![]() New animations and formations that the AI will use in combat. Completely reworked unit armors, weapons, stats and mechanics. More realistic battle pace that places importance on morale, fatigue and tactics. To list our texture/model work would be a thread in itself. Many, many new weapons, armors, and other models/textures. Custom, all new mercenary units for every province. Overhauled Roman auxiliary system with local, specialized troops from regions across the map depending on reform period. Any faction can recruit these local units if they own that region. Fully developed Area of Recruitment system that allows for regional recruitment of units historically from a given region. The amount of detail and research is something we pride ourselves on. Over 1700 units that have been fully customized with all new textures and models to match historical references for each faction. Many new custom buildings that allow for many more options and use of the new resources. All new resources that have a major impact on gameplay and building requirements. Various script and other custom content to add to immersion. Custom defense scripts for Rome and Carthage Custom Cultures for various factions, including new temples. Custom army and navy stances based on culture. ![]() Garrisoning troops has new effects and penalties. Armies now have food and public order impact. Other agents have been limited in their effectiveness compared with vanilla. Dignitaries are now Governors who help oversee provinces. ![]() Custom army traditions based on culture. Custom skills that allow immersion and roleplaying with characters (customized version of TTT). Custom Season effects that really impact gameplay on a meaningful level. All new Campaign set in the Macedonian Wars, completely unique to the mod Your cultural control matters in what troops you can recruit. Cultural Recruitment system based on local and core factional troops. New playable factions with overhauled rosters and historical settings. Custom, Unique Supply system not found in any other mod. Most factions will gain new units based on imperium level and turn number. Custom Reforms system independent of the technology tree. Here is a very general overview of some of the more major changes and custom content: In battles, we have focused on redoing every unit with amazing, new textures and models that represent historical sources while overhauling the battle mechanics to represent ancient warfare. Our goal for the campaign is to provide unique, immersive, interesting mechanics that add to the overall realism and fun. The two primary areas we have focused on are (obviously) campaign and battle systems. Mod Guides for Custom Mechanics: Various Manuals for DeIĭue to the size and scope of the mod, it is difficult to list every single change that is made. Battle mechanics that are a more accurate representation of ancient warfare. Overhauled faction rosters and units for historical authenticity and stunning quality in battles. Added mechanics and content to make the experience more immersive and realistic for the player. We want to provide a real challenge while maintaining fun gameplay. Increased difficulty and complexity for the player. Some of our overall goals and general vision include: ![]() Divide et Impera has won multiple Creative Assembly awards including Best Overhaul 2014, Most Innovative 2015, and Player's Choice for both 20!
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