www.twcenter.net/forums/showthread.php?630814-Divide-Et-Impera
Welcome
On behalf of the AGA team, I would like to welcome you to this Divide Et Impera first release !
Team Members
The creators of Divide Et Impera are a crew of dedicated and passionate individuals who enjoy modding Rome 2 Total War :
Lead Designer, Game Design Director, Scripting Director: Selea
Historical Direction, Marketing Director, Team Management: Epaminondas The Oblique
Artistic Design Director, Modeler Director: Meneros
World Design Director, Campaign Director: Dresden
Resources Director, Campaign Designer: Xil0
Artistic Designer, Model Designer, Re-skinner: Ritter Floh
Artistic Designer, Model Designer, Re-skinner: Hadrien Ier
UI Designer, Unit Cards Director: m_1512
3D Modeler: Grudge The Dutchman
Animations Director: Moonhoplite
QC Director: Sadlogic
Collaborators:
The DeI team has some very valid collaborators that help going the project with various skills
Historical Documentation: Kymmuriel
Historical Documentation: Iperione
Historical Documentaion: Romulus2910
Game Designer: Agent2P
Translations, UI Graphics: Rafkos
Videos, Marketing: The Dude
Mod Download Link:
www.twcenter.net/forums/showthread.php?632430
Introduction to Divide Et Impera
At first, we started with AGA to redo some battle mechanics and to gather several reskin mods. Then we realized that we were sharing more than this: the same passion from the greatest achievements of the TW community like: Europa Barbarorum, Rome Total Realism, Broken Crescent and so on.
Divide Et Impera is now the expression of the new scope of our project.
It is designed to give players a historically authentic, realistic and fun gaming experience using the Rome 2 engine.
Divide Et Impera means “Divide And Rule”, so, we are reworking intensely both battle (Divide) and campaign (Rule) aspects of the game.
10 Motives of why to choose Divide et Impera above other overhauls:
Every faction will have unique strength/weaknesses and not one of them will be alike; you will have to learn to utilize every faction strength to its best to succeed and not one play will be the same as the next one
The AI will use the formations (the TRUE ones, exactly like the human player can use) actively and will engage better against the player; this is even more important because all "arcade" abilities have been removed and formations are the soul of the DeI battle system (as they were in reality)
A dynamic battle speed that will make you feel the difference between playing an attacking Barbarian faction instead than a defensive Greek one in the way the battle will develop and how fast it will end, and not that every single battle will last exactly the same amount of time no matter who you are and with whom you fight against (as if men were all the same and tactics adopted equal)
Units will have realistic army sizes, representing their historical numbers in scale so that correct position and tactics are more important
You will experience some of the better graphics you have witnessed around and units will represent visually their realistic counterparts
Much better resource and trait system with the addition of customized versions of Meaningul Resources and TTT
The pace of 4TPY for your Characters, along with Realistic Seasons for the campaign map.
Realistic rosters with a historical representation of the units the various factions had in the period.
Real Reforms, unique to this mod. Most factions will have drastically changed recruitment as you progress, independent of the tech tree.
Historically accurate Legions - unique and different looking Legions for Rome based on recruitment location.
TO COME: A full Area of Recruitment for units - tied to the various Regions of the map. Also Culture requirements for core units to be recruited.
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