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Thread: EB 1.2 released

  1. #151

    Default Re: EB 1.2 released

    Hi

    I am very happy because I can play EB, that is great modification because of the EB team hard and honorable work.
    Recently I installed EB 1.2, I am playing with Romani faction the year is 199 BC and have conquered 93 settlements, unfortunatelly for some reasons after installing in the Krete island (Kydonia) the hellenic culture recruitments (like krete archers) has turned to nomadic (like nomadic slingers), the others aspects of the game seem to be ok.
    Please provide me with help in this regard.

    Thank you for your efforts.

  2. #152
    EB annoying hornet Member bovi's Avatar
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    Default Re: EB 1.2 released

    You got to 93 settlements by 199BC, by now? Are you sure you've activated the script?

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  3. #153

    Default Re: EB 1.2 released

    AVE EB team!

    Great job. Off and running and to the Polybian Reform in my Roman Campaign without a single bug so far.

    THANKS FOR SUCH GREAT WORK!

    pp

  4. #154
    Vicious Celt Warlord Member Celtic_Punk's Avatar
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    Default Re: EB 1.2 released

    what is the unit in the first post? The Celtic Viking and I are tryin to figure it out lol
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  5. #155
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: EB 1.2 released

    Quote Originally Posted by Celtic_Punk View Post
    what is the unit in the first post? The Celtic Viking and I are tryin to figure it out lol
    I believe that is the new Sweboz general.


  6. #156

    Default Re: EB 1.2 released

    Hi

    sorry for the late respond. Please be informed that Marian reformation has occured in my game (after conquering 86 settelments because I turned the number of settlements in script to that and for Imperial reformation I changed the year 30 years after Marian reformation. To concolusion I just chenged the year for Imperial reformation and changed the number of settlements for Marius reformation before installation of EB 1.2) and it has passed 3-4 years now.
    please let me know what I have to do to make the recuirement of Krete island back to normal.

    I ll apperciate your help

  7. #157
    EB annoying hornet Member bovi's Avatar
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    Default Re: EB 1.2 released

    I don't know. Possibly we've mixed up a Nomad province with Krete for the recruitment... Are you saying that it was correct for a time, and then became different? Or perhaps you've built up the MICs there recently and just didn't notice it before now?

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  8. #158
    Member Member Praetor Diego's Avatar
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    Default Re: EB 1.2 released

    With all the changes in the client rulers/generals, what happend if I adopt a general? Will cause a CTD if I play a battle with him?

    Thanks in advance
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  9. #159
    EB annoying hornet Member bovi's Avatar
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    Default Re: EB 1.2 released

    It should be okay. At least we asked the beta testers to adopt away, and none of them had any problems.

    Having problems getting EB2 to run? Try these solutions.
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  10. #160

    Default Re: EB 1.2 released

    Quote Originally Posted by bovi View Post
    I don't know. Possibly we've mixed up a Nomad province with Krete for the recruitment... Are you saying that it was correct for a time, and then became different? Or perhaps you've built up the MICs there recently and just didn't notice it before now?
    Yes it was correct for its time (before installing EB 1.2) I could recruit Kretian archers within my city MICs but after installing it turned to nomadic.
    That would be kind of you, if you could write me how to change MICs functioning back to normal. I wonder if other guys have the same problem as well.

  11. #161
    EB annoying hornet Member bovi's Avatar
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    Default Re: EB 1.2 released

    Ah, then my suspicions about your very rapid advancement was right. 1.2 is not savegame compatible with 1.1. It says so in the release announcement. You'll have to start a new campaign.

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  12. #162

    Default Re: EB 1.2 released

    Quote Originally Posted by bovi View Post
    Ah, then my suspicions about your very rapid advancement was right. 1.2 is not savegame compatible with 1.1. It says so in the release announcement. You'll have to start a new campaign.
    This is not really pleasant to start new game after all I have done with Romani faction. Do you know a way to make kreten back to Hellenic (but not with uninstalling EB 1.2)? Or do you suggest to wait for EB 2?
    Anyway I say once again: EB is amazing and thank you all.

  13. #163

    Default Re: EB 1.2 released

    Quote Originally Posted by Nobody - Somebody View Post
    This is not really pleasant to start new game [...]
    Is it more pleasant to continue a now-broken save?

    Quote Originally Posted by Nobody - Somebody View Post
    [...] after all I have done with Romani faction.
    Well, lots of people well into 1.1 campaigns have decided to finish them before moving to 1.2. As Kurtis Blow once said: These -- are -- the breaks...

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  14. #164
    EB annoying hornet Member bovi's Avatar
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    Default Re: EB 1.2 released

    Quote Originally Posted by Nobody - Somebody View Post
    This is not really pleasant to start new game after all I have done with Romani faction. Do you know a way to make kreten back to Hellenic (but not with uninstalling EB 1.2)? Or do you suggest to wait for EB 2?
    Anyway I say once again: EB is amazing and thank you all.
    No. No. No. Thank you.

    Just start a new campaign, using another faction might be a good variation too.

    Having problems getting EB2 to run? Try these solutions.
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  15. #165
    Member Member Thaatu's Avatar
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    Default Re: EB 1.2 released

    I'm sorry for not being here to help, but I'm glad you managed to get this version out in the open. The team never ceases to amaze.
    Last edited by Thaatu; 12-04-2008 at 17:16.

  16. #166

    Default Re: EB 1.2 released

    Finishing your campaign in an older EB version is probably the best way - thats my opinion at least. All late versions are awesome enough so its still a great experience even if there might be a newer and better version out. I'm also still continuing my 1.1 save game.

    Another option would be to install EB 1.2 to a different folder and start a second campaign and then play both campaigns. Its too confusing though to RP two campaigns simultaniuosly - if you ask me...
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  17. #167
    Legatvs Member SwissBarbar's Avatar
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    Default Re: EB 1.2 released

    will cities still vanish when i build a type IV gov. and then withdraw my general from the city?
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  18. #168
    EB annoying hornet Member bovi's Avatar
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    Default Re: EB 1.2 released

    Cities don't vanish.

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  19. #169
    Legatvs Member SwissBarbar's Avatar
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    Default Re: EB 1.2 released

    very good in 1.1 they did (well they were still there, but like ghost-cities)
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  20. #170

    Default Re: EB 1.2 released

    Quote Originally Posted by SwissBarbar View Post
    very good in 1.1 they did (well they were still there, but like ghost-cities)
    Can u explain this further?

  21. #171
    Legatvs Member SwissBarbar's Avatar
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    Default Re: EB 1.2 released

    when you build a type 4 governement and have the city ruled by a FM, it can happen, that when you withdraw this FM from the city, the city "disappears". What i mean is, that it becomes transparent on the strategymap, as if it was not your city. You still can click on it and build stuff etc., but if you want to see it "lighted up" like your other cities (incl. stuff like the visual display where you see that something is built or recruited in this city) you have to move a spy or a unit of soldiers near that city.

    here's an up-to-date example from my Hayasdan Campaign (EB 1.1)

    Last edited by SwissBarbar; 12-06-2008 at 20:48.
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  22. #172
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: EB 1.2 released

    Quote Originally Posted by SwissBarbar View Post
    when you build a type 4 governement and have the city ruled by a FM, it can happen, that when you withdraw this FM from the city, the city "disappears". What i mean is, that it becomes transparent on the strategymap, as if it was not your city. You still can click on it and build stuff etc., but if you want to see it "lighted up" like your other cities (incl. stuff like the visual display where you see that something is built or recruited in this city) you have to move a spy or a unit of soldiers near that city.

    here's an up-to-date example from my Hayasdan Campaign (EB 1.1)

    That's a RTW bug and I think it is just chance that it happened to have anything to do with the client-ruler system in your instance. Move a family member to/from that town, it should reappear. If not, just wait and it will eventually gain its sight back.


  23. #173
    Legatvs Member SwissBarbar's Avatar
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    Default Re: EB 1.2 released

    Quote Originally Posted by MarcusAureliusAntoninus View Post
    That's a RTW bug and I think it is just chance that it happened to have anything to do with the client-ruler system in your instance. Move a family member to/from that town, it should reappear. If not, just wait and it will eventually gain its sight back.

    yes, you're right, if i move the FM back, the town appears. and if i remove the fm again it disappears again.

    i asked because gov IV seem to be more important in EB1.2
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  24. #174
    Savaran Commander Member Hound of Ulster's Avatar
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    Default Re: EB 1.2 released

    Is this version of EB mod-foldered?
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  25. #175
    Legatvs Member SwissBarbar's Avatar
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    Default Re: EB 1.2 released

    what-foldered?
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  26. #176
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: EB 1.2 released

    Quote Originally Posted by Hound of Ulster View Post
    Is this version of EB mod-foldered?
    Yes, EB v1.2 is completely mod-foldered.


  27. #177
    Member Member Parkev's Avatar
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    Default Re: EB 1.2 released

    Quote Originally Posted by MarcusAureliusAntoninus View Post
    That's a RTW bug and I think it is just chance that it happened to have anything to do with the client-ruler system in your instance. Move a family member to/from that town, it should reappear. If not, just wait and it will eventually gain its sight back.
    I suppose its only trivial (considering the new Client System anyway), but the only time I've had a city "disappear" was when I moved a client ruler out of Kabalaka as Hayastan (I was seeing how far I could march him into AS territory for some reason).

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  28. #178
    Guest Aemilius Paulus's Avatar
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    Default Re: EB 1.2 released

    Sorry if this has been asked, but this thread has something like 5-6 pages and I do not have time to read all of it (Search Function did not find anything), so here is the question: Is it OK if I have modded EDU when I install 1.2? Would the changed units stats affect 1.2? I have backups and I could replace the modded version with the backups, but I would like for the stats to remain the same in 1.2 without having to go through and mod them again.

    Also, I was going to install Darth Stalin's Cohors Evocata/Imperial Cohort/Imperial Gallic Helmet skin fix on my 1.1, which I am still playing since I have to finish my Romani campaign. So, will that cause any incompatibility with 1.2? Or does 1.2 actually fix that problem by itself, meaning that the skin fix will cause incompatibilities?

  29. #179
    EB annoying hornet Member bovi's Avatar
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    Default Re: EB 1.2 released

    The EDU is overwritten when you install 1.2. If you put the old one back, you will have an inconsistent installation. Finish your campaigns on 1.1 before upgrading to 1.2, you'll have to start a new campaign then as it is savegame incompatible. As for which submods that are compatible with 1.2, you'll have to see what is said in each of those.

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  30. #180
    Guest Aemilius Paulus's Avatar
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    Default Re: EB 1.2 released

    Quote Originally Posted by bovi View Post
    If you put the old one back, you will have an inconsistent installation.
    So the EDU has been changed in 1.2?

    Also, did 1.2 fix those skin inconsistencies (Cohors Evocata and Cohors Imperatoria)?

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