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Matinius Brutus
02-09-2013, 12:54
I just started my first EB campaign in quite some time. I started with the Getai and besieged Kalatis. After a few turns a rebel stack came to help the city. I defeated both armies, right in the same turn a second stack of rebels does the same, and then another one. After I defeated all f them the game crashed. Now EB not being very stable with a few battles per turn, I am thinking of turning the fog of war to kill all rebels in order to take the city. My question is why so many rebels, at once? Since I have encountered rebel stack helping a besieged rebel city, but never more then one, I am doubting my installation. In a previous installation all cities were garrisoned by full stacks of elites.

athanaric
02-09-2013, 14:25
Well, standard questions first: did you activate the script? and on what difficulty are you playing?

With that out of the way, yes, the multiple stacks attacking one after another in the same turn, followed by game crash, is probably the most problematic aspect of EB (combines the retarded AI from RTW with the instability of the mod). I'm afraid you need to resort to extensive scouting (possible with spies), and move your armies carefully. Also, wait 10-30 seconds (or wait for the victory music to end) after you get the victory screen before pressing "exit battle". That there are numerous rebel groups littered around the map is normal. Try to take them out one by one, or if they're close to each other, all in the same battle.
As a Getai player, IMO your first target should be Sarmizegethusa. After that, things may become a little easier.

Matinius Brutus
02-09-2013, 14:56
Thank you for the suggestions. I play with script activated and on M/M. Unfortunately on close examination with FoW off, I saw that those stacks get spawned the turn after I besiege a settlement right next to me and attack, so picking them up beforehand would not work. Maybe I should reinstall.

athanaric
02-09-2013, 16:13
Thank you for the suggestions. I play with script activated and on M/M. Unfortunately on close examination with FoW off, I saw that those stacks get spawned the turn after I besiege a settlement right next to me and attack, so picking them up beforehand would not work. Maybe I should reinstall.
You can also block access routes by placing a single unit between your besieging army and the likely direction of the scripted army. Even better, you infiltrate the settlement and assault it within the same turn (might require saving beforehand).

seleucid empire
02-09-2013, 16:52
I've never seen two rebel stacks attack me in the same turn unless I'm using realistic movement mod

Ca Putt
02-09-2013, 18:33
In situations like that I tend to use Autowin, sure it's cheating but it let's you avoid fighting the same battle over and over again. Autowin normally does result in much higher casualties than a wellplayed battlemap battle, just see it as punishment for cheating^^

athanaric
02-09-2013, 22:27
I've never seen two rebel stacks attack me in the same turn unless I'm using realistic movement mod
I have.



In situations like that I tend to use Autowin, sure it's cheating but it let's you avoid fighting the same battle over and over again. Autowin normally does result in much higher casualties than a wellplayed battlemap battle, just see it as punishment for cheating^^
Same here, although I just use autoresolve (which is perfectly legitimate), unless my forces are inferior for some reason.

vollorix
02-10-2013, 07:36
Normaly you do not need multiple turns to assault a settlement if you bring up enough soldiers, and a capable general with you. It seems very unlikely that you would get attacked multiple times if you assault on the next turn you have besieged the settlement. If a garrison is not that big, you might need only 2 rams ( no stone wall, of course, you´d get slaughtered at the gates ), to breach the walls, - one for a gate, and one for the wall not far from it, so you can flank the enemies. Good missile troops support to barrage them from a distance, reducing their numbers significantly, should help as well.
First, i too was thinking of realistic movement mod, but Rebel armies "spawning" near a settlement, epsecially one after another in a single turn is something i´ve not observed yet.
Btw: just curious if there are methods to prevent Rebell garrisons from moving out of settlements while using realisic movement? The "immovable" trait of the Rebell generals seem not to work any more due to highly increased movement points.
Thanks in adavance, and sorry for OT.

Matinius Brutus
02-10-2013, 16:14
Thanks for the tips. I made the installation a year ago and forgot about the Realistic movement mod. Anyway, it seems to have been just a misfortune and I got off to a good start.

seleucid empire
02-11-2013, 04:20
First, i too was thinking of realistic movement mod, but Rebel armies "spawning" near a settlement, epsecially one after another in a single turn is something i´ve not observed yet.
Btw: just curious if there are methods to prevent Rebell garrisons from moving out of settlements while using realisic movement? The "immovable" trait of the Rebell generals seem not to work any more due to highly increased movement points.
Thanks in adavance, and sorry for OT.

You should see how bad it gets for sweboz when you use realistic movement mod. The area around sweboz has the largest and toughest rebel stacks in the map. When they can move and help each other, sweboz wont take a single province until like 200 BC

vollorix
02-11-2013, 05:48
I´ve already seen it... well, in my game the Sweboz have still managed to get their hands on Gwjam Rugos, but that was it. They are pretty much surrounded, but still trying to fight back from time to time. But the cool thing about it is, though quite minor, those Rebell stacks are named "Boii" for the most of the cases, and it simulates a little bit a Boii- Sweboz war scenario. Also, while a Sweboz start for a player is kind of catwalk - Rebells only + siege-TW, so to say, aside from that little annoying debt in the beginning, it might be really fun to mess with all those "intruders".
I´ve chosen Aedui this time, and for the first time i didn´t go to a full scale war against the Arverni from the start, taking their towns one by one, but instead could attack towns like Bratosporus and Bibactre, while beeing intercepted, ambushed, and attacked during sieging those towns ( even later, when i layed a siege on an Arverni town, a small, but elite Rebell army forced me to unsiege, lol ).
But for the more civilized factions ( heavy armour, phalangitai etc. ) this is a bit too easy, i think. Well, i used to gift 30k mnai to the Rebell faction each turn, now i give them about 200k. Playing H/M they even take mercs and annoy another AI factions.

But, nonetheless, i would still like to know, if something simple, but efficient, can be done to adjust at least some of the traits/ancs. of the governeurs to prevent some factions from going crazy ( Seleucids are a "grey death" in my current campaign; they eliminated Pontos, moved into Thrace, took Salamis and Rhodos, were about to destroy Pahlava for a moment, and allied themselfs with Bactria.
Also, Epirotes have made it to Sicily, after Carthies took Messana and have a bribed general lingering around Peloponese^^, and the SPQR will have to die sooner or later, since they have attacked me... that scripted alliance with Epirotes forced them to, i guess ). My point is, with increaced range the AI seems not to have any pathfinding problems any more, dwelling in Rebell territories like forever, devastating the tales, etc.

moonburn
02-14-2013, 19:37
go for naissos tylis first and get the orcas from singidinum control the mines in dalminion and you´ll have an economy strong enough to suport a proper army

getai have the 2nd best rooster in the entire game wich combined with the trakians and celtic units makes the an extremly versatile and strong faction (they even have horse archers ffs ) oh right they can also take olbia build a type4 there and have acess to the step by step faction rooster