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khelvan
01-31-2005, 06:31
Q: I see people bashing CA for not creating an historically accurate game - does EB agree with them?
A: Absolutely not. EB would not exist if it were not for the wonderful game of Rome: Total War. Creative Assembly has done a fine job in creating it. Some EB team members have been disappointed by some aspects of the game, especially the moddability (not nearly so as advertised), but we all respect CA for the work they have done. We do not participate in CA bashing. However, having said that, we do respond when they insult their fans in their FAQ...

Q: Does your mod place history over gameplay?
A: We find it very sad that people even ask this question. We try to educate people to understand that there need be no compromise between gameplay and history. One problem is that CA reinforces this misconception - consider this quote:

We think aiming for complete historical accuracy would also have been utterly boring for everyone except the dozen or so people who want a painstakingly accurately depicted Vexillationes Equites Sagitarii Seniores and a complete list of tribal factions and nations, all behaving like they were stuck on historical tramlines, with no choices for the player. Instead we create a start point that is a close approximation of an historical situation and then allow the player to alter history by their actions, thus probably creating a counter-factual outcome.As you can see, not only does CA hold contempt for those of us who enjoy history (which is a shame, given that the game was advertised as historical), but they don't understand that history can create wonderful gameplay, and that describing units, factions, and other game entities historically does not require gameplay to follow a historical path.

We at EB find that given just a little in-depth research, what was once generic (or fantasy) hordes becomes a wealth of historical diversity in units, buildings, and factions. Historical events had causes - instead of trying to recreate historical events, we put in place triggers that act on historical causes. So history can be re-written, and yet the cool bits of history are not lost. CA takes a dim view of its customer base, feeling that they would rather set fire to pigs, or play a faction 1000 years out of date, than to enjoy the incredible diversity found in an accurate portrayal of the militaries of the time. Our mod will be a testament to the fact that history and gameplay go hand in hand, and its popularity perhaps an indication to CA that it errs in treating its customers as though they were all brainless zombies who look no deeper than pretty graphics and head-tossing fantasy men.

We set the table (properly). You write the history. What could be more fun?

Q: When will your mod be released?
A: An open beta will be released as soon as we have fixed certain issues with our core systems. After that, the full release is uncertain. However, we are relatively close.

Q: Is your mod all about barbarians?
A: No, our mod seeks to recreate, as accurately as possible, the classical world as depicted within R:TW at the time of campaign start. This includes all factions, and we have modders working on every area. Personally, I like Rome the best.

Q: Are you portraying the barbarians as "better" than the Greeks or Romans?
A: We try to be as accurate as possible with what we do for all factions. This means looking at all available sources, not just the Roman ones. Roman historians typically portrayed the barbarians they hated as being much less sophisticated than they actually were. This does not mean the barbarians were "better" than the Greeks and Romans, but the barbarians, and the Celts in particular, had much to offer in the advancement of the classical world. A myriad of different peoples helped shape the area, not only the Greeks and Romans.

Q: Do you know more history than anyone else?
A: No, the members of EB are not more knowledgeable than anyone else. We do have professional archaeologists and professional historians among our ranks, but that does not give us a monopoly on history by any stretch of the imagination. We simply take the time to do research well beyond taking for granted the various assumptions often made about the different people of the classical age. We search primary sources, and are very thorough. However, we are always willing to reexamine our work if someone presents us with information that contradicts what we believe to be true.

Q: I've never heard of unit/faction/name X. I can't find it online. Where did you find it?
A: Most of our sources are primary archaeological and textual evidence. We have people reading and examining this evidence in period languages. We consider secondary evidence as well. However, many of our sources are found in places that only academics will be able to access, and a few have not even been published yet. Our goal is to be as accurate as possible, not to please those who want to be able to find what we describe on Google.

Q: Do you have an axe to grind against (Rome, Greece, insert faction here)?
A: We believe that our mod can be an educational tool, teaching people about the rich and varied cultures that existed throughout our small slice of history. We do not attempt to artificially portray factions in a light other than an academically sterile one. That is, as objectively as possible.

Q: Is the work on Rome and Greece an afterthought?
A: Absolutely not. Rome and Greece are receiving just as much attention as all of our factions. Greece and the Successor states even moreso, due to the predominance of Greek scholars in our membership. We have representation for all the factions.

Q: Then why do you call yourselves "Europa Barbarorum?"
A: The project was born over a year ago, when the thought was that the team could provide as much historical information as possible to help CA portray the barbarian factions as more than just a bunch of drooling, naked neanderthals. When it seemed clear that CA wasn't accepting outside help, the team became determined to turn this research into a mod. The purpose of the mod expanded to include accuracy for all factions, but the name has become part of our identity. It may not be completely descriptive any longer, but the team has always been known as Europa Barbarorum. It is like a given name, it is a part of who we are, not what we are.

In addition, the term "barbarian" originally meant foreigner. Everyone is a "barbarian" to someone.

Q: What do you see as the principle scope and focus for EB from an organizational standpoint?
A: This is somewhat difficult to answer. As an organization, EB is dedicated to providing an entertaining, historically accurate gaming experience. Inside of EB are numerous divisions; one for each faction, for the economic system, for the naval system, for siege warfare, for music, for voices, for the map, and so on. We divide the work among our members as best as possible, to try and ensure coverage over every aspect of RTW. I suppose the most concise answer would be: Our primary focus is to research every aspect of RTW to determine if we can improve it in terms of historical accuracy, realism, and gameplay, and to implement what we have found into a complete package for your gaming pleasure.

Q: How many mods are going to be integrated into EB, like are you going to use the expanded campaign maps, will you be incorporating unti modification mods like higher attacks for certain units?
A: The short answer is - none. We incorporate things we have learned from other mods, such as TTO's Cherry Vanilla Pack, and Myrddraal's Four Seasons script, and how RTR removed the Senate, but we are incorporating no mods whole into our own. All of our work has been done in-house

Q: What do you think is the difference between EB and RTR?
A: The best answer is that we try to avoid comparison with other mods. We respect the work of all modders and try to foster an environment of cooperation, not competition.

Q: What are your plans on making the game more realistic, but not making gameplay less fun or annoying?
A: This is hard to answer without specifics. Generally, we accept certain abstractions and conventions that RTW uses to generate an environment of continuing rewards, while improving upon these systems to make them both more realistic and more fun.

Q: What are you doing with (insert favorite unit name)? Will it look different/be more powerful?
A: We have completely tossed out every single vanilla unit from the game. We are creating 500 new units from scratch, and 255 new models. Only a few vanilla units remain as placeholders for EB units not yet created. The game will be completely different.

Q: Why don't you release (favorite unit)/(favorite skin)/(piece of EB)?
A: Europa Barbarorum is a complete conversion. This means that we are not a team of modders making individual pieces, whether that be music, a map, skins, models, or any other bit that goes into our completed whole. One of our principles is to release work that has enough content to justify the term 'complete conversion,' along with being bug free. One of the reasons we will not be releasing a single skin or group of skins separate from the mod is because doing so would be direct violation of our founding principles. In other words, these pieces are part of a whole, and we intend to release the whole, not incomplete pieces.

Q: How are you planning on changing the relationship between the senate and the roman factions?
A: We have removed the Senate from the game; We will not be releasing more information at this time.

Q: Is there a way to implement senate missions/rewards/reprisals without an active SPQR faction?
A: We have added interesting gameplay elements, such as Roman Triumphs, but these are outside of the existing (limited) system.

Q: If a way is found to fundamentally change the workings of the senate, including adding new "senates", is there any thought to adding 'senates' to other factions (carthage comes to mind)?
A: There is no way to fundamentally change the Senate, so we have removed it.

Q: Will the aliens who built the pyramids make an appearance?
A: Find me primary sources detailing their existence and appearance, and they most certainly will.

Q: How are political relationships between factions that changed over the game timeframe being handled?
A: The best answer I can give you is that we're doing the best we can on an individual faction basis, within system limitations. We try to look at the causes of some events and check for those causes to exist in the game. So as the Seleucids developed Cataphracts after being exposed to them, in the game they will gain access only after being exposed to them, not at a certain date.

Q: Can protectorates be in-place at the start of a game?
A: As far as we know, no.

Q: Considering the breadth of the mod, is EB going to produce a detailed (more akin to a manual than a readme) supporting text document?
A: EB is in the process of creating a detailed manual.

Q: Are 0-turn buildtimes for certain units being considered?
A: The idea has been discussed and rejected.

Q: Have any animals been harmed in the development of EB?
A: We have wiped out an entire race of elephants (yubtseB) and dogs fear our name. We burned all the pigs, as well.

Q: Is the gallic faction being split up into several tribes like it was historically?
A: We will handle tribal divisions as best as possible. In general, the factions represent the most important tribes of the area. CA has already broken the Thracian tribes in two, for us. Gaul represents the Aedui for us. When we have the ability to add factions, the Arverni will be added. No matter how many faction slots we could add, we would never add more than these two Gallic factions, to represent that they held control over almost all of the major Celtic tribes in the area during this time period.

Q: Will there be new factions in the areas south and east of he original campaign map?
A: Yes, absolutely. However, our ability to do this is limited by the number of available factions. Currently, we can't add more.

Q: Will you be changing the campaign victory conditions?
A: Each faction will have faction-specific victory conditions.

Q: Will you be adding area X to the map?
A: We have no plans to expand the map even further, given that the map we are working on has 199 provinces, the limit.

Q: Why did you add so many provinces to area X, which was of lesser importance?
A: Our goal is to release a completely bug-free mod. Increasing the range between settlements over the limit of 50 tiles introduces bugs within the game mechanics, especially with respect to trade calculation and breaking the AI. As our principle is to not introduce fudges that circumvent some area of the mechanics, to avoid problems elsewhere, we will not be combining provinces (making some in "unimportant" areas larger) to avoid these issues. We feel that our map gives the best representation of the ancient world as possible within RTW limitations, and the best gameplay.

Q: I think you should have more provinces in densely populated areas, why didn't you do this?
A: See above. We had no choice but to depict Arabia accurately, for instance, or it would do bad things to the game mechanics. We can't make the population centers even more dense without breaking things. In addition, clustering provinces together makes for very slow, boring gameplay. We did not want to play Siege: Total War.

Q: Is the start date still 270 BC?
A: We are currently testing under a start date of 272 BC. We are not sure what our start date will end up being.

Q: Has your expanded map caused slowdowns like with mod X?
A: Testing has shown no loss of performance in any way, though our new campaign map models may cause a small slowdown for lower-end computers.

Q: Will you make the battle maps larger?
A: If we can figure out how to do this, certainly. At this time, it seems impossible.

Q: Will I be able to play mod X with EB installed?
A: EB is a complete conversion, and will not be compatible with other mods.

Q: Why does faction X have province Y? Why doesn't faction X have province Z?
A: Factions will be given starting positions that are true to history, given what that faction actually represents (certain tribes, groups of tribes, a kingdom, and so on), and the political realities of our start date.

Q: Will you be expanding the Roman armies compared to vanilla?
A: Yes. We have not yet released how, though.

Q: Will certain rebels, in places like Numidia, Illyria, India etc. be much stronger than others to represent the left out factions?
A: Well, certain areas will be more difficult to take than others. This is not to represent factions that did not make it into the game, but to represent the diversity of people and warfare found in the "rebel" areas.

Q: Will you guys be manipulating the AI to try and make them do certain things in the campaign?
A: Neither the campaign nor battle AI routines are open to us. We are making changes we feel will support the AI, both in the campaign and on the battlefield, but the lack of decent AI is a problem CA did not give us the tools to fix.

Q: Have you changed the distribution of wealth any?
A: Yes - provinces, resources, and trade have all had their values tweaked, and costs are much higher than they were. The open beta may see imbalances in this respect, as we have not been able to balance the economy the way we want to, and will not be able to until our core systems are in place. This is part of what we want your help for, to balance the economy, and other aspects of EB.

Q: I read way back that you guys were going to use original langauge speaking and spelling in the mod, will you guys still do that?
A: We are using transliteration from original languages throughout the mod, and we still plan to have original voices in the mod. Only the Latin is complete, but we have made progress on the Greek, Punic, and various Celtic languages, among others.

Q: Are you doing something to affect the problem of unrest caused by distance from the captial with your expanded map?
A: Various new ways to combat unrest will be available, though we find that unrest due to distance from the capital is not completely ahistorical.

Q: Will you be moving to/supporting BI?
A: If we determine, after its release, that there are enough benefits to modding to do so, yes.

Q: Will I be able to mod EB, such as inserting my own skins?
A: Yes, though it will be much more difficult. EB will be using up to the province, faction, unit, model, building, and every other conceivable limit. In addition, each EB model is brand new and not based on vanilla. So you cannot use your existing skins on EB models, they will have to be changed.

Ignoramus
02-07-2005, 07:10
How long will it take?

The_Emperor
02-07-2005, 13:01
How long will it take?

As long as it takes I feel. Given the sheer scale of work that is going into this it cannot be rushed.

Maybe the other guys could shed light on an exact timeframe...

soibean
02-20-2005, 21:14
just wondering, is this thread updated regularly?
or are you still at 15% of your skin total?

Goatsong
02-28-2005, 12:17
Hello

I am interested in how EB is going to handle the non-Roman nations on the Italian peninsula (e.g. Samnites, Campanians, Marsii). I have seen the skins for the Samnite warrior (done by Prometheus I believe?) but all the central and southern provinces on the map seem to be owned by a Roman 'faction', so will these other nations be portrayed as rebels within these provinces?

Congratulations on the project, i admire the work you are all putting in.

:bow:

Urnamma
02-28-2005, 15:17
I'll be handling those peoples (and prometheus will be making the units). You might see more than a few Italian regionals. :bow:

Goatsong
02-28-2005, 16:22
Outstanding, thanks for the reply. I have always thought that the Social Wars was one of the closest times Rome came to going under and am glad that such fascinating people's will be in EB.

History getting a bit rusty now, but 270BC is too late for the Etruscans to make an appearance?

Sarcasm
02-28-2005, 16:37
Well, I know for a fact that there was a peace treaty between the Etruscan cities and the Roman Republic in 282 BC and shortly after all their cities fell under direct control of Rome. So 10 years later they should still be counted among Rome´s Italian Allies and expected to fight in their army much like the Campanians, the Umbrians or the Samnites. :book:

Goatsong
02-28-2005, 17:30
Interesting. Before I started reading up on this period I had pictured the Punic Wars as huge Roman 'Empire' struggling with and eventually squashing plucky little Carthage (just a city state after all).

It is only when you start reading that you realise that Carthage had half of Sicily and part of Iberian peninsula, in addition to much of the coast and hinterland of North Africa and dominance of the western mediterranean sea, whilst Rome didn't even control all of Italy, with the Gauls in the north and recently subjugated 'italians & greeks' in the south.

Pretty amazing those Romans, the way they manage to wipe Carthage of the map despite the apparant starting position advantage for Carthage.

Sarcasm
02-28-2005, 20:42
The only real advantage the carthaginians had at the onset of the war was their navy. It´s my opinion that Carthage lost the war(s) mostly because it lost its naval supremacy to the Romans after they invented the corvus. The inability to supply and reinforce its armies fighting overseas was fatal, as was the inability to perform large landings on enemy land(Hannibal had to fight its way up Iberia, Gaul and the Alps, to fight Rome on its own ground. Scipio just crossed into Africa, bypassing important Carthaginian armies.)

BTW: Carthage NEVER had direct control of the interior of Iberia, or of North Africa for that matter. They were not able (or perhaps were not willing) to take large territories, prefering to stay on the coast in fortified trade posts (which eventualy became towns). You can find an accurate analogy in Portuguese Expansion in the 1500's.

Also, imagine the coast of North Africa (Morocco, Lybia, Tunisia, etc...) as Greece. Let me explain. Sidon and Tyre had colonised the western Mediterranium (Carthage being one of such colonies) and in time these colonies became somewhat independent (like the colonies of the Greek). Utica for example was a city that rivaled with Carthage itself.

Once Tyre fell, Carthage took control of most of these colonies and destroyed most of their walls, so they couldn´t rebel. Only Utica was allowed to keep its walls and had a equal status Carthage had a significant empire, yes, but only in paper. They had very limited manpower, almost no army and disloyal subjects.

Oh, Carthaginian citizens had an aversion to war, their levies were generaly of poor quality, while the Romans...well...you know the rest... ~;)

Goatsong
02-28-2005, 21:24
You make good points. It will be fascinating trying to reverse history and win as carthage, keep control of the sea and win the war. My personal hope for the RTW expansion is 3D naval battles, playing an amphibious invasion of southern italy from Carthage.

well i can dream.

Sarcasm
02-28-2005, 21:45
Even in Vanilla RTW I found that keeping naval superiority of the Western Mediterranean is essential to keep your Empire. Caralis and Lilybaeum are particularly dificult to hold on to when you cant prevent the enemy from landing on your coasts.

Valens
03-15-2005, 13:03
Even if naval battles aren't 3D, it would be better than nothing. It wouldn't bother me a bit if naval battles looked like a game of Space Invaders in black and white, the AI is retarded and I want control of my ships!

EDIT:

By the way, I've been soaking up information on EB for the last several hours, my eyes are starting to hurt now but I'm so excited! This mod looks absolutely gorgeous!

Mongoose
05-09-2005, 04:43
Will certain factions be so easy that they wil be almost be unplayable?
And one more question, will EB be harder to mod then vanilla rtw (due to advanced stuff that was added such as zor, etc.)?




Great work by the way ~:thumb:

Teleklos Archelaou
05-09-2005, 05:00
Will certain factions be so easy that they wil be almost be unplayable?
And one more question, will EB be harder to mod then vanilla rtw (due to advanced stuff that was added such as zor, etc.)?
Great work by the way ~:thumb:Certain factions will be very difficult, but none will be so hard that as AI we see them (in playtesting) defeated within a few turns or a decade or so. This isn't an official policy as far as I know, but who wants to put a lot of work into a faction and then have them disappear before anyone has a chance to fight them.

Will some be easier? Yeah; easier than others. But I suspect playing even the Ptolemies and Carthage as very hard might be something of a challenge. Maybe not for some folks though. About the difficulty to mod...I'm not sure. It may depend on what aspects you want to change. I suspect if we've changed it then as long as you know what you're doing that it can be modded further, but my code experience is limited to certain aspects like families, names, buildings, and 2D graphics.

khelvan
05-09-2005, 05:21
And one more question, will EB be harder to mod then vanilla rtw (due to advanced stuff that was added such as zor, etc.)?EB will be extremely difficult to mod. For units, all our models are custom made, so you can't just add new skins (or take our skins for vanilla units). We'll also be at the model limit, so you won't be able to add your own models. We'll also probably be at the unit limit, which means you can't add new units.

For the campaign itself, we'll be at the building limit, the province limit, we'll have made major changes to the economy, to resources, to unit recruitment, we'll have added governments and other new things...Also, we'll be utilizing background scripts that change many things. Our trait and ancillary system will be new and very different.

In short, modding EB will be like modding an entirely different game. Except while with vanilla there was still some room to play with, we're planning on reaching the limits with everything we do.

Mongoose
05-09-2005, 05:43
Thanks for the quick reply.


Are there any plans for adding the four turns per year script? Or would that conflict with EB?


"Will some be easier? Yeah; easier than others. But I suspect playing even the Ptolemies and Carthage as very hard might be something of a challenge. Maybe not for some folks though. About the difficulty to mod...I'm not sure. It may depend on what aspects you want to change. I suspect if we've changed it then as long as you know what you're doing that it can be modded further, but my code experience is limited to certain aspects like families, names, buildings, and 2D graphics."

That's good. IMHO over powered factions (for realism reasons) often balance out a llittle because they end up fighting each other so much.

Viking
05-17-2005, 14:32
What are you going to do with the elephants in EB?

In vanilla I simply love them! :charge:

Like, how many elephant units will be avaible, and what about their stats and look?

Divinus Arma
08-06-2005, 21:07
Uh. The music? What about the music?


EB Rocks. ~:cheers:

Later

khelvan
08-19-2005, 19:14
Updated.

caesar44
08-19-2005, 23:37
What is this "occultus" ?

khelvan
08-19-2005, 23:56
It's a secret.

Region
08-20-2005, 01:39
It's a secret.
Is that the next preview? :idea:

Jebus
08-20-2005, 01:56
You guys so fell for that one...

shifty157
08-20-2005, 02:25
Its quite obviously a joke made to make everyone think theres something secret and mysterious. Although it is rather low i cant say i wouldnt do the same thing in their position and have some fun with my power.

Steppe Merc
08-20-2005, 03:57
In all honesty, he won't even tell us.

shifty157
08-20-2005, 04:00
In all honesty, he won't even tell us.


???

khelvan
08-20-2005, 04:03
Steppe Merc could have the answer if he looked inside our hidden forum, but you know he's not the sharpest tool in the shed being a hippie and all. :hippy:
;)

Chester
08-20-2005, 08:06
As you can see, not only does CA hold contempt for those of us who enjoy history (which is a shame, given that the game was advertised as historical), but they don't understand that history can create wonderful gameplay, and that describing units, factions, and other game entities historically does not require gameplay to follow a historical path.

HA! Nicely put, I agree 100%. I recall reading that when it was first posted on the BI FAQ thread over at the official RTW forum. It made me furious.

History is not pinned with gameplay. They are independent.

I would much rather feel like a general of that age than some two bit hack tossing flaming pigs into the fray.

Chester
08-20-2005, 08:07
edited double post.

Temple
08-20-2005, 08:11
Ha ha ha! Occultus! "It's secret!" ~D Oh my god! *dies*

khelvan
08-20-2005, 08:28
Hehe, I thought I was the only one laughing. You can thank Teleklos for the wonderful opportunity to say that over and over. People just don't get it.

Chester
08-20-2005, 10:28
You've joined the occult?

Jebus
08-20-2005, 10:52
Hehe, I thought I was the only one laughing.

What am I, grilled cheese? :disappointed:

khelvan
08-20-2005, 13:15
What am I, chopped liver??

(Sorry, "inside" joke) ~D

caesar44
08-20-2005, 16:13
Occultus... occult + us...hhhmmm....seems to me we are going to see Satanic roman soldiers , what about fantasticus ? ~D
Bty , I like secrets (that lasts no more than day or 2) :embarassed: :embarassed: :embarassed:

jerby
08-20-2005, 16:25
khelvan, you must have one heck of a laugh over your sig ~;)
i'm not even going to bother you/myself wich faction it is/should be.
due to teh greenish behind the blackened, i'm guessing Dacia
~;)

Moros
08-20-2005, 16:40
khelvan, you must have one heck of a laugh over your sig ~;)
i'm not even going to bother you/myself wich faction it is/should be.
due to teh greenish behind the blackened, i'm guessing Dacia
~;)
gnah,gnah,gnah I think I know wich faction it is, gnah, gnah.

Steppe Merc
08-20-2005, 17:10
Steppe Merc could have the answer if he looked inside our hidden forum, but you know he's not the sharpest tool in the shed being a hippie and all. :hippy:
;)
Yeah... ~;)

kayapó
08-20-2005, 17:16
gnah,gnah,gnah I think I know wich faction it is, gnah, gnah.

What is the name of that movie???? ~:confused:

"I know what you'll preview next week" ~D

khelvan
08-21-2005, 04:39
khelvan, you must have one heck of a laugh over your sig ~;)You know what they say - simple minds, simple pleasures.

Minor updates to the FAQ posted.

RedXIII
08-21-2005, 09:14
I thought the victory conditions are hard-coded? How are you changing them? ~:confused:

LorDBulA
08-21-2005, 09:47
I thought the victory conditions are hard-coded? How are you changing them?
They are hard-coded so we are not changing them. We are ignoring them and we are making ouer own victory conditions instead.

RedXIII
08-21-2005, 10:05
Wow, how are you "ignoring" them and making your own?

LorDBulA
08-21-2005, 10:23
Wow, how are you "ignoring" them and making your own?
Haha i wont go into details, but i will say this, all you need to know to do this is avaible for everyone at totalwar.org in RTW modification section. ~:cheers:

RedXIII
08-21-2005, 10:35
I can't seem to find it anywhere, could you point me in the right direction please?

Thanks.

LorDBulA
08-21-2005, 10:47
I dont say that there is a thread that says scpecificly how to do it, i only say that all knowlage is there. Exactly how we do it will remain secret untill open beta, unless someone will figure out how to do it and post it.

caesar44
08-21-2005, 16:55
They are hard-coded so we are not changing them. We are ignoring them and we are making ouer own victory conditions instead.

If so , you can change the diplomacy system to become more realistic and with more options ? ~:)

RedXIII
08-21-2005, 21:26
Now that I really doubt, you would need the code to change the diplo system.

GoreBag
08-21-2005, 21:30
You've joined the occult?

What?

khelvan
08-21-2005, 21:58
If so , you can change the diplomacy system to become more realistic and with more options ? ~:)Sorry, no.

caesar44
08-22-2005, 10:36
Sorry, no.


Damn !!!

RedXIII
08-22-2005, 12:38
I dont say that there is a thread that says scpecificly how to do it, i only say that all knowlage is there. Exactly how we do it will remain secret untill open beta, unless someone will figure out how to do it and post it.
I have been trying to figure it out and the only possible thing i can think of is that you made a script, is that correct?

Alexander the Pretty Good
08-29-2005, 23:19
Question: have things been done to help the AI? Will it be more competant than vanilla RTW in any way?

Ianofsmeg16
08-29-2005, 23:24
Question: have things been done to help the AI? Will it be more competant than vanilla RTW in any way?
Well, i had an idea that you could remove the Easy and Medium difficulties and only have hard and Very hard but no-body will listen to me.... :embarassed:

Big_John
08-30-2005, 02:24
Well, i had an idea that you could remove the Easy and Medium difficulties and only have hard and Very hard but no-body will listen to me.... :embarassed:every once in a while i hear that the difficulty levels are bugged. is that true or a scandalous and defamatory lie with malicious intent?

Steppe Merc
08-30-2005, 03:39
I've heard the same thing, at least in battle AI. I think it may just screw with the stats, rather than intelligence.
But don't listen to me, I can never rember this stuff... ~;)

Moros
08-30-2005, 18:31
well the battle speed and killing speed is slightly higer, and the AI morale is boosted. not sure about their attack and defence stats but I tink they were boosted too.

Ludens
09-01-2005, 12:38
Question: have things been done to help the AI? Will it be more competant than vanilla RTW in any way?
There is little that can be done about the A.I. because most of it is hard-coded. However, slowing the battles down does improve A.I. performance, and I think EB has already confirmed that they would be doing this. They may also make other changes to make the A.I.'s live easier.


every once in a while i hear that the difficulty levels are bugged. is that true or a scandalous and defamatory lie with malicious intent?
There seems to have been made a mistake with the 1.2 patch that caused the combat bonusses given to the A.I. at very hard-difficulty (+7 attack, +4 defence I think it was) also to be applied to the human player. The result is that the battles go from fast to very fast, but the AI troops are not superior to yours as they are at hard difficulty.

Edit: it seems this bug is not as straightforward as I described. You can find details about it in this thread: Research: Battle Difficulty (https://forums.totalwar.org/vb/showthread.php?t=47378).

jerby
09-02-2005, 16:27
is charge-bonus bugged?

Turin
09-03-2005, 02:55
Oh I can answer this one.

It's not bugged so much as gimped. At very high values, charge bonuses do seem to have an effect.

All in all, it seems that it is the weight of the horse that matters the most.

From what I understand:

Light horse: least charge effect, fastest speed
Heavy Horse: medium charge effect, medium speed
Cataphract horse: greatest charge effect, slowest speed

Del Arroyo
09-04-2005, 08:50
So Khelvan, where'd you go to school? ~D

Seriously, sounds like some great work you guys are doing on the mod here. I don't have RTW but if I ever get it I'll have to give EB a go. Also, though I'm sure your-all's efforts are quite extensive, if you want some ideas for maximizing the AI, you might look at Wes' MedMod for MTW.

DA

Big_John
09-04-2005, 08:53
Seriously, sounds like some great work you guys are doing on the mod here. I don't have RTW but if I ever get it I'll have to give EB a go. Also, though I'm sure your-all's efforts are quite extensive, if you want some ideas for maximizing the AI, you might look at Wes' MedMod for MTW.i'm pretty sure wes is/was a consultant for EB in some capacity.

Colovion
09-04-2005, 09:02
i'm pretty sure wes is/was a consultant for EB in some capacity.

True story.

khelvan
09-04-2005, 09:23
Except Wes had access to AI build routines for MedMod. CA felt it was best not to allow us to see the AI in RTW, so we can't make even rudimentary changes. In that respect, Wes hasn't really been able to help us at all, unfortunately.

Err, why do you want to know where I went to school? ~;)

Ludens
09-04-2005, 13:33
It's not bugged so much as gimped. At very high values, charge bonuses do seem to have an effect.

All in all, it seems that it is the weight of the horse that matters the most.

From what I understand:

Light horse: least charge effect, fastest speed
Heavy Horse: medium charge effect, medium speed
Cataphract horse: greatest charge effect, slowest speed
Actually, it is armour value that determines charge effect, not mass (though it does play a role). It was discovered in this thread, which, for some reason, never made it to the Ludus Magna: I bet you don't believe this: cavalry charge is broken. (https://forums.totalwar.org/vb/showthread.php?t=45384&page=1&pp=30)

Del Arroyo
09-04-2005, 19:28
Except Wes had access to AI build routines for MedMod. CA felt it was best not to allow us to see the AI in RTW, so we can't make even rudimentary changes. In that respect, Wes hasn't really been able to help us at all, unfortunately.

Err, why do you want to know where I went to school? ~;)

~:confused: Fine, better question would be Where are you from in St. Louis? Always good to see another St. Louisan on such an international board ~D

Too bad about the AI, tho. I wonder what CA was thinking?

DA

khelvan
09-04-2005, 19:50
Ahh, the St. Louis question, where did you go to school! This is the only city I've ever lived in where people's first question is to find out what secondary school you went to - it's really weird. Like you can judge someone's demographic by the school district. It's really quite prevalent here.

Anyway, I have only lived in St. Louis for a few years, so I didn't go to school here. I grew up in several different places, and have several different degrees, so that is a question with a long answer. I currently live off of Olive, west of 270, in an unincorporated area of St. Louis near Creve Coeur.

jerby
09-04-2005, 20:02
woohooo...khelvan is only, and it's sunday...hmmmm..~;)

just kidding..i'm not gonna start all over~:joker:

Rilder
11-25-2005, 12:34
umm just wondering but will this mod be split up to allow for easier downloading for your 56k fans

edyzmedieval
11-25-2005, 13:12
Ahh, the St. Louis question, where did you go to school! This is the only city I've ever lived in where people's first question is to find out what secondary school you went to - it's really weird. Like you can judge someone's demographic by the school district. It's really quite prevalent here.

Anyway, I have only lived in St. Louis for a few years, so I didn't go to school here. I grew up in several different places, and have several different degrees, so that is a question with a long answer. I currently live off of Olive, west of 270, in an unincorporated area of St. Louis near Creve Coeur.

Expect somebody knocking at your door, and some rockets and bombs coming from the sky.... ~D

Split up?! Yeah, that would be a good idea. Small version and Full Version.

Mouzafphaerre
11-25-2005, 13:58
.
Ahem... I don't think he's talking about a small version and a full one; but one full version with two download options: Total and Split.

I would highly favour it. Works great in other mod projects (such as Hosehead's Sea Dogs Add-On Installer).
.

Rilder
11-26-2005, 12:21
Yea, in other games i've waited a long time for a good mod then find out its like 60 some megs and i cant download it due to my 56k hard drive so splitting it up would really be awesome

The_Mark
11-27-2005, 19:24
You might want to consider acquiring a free download manager, those things help a bunch with 56kbs, and even if we split the mod it would still have to be splitten in fairly large segments for 56kbs, as the last build was some 300 megs unzipped by itself. Most download managers (e.g. Gozilla, Getright) feature resuming to an interrupted download, and that feature is worth its weight in gold. As a former 56kber and Gozilla user I hearthily recommend those managers.

Mouzafphaerre
11-27-2005, 21:26
.
FlashGet. ~;)
.

Rilder
11-29-2005, 11:44
.
FlashGet. ~;)
.


hmm i'l try that... and to test it i'l dl that mod that everyone is telling me to get, RTR.... :P

Jolt
12-04-2005, 04:20
Ha ha ha! Occultus! "It's secret!" ~D Oh my god! *dies*

No! It is an obvious reference of the alien question! He will put aliens and they will surely help egyptians rule the world! With they're 3000 B.C Army... ~:)

O'ETAIPOS
12-04-2005, 22:24
Oh I can answer this one.

It's not bugged so much as gimped. At very high values, charge bonuses do seem to have an effect.

All in all, it seems that it is the weight of the horse that matters the most.

From what I understand:

Light horse: least charge effect, fastest speed
Heavy Horse: medium charge effect, medium speed
Cataphract horse: greatest charge effect, slowest speed

I rather suggest that the problem is in reducing speed of units - maybe they get some percent of the bonus according to the speed they are moving (so hitting enemy just after charge order issued would not be that good than units that have the time to gain speed). Then if you slow the units down, they don't even have the chance to use the bonus.
What you say that v. high bunuses work supports this view - when the bonus is maximised then even one per cent of it could make a difference.

Chester
12-05-2005, 09:17
I was asked to make a post. I have not posted here for awhile.

Question 1------- Occultus is latin for secret, right?

Question 2------- Khelvan, what are your degrees? ANd how many years did you spend in school? I'm interested since I might go back for another degree after I finish this one.

Jolt
12-07-2005, 16:25
Latin - Occultus = Occult - English

Teleklos Archelaou
12-07-2005, 17:01
It just means "hidden" or "secret" even. As they cover up what are for the most part faction banners a logical assumption *might* be that there are hidden faction(s), but then again who knows... :hide:

khelvan
12-07-2005, 21:01
Umm, if you really want to know, I have a BS in MIS, and an MBA, and I spent about 6 years total in school, though at the end of my MBA degree I was only taking night courses and working full time.

achilles_04
12-10-2005, 05:12
hi iv never posted b4 and ddnt no were to type this for sumone to read. but anywayz i was wondering... if u want this mod to be really historically accurate ddnt the Hellenic people fight with an overhand spear in their phalanxes rather than underarm like the macedonians. just wanted to know if their like this in Europa Barbarorum. ~:)

Teleklos Archelaou
12-10-2005, 05:46
In 272 and in subsequent years, some Hellene hoplites fought overhand with the big hoplon and shorter spear still, but some fought in the macedonian phalanx style underhand with the longer spear and smaller shields, and still some fought with the newly arrived thureos and spears of various length. All the styles might not be perfectly ready for the Open Beta, but all three will be found in future releases.

Byzantine Mercenary
12-13-2005, 12:55
please could you split up the file or something, downloading RTR 5.4 took me about 5 hours. I don't mind it takeing that long but all in one go is hard to manage, what about 1 hour chunks or something

Moros
12-13-2005, 14:22
how can someone know how long you would download something?
i

khelvan
12-13-2005, 20:02
Since "large" mods are over 1GB in size, and currently we're running about 220MB, and will probably hit 250MB soon, I don't see any reason to split the file.

hellenes
12-14-2005, 01:19
Since "large" mods are over 1GB in size, and currently we're running about 220MB, and will probably hit 250MB soon, I don't see any reason to split the file.

Man thats nice to hear...
But I have a question:
Since this is a total conversion aka "...changing every file possible..." how much of it is complete?
BI isnt a complete conversion since it has most of the things same as RTW but its still at 1G, how much of RTW will be converted in OB?
In percentage approximately?
Cause 250mb sounds a bit small to me...

Hellenes

edit MAN 6666 views AT MY POST!!!

Simetrical
12-14-2005, 02:27
please could you split up the file or something, downloading RTR 5.4 took me about 5 hours. I don't mind it takeing that long but all in one go is hard to manage, what about 1 hour chunks or somethingI strongly suggest that you take a look at this (http://www.safer-networking.org/en/articles/download-managers.html) and get one of the download managers mentioned there.

BI isnt a complete conversion since it has most of the things same as RTW but its still at 1G, how much of RTW will be converted in OB?
In percentage approximately?
Cause 250mb sounds a bit small to me...It will be much larger once we get all the new models, skins, sounds, GUI, and movies done. BI includes the EXE among other things.

Tanit
12-14-2005, 04:49
Just wondering. Is there anywhere on this site where a curious acraeologist could view all the known information on this mod without having to search in the dark corners of forums. (negotiating web sites has never been a strong skill):san_huh:

Reenk Roink
12-14-2005, 05:11
I'm quite sure that EB doesn't rely much, if at all on online sources.

They have actual historians and archaeologists on the team.

Still, a solid site with basic information on the period is livius.org.

Check that one out.

khelvan
12-14-2005, 10:05
Unfortunately most of our research is done the old fashioned way - using old, musty books. It is why so many of us are insane. Mold and all that.

Reenk Roink
12-14-2005, 23:35
For the mold problem:

INTRODUCTION
Most librarians and archivists have seen the effects of mold on paper materials, but many have never experienced an active mold outbreak. Dealing with such an outbreak (large or small) can be overwhelming. This leaflet provides some basic information about mold and outlines the steps that need to be taken to stop mold growth and begin to salvage collections.

Please note that the actions recommended here are basic stabilization techniques to be undertaken in-house for small to moderate outbreaks. The complexities of dealing with a large number of wet and moldy materials will usually require outside assistance, and some suggestions for dealing with a major mold outbreak, appear at the end of this leaflet. In all cases, a conservator or preservation professional should be consulted if any questions arise or if further treatment is necessary.


WHAT IS MOLD?
Mold and mildew are generic terms that refer to various types of fungi, microorganisms that depend on other organisms for sustenance. There are over 100,000 known species of fungi. The great variety of species means that patterns of mold growth and the activity of mold in a particular situation can be unpredictable, but it is possible to make some broad generalizations about the behavior of mold.

Mold propagates by disseminating large numbers of spores, which become airborne, travel to new locations, and (under the right conditions) germinate. When spores germinate, they sprout hair-like webs known as mycelium (visible mold); these in turn produce more spore sacs, which ripen and burst, starting the cycle again. Molds excrete enzymes that allow them to digest organic materials such as paper and book bindings, altering and weakening those materials. In addition, many molds contain colored substances that can stain paper, cloth, or leather. It is also important to realize that mold can be dangerous to people and in some cases can pose a major health hazard. Mold outbreaks should never be ignored or left to "go away on their own."


WHY DOES MOLD GROW?
To germinate (become active), spores require a favorable environment. If favorable conditions are not present, the spores remain inactive (dormant); in this state they can do little damage.

The most important factor in mold growth is the presence of moisture, most commonly in the air, but also in the object on which the mold is growing. Moisture in the air is measured as relative humidity (RH). In general, the higher the RH the more readily mold will grow. If the RH is over 70% for an extended period of time, mold growth is almost inevitable. It is important to remember, however, that it is possible for some species of mold to grow at lower RH as well. If collections have become wet as the result of a water disaster, this increases their susceptibility to mold growth. Other factors that will contribute to mold growth in the presence of moisture are high temperature, stagnant air, and darkness.

Mold spores, active or dormant, are everywhere. It is not possible to create an atmosphere free of spores. They exist in every room, on every object in the collection, and on every person entering the collection area. The only wholly dependable control strategy is to keep the humidity and temperature moderate so the spores remain dormant, keep collections as clean as possible, and prevent the introduction of new active mold colonies.


BASIC PRINCIPLES OF SALVAGE
REDUCE THE HUMIDITY: As noted above, moisture initiates mold growth. Reducing the humidity is essential to stopping the mold growth.

DO NOT TURN UP THE HEAT: This will not help to dry out collections and storage areas. Additional heat in the presence of moisture will cause the mold to grow faster.

IF COLLECTIONS ARE WET, DRY OR FREEZE THEM: Mold will normally grow on wet materials in about 48 hours (sometimes sooner). If you know you cannot get the affected material dry within 48 hours, it is best to freeze it. This will not kill the mold, but it will stop further growth until you have a chance to dry and clean the material.

CONSIDER THE HEALTH RISKS: A few mold species are toxic to people, and many molds are powerful sensitizers. Exposure to mold can lead to debilitating allergy even among people not prone to allergies. Everyone who works with moldy objects must be properly protected.

AVOID "QUICK AND EASY" CURES: "Quick cures" that you may have heard about (such as spraying Lysol on objects or cleaning them with bleach) may cause additional damage to items or be toxic to people; they are also often ineffective. In the past, mold-infested collections were often treated with fumigants. Ethylene oxide (ETO) will kill active mold and mold spores; other chemicals that have been used are less effective. All of these chemicals can have adverse effects on both collections and people, and none of them will keep the mold from recurring.


STEP-BY-STEP SALVAGE
This section provides specific steps for responding to a small or moderate mold outbreak. While the steps are numbered for convenience, they may not be carried out in exactly this order, and some of these activities will occur simultaneously.


Find out what is causing the mold growth. You need to know what is causing the problem so that additional mold on collections not yet affected can be avoided.


Look first for an obvious source of moisture, such as a water leak.


If there is no obvious source of moisture, use a monitoring instrument to measure the relative humidity in the affected area. If the humidity is elevated, there might be a problem with the HVAC (heating, ventilating, and air conditioning) system, or the area might be subject to higher humidity for another reason, such as having shelves placed against an outside wall. Mold might also develop in areas with poor air circulation or in areas where there is a lot of dust and dirt that might provide a food source for mold.


Initiate repairs or resolve the problem as soon as possible. If the problem cannot be resolved quickly, salvage the collections as directed below and develop a strategy for frequent monitoring of the area for additional mold growth.


Take steps to modify the environment so that it is no longer conducive to mold growth.


Mop up and/or use a wet-dry vacuum to remove any standing water. Bring in dehumidifiers, but be sure that a mechanism is in place to drain them periodically so they do not overflow. Bring in fans to circulate the air, and open the windows (unless the humidity is higher outside).


Your goal should be to reduce the relative humidity to 55% or lower. Temperature should be moderate, below 70°F. Get a monitoring instrument that can measure the relative humidity and temperature accurately, and record the measurements in a log several times a day. Do not rely on your own impression of climate conditions.


Implement safety precautions for staff and others working with moldy items.


A mycologist should be consulted to insure that no toxic mold species are present (a local hospital or university should be able to provide a reference). If toxic molds are present, DO NOT attempt to salvage materials yourself.


If there are no toxic molds present, collections can be salvaged in-house, but everyone working with the affected materials must wear disposable plastic gloves and clothing, and use a protective mask when working with moldy objects.


Use a respirator with a HEPA (high efficiency particulate) filter; pollen dust masks available in drug and hardware stores are not adequate. If you cannot use disposable clothing, be sure to leave dirty clothes in a designated area and wash them in hot water and bleach. Respirators should be wiped periodically with rubbing or denatured alcohol.


Be aware that some people cannot wear respirators. The respirator must fit well with good contact around the nose and mouth area. In addition, they make breathing somewhat difficult and can be problematic for people with asthma or heart conditions, or people who are pregnant. It is a good idea to consult your doctor before wearing a respirator to work with moldy materials.1


Isolate the affected items.


Quarantine items by removing them to a clean area with relative humidity below 45%, separate from the rest of the collection. Items should be transferred in sealed plastic bags to avoid transfer of mold to other items during the move, but they should not remain in the bags once in the clean area, since this will create a micro-environment that can foster further mold growth.


In the case of a large mold outbreak it may be impractical to move the items; in that case the area in which they are housed should be quarantined and sealed off from the rest of the building to the extent possible (remember that this includes shutting off air circulation from the affected area).


Begin to dry the materials. Your goal is to make the mold go dormant, so that it will appear dry and powdery rather than soft and fuzzy. This will allow you to remove the mold residue more easily.


Wet material should be dried in a cool, dry space with good air circulation. An air-conditioned space is the best for this purpose, but if that is impossible, use fans to circulate air (do not aim fans directly at objects, however, as this can damage materials and further scatter mold spores). Place paper toweling or unprinted newsprint (regular newspapers may transfer print to the wet objects) under the drying items to absorb moisture, and change this blotting material often. Air drying takes time and attention, since you must check drying materials often, and you must maintain cool, dry conditions and air circulation in the space.


Collections may also be dried outside in the sun (sunlight or ultraviolet light can cause some molds to become dormant). The outside humidity must be low. Be aware that the sun causes fading and other damage to paper-based collections, however. Materials should be monitored closely and left outside no more than an hour or so.


Special attention should be paid to framed objects (such as prints and drawings) and to the interior of the spines of books. A frame provides an ideal environment for mold; the back is dark, air does not circulate, and humidity can be trapped inside. Similarly, the interior of the spine of a book is particularly vulnerable to mold growth. Spines should be checked regularly during the drying process. Framed materials should be unframed immediately, and dried as above. If the item appears to be stuck to the glass in the frame, remove the backing materials from the frame and leave the item in the frame and attached to the glass. Place the framed item in a cool, dry space as described above, and consult a professional conservator.


If immediate drying is not possible, freeze the affected items.


If the item is small enough, it can be placed in the freezer compartment of a home refrigerator, with freezer paper loosely wrapped around it to prevent it from sticking to other items.


For items that are too big for a freezer compartment or for larger numbers of items, a commercial freezer may be necessary (grocery store, university food service, commercial cold storage facility, etc.). It is a good idea to make arrangements for commercial freezer storage before an emergency arises, since there may be restrictions on storing moldy items in a freezer that normally holds foodstuffs.


Once time and resources are available, frozen materials can be thawed and dried in small batches, or they can be freeze-dried or vacuum freeze-dried (with the exception of photographs, which should not be freeze-dried or vacuum freeze-dried).


Clean the affected items. DO NOT try to clean active mold (soft and fuzzy) yourself. This should be done only by a conservator, who will use a vacuum aspirator to avoid further embedding the mold into the paper. The following instructions apply only to inactive (dry and powdery) mold and materials that do NOT have artifactual value: 2


Remove mold residue outdoors rather than in an enclosed space whenever possible. Be sure to wear protective gear (see above). If you must work indoors, use a fume hood with a filter that traps mold or in front of a fan, with the fan blowing contaminated air out a window. Close off the room from other areas of the building (including blocking the air circulation vents).


Vacuum the mold. Use a vacuum with a HEPA filter; this will contain the mold spores. A normal vacuum will simply exhaust the spores out into the air. You can also use a wet-dry commercial-strength vacuum if the tank is filled with a solution of a fungicide such as Lysol diluted according to the label instructions. A tube from the hose inlet should extend into the solution so that incoming spores are directed there.


Do not vacuum fragile items directly, since the suction can easily cause damage. Papers can be vacuumed through a plastic screen held down with weights. A brush attachment covered with cheesecloth or screening should be used for books to guard against loss of detached pieces. Boxes can be vacuumed directly. When disposing of vacuum bags or filters, seal them in plastic trash bags and remove them from the building.


It is also acceptable to clean off mold with a soft brush, but this must be done carefully. Once moldy material is dry and the residue appears powdery, take a soft, wide brush (such as a watercolor wash brush) and lightly brush the powdery mold off the surface of the item. This should be done outside or the mold should be brushed into a vacuum nozzle. Be careful not to rub the mold into the surface, since that will attach it permanently to paper fibers or the cover of a book.


Dry and thoroughly clean the room(s) where the mold outbreak occurred. You may do this yourself or hire a company to provide dehumidification and/or cleaning.


Vacuum shelves and floors with a wet-dry vacuum filled with a fungicide solution such as Lysol, then wipe them down with Lysol or a similar solution. Allow them to dry fully before returning any materials. If a musty odor lingers in the room, open containers of baking soda may help.


It is also a good idea to have the HVAC system components (heat-exchange coils, ductwork, etc.) cleaned and disinfected, particularly if you suspect they have caused the problem.


Return materials to the affected area. Do this ONLY after the area has been thoroughly cleaned AND the cause of the mold outbreak has been identified and dealt with.


Continue to monitor conditions and take steps to avoid additional mold growth.


Take daily readings of temperature and relative humidity, and be sure that the climate is moderate. It is particularly important to keep humidity below 55% to insure that mold will not reappear. Temperature should not exceed 70°F.


Check problem areas frequently to insure that there is no new mold growth. Be sure to examine the gutters of books near the endbands and inside the spines.


Keep areas where collections are stored and used as clean as possible, since dust and dirt are a source of spores, both active and dormant. Clean floors with a HEPA filter vacuum rather than sweeping, since sweeping scatters dust. House collections in protective enclosures whenever possible to keep them free of dust. Vacuum shelves and the tops of unboxed, shelved books, or clean them with a magnetic wiping cloth.


If funds permit, install a multi-stage particulate filtration system in the building or storage area.


Keep windows closed to prevent active spores from entering, and prohibit live plants in collection storage or use areas, since these are also a source of spores.


Quarantine new acquisitions for a few days, and check them carefully for signs of mold.


Avoid storing collections in potentially damp areas or in locations where water accidents are possible. Insure that regular maintenance is carried out on the building to reduce the chance of water emergencies.


Regularly inspect the HVAC system, which is a good breeding ground for mold. Regularly clean the heat exchange coils, drip pan, and ductwork. Change air filters frequently.


Prepare a disaster plan. This will prevent some accidents and provide strategies for dealing quickly and effectively with problems. Be sure that all employees are familiar with the plan.


For Insanity:

There are a wide variety of prescription drugs out there, also, psychaiatry might be worth a look. :san_wink:

Moros
12-21-2005, 20:35
For the mold problem:

INTRODUCTION
Most librarians and archivists have seen the effects of mold on paper materials, but many have never experienced an active mold outbreak. Dealing with such an outbreak (large or small) can be overwhelming. This leaflet provides some basic information about mold and outlines the steps that need to be taken to stop mold growth and begin to salvage collections.
...
OMG :san_laugh:
that must be the best post about mold ever!
...
:san_huh:

Reenk Roink
12-21-2005, 21:32
Its Eb quality :san_wink:.

Sahran
12-25-2005, 16:40
Does that mean mold is one of the last two unknown factions? With CA-esque khelvan berserkers of Moldiness?

ScionTheWorm
12-25-2005, 18:45
[QUOTE=Reenk Roink]
They have actual historians and archaeologists on the team.
QUOTE]
Archaeologists? Really?

The_Mark
12-25-2005, 19:08
I recall that Urnamma dug up something that made it into the mod.

khelvan
12-25-2005, 19:24
Well, two members of our team travel to archaeological digs as part of their professions, but I think saying we have "archaeologists" on the team is not entirely accurate, as it isn't their primary profession. We do have amateur archaeologists, at least one person in the process of getting a degree so he can become one, and academics who have done so/do so.

Flavius Horatius
12-29-2005, 11:24
Hey guys, this mod sounds really interesting. I know this Mod is still Beta, but do you plan to release a localized version (e. g. German or France) with the final release?
Cheers

khelvan
12-29-2005, 19:44
Due to the massive amount of text we have, we won't be doing anything like that internally. I do know that a Greek group had plans to work on EB, and I know a German group is working on one now.

Han
12-29-2005, 19:48
question on the speed of the game. Well I tried it out and it takes a very long time to load and laggs during gameplay. Will it be possible with all these features for you to maintain the speed of the original RTW somehow? Just wondering if the gameplay speed will ever become normal, because it really is a pain to play on such a short time schedule for me.

Ludens
12-29-2005, 19:59
question on the speed of the game. Well I tried it out and it takes a very long time to load and laggs during gameplay. Will it be possible with all these features for you to maintain the speed of the original RTW somehow? Just wondering if the gameplay speed will ever become normal, because it really is a pain to play on such a short time schedule for me.
EB has added a lot of units, buildings, traits, landmass and scripts to the game so it will always be slower than vanilla R:TW. However, Simetrical's bug list mentions this as a problem, so it is likely they are going to try to reduce it.

SwordsMaster
01-03-2006, 19:03
Question:Could anyone define "forced march" as EB understands it please. I get the "Forced march" trait too often.

Thanks

Malrubius
01-03-2006, 19:08
When your general uses almost all his movement points, it's likely to show up. If he stops to rest for a turn or moves just a little, it will go away again.

I'm away from my files or I'd give you a more detailed explanation, with percentages and such. I'll add it to the Traits FAQ later.

SwordsMaster
01-03-2006, 19:11
When your general uses almost all his movement points, it's likely to show up. If he stops to rest for a turn or moves just a little, it will go away again.

I'm away from my files or I'd give you a more detailed explanation, with percentages and such. I'll add it to the Traits FAQ later.


Oh, thanks. Ithought it happened when you march, fight a battle and then march again.

If you get the "drillmaster" ancilla which "allows forced marching" will you still get the trait?

Malrubius
01-03-2006, 19:21
Good question. Maybe ancillaries and traits like the Drillmaster should block you from getting the forced marching trait. Makes sense to me. :2thumbsup:

Ergion
01-05-2006, 08:17
Hi all.

I have a question to EB team:

Could you tell me if Iberian faction will have more units in future versions?

Krusader
01-06-2006, 17:45
Hi all.

I have a question to EB team:

Could you tell me if Iberian faction will have more units in future versions?

More units are planned. Two of our Iberian experts are unfortunately missing (computer problems or lots of real-life work) while the third remaining is being whipped.

Antagonist
01-07-2006, 01:11
A very small question, but I imagine I'm not the only illiterate barbarian (~;)) who's wondered about this: What does "Quisque Est Barbarus Aliquo" mean in English?

Antagonist

Teleklos Archelaou
01-07-2006, 01:24
First person to ask that I do believe! :grin:

According to the instomatic online translation machines, it means:
"Each one Is Barbarian In some direction"

Close, but no cigar!

A closer translation (though a little variation could still exist) would be:
"Each person is a barbarian to someone" :laugh4:

Antagonist
01-07-2006, 01:46
In addition, the term "barbarian" originally meant foreigner. Everyone is a "barbarian" to someone.

Indeed! :2thumbsup:

Antagonist

Tanit
01-09-2006, 04:07
Quick question. The original RTW ended in approximately the year 16 AD. When does this mod end? Especially seeing as it starts 2 years earlier.:inquisitive:

And just a quick note. I noticed that you were talking about amateur archaeologists earlier. I would be very much interested in meeting them as I am going to university to study archaeology next year.

Ambiorix
01-13-2006, 05:09
I'm sorry if this question has been asked already, but I couldn't find any information that helped.

I know EB right now is not compatible with BI, but when it ports to 1.5 would it be possible to have BI on?

khelvan
01-13-2006, 08:25
1.5 and BI are separate. We would have to specifically make it compatible with BI to have it run on BI, which is a whole lot of work. We'll choose either one or the other to support, not both, going forward, unless our active members double in number or activity.

Ludens
01-13-2006, 20:35
Quick question. The original RTW ended in approximately the year 16 AD. When does this mod end? Especially seeing as it starts 2 years earlier.
EB ends at the same date as vanilla R:TW (the death of Augustus?), which means you have twice as many turns.


1.5 and BI are separate. We would have to specifically make it compatible with BI to have it run on BI, which is a whole lot of work. We'll choose either one or the other to support, not both, going forward, unless our active members double in number or activity.
I think he is asking whether you can install BI and patch it to 1.6, and then play the 1.5-compatible EB-version on vanilla 1.5 R:TW without touching the expansion.

jerby
02-20-2006, 10:14
silly question, but I'll post it here...
I know EB is recommended on vh/vh or soemthing..but due to CA's bug with difficulty settings: wich setting is harder:
Medium/hard, or hard/hard ?

Malrubius
02-20-2006, 10:19
Hard/Hard is harder (and Very Hard/Very Hard is even harder than that). That difficulty bug doesn't occur in campaign mode.

jerby
02-20-2006, 22:55
mixed emotions from my side....

1: thank goodness i chose teh right settings
2: damn It only gets harder than this (I refuse to play "easy")
~;)

orwell
03-06-2006, 04:26
Has a decision been made on whether it will be 1.5 or 1.6? The changes in BI would add to already great mod, but I imagine using 1.5 would be easier for the mod team.

Teleklos Archelaou
03-06-2006, 04:33
1.5 is what we are moving towards. I don't think there's any discussion about going to 1.6 right now.