than garrison units.

Smaller Fixes
- Fixed city building disappearing when razed again (hopefully got them all this time!)
- Fixed hoplites holding sword and shield in hand during combat.
- Fixed Ephesus emergent faction emblem
- Greyed out Roman baggage train names from later reforms in recruitment window
- Changed population class of 2 steppe units
- Changed an effect for one of the spy traits
- Shortened Ostia effect text so it takes up less room in Rome's building tab
- Added message indicating Rome/Carthage escalation script toward war is beginning when Rome secures southern italy
- Fixed kartli's political party power colors (2 were the same)
- Fixed Hellenic civil town tier 2 missing income
- Fixed some units missing from population assignments
- Fixed Pergamon's effect bundle emblem image being the old one.
- Altered some starting political party power levels to better balance them (new campaign only)
- Fixed some effects on eastern buildings.
- Fixed saka reform text mistake.
- Fixed a missing event image.
- Fixed various greek factions/emergent factions being able to confederate (should only be core greek factions)
- Fixed various building effects that were wrong when building was damaged.
- Fixed carthage port effect having a wrong entry
- Various text fixes for units and a year in history message.
- Changed pop replenishment deactivated effect bundle and mouseover text to better explain it.
- Lowered some vanilla variables for assassination.
- Fixed Medewi and Nabatea missing supply baggage train units.
- Changed Etruscan faction name for both main and emergent factions.
- Fixed some unit sizes being wrong in terms of population cost for Iberians and Thracians.
- Added weapon/armor workshops to technology UI (can't have all buildings, wouldn't fit)
- Fixed 2 missing unit cards.
- Fixed not being able to convert special capital buildings to their other types at tier 3/4
- Fixed effect scope for raiding siege holdout reduction being wrong type. Effect should work now.
- Changed "overcrowding" text to "Overcrowding/Base Growth" to better explain that population growth modifier.

Polemajos
14-01-2017, 23:20
Wyszła wersja 1.2.03, kompatybilna z poprzednimi i wymagająca nadpisania, wprowadzająca następujące zmiany:

Balance/Major Changes
- Razing or Looting a settlement now results in less population once you take it and settler population won't arrive on the first turn.
- Reduced Razing's one turn positive PO bonus, changed over time bonus to small negative.
- Small increase to replenishment requirements for population system (reduced them a bit too much previously)
- Small increase to population class 1 base growth.
- Updated historical battles to use more varied DeI units.
- Fixed some factions not having access to new resource building chains.
- Fixed incorrect government types for various factions. This will shift their political party power effects in save games.

Fixes/Changes
- Updated 3 late carthaginian units with improved textures.
- Fixed some of the forum slave building effects, fixed eastern tier 4 cost.
- Fixed early Triarii and Extraordinarii units missing phalanx ability, Late Triarii being classified incorrectly.
- Fixed 2 unit cards for some German units.
- Fixed German berserkers not holding weapons.
- Fixed a wrong building slot in Mac Wars region (new campaign only)
- Fixed wrong unit population size for caledonian clubmen.
- Changed some starting units for Syracuse in HatG (new campaign only)
- Changed frontend difficulty descriptions for factions to fit a bit better.
- Fixed an Epirus starting unit (new campaign only)
- Moved 2 indian AOR unit to farther east areas.
- Lowered armor value for african and arabian garrison horse skirmisher units.
- Changed Armenian starting general unit (new campaign only)
- Removed some basic celtic units from Massilia core roster.
- Fixed egypt citizen militia missing swords in combat.
- Changed Scordisci missions texts to the right faction name.
- Moved a pontic cav unit down one level in barracks.
- Added infantry unit for Mauryan commander options.
- Fixed missing javelin weapon entry for medewi unit.
- Increased PO bonus on some barbarian temples to match others.
- Changed Parthia starting stables to tier 1.
- Fixed some major towns losing walls and having wrong battle map when damaged.
- Lowered refresh rate of some elephant mercenaries in various spots.
- Fixed marine units on 2 late roman ships.
- Moved carthage HatG elephants off of commander units.
- Fixed a mistake in a year in history message.

Polemajos
24-01-2017, 21:54
Zmiany w wersji 1.2.07:

Crash fixes
- Fixed AI turn crash issue resulting from liberating basic barbarian minor towns.

Battle Changes
- Small morale tweaks.
- Cavalry charge slightly better.
- Small changes to hoplite and pike spacing.
- Small changes to hoplite and pike formation bonuses.

Smaller Fixes
- Fix praetorians having reversed upgrades
- Fixed egy citizen militia again just in case they are still invisible for some.
- Fixed some emergent factions having reform units for generals so they would spawn without a general.
- Fixed tier 5 sparta barracks missing effects
- Fixed a lot of incorrect German unit descriptions.
- Moved some German units around in barracks tiers.
- Fixed eastern slinger unit size
- Reverted some emergent faction general appearance changes for now.
- Altered some effects on the farm warhorse chain.
- Fixed voice entry for 2 carthage units.

Polemajos
30-01-2017, 22:29
Wyszła nowa wersja DeI, której główną zmianą jest wdrożenie nowych zasad działania sztucznej inteligencji w kampanii. Aby zadziałała, należy nadpisać pierwszą część moda po ponownym pobraniu.

Szczegóły zmian po aktualizacji:


Battle Changes
- Many stat fixes for various units.
- Scordisci units slightly buffed in some places, assigned proper hoplite/pike behaviour to phalanx using units
- Ranged damage slightly nerfed
- Added base armour of 1, increased armour value of 2 to 3 - for balance sake it is easier to manage damage if there is any armour present at all.
- Animation entry fixes here and there
- Ekdromoi Hoplites function as "Chase" hoplites, which was their historical role. They do not use phalanx but run very fast and have good charge.
- Attribute changes here and there
- Levy and regular barbarian units have much more chaotic spacing
- Arrow towers have slightly more arrows per volley and bigger range
- Small tweaks to fatigue system
- Units in woods have slightly better cover from projectiles
- Cavalry charge slightly buffed

Campaign AI Overhaul
- Lots of changes to campaign AI settings, see this thread for details: http://www.twcenter.net/forums/showthread.php?747461
- This will affect AI in save games (hopefully for the better)

Balancing/changes
- Changed Eastern forum market building to be a food building since they already have the spice market building.
- Added 2 new loading screens (thanks Tene!)
- Increased starting celtic culture in germania minor (new campaign only)
- Increased starting hellenic culture slightly in narbonensis (new campaign only)
- Increased money gained from sacking.
- Changed bonus ammunition effects to only affect missile units.
- Lowered imperium diplomacy penalties a bit for lower/mid imperium levels.
- Small reduction to attrition while sieging for attacker.
- Small reduction to foreign culture PO negative at lowest imperium levels.
- Small increase to income at lowest imperium levels to help small faction starts.
- Added/fixed various unit cards.
- Increased army cap by 2 at higher imperium levels.
- Increased navy cap by 1 at higher imperium levels.
- Lowered amount of battles required to level up political rank.

Smaller fixes
- Fixed Panormos emergent faction using Rome army names.
- Fixed Pergamon thorax hoplites missing phalanx ability.
- Changed Syracuse ruling party name to Hieronid.
- Changed starting Syracuse general name (new campaign only)
- Fixed incorrect text for one of Chiefdom government type's influence levels.
- Fixed a sword attribute group having the wrong hide type associated (grass instead of forest)
- Fixed Atropatkan roster missing ballista entries, fixed some mistakes in their recruitment entries
- Removed some vanilla naked troops from celtic rosters.
- Fixed stats for Massilian heavy marines.
- Fixed various african factions using eastern naval units, fixed their descriptions.
- Reverted Pella back to a normal major city for now due to a strange battle map bug (new campaign only).
- Fixed some minor faction character/navy skills
- Fixed pergamon ascelpius building missing effects
- Fixed special ports not properly acting as supply line centers.
- Fixed a Massilian unit missing from reforms.
- Fixed Rorarii missing in roman custom battle roster.
- Fixed Edetani and Lusitani missing AOR unit permissions.
- Fixed minor townships variants being too high priced.
- Fixed iberian garrison swords missing javelin models.
- Added armor to Thracian peltasts, improved shields of an AOR unit.
- Fixed bug where returning general to statesmen would level up his rank.
- Fixed incorrect recruitment settings for Massalian hoplites and Thorax hoplites.


Oddzielnie można ściągnąć także testowy plik zawierający poprawki niektórych bugów itp. - link (http://www.mediafire.com/file/4v50xuuacsqqefd/%40%40%40%4012update9.pack).

Polemajos
08-02-2017, 13:31
Zmiany w wersji 1.2.09a:


Battle Changes
- Various stat and animations fixes and changes.
- Pikes should have a bit better morale now.
- Changed UI value scale for some stats for better display.
- Iberians have 2 ammo for their melee and spear infantry.
- Buffed growth of morale due to unit experience.
- Bigger bonus for pike phalanx vs elephants.
- Units should be slightly less eager to rout.

Balancing/Changes
- Increased some CAI reliability settings for a few factions.
- Made trade agreements and non-aggression pacts a little easier to get, especially with friendly nations.
- Changed some agent personality traits that had too many negatives and not enough positives.
- Lowered the tax bonus previously given to player factions a bit.
- Added baggage train recruitment for eastern, hellenic and roman factions to the public guard chain in minor towns.
- Small decrease to some imperium diplomacy penalties.

Smaller Fixes
- Fixed some incorrect political party government texts.
- Changed Legatus description to make it clearer he is both Marian and Imperial general option.
- Altered Parthian's alternate army composition template to reduce infantry numbers a little.
- Fixed a bug where Under siege would improperly show as a positive population modifier
- Fixed population size/tier entries for many Baktrian units.
- Fixed some incorrect effects for hellenic military ports.
- Fixed massalian hoplites and greek thorax spears missing proper unit sets (so they wouldn't get proper bonuses)
- Fixed bactrian horse archers having double stamina entry.
- Fixed Asagarta emergent faction name and symbol.
- Added infantry bodyguard option for Taksashila.
- Fixed 2 massalia cav units missing wedge formation.
- Changed some effects for eastern minor stadia buildings.
- Fixed tier 4 horse forum building effect not working properly.
- Fixed iberian cultures not being properly affected by another faction's expansionism penalty.
- Increased cost of Gaesatae unit.

Polemajos
16-02-2017, 21:47
Wersja 1.2.09b:


Balancing/Changes
- Reduced AI diplomacy likeliness to declare war settings.
- Changed threshholds for friendly and very friendly back to vanilla values.
- Increased cultural multipliers back to previous levels for diplomacy (should be friendlier with similar cultures)
- Increased reliability values assigned to the different reliability ranks, most factions should be more reliable in diplomacy.
- Added some updated unit cards.
- Small increase to spies/champions amount at higher imperium levels.
- Changed "initial challenge" at faction selection to "recommended difficulty" for factions.
- Small reduction to walls/towers hitpoint values.
- Added Roman cheekguard changes (now closed rather than open) - thanks to Glado!

Smaller Fixes
- Fixed a crash issue at max imperium in CiG.
- Fixed rank depth for Atropatkan elite cav unit.
- Fixed tier 4 hellenic sanitation PO effect being too low.
- Fixed wrong/missing recruitment settings for 2 british units.
- Fixed some auxiliary units not being properly assigned to aux unit sets.
- Fixed morale settings for high unit casualties and another incorrect entry.
- Fixed mauryan greek hoplites missing phalanx ability.
- Fixed AOR indo-hellenic thureos unit name to better describe them.
- Fixed AOR judean thureos unit missing javelins
- Fixed some more baktrian pop unit sizes
- Fixed special ports missing eastern tech requirements.
- Fixed egyptian citizen cav missing swords in combat.
- Removed testudo from an imitation legion unit incorrectly assigned.
- Fixed missing AOR balearic slingers in HatG (new campaign only)
- Small increase to baggage train movement values.
- Fixed missing weapon/wrong animation for lugii cav unit.
- Fixed emergent bithynia faction general options
- Moved sparta tier 3 AOR units down to tier 2 since only sparta can build tier 3.
- Fixed massalia celto hellenic unit morale value.
- Fixed various factions having smaller numbers of ballista/artillery pieces per unit than they should.
- Fixed AOR iberian unit missing javelins.
- Fixed syracuse pikes missing shields.
- Fixed parthian bodyguard unit being recruitable.
- Fixed late triarii/allied units not properly using their specialized animations.

Polemajos
21-05-2017, 21:38
Nowe DeI zostało oficjalnie wydane. Zaktualizowano wersje non-Steam i Steam modyfikacji.

Polemajos
19-08-2017, 21:19
Wszystkie linki zaktualizowane przez twórców pod nową wersję moda - 1.2.2.

Polemajos
06-09-2017, 20:45
Nowa wersja DeI, 1.2.2a, wyszła przedwczoraj. Wprowadza ona drobne poprawki, a oto lista jej zmian:
Battle Changes:
- Pikes and Hoplites are less likely to punch a hole through lines.
- Cavalry should have an easier time disengaging from hoplite infantry.
- Cavalry unit hitpoints increased by 5.
- Cavalry vs cavalry charge made less lethal.
- Shock Cav has a bit lowered attack and defence values. They are also now a bit worse vs other cav, a bit better vs infantry.
- Shock cavalry deals more kills to spear/sword cavalry on charge but takes higher casualties as combat goes on
- All cavalry units have proper stats when dismounted
- Indian Heavy Swordsmen slightly nerfed but still stand out above most other infantry units
- Bosphoran Thorax Swords slightly weaker, Elite Thorax Swords slightly better.
- Heaviest cataphracts more useful when punching through heavy infantry

Other Fixes:
- All core Numidian cavalry now have 120 men, javelin type infantry all have 200 men.
- Land Supply Units now have 120 instead of 60 men per unit, defence heavily buffed (They should suffer less due to autoresolve now)
- Fixed first spawning Syracuse family member being a repeat of starting character (Hiero II)
- Fixed new Getae roster missing naval and supply units.
- Fixed Pontic Galatian sword unit with bugged skins.
- Fixed Sogdian units with missing hats, incorrect beards.
- Fixed Atropatkan general missing legs.
- Fixed Arverni clubmen missing javelin models in combat.
- Fixed sarmatio-dacian elite archer unit missing legs.
- Fixed various unit population size assignments.
- Fixed Athenian militia hoplites missing swords in combat.
- Fixed some incorrect textures in some Pontic thorax units.
- Fixed germanic berserker weapon bug.
- Fixed missing arms on an Armenian general.
- Fixed tier 3 major trade ports missing edict buff.
- Fixed bad texture for some red Hellenic helmets.
- Fixed multiple infantry units having cavalry wedge formation.
- Fixed Numidian javelin AOR unit size.


Podejrzewam, że osoby korzystające z wersji Steam moda nie muszą się martwić o ponowne pobieranie, zaś ludzie grający na wersji non-Steam powinni znowu ściągnąć tylko część 1. DeI.

Polemajos
21-11-2017, 21:00
Modderzy od DeI utworzyli w przeciągu ostatnich dni dwie nowe, opcjonalne wersje moda, z czego jedna wiąże się z betą patcha do Rome 2. Wersja 1.2.2b składa się właściwie z dwóch części dedykowanych innym aspektom: pierwsza czyni DeI kompatybilną z Power and Politics i wprowadza jak na razie niewielką ilość nowości. Druga za to jest poświęcona przeróbce oddziaływania statystyk bitewnych na jednostki.

Główna zmiana w bitwach zaszła przy przeliczniku szans na uderzenie, który od teraz funkcjonuje poprawnie według zasady (atak wręcz + podstawowe szanse na uderzenie) - obrona wręcz innej jednostki = szansa na uderzenie. Inne to np. zwiększenie wpływu zmęczenia na obronę i większa wartość obrony tarczą w stosunku do obrony personalnej w toku męczącej walki.

Zmiany w wersji 1.2.2b ogółem:
Changes/Additions
- Added compatibility for the new Politics & Power beta. See this thread for more information.
- Added new model for the Roman Cardiophylax (chestplate) from Stealth4Health - thanks for allowing us to use it!
- Changed Caledones negative faction trait to help improve starting situation.
- Lowered battles required for political rank advancement.

Battle Changes
Due to extensive testing we were able to track certain parts of the battle engine that did not work as we wanted to or thought that we do not have sufficient control:
- Hit chance. This value is calculated like this: (Melee Attack + Base Hit chance) - Melee defence = Hit chance. Final value can't go below minimum hit chance and above max hit chance. This meant that before if a unit had 40 melee attack (so around elite status), 15% base hit chance and was attacking a unit of medium quality (60+ defence), the overall calculation was 55-60=-5. As you can see, this meant that pretty much most units would get negative hit chance. But, since minimum hit chance was at 10% no matter what, most units would hit that 10% most of the time, meaning that overall melee and defence stats did not matter (And also explained why falx unist were that good as they were able to hit above 10%).
- In new stat system, minimum hit chance got lowered to 5% while overall unit melee attack was increased and melee defence lowered. This means that unit stats matter a lot more.
- Overall defence, while lowered, matters a lot more now as the values rely more on personal defence than on shield defence as before. Due to errors in combat calculations, shields seem to be also included for flanking combat and were not affected by fatigue, making an exhausted unit not that much of a weaker target.
- Flanking and fatigue are much more important as the penalties for them are applied correctly.
- Cavalry charges should work better and be more consistent as their hit chance and damage will be correctly applied
- Certain units, especially those with small shields and with two handed weapons, have good starting defence but since personal defence skill is lowered by fatigue they tend to suffer more than units with good shields. This means that certain shock units will be very good at early stages of combat but if the line will hold, the roles might reverse.
- Units of marines slightly nerfed, few slightly buffed.
-Added Formation Attack to some Roman units (For testing purpose, not yet added for all, please report how it works) - with changes I made in past few months Formation Attack seems to behave a lot better
-Added more realistic spacing for most of ranged infantry, overtime it will be tweaked to be more unit specific (like some being more disciplined, some in more spaced out order), please report how it performs

Other Fixes
- Fixed Late Bactrian Cataphracts missing legs.
- Disabled Pontos' Ariobarzanes character spawn since he is a starting character.
- Fixed Syracuse chapter 8 mission having wrong technology requirement.
- Fixed wrong size of starting Arevaci bodyguard unit (new campaign only)
- Fixed faction unique Rosemarl building not being buildable.
- Fixed some German rebellion units being incorrect (were vanilla units/stats)
- Fixed Sparta main building displaying incorrect population bonuses.
- Fixed starting Arverni generals having old units as bodyguard options (new campaign only)
- Fixed late Oathsworn having 2 stamina abilities.
- Fixed starting Iceni spy missing name.

Credits
- Thanks to Stealth4Health for allowing us use of his new Roman Cardiophylax model

Szczegółowa lista zmian dla bety Power and Politics:
Previous Changes
- This update includes the battle stat overhaul that was in progress in the 1.2.2b fix pack. We are still working on that actively, but we have rolled those changes into this new version to keep it all in one place.
- This pack also includes other fixes and changes from that fix pack. See the fix pack thread for details.

Politics System
- The base vanilla political system is now in with a few modifications to some effects.
- Added loyalty effects to imperium levels and political ranks.
- Changed the political rank system so that you can now buy some earlier ranks, later ranks still earned through battle. You can still earn early ranks through battle. We may alter this in the future.
- For now, all GC factions still start with 4 political parties. We will see how that is balanced - perhaps we will reduce some in the future. All factions can have up to 7 parties now, but various names will be placeholders until we can work on that.
- We do plan to modify the political system in the future, depending on just how much is possible to mod.

Building/Unit UI
- The new building and unit UI seems to work for the most part. There may be some missing buildings in trees, it hasn't fully been tested yet.
- There will be a lot of missing or incorrect text entries for the unit and building UI until we have a chance to work on that. Specifically, the longer descriptions may be wrong and the strengths/weaknesses texts will not be accurate.
- We have plans for fleshing this out a lot more.

Known issues:
- Due to a new bug introduced to unit abilities and defense, we have had to alter some phalanx entries. Pike and hoplite phalanx units will be a bit tougher when in phalanx for now.
- Custom battle rosters are now divided up into campaign sections, so we haven't edited that much. We may end up adding factions from other campaigns there eventually. Also we may have to add back imperial units to Rome's normal roster since you can no longer do cross-campaign custom battles.
- As stated above, various text entries will be wrong/missing.
- For now there is only 1 civil war group per playable faction.

Future Plans
There are a lot of new and exciting features with this update that we plan on exploring further over the next few months. We don't have very specific plans, yet. I have been in fix-mode over the past few days just to get the mod running, so that triage perspective doesn't lend itself to much modding depth. However, we do have some generalized ideas:
- We will continue working on the battle stat update that was previously in progress before being so rudely interrupted by new content . There is still various balancing things to do for that update, but we feel the progress so far is very promising. There will probably also be plenty of things to fix for battles because every CA update seems to inevitably break something.
- With the new UI and text entries, we have a lot of things we can add to the mod. There are now places for more in-depth descriptions. We can take better advantage of some of our longer unit descriptions and add/fix a whole lot more. Right now many are wrong or missing. We also had plans to improve on a lot of the vanilla descriptions still in the mod, so this would be a chance to do that. There is also the strength/weakness section for units now that is promising but is totally untouched right now.
- The political and government system is currently mostly as it is in vanilla, but we want to improve and expand on the system. We haven't had a chance to see just how much is moddable, but we would like to expand on the government types and hopefully make the system even more impactful and interactive.
- The new DLC campaign is also on the horizon and some of our members have plans to dive into that time period. Since it is a lot of work and quite a bit of new content, we have no idea on any timeframe for that at this time.

Lista zmian w testowym 1.2.2c:
Population System (Thanks to Litharion!)
- Naval recruitment changed: The closest port region is now used for replenishment and recruitment instead of the capital unless there is no port.
- City names now added for unit recruitment so you can see what city the unit is drawing population from.

Other Changes/Fixes
- Fixed civil war crash. Civil wars still have reform units in newly spawned armies, unfortunately.
- Changed political starting parties in GC to 2 to fit new political system for now (not sure if we are keeping this or not yet)
- Added some new ancillaries from new DLC into older campaigns.
- Changed non-empire faction leader public order traits to be local rather than global.
- Fixed range buff display error.


How You Can Help
I need some help testing various campaigns and new campaigns with civil wars. To trigger a civil war, simply "Purge" the other political party for a few turns. It should easily get the % to 100 and it will trigger a Secession. If you are able to help test, please post if a civil war crashes your game or not. I need to test these two scenarios using this fix pack:
1.) New campaigns - basically just get to turn 20, purge a few times and it should trigger.
2.) Save games - same thing, purge a few times and it should trigger.

1.2.2c wymaga pobranego 1.2.2b.


1. Link do pobrania 1.2.2b:
- Część 1 (https://drive.google.com/file/d/1Ns9BzxNH8pnq84tPN2mLWRG2cm8A-Rkm/view?usp=sharing) (Google Drive) lub Część 1 (http://www.mediafire.com/file/r9qzs3qtm7nl85q/Divide_et_Impera_12_Part1_Patch18.7z) (mediafire)
- Część 2 (https://drive.google.com/file/d/15XVU-aVH9UedBJ7sfcGHb6DFK3lqNASD/view?usp=sharing) (Google Drive) lub Część 2 (http://www.mediafire.com/file/9icdg7fv3919d53/Divide_et_Impera_12_Part2_Patch18.7z) (mediafire)

2. Link do pobrania 1.2.2c (http://www.mediafire.com/file/xl3lcvmn5idqbvv/%40%40%40%40fixpack122c.pack)

Polemajos
04-12-2017, 23:25
Wersja 1.2.2d1 Divide et Impera została wydana. Jako jedyna jest ona kompatybilna z najnowszym patchem i DLC - Empire Divided. Dla wersji non-Steam zaktualizowano tylko link 1, dla wersji Steam - wszystkie części.

Rzucające się w oczy zmiany, to:
- wprowadzenie budynków sanitarnych oddziałujących na całą prowincję
- wdrożenie mechanik bandytyzmu i kultów dla wszystkich kampanii
- dodanie nowych typów rządów.


Lista zmian - 1.2.2d:
Battle Changes/Fixes
- Fixed cavalry dismount bug.
- Large tweaks to unit spacing, especially ranged infantry and cavalry
- Cavalry deals more reasonable kills against eachother during charge
- Scythed chariots reworked, more usefull for both player and the AI (Other chariots will get some love later)
- Hopefully fixed issue with units getting huge speed buffs for no reason
- Small tweaks to morale and fatigue
- Javelins of skirmisher infantry a bit better vs armour
- Another phase of stat rework, base hit chance fully gone without making all too slow.
- Garrison units a bit stronger

Reforms Fixes (thanks to Litharion!)
- Fixed reforms bug where global reforms wouldn't trigger when the player loaded or had a battle at the reform's turn. This should also fix factions that rely on global reforms like Armenia and Odryssia.
- Fixed Multiplayer desync bug when reforms hit.
- Fixed a bug where the second player's reforms wouldn't always work, especially when that player was the same culture as the host.
- These fixes will not fix bugged save games that have already passed reforms.

Government & Politics
- Added multiple new government types for various factions.
- Changed starting governments for some factions based on their political traditions.
- Changed government effects.

Other Changes/Fixes
- New campaign (Empire Divided) works with DeI but does not have our building system, units or AOR system for now.
- Added banditry and plagues (sanitation/squalor) to all campaigns. Various new building effects impact these. Building effects may change or be further balanced in the future. Save games will have negatives from this, be warned!
- Added new DLC UI skin as Roman base UI for other campaigns.
- Updated and fixed faction trait display UI at faction selection screen. Also added more information there about the faction's political tradition and starting challenge.
- Fixed UI displaying wrong Manpower when cancelling recruitment.
- Various improvements to population script functions.
- Removed various reform units from civil war army spawns.
- Added region name display for mercenary recruitment.
- Fixed Spartan hoplites missing from Macedonian Wars roster.

Lista zmian - 1.2.2d1:
Changes/Fixes
- Fixed general's icons (zeal, authority, subterfuge) floating off screen.
- Added new effect for sewer and medical buildings - now they add sanitation to all the regions in a province.
- Lowered squalor effects by 1 on all buildings, lowered plague chances a bit.
- Reduced banditry's food effect.
- Added banditry reduction to patrol region stance.
- Added banditry reduction to the following character skills: Mercenary Connections, Master of Scouts, Agriculturalist, Sworn Bodyguards, Political Animal
- Added banditry and sanitation improvement effects to various technologies.
- Added darker background for new Roman UI to help with reading white text.
- Fixed Empire Divided campaign missing recruitment points for region ownership.
- Added other campaign faction rosters to custom battle selection, may be some errant units here and there.
- Added Imperial Roman units back into GC Roman custom battle roster.
- Pike and Hoplite formation bonuses reworked
- Shield missile block chance slightly increased
- Slight spacing rework of untrained barbarian infantry

Polemajos
26-12-2017, 16:35
W grudniu ukazały się jeszcze aktualizacje 1.2.2e i 1.2.2f. Wszystkie poświęcone są poprawkom do bitew i nowemu systemowi buntów satrapii Seleucydów. 1.2.2e dostosowuje też parę aspektów kampanii listopadowego dodatku do założeń modyfikacji, np. wprowadza częściowy balans jednostek i system budynków z DeI.
Warto wspomnieć, że pewne zmiany w Empire Divided zachodzą tylko na nowo rozpoczętych kampaniach i nie dotyczą starszych zapisów rozgrywki.

Szczegółowa lista zmian v1.2.2e:
Battles Fixes/Changes
- Fixed pike formation deactivating inside some city locations. It still should not be useable on walls.
- Rebalanced hoplite, shieldwall and pike formation bonuses, they should be much more balanced now.
- All units except hoplites and pikes have +5HP (Hoplites and pikes have increased frontal defence)
- Ranged combat rebalanced
- Melee kill ratio toned down
- Large morale rebalance, morale is more important in nearby area, less important for overall army (for example rout of the enemy left wing will impact the center but not the right wing, which would not be even aware of it)
- Formation Attack reworked, we have found a way to mod bonuses of it, now units using them will perform better and not be defeated by units with same stats but not using it or by hoplites and pikes, which before always defeated them. You should never turn if off as of this patch.
- Fatigue tweaks, it takes more to get into higher exhaustion states (to support longer battles)
- Supply trains now increase morale of nearby units
- Imitation legionaires now have Formation Attack and Defensive Testudo
- All melee infantry have ammo reduced to 1 and reload speed reduced to 1 second
- Reworked firing arcs of ranged units, there should be much less friendly fire, especially on the AI side
- Garrison archers morale reduced by 5

New Empire Divided Campaign Changes
- First overhaul of unit stats for 3c units to be more in line with DeI stats.
- Added DeI's custom building system to Empire Divided (new campaign only)
- Added AOR, Auxiliary, Mercenary, Naval and Garrison units to the new campaign (new campaign only). For now the unit cards don't match with the new campaign.
- Fixed AI in the new 3c campaign missing recruitment priority entries.
- Fixed background skills not triggering for starting characters in 3c campaign.
- Fixed 3c units having too low campaign movement points

New Seleucid Revolt System (thanks to Litharion!)
- The Seleucid satrapies will now revolt after a semi-random amount of time.
- For the Seleucid player, this is dependent on diplomatic relations and on satrapy army size. For the AI Seleucids, this is only dependent on army size.
- This will happen in save games, so be warned!

Other Changes/Fixes
- Lowered empire maintenance and upkeep penalties a bit from imperium level to better balance expansion with banditry.
- Fixed bug where larger populations lowered income rather than raising it.
- Fixed fleets replenishing from capitals instead of local ports sometimes.
- Added political loyalty effects to the faction leader good/neutral/bad faction effect system.
- Fixed political instability from loss of faction leader disappearing too early. It will last 6 turns and can be stopped by moving your new leader to your capital or assigning him to an office, as long as he doesn't have a negative trait.
- Fixed province pop disappearing in the province details panel when activating/deactivating taxes
- Fixed double Recruitment tool tip after quickly cancelling 2 queued units
- Fixed missing Recruitment tool tip when merging units while the recruitment panel is open
- Fixed champion unit card extending too far down.
- Fixed starting Roman general unit card having SPQR in red over top of the image.
- Fixed GC starting season bug - should start in Winter now.
- Fixed Spartan roster in Mac wars missing spartan hoplites.
- Fixed Roman copper towns tier 3 trade/fort variants having incorrect garrison settings.
- Fixed some Spartan spear units not benefiting from +spear effects.
- Fixed Taksashila missing naval roster in custom battle.
- Fixed 2 Galatian units having wrong unit cards.
- Fixed Roman tech tree icons being reversed.
- Fixed incorrect sanitation/banditry effects on Vulcan temple and wine forum building.
- Lowered Triarii and hoplite recruitment priorities for Roman armies.
- Fixed reforms missing for German factions in CiG (new campaign only)
- Fixed mine/quarry buildings missing squalor effects.
- Updated/swapped unit cards for Late Hastati and Hastati Samnitici.
- Fixed emergent faction in Iconium having same emblem as Pergamon.

Szczegółowa lista zmian v1.2.2f:
Battle Changes/Fixes
- Fixed a CA issue in the latest patch with morale, power bar and autoresolve calculations concerning ranged attacks. This should help fix the issue with autoresolve being calculated incorrectly after the last game update and with the power bar/morale problem.
- Multiple morale fixes.
- Elephants kill ratio slightly toned down in melee but they have an easier time moving through enemy troops.
- Various changes/fixes to further balance pikes/hoplites including vs formed attack
- Fixed militia hoplites having incorrect hp settings.
- Charge bonus lasts slightly longer
- Short Pike Phalanx formation bonuses fixed
- Formed Attack and Disciplined formation added to remaining Thorax Swords and Imitation Legionaries
- Added Formed Attack to Thorakitai spear units (please report if they work properly with it in the long run)
- Small tweaks to a few unit stats
- Changed rear defence penalty from 0.2 to 0.1
- Fixed berserkers in ED campaign having too many hp.

Supply/Population System
- Global Logistics system is now more important. The global logistics level can be checked in the faction summary screen.
- Added global logistics level effect description for various army effects, so it is obvious how the army is impacting the global logistics level.
- Increased upkeep for armies from global logistics system, decreased upkeep from imperium level.
- Decreased AI supply usage to help with AI armies in player lands and with AI attrition.
- Reduced allied army food usage by 1 in allied territories.
- Fixed disbanding not always giving population back. It should now give the population back on the same turn.
- Fixed supply lines effect sometimes not properly triggering in MP or for the AI
- Fixed bug where region population sometimes wouldn't show up when moused over.
- Improved economic description section of region population pop up.

Seleucid Revolt System
- Changed trigger for Seleucid player revolt to require neutral relations rather than negative relations.
- Fixed a bug where the rebel chance could become negative, now there will always be a at least a small chance of revolt.

AI Bonuses Changed
- Instead of having AI bonuses only based on difficulty level and applied as one value, we have moved some bonuses to a script based on imperium.
- This means that the smaller AI factions won't have the very large bonuses that were necessary to sustain the larger AI factions. Hopefully this will help make the early game a little less difficult as smaller factions and it will make raiding and sieging smaller AI factions have more impact.
- Bonuses include things like food, upkeep/cost, corruption, etc.

Fixes/Changes
- Fixed new Empire Divided factions missing rebellion units.
- Removed some of the more anachronistic MERC and AOR units from the Empire Divided campaign (Mercs - new campaign only)
- Added updated unit cards for some units including Taksashila, German units and some Greek units. Thanks sourav!
- Fixed barbarian recruitment building tier 3/4 having wrong banditry effects.
- Changed Galatian spearmen, swordsmen and AOR Galatian warriors to tier 3 pop class.
- Galatian chosen swords now upgrade to legionaries after reforms.
- Fixed Tarantine white shield AOR unit's population size.
- Added Colosseum and Circus Maximus for all Roman factions, changed Circus to only be from horse forum line.
- Added empire maintenance reduction technologies to Empire Divided campaign.
- Fixed some nomadic political rank +range effects being too high.
- Fixed Publius Cornelius Scipio the younger in HatG being in wrong party (new campaign only), changed name of father to "the Elder"
- Fixed typo in Roman Nobiles faction description.
- Fixed Roman HatG starting generals not being Polybian (new campaign only)
- Fixed Supply/Food label in Roman UI region window
- Slight change to AI's evaluation of armies when deciding to attack.
- Removed incorrect effect on the mine building chain.
- Fixed typo in Nervii faction trait description.
- Fixed Massyli general bugged appearance.
- Removed some of the cracks/fissures from the new Roman UI for campaigns other than Empire Divided.
- Fixed cattle buildings not adding to banditry (still less than farms), military ports now reduce banditry.
- Removed Marian units from civil war rosters for Rome (hopefully this works)
- Added silk to HatG in Mauretania (new campaign only)

Credits
- Thanks to sourav for creating some new unit cards for various outdated units!

Polemajos
15-01-2018, 13:53
8 stycznia ukazała się aktualizacja 1.2.2g. Znajdują się w niej zmiany z zakresu bitew, transportu, floty, polityki wewnętrznej i masa różnych poprawek. Uwagę zwracają ulepszone możliwości kamery bitewnej, która to może sięgać większej wysokości i schodzić do jeszcze niższego poziomu.

Szczegółowa lista zmian:
Battle Changes/Fixes
- Additional tweaks to pikes to improve frontal toughness and kills.
- Improved battle camera, allowing it to go lower and higher
- Tweaks to short pike phalanx and barbarian shieldwall
- Multiple unit stat/attribute/spacing fixes
- Additional tweaks to initial power bar calculation
- Readded spear square, currently only for Triarii
- Tweaks to unit experience system, it is easier to get higher experience levels but bonuses are now working differently to be more with the new stat system. This means that maxed out units are less OP, while still being much stronger. Also each level now grants different bonuses to stats, while first exp level will give melee attack, melee defence and morale (and reload skill if ranged), second will give only attack and morale, third only defence and morale etc.
- Celtic chariots improved but they will get more work in the future
- Multiple tweaks to morale system, losing a general has a bit bigger impact on the AI now while again morale penalties were moved more in favour of local factors than global factors (for example if enemy left and center were routed but on the right wing AI has 3 elite guard units left, that did not suffer much losses or got tired, they will be able to still stand against you, as often happened in history, while levy units might not hold in same situation). Larger penalties for losing a general also puts bigger emphasis on units with disciplined trait as it cancels penalty for losing commander.
- Lightly armoured dedicated shock units like Heroic Swords or Iberian Champions have increased damage assigned to their weapons. Hopefully this will make them stand out more compared to other troops.
- Cavalry has speed value visible on their UI as their speed is assigned per round numbers, while infantry speed can't be displayed properly due to UI issue. This will also help with assigning correct cavalry speed in the future.
- Fixed stat bonus for hollow square.
- Added formation attack to Massalian Romanized unit.
- Changed Suebi berserker animation to fix bug with missing weapons.
- Renamed Weapon Deadliness to Armor Penetration

Naval/Transport Changes
- Removed most of the sea sickness effect on transports to try to fix the issue with AI suiciding its armies as transports into navies. Ram damage is still reduced.
- Increased naval unit stats to compensate, added negative effect ("land sickness") for naval units fighting on land.
- Improved patrol stance piracy reduction effect.
- Added reduced piracy effect to military wharfs and increased piracy effect for trade/food ports.

Politics
- Removed a base negative to political events triggering. This may also help with the failure rate of statesmen missions.
- Added increased influence effect to political ranks and faction leader traits.
- Added increased loyalty and influence to various Philosophy technologies for all factions.

Other Fixes/Changes
- Added some updated unit cards for Armenia and Boii (thanks to sourav!)
- Fixed unuseable building slots in HatG campaign and IA campaign (new campaign only)
- Fixed auxiliary barracks in Empire Divided and IA campaign missing garrisons.
- Fixed HatG Massilia chapter mission text (new campaign only)
- Fixed HatG Carthage characters sometimes starting in wrong party (new campaign only)
- Fixed Magna Graecia emergent faction flag.
- Changed wrong starting unit for Parthia in IA campaign and some starting unit sizes (new campaign only)
- Made trade agreements a bit easier to get.
- Reverted some CAI attack decision changes now that the suiciding AI/autoresolve bug is fixed.
- Changed some CAI settings for HatG and CiG Rome to make them match GC Rome settings.
- Changed emergent faction Sophene's culture to Armenian (new campaign only)
- Fixed some building requirements for victory conditions in Empire Divided campaign (new campaign only)
- Fixed some Pontic units not being properly available in IA campaign.
- Swapped appearances for 2 Baktrian garrison units to better match their stats/roles.
- Fixed banditry negative on tier 2/3 eastern guard building.
- Fixed text under wealth/income heading labelled corruption instead of empire maintenance.
- Increased public order bonus from Roman auxiliary barracks.
- Fixed issue with public land chain for eastern factions.
- Added negative banditry effects to 3 Governor skills: Demagogue, Farming Expert and Military Governor
- Fixed various IA Iberian regions missing regional recruitment tags (new campaign only)
- Fixed missing description for Illyrian garrison unit.
- Changed Marian ships to have same hitpoints as pre-Marian ships.

Polemajos
03-02-2018, 20:37
30 stycznia wypuszczono wersję beta aktualizacji 1.2.2h. Każdy, kto chce, może przetestować w niej nową zawartość, którą zdołał do końca poprzedniego miesiąca przygotować zespół. Tworzą nią: częściowa przeróbka animacji, nowe modele uzbrojenia dla frakcji greckich i hellenistycznych, zmiany w systemie zaopatrzenia i standardowo, szereg poprawek do bitew i nieprzyporządkowanych elementów.
W przypadku zmian w kwestii animacji, za którą odpowiada KAM, można wyszczególnić: pozbycie się formacji zwartej u jednostek, wprowadzenie u Rzymian i oddziałów pomocniczych przemiennego za pomocą przycisku ,,F" trzymania gladiusa lub pilum oraz zastąpienie śmierci żołnierzy na ,,zawał serca", czyli takich odnoszonych bez kontaktu z przeciwnikiem, na te ponoszone podczas rzeczywistej walki.

Linki do pobrania wersji beta patcha 1.2.2h: Google Drive (https://drive.google.com/file/d/1DbH1vTc2jU--Z1nWFT0M9H8yNaxqhng1/view?usp=sharing) | Mediafire (http://www.mediafire.com/file/98l2721q8wvtvp6/%40%40%40%40fixpack122h.pack).

Szczegółowa lista zmian:
Animations Overhaul
- Large FPS improvement in battles due to new animation changes.
- Matched combat has been removed
- Most melee deaths should now end with kill animations rather than the old "heart attack" deaths
- Clash animations during infantry charges improved
- Roman legion and auxilia custom animations - new animation when swords are drawn or pila thrown, press F to select melee instead of pila
- Custom standard bearer animations for all factions
- Fast walk/run bug for pikes fixed
- Improved animations for all basic sword and shield units.
- Roman infantry missing weapons in formations fixed, pila now properly held in formations.
- Improved/fixed a couple formation descriptions.
- New formation for Roman units - Hold Position.

New Models (thanks to assurbanippal!)
- Added new hellenic cavalry shield for some Macedonian, Epirote and Pergamon units
- Added new hoplite spear that is slightly longer than the normal spear.

Battle Changes/Fixes
- Slightly increased unit HP and slowed down combat in general due to increased speed of melee with new animation changes.
- Additional tweaks to morale system
- Units under fire are a bit slower than before and get bracing penalty
- Added encourage ability to First and Eagle Cohort
- Many unit stat tweaks
- Slightly increased armor value (due to lack of matched combat as above)
- Tweaks to certain general skills like Battle Rythm which had a bit too big bonuses
- Removed or reworked hidden unit stat bonuses from general rank (general still increases morale of nearby units and slightly increases their attack and defence) since generals already provide large unit stat boost with their skills from leveling up.
- Units should be slightly more spaced out when in melee (they were getting a bit too close, which caused more iceskating or too many soldiers attacking single target).
- Few tweaks to ranged and melee weapon damage.
- Improved shock attacks from fanatic type spear units.

Supply System (thanks to Litharion!)
- Enemies, allies and vassals are now recognized properly by the system.
- Removed a large amount of redundant/unused code for optimization, improved multiple parts of the script for performance.
- Reworked supply overproduction shifts to adjacent regions.
- Fixed winter/summer supply cut not working as intended
- Reintroduced supply line blocking by enemy armies near your settlements
- Fixed region tooltip not working under various circumstances
- Fixed various bugs with supply production
- Fixed various issues where supply bundles were not being correctly applied
- Still various parts like baggage trains being worked on, this is step one of the overhaul

Other Fixes/Changes
- Added multiple new unit cards for older units, thanks to sourav!
- Fixed hoplite spears disappearing while moving in formation.
- Replaced some loading screens with new images, thanks to Jim_Riley!
- Increased slave forum building's effects on the sell slaves edict.
- Increased farm impact on the sell food edict income value.
- Fixed naval land sickness effect reducing wrong stats (dmg and morale), reduced negative a bit to match naval stat inflation.
- Fixed Pergamon pike unit having wrong shield size.
- Added some slightly brighter colors for elite/noble Suebi units.
- Added missing region/auxiliary recruitment to Asia province in IA campaign (new campaign only)
- Large increase to diplomatic bonus from releasing troops after battle.
- Fixed Roman civil town's banditry tier 3/4 bonuses.
- Reduced Melee Attack and Defense bonus values from skills and traits due to new stat system (stats matter more)
- Lowered loyalty bonus from technologies a bit.
- Replaced vanilla factional mercenary units for IA Parthia (new campaign only)
- Fixed Bactrian garrison unit cards.
- Scabbards removed from Roman sword auxilia to reduce clipping.
- Roman Eagle standard bearer lion pelt fixed
- Fixed Scythian foot archers not being recruitable and being assigned to wrong factions in custom battle.
- Moved Saka lancers down one tier in the barracks line.
- Fixed AOR Sarmatian Lancers weapon entry.
- Fixed Roman Scordisci auxiliary infantry unit size.

Credits
- Welcome and thanks to our new team member assurbanippal who is working on new models.
- Huge thanks to AllxAMERICAN from Steam for helping with the animation overhaul.
- Big thanks to Jim_Riley for various new screenshots as loading images.

Polemajos
03-03-2018, 22:57
Wydano aktualizacje do nieobligatoryjnej bety wersji 1.2.2h. Pierwsza, duża, tyczy się animacji i systemu starć, zaś druga, mała, wprowadza różne, pomniejsze poprawki, głównie do bitew. Divide et Impera wejdzie w pełną wersję 1.2.2h jutro lub nieco później.

Aktualizacja nr. 1 (większa) - szczegóły:
Animations
- Fixed pike animations using spear kill animations.

Battle Overhaul changes from KAM
-completely new HP/Armour system
-spear units attack slightly lower but their defence is increased
-spear units will now do better at defending from enemy charge rather than doing counter charge (except of assault spear units with with low armour and high charge)
-each weapon is now much more unique and excels at different tasks (like anti elephant or anti armour)
-larger differences between ranged weapons
-cavalry, elephants and chariots now properly cause casualties from charge impact
-cavalry charge depends vastly on horse quality and charge bonus. Light and low charge bonus units needs their targets to be softened up if they are going to charge heavy infantry, while having no problems with dealing large casualties when charging light infantry.
-depending on quality, cavalry and elephant charge can distrupt enemy lines more violently.
-some unit classes now show more stats in their UI
-multiple fixes to unit stats and attributes
-multiple unit quality tweaks - Persia now has more unique infantry.
-units with Formed Attack now much more balanced, especially vs regular units.
-elephants now much more balanced - due to hardcoded issue, their damage is unmodable and with previous HP system they were too strong in melee so I had to make them rather fragile. Now elephants deal reasonable kills in melee while being tougher. There is a noticeable difference in survivability between armoured and unarmoured elephants.
-overall unit stats should be much easier to read and understand

Aktualizacja nr. 2 (mniejsza) - szczegóły:
- Bows have slighly lowered damage
- Artillery crews less durable in melee
- Fixed dismounted unit stats
- Pike and Hoplie phalanx have bigger penalties for being attacked in the back or unshielded flank.
- Velites and Antesignani have bonus vs elephants in melee
- Fixed HP of Roman auxiliary skirmishers
- New axe, falx and mace animations that better fit the weapon types.
- Fixed Atr Elite infantry missing javelins in battle
- Changed barbarian research building effect to be higher
- Increased food from Roman forum building

Polemajos
12-03-2018, 23:01
Po 3. dniu marca nastąpiły dwie aktualizacje DeI: jedna oznaczona jako 1.2.2h, a druga jako 1.2.2i. Pierwsza z nich to pełna wersja zawartości, którą modderzy przygotowali jakiś czas temu; dodaje ona między innymi przeróbkę animacji, a także nowe modele dla jednostek i zmiany do systemu zaopatrzenia.
1.2.2i to wersja aktualna, wydana 8 marca w związku z premierą DLC Desert Kingdoms i FLC dotyczącego kobiet starożytności. Czyni ona modyfikację kompatybilną z tymi dodatkami i wprowadza poprawki do pochodzących z nich nowości oraz do bitew i innych elementów gry.

Gracze korzystający z wersji Steam Divide et Impera nie potrzebują pobierać nowych wersji moda w przeciwieństwie do osób grających na non-Steam'owym DeI: z GoogleDrive i Mediafire. Muszą one ponownie pobrać (i najlepiej nadpisać) te pliki:

- dla graczy używających wersji z GoogleDrive: 1. plik (https://drive.google.com/file/d/1g8ZF7M-iwNv4KCJ5j3kTvNzDJFUO-Frl/view?usp=sharing), 2. plik (https://drive.google.com/file/d/12KV-o1sVKsgTH2dV-X-AgQUO_LXx4_vZ/view?usp=sharing).
- dla graczy używających wersji z Mediafire: 1. plik (http://www.mediafire.com/file/2nxtszp5itv80np/Divide_et_Impera_part_1_Patch_19.7z), 2. plik (http://www.mediafire.com/file/iqcgo05y6u23003/Divide_et_Impera_part_2_Patch_19.7z).

Szczegółowa lista zmian - wersja 1.2.2h:
Animations Overhaul
- Large FPS improvement in battles due to new animation changes.
- Many elements of matched combat and prolonged engagements have been removed.
- Most melee deaths should now end with kill animations rather than the old "heart attack" deaths
- Much larger variety of kill animations for all unit types
- New axe, falx and mace animations that better fit the weapon types.
- New animations for spear archers and various mixed ranged units.
- New wounded soldier animations rather than basic deaths.
- Clash animations during infantry charges improved
- Roman legion and auxilia custom animations - new animation when swords are drawn or pila thrown, press F to select melee instead of pila
- Custom standard bearer animations for all factions
- Fast walk/run bug for pikes fixed
- Improved animations for all basic sword and shield units.
- Roman infantry missing weapons in formations fixed, pila now properly held in formations.
- Improved/fixed a couple formation descriptions.
- New formation for Roman units - Solid Square.

New Models (thanks to assurbanippal!)
- Added new hellenic cavalry shield for some Macedonian, Epirote and Pergamon units
- Added new hoplite spear that is slightly longer than the normal spear.

Battle Changes/Fixes
- Completely new HP/Armor system.
- Additional tweaks to morale system
- Weapon types are now more unique and excel at different tasks. Larger differences between ranged weapons.
- Pikes and hoplites have bigger penalties for being flanked.
- Units under fire are slower than before and get bracing penalty
- Many unit stat tweaks, fixed some incorrect animations
- Tweaks to certain general skills like Battle Rythm which had a bit too big bonuses
- Removed or reworked hidden unit stat bonuses from general rank
- Units should be slightly more spaced out when in melee
- Improved shock attacks from fanatic type spear units.
- Various changes to stats shown in UI for some unit types.
- Unarmoured and assault infantry speed slightly increased.
- Spear units attack slightly lower but their defence is increased
- Spear units will now do better at defending from enemy charge rather than doing counter charge
- Cavalry, elephants and chariots now properly cause casualties from charge impact
- Units with formation attack are now much more balanced, especially vs. regular units
- Elephants are much more balanced with a large difference in survivability between armored types.
- Unit stats in general should now be much easier to understand and compare.

Supply System (thanks to Litharion!)
- Enemies, allies and vassals are now recognized properly by the system.
- Removed a large amount of redundant/unused code for optimization, improved multiple parts of the script for performance.
- Reworked supply overproduction shifts to adjacent regions.
- Fixed winter/summer supply cut not working as intended
- Reintroduced supply line blocking by enemy armies near your settlements
- Fixed region tooltip not working under various circumstances
- Fixed various bugs with supply production
- Fixed various issues where supply bundles were not being correctly applied
- Baggage trains: Improved animations, increased unit size, reduced stats and speed, now deploy in rear and have better stats when dismounted.
- Refined supply line text so its clear it is creating a supply line not adding to existing ones.

Other Fixes/Changes
- Added multiple new unit cards for older units, thanks to sourav!
- Fixed hoplite spears disappearing while moving in formation.
- Replaced some loading screens with new images, thanks to Jim_Riley!
- Added Macedon to AI major faction defense auto resolve bonus system.
- Fixed bug when converting british temples to other types.
- Increased slave forum building's effects on the sell slaves edict.
- Increased farm impact on the sell food edict income value.
- Fixed naval land sickness effect reducing wrong stats (dmg and morale), reduced negative a bit to match naval stat inflation.
- Fixed Pergamon pike unit having wrong shield size.
- Added some slightly brighter colors for elite/noble Suebi units.
- Added missing region/auxiliary recruitment to Asia province in IA campaign (new campaign only)
- Large increase to diplomatic bonus from releasing troops after battle.
- Fixed Roman civil town's banditry tier 3/4 bonuses.
- Reduced Melee Attack and Defense bonus values from skills and traits due to new stat system (stats matter more)
- Lowered loyalty bonus from technologies a bit.
- Replaced vanilla factional mercenary units for IA Parthia (new campaign only)
- Fixed Bactrian garrison unit cards.
- Scabbards removed from Roman sword auxilia to reduce clipping.
- Roman Eagle standard bearer lion pelt fixed
- Fixed Scythian foot archers not being recruitable and being assigned to wrong factions in custom battle.
- Moved Saka lancers down one tier in the barracks line.
- Fixed AOR Sarmatian Lancers weapon entry.
- Fixed Roman Scordisci auxiliary infantry unit size.
- Fixed Lugii political party name typo.
- Fixed Spartan general's shield being blank.
- Altered empire government type effects listing so they all show in the UI.
- Fixed unuseable building slot in IA Numidia region (new campaign only)
- Re-added Orthia temple for Sparta built off of tier 4 Artemis temple.
- Fixed Dumnonii emergent faction banner missing icon.
- Fixed IA Iceni having vanilla factional mercenaries (new campaign only)
- Fixed Iceni slinger-spearmen unit missing Stamina ability.
- Fixed Pontic Persian slingers missing from some building types.
- Increased research bonus for barbarian research buildings.
- Increased food bonus for Roman forum food/trade building.
- Added encourage ability to First and Eagle Cohort

Credits
- Welcome and thanks to our new team member assurbanippal who is working on new models.
- Thanks again to sourav for his work updating older unit cards.
- Huge thanks to AllxAMERICAN from Steam for helping with the animation overhaul.
- Big thanks to Jim_Riley for various new screenshots as loading images.
Szczegółowa lista zmian - wersja 1.2.2i:
DLC Desert Kingdoms/Patch 19 Compatibility
- Added small chance of women political characters for most factions. Nomadic factions and the Medewi have small chance of women generals.
- Due to changes in patch 19 with the faction traits UI at faction selection, some things have been moved around. Political traditions are now found in the faction description, Starting Challenge is back where it is at vanilla (over the difficulty slider).
- In order to properly work with the DLC, rom_meroe has been changed to rom_kush in the mod files. All settings for the faction should remain as they were, but it was a bit of a mess changing it over so please report any issues.
- Our african/arabian factions are now locked by the DLC.

Battle Fixes
- Artillery a bit more accurate but weaker against buildings
- Reworked damage dealt by battering rams and tortoise
- Slightly lowered damage of dart throwers and gastrephetes
- Lowered weapon attack bonuses from equipment effects to better balance with the new stat system.
- Increased naval unit hitpoints to match new hp system.
- Barbarian shield walls have a bit better damage and defense.
- Nerfed Britonic axe unit.
- Elephants now have slightly more hitpoints.
- Small increase to spear bonus vs. elephants.
- Fixed Scythian lancers missing a proper shield stat entry.

Other Fixes/Changes
- Fixed gastrephetes unit being available in some lower tier buildings
- Fixed Arii missing commander unit assignments.
- Fixed Epirus political party colors being too similar.
- Fixed HatG Masaesyli having wrong political party power effects
- Replaced some starting auxiliary barracks with normal barracks in IA campaign (new campaign only)
- Removed some anachronistic hoplite mercenary units in the IA campaign (new campaign only)
- Fixed Roman artillery crews missing torso armor.
- Fixed Egypt missing multiple government types.
- Added a bit more description of custom campaign systems to faction descriptions at GC faction selection.

Polemajos
13-06-2018, 21:44
Zaktualizowałem pierwszego posta o linki do pobrania bety wersji 1.2.3. Jako, że jest to odsłona testowa nowej aktualizacji, dostępna jest tylko w formie non-Steam. Wersja steamowa zostanie zamieniona dopiero, gdy modderzy uznają v1.2.3 za doszlifowaną.

Uwagi co do bety v1.2.3:

- należy pobrać obie części moda
- w starych save'ach mogą następować drobne problemy
- submody będą wymagać czasu do ich zaktualizowania

Szczegółowa lista zmian v1.2.3:
Update Notes

Roster Overhauls

Mauryan Overhaul
- Almost all Mauryan units have had their appearance updated and multiple new units have been added.
- Around 20 new models by our new modeller assurbanippal can be seen in this beautiful update, making this the most complete Mauryan roster you will find!
- New custom reforms for Maurya based on battles with Baktria.

Carthage Overhaul
- All new roster for Carthage that replaces previous units, almost 45 new units in total!
- Carthage now has a more unique and customized population system and roster along with a Mercenary Barracks system.

Roman Appearance Overhaul & General Unit Changes
- Thanks to the True Legions submod, many Roman and Italian units have had their appearances improved with a lot of new variety and special models added.
- Along with these changes, many other older units from other factions have also had their appearances improved - especially the Celtic factions. This includes older vanilla textures and units from multiple rosters.
- Added 2 new Egyptian units - Galatian Cleruch Thorax Spears and Gabiniani (Traitor) Legionaries.
- Added new Syracuse unit - Core Gastrephetes (crossbows) recruited from siege building.
- Moved AOR Dart throwers to Macedon to fit better with historical sources.
- Added new Heavy cavalry unit to Epirus roster.
- Added new Polybian Praetorian commander unit for Rome.
- Added New Marian/Imperial variants for Polybolos and Ballista Roman units.
- Fixed Scorpion is now a Pre-Marian Roman artillery unit while Cheiroballistra is a post-Marian version.
- Many (most) units now have new historical descriptions in their UI panel, different from their normal unit description.


Campaign Changes & Additions

New Resource: Spices
- An all new resource has been added to the Grand Campaign and Imperator Augustus Campaign - spices. Who will control the spice? The spice must flow
- This resource has a different system from our normal resources because it comes from region effects in capital regions. It is only produced in the starting capital regions of the Baktrian and Mauryan factions, simulating the Indian spice trade, and in the Sabaean capital simulating their ocean trade with the east.
- Eastern factions' spice trader forum building and the Seleucid/Baktria Satrapy Palace forum building now require spices to be upgraded past tier 2. However, they also now produce spices after tier 2.

New Provincial & Special Capitals
- Pella and Bibracte have been added as new special capitals (new campaign only)
- Bibracte is the first barbarian special capital and has some unique bonuses for them as well as becoming more civilized looking as it is upgraded.
- Provincial capitals for all cultures now have new names that reflect various government types and allied state options in their provinces in the spirit of Europa Barbarorum. For example, Rome can choose between a Provincial Roman Capital, a Latin Rights Colony or an Allied State (Amicus Populi Romani). This varies by culture type.
- All special capitals now have a barbarian version so that the proper siege engine size is used in battles. This won't change how they function or look, its more of a technical change to allow for proper ladder/tower size, etc. It also allows us to add different effects for when a special capital is barbarian, like Bibracte.
- This means that barbarian factions will have to convert special capital buildings after occupation. It also means in that in save games where barbarians own a special capital, the building slot will be blank.
- Added new faction specific garrison units to most special capitals when they are owned by the original culture. These include Rhodian slingers for Rhodes, Cretan Archers for Knossos, Athenian Hoplites in Athens, etc.

New Foreign Quarter Buildings
- Foreign settlements are now available in various regions that are specific to the culture from that area.
- These are only in the Grand Campaign for now and are buildable by factions of a different culture. For example, Rome can build a Greek Settlement in Greece, but Greek factions cannot.
- Some factions, like Egypt and Carthage, can build all settlement types.
- These buildings improve relations and spread the local culture but also have a negative if dismantled. They are relatively inexpensive and quick to build.
- Various AOR units now garrison these foreign settlement chains.

Change Capital System
- There is now a button that will allow you to change your capital to any region on the map at any time! You will find it next to your faction emblem.
- Thanks to Litharion for working on this really easy to use and intuitive system.

Mercenary Recruitment Changes
- Changed mercenary costs and upkeep. Mercenaries now have 25% higher recruitment and upkeep cost than normal troops.
- This effectively is a large increase to their cost but a decrease to their upkeep compared to our current system.
- We made this change so that mercenaries would be less of a temporary hire/drop unit and more of a permanent option as they were historically.

New Population Effects
- Some technologies now increase population growth. These can mostly be found in the economic and construction tech trees. Some factions like Carthage, the Successors and Rome also have bonuses to auxiliary and mercenary population types in their military tree.
- Various cultures now have different base population growth bonuses. For example, Greek cultures get a small base bonus to 1st and 2nd class, while Rome gets a bonus to 2nd and 3rd. This should help add some differentiation between the cultures.
- Population class 1 is now less impacted by overcrowding compared to the other population classes.

Other Script Changes
- Along with our new systems, older scripts have been updated and made more modular.
- This should help with those making submods and those wishing to edit DeI's various script settings.

Other Fixes & Additions
- Fixed a rare crash issue when liberating or subjugating a minor town that hasn't yet been converted by the AI.
- Changed building upkeep for military buildings and ports to a direct negative to income. Other upkeep kept as a % provincial negative.
- Fixed some CAI personalities not having proper occupation decision priority settings so they weren't using our different cultural settings. Now Barbarians should be more likely to sack, Greeks more likely to liberate, Eastern factions more likely to vassal and Rome more likely to occupy.
- Moved gold resource from Caucasia to Armenia province in Grand Campaign. Added timber resource to Caucasia (new campaigns only).
- Added Great Dam of Marib for Saba, only buildable in their starting capital (new campaign only)
- Added banditry reduction to Colonia public land buildings and to most barracks types.
- Added some updated Suebi and Saba noble shield patterns.
- Fixed thracian major cities missing some AOR recruitment.
- Fixed multiple region effect bundles missing various effects.
- Smaller destructible objects in battles now have more hitpoints and won't be immediately destroyed.
- Fixed Sparta special agoge main city buildings being unlocked for other factions.
- Changed Boii to Celtic subculture rather than Gallic.
- Rebalanced some of the upkeep/cost technology bonuses so they are more properly spread out and fit better with each culture.
- Egyptian Native pikemen now upgrade to their elite version after thorax reforms.

Smaller Fixes
- Fixed Armenian Medium Cavalry unit having ranged weapons assigned improperly.
- Fixed some more hoplite units missing longer spear variant.
- Fixed some unit cards not properly using new entries.
- Fixed Massalian hoplites having wrong AI recruitment values.
- Fixed unfaithful wife ancillary missing effects.
- Moved AOR Campanian cav unit down to tier 2 buildings for Rome.
- Fixed Bagaudas celtic unit card.
- Fixed Pontic unit incorrectly having throw javelin ability.
- Fixed caledonian spear unit incorrectly having fulcrum ability.
- Fixed Arevaci spear unit missing expert charge defense, Edetani sword unit incorrectly having it.
- Fixed Germanic youth levy javelin unit having wrong ammo amount and weapon type.
- Fixed emergent cyprus faction having wrong culture (new campaign only)
- Fixed Athenian pike unit missing from thorax reforms
- Lowered chances of AI offering cash to player.
- Lowered naval debuff a small amount.
- Moved various Carthage and Egypt naval units down 1 tier for their respective special ports.
- Increased Pergamon's faction trait bonus to hellenic diplomacy.
- Fixed having duplicate tier 1 minor town conversion options.
- Fixed various incorrect attribute groups on multiple units.
- Fixed some units missing Stamina entries.
- Fixed Seleucids missing Sarissa Cavalry in higher tier barracks.
- Fixed various emergent factions and GC Breuci missing proper commander unit entries.
- Slightly altered Egypt's AI recruitment priorities.
- Removed various vanilla mercenary entries from some factions in the IA campaign (new campaign only)
- Removed Arabian naval mercenaries from Eastern mediteranean in IA campaign (new campaign only)
- Fixed 2 Colchis units missing concentrated fire ability.
- Added loyalty technologies for gallic and daco-thracian factions
- Removed throw javelin ability from thracian and epirote units that had it by mistake.
- Changed emergent faction Macrinii and Karana banners so they are unique.
- Fixed agent "Chieftain" label being mispelled
- Fixed some cavalry with javelins animations not properly working.
- Fixed African shield warriors description being wrong.
- Removed pikes from Syracuse core roster.
- Fixed egypt female politicians getting multiple political traits (new campaign only)
- Updated historical character entries so they have less of a chance of conflicting with CA's new spawned characters. Increased time between CA's new spawned characters.
- Fixed Pontic thureos sword unit having wrong population unit size.
- Fixed IA Iberia faction using some older units.
- Fixed sparta having too large population bonuses at higher tiers.
- Lugii political party names changed to better represent tribes in the area.
- Fixed a typo in some intro texts.


Szczegółowa lista zmian v1.2.3a:
1.2.3a Fix Update June 11
- Recalculated unit costs/upkeep for some of the new units to better fit their new stats.
- Fixed Eastern spice trader tariff effect having wrong values at tier 2 and 3.
- Added tariff effect to barbarian trader commons building.
- Small increase to AI likelihood to accept gifts (decreased it too much in previous patch)
- Fixed 2 Carthage thorax units missing disciplined formation.
- Fixed a typo in one of Rome's city building descriptions.
- Fixed Rome starting AI army scripts to properly spawn a couple extra units based on difficulty when the player is not Syracuse, Carthage or Eprius (new campaign only)
- Turned off Grand campaign script logging function, should improve performance a bit.
- Reverted change to 1st class population overcrowding modifier as it was causing it to grow too much.
- Lowered turn amount for the Carthage/Rome escalation script build up.
- Fixed mistake in Carthage/Rome escalation script that resulted in one part repeating itself.
- Improved the look of the new Egyptian Roman traitor unit and the Roman Scipio bodyguard unit.
- Fixed Carthage elephant unit missing description.
- Fixed mispelling in supply information window.
- Added improved unit cards for Mauryans (thanks sourav!)
- Added improved helmets for various Greek units (replacing old vanilla thracian helmet model)
- Removed region wonder effects that spread culture to all regions until we can get them working properly.
- Created custom instance key for Seleucid/baktria satrapy palace so it can be built with other forum buildings
- Added some more effects to slums.
- Pikes have a bit better defense, do slightly more damage and are better against cavalry.
- Lowered Greek and Barbarian desire to liberate
- Fixed incorrect rank depth settings for some units.
- Fixed some Bactrian units population class and size values.

KLAssurbanipal
12-08-2019, 04:20
Wersja 1.2.5 wydana:

https://www.twcenter.net/forums/showthread.php?799019-Divide-et-Impera-1-2-5-and-Alexander-Campaign-Released!

https://i.imgur.com/JBgrcnE.png

KLAssurbanipal
30-11-2019, 01:54
W ostatnich dniach twórcy wydali ciekawe uzupełnienie do kampanii Alexander. Są to postacie historycznych dowódców Aleksandra III Wielkiego wśród których znajdziemy m.in. Kraterosa, Kleitosa, Antygona czy Seleukosa.
Jako ciekawostkę warto dodać, że portrety użyczyło studio Paradox z ich gry Imperator: Rome.

https://www.twcenter.net/forums/showthread.php?801324-PREVIEW-Marshals-of-Alexander-Alexander-Campaign-for-Divide-et-Impera

KLAssurbanipal
14-01-2021, 09:19
Publiczna beta wersji 1.2.7:

https://www.twcenter.net/forums/showthread.php?808869-RELEASE-Divide-et-Impera-1-2-7-Public-Beta

https://i.imgur.com/3Ly3xWR.png


Po wielu miesiącach pracy z radością ogłaszamy, że nasza najnowsza publiczna wersja beta jest gotowa do gry. Jeśli chcecie ją wypróbować, możecie pobrać ją z poniższego linku (https://www.twcenter.net/forums/showthread.php?808869-RELEASE-Divide-et-Impera-1-2-7-Public-Beta). Ta aktualizacja zawiera wiele nowych funkcji i zmian, które szczegółowo opisano w uwagach. Chociaż ta aktualizacja jest stabilna i gotowa do gry, czuliśmy, że szersza publiczność skorzysta na modyfikacji ze względu na różne rodzaje wprowadzonych zmian. Jest też więcej przyszłych prac, które zostaną dodane w miarę przechodzenia przez wersję beta. Doceniamy wsparcie!


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