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View Full Version : Europa Barbarorum 2.08e is released!



QuintusSertorius
05-14-2015, 20:59
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Greetings fans of Europa Barbarorum!

Just so that everyone is absolutely clear, this is not the autumn release you had an announcement about back in April. This is a precursor to that release, its a test-bed for a whole host of gameplay changes, some of which may well feature in that full release. What this means is that there are no new units here, but a lot of the underlying mechanics that support the game have been amended, reworked or even replaced entirely.


THIS RELEASE IS NOT SAVEGAME COMPATIBLE


Please also note this has been updated to 2.08e


What is this for?

The autumn release will include new units and new features such as reform events. Invariably these are complicated things with a lot of toggles and settings which need to be calibrated correctly for the gameplay experience the team desires to give everyone. We won't necessarily get that right the first time, which is why we're pre-releasing some of those features, in a format compatible with 2.01. This means it's accessible to everyone, without releasing a complete update of the whole game.

What we want people to do is play some campaigns with these new features and give your feedback. Obviously we want the usual feedback on bugs or errors, things you like and don't like, things that can be improved. But more specifically we want feedback on:

Campaign AI behaviour - does the AI combine armies properly and attack with large stacks; move with purpose; respond appropriately either to attack or defend; conduct diplomacy consistent with it's military activities; use balanced armies; use it's navies appropriately; does each faction feel like it is acting according to it's own agenda, not all following the same script?
Campaign AI economics - harder to discern, but does the AI seem to have unlimited money, throwing stack after stack at you, or it is more constrained than it was; is the replenishment rate change noticeable?
Early campaign difficulty - are the Rebel garrisons in particular appropriately daunting, or are they too big? How quickly to AI factions expand?
Battle AI behaviour - does the AI hold a line, execute a plan of it's own rather than trying to "match" your movement, try to turn your flanks with cavalry and light infantry?
Unit performance - does cavalry move at a realistic speed and have the right impact when charging; does infantry move at a realistic speed and keep their formations when moving and fighting; do skirmishers use their missiles properly and seem effective against unarmoured targets and from the rear; are elephants effective and realistic-seeming; do units generally have a feeling of weight and solidity to them, not like two blobs brushing against each other? When feeding back here, be specific about which units you observed.
Family dynamics - is the reduction in the Coming of Age noticeable, and how does it impact play?


Note, "give me new units" or "dude, where's my Romans?" is not the sort of feedback we're seeking here - you'll get those in the summer release.


What's changed?

An awful lot. What we've done is mimic, as far as is possible without compiling a completely new installation of the game, the current mechanical state of the development build. To summarise:

Text and user interface legibility change included, courtesy of Tux.
Faction colour scheme adjusted for better colour contrast on the minimap. Rebels are using their old EB1 colour scheme, which should make the contrast much clearer.
Updated export_descr_character_traits.txt based originally on the hotfix is included, so there's no longer a need to download that separately. The BadDefender bug has also been fixed here, and the effects of the general's experience have been altered.
Battle AI, pathfinding, formations, and campaign AI have been completely reworked. The AI should be much more active and consistent in its behaviour.
Diplomacy has been reworked, including a review of all the AI factions victory conditions, with individual faction-based AI, each with it's own goals. AI factions will now be more aggressive towards the Rebels.
As an optional add-on, Force Diplomacy has been included - you don't have to use it, but it's there if you want to.
Diplomats are now recruitable in almost all non-precursor governments, but for the human player only to prevent diplomat-spam.
All units re-costed, based on a consistent formula accounting for status, equipment, training and unit size. Generally medium and heavy/elite cavalry will be more expensive, light cavalry and medium infantry slightly more levies and skirmishers much cheaper. Upkeep is generally lower, though not in the case of elites.
Free upkeep reviewed for units - all units with is_peasant now have free upkeep; many non-steppe cavalry units have had it removed.
Free upkeep slots added to the numidia2, pontos4, hay_caucas and helcol_one buildings. No change to free upkeep for Rome and Carthage.
Error in the kill rates fixed, they should now be sensible again.
Armour upgrades enabled for those units which already have updates to their skins, tied to the Hellenistic reforms.
Unit stats and physics have been completely overhauled, almost every unit has been updated. Skirmishers will throw their javelins, cavalry will charge effectively, phalanxes keep their formations, cohesion should be improved, elephants will behave appropriately. On the physics, it should feel a little more like RTW in the solidity of the units.
Defensive skill for general bodyguard cavalry standardised at 9 for all units; they are now more fragile than they were, don't leave them unattended in melee.
Archery attack value for Sarmatian units increased from 4 to 6; ammunition for all horse archers increased from 25 to 40.
Frighten_foot removed from the vast majority of units (mostly heavy cavalry), which should reduce the incidence of mass routs. Now only elephants, scythed chariots, Gaisatoi and Drapanai have it.
More tweaking of phalangites. Mercenary Phalangitai have had their stats downgraded and Machimoi Phalangitai are no longer a mercenary unit, and don't become available unit the ThureosReform event.
Scorpions now recruitable by Rome and Carthage.
Projectiles have been reworked, missiles are now effective, but not overpowered.
Changed the fade on spent projectiles - they should disappear quite quickly, so as not to slow down big battles with lots of missiles flying about.
Rebel armies spawning as bandits amended to remove post-reform units.
A small potential bug with quotes has been fixed.
A small number of settlements have been renamed (Oxthrakae, Numantika, Ak-Ink and Emporiton are no more).
Bosporans can now recruit units from the Hellenistic Poleis building, just like the other Hellenistic factions, an omission now fixed.
Koinon Hellenon can now construct the Poleis building, and use their colonists.
Hellenistic Poleis now allows the recruitment of levy-grade Greek troops at all levels.
Factional government buildings of Hellenistic factions (Epeiros, Makedonia, Seleukids, Ptolemaioi, Bosporans, Pergamon) have lost most of their recruitment options, barring natives, Phalangitai in the right places, and elites at the top tier. You need a Poleis, Colony or Allied Government to recruit troops.
Hellenistic colonies now give a different set of troops to the Poleis, with fewer overlaps. They are the primary means to recruit Phalangitai.
Phalangitai recruitment has been drastically curtailed, to represent the very real problem everyone had with getting Makedonian-standard phalanxes outside of some very specific areas (Pella, Seleukeia, Alexandreia, Memphis, Antiocheia, Sardeis, Ipsos, Edessa, Rhagae). If you want them, you either have to take those places, hire mercenaries or build Hellenistic Military Colonies (minimum helcol_two).
Elephants can be recruited with an Allied Oligarchy in India, Baktria and Ethiopia, and in top tier factional governments for Baktria (though only after independence), Ptolemaioi and Seleukids. Formation changed to horde to take advantage of special AI and hopefully fix their behaviour in sieges.
Three settlements; Massalia, Baktra and Oskobara; have had their culture mix altered slightly.
The placement of Hellenistic Poleis and Colony buildings has been adjusted. Emporion, Arbela and Sousa lose their Poleis building; Rhegion, Messana and Chersonesos gain one. Demetrias, Alexandreia and Antiocheia lose their Colony buildings, Seleukeia, Ipsos, Sardis, Rhagae, Edessa and Memphis are upgraded to/have added the second tier colony, Baktra gets a first-tier colony.
Mazaka and Khiva have gone Rebel, to more accurately reflect how they should be represented. Both have powerful independent rulers.
Karkathiokerta has gone from Seleukids to Hayasdan; in the next release the settlement will be moved east and renamed Shamushat.
Garrisons and armies have been updated; they have been made more varied and more regional in nature. Furthermore, Rebel garrisons have been increased across the board, which should make the early game more challenging and AI expansion slower.
A bonus to recruitment replenishment rate for the Hellenistic factions when played by the AI has been removed.
Slight adjustment to navies; Trieres fleets have had their recruitment cost doubled; Quadrireme fleets are now cheaper, but not as good as Pentere fleets, morale standardised. Furthermore, factions' starting navies have been altered - most have slightly bigger navies, Carthage and Ptolemaioi have gained in quality as well. Romans have the worst fleet of all.
Huge cities have been disabled for the time being, given the lack of battlemap models for most cultures.
Coming of Age has been reduced to 14 as a trial to see how that impacts play. There are a handful of new FMs at the start of the game as a result.
Akus Eporedoi's and Agosepanoi Combaro display names have been fixed.
Huge changes to the campaign script; most significantly the money script has been completely rewritten. The differences between human and AI players' economies should be less unbalanced. Hopefully that should help address the "one province, four full stacks" issue. This should now be firing correctly, aiding the AI not the player. Instead the AI factions get some early-game assistance and debt relief to prevent them going bankrupt (but nowhere near as excessive as in 2.01).
The Hayasdan Reform, along with Baktrian and Gandharan tribute systems should now be working. This includes a fix on the number of battles won trigger for Baktrian independence.
Hayasdan is now a Seleukid satrapy, paying a scripted annual tribute in the same way as the Baktrians. Break this off and it will mean war.
Koinon Hellenon Congress/Reform should now be working, revised to reflect both 2.01 and the development build.
Fixed the Aigai tombs and defunct mines in Pella - both are now there, but broken, as they're supposed to be.
All reform events reviewed and their closing monitors fixed. Similarly colony systems have all been reviewed.
A new pseudo-reform event takes place in 257BC, bringing in Euzonoi, Thureophoroi and Machairophoroi, which are no longer present or available at the start of the game. This applies to mercenaries as well as recruited troops.
Mercenary rosters have been altered to reflect the absence of two of those units at the start. Machimoi Phalangitai are also no longer available as mercenaries. Italic units will disappear in 100BC if you're still playing by then. Gaisatoi and Liby-Phoenician Cavalry no longer mercenaries, Celts (Galatian placeholders) added to Anatolia. Hoplitai disappear from mercenary rosters in 200BC to reflect their finally becoming an anachronism.
Diplomacy spam, with alliances every other turn, should be reduced.
Updated CAI to increase consistency and focus, better naval invasions and revision of diplomacy. More aggressive use of the resources the AI has.
Working colony scripts, courtesy of V.T. Marvin. Updated closing monitors for Hayasdan and Saka Reform.
Koinon Hellenon Reform working as intended, it is now possible to take the faction from the start to finish of this unique series of events.
Added horse archers to Hayastan government building recruitment - they're a temporary stand-in until they get native horse archers. Also added slingers and javelineers to reflect the missile-focus of Armenian warfare.
Persepolis replaced with Antiocheia in Hayastan reform conditions.
Removed the ability of Koinon Hellenon to found new polis buildings - this was never intended to be the case, their colonisation phase has ended by 3rd century BC. Changed the minimum KH government building required for a number of construction choices, to take into account the non-linear nature of them.
Koinon Hellenon governments now have a conversion bonus, up to 50% Hellenistic Polities. This means converting Small Hellenistic Poleis buildings into Hellenistic Poleis buildings will happen faster than usual.
Added the requirement of a Game Field to the pre-requisites for a helcol_two - settler-soldiers need somewhere to train together, after all.
Altered the cultural conversion bonus of the Native Garrison so that it only applies in the east.
Added three new pools to the Native Garrison - Galatia (only for non-Hellenistic factions), India and Italy. Rejigged existing pools to make more sense for the regions they are in.
Alteration to Numidian factional government building trees - both upgrade path and costs/building times. The numidia4 government has had it's recruit_pools revised - no more Balaeric slingers and Kretans on tap across a wide area, you have to go to the source to get them.
Slight reduction of Rebel garrisons globally, to encourage AI expansion. Moved some Rebel armies to the script, so they spawn when a particular faction is played by the human player, rather than all the time, again, to encourage the AI.
Flash flood disabled - hope to find a more permanent fix in a later release.
Increased kill rates from 0.3 to 0.35, which improves cohesion. Increased morale by 1 point for all units and doubled infantry shield values to compensate.
All javelineer cavalry set to skirmish mode by default (inconsistent before).
Some non-skirmisher javelineer units now have a heavy javelin instead of a light one. All infantry skirmishers slowed down slightly.
Assassins nerfed so they are not as powerful as before.
Includes HaHawk's Realistic Dust Mod.
Revised any FM bodyguards not using the correct (cheaper) guard units. Particularly relevant to Aedui and Getai, but there were many other instances.
EDB error allowing Allied Governments to be stacked with factional ones corrected.
Further alterations to campaign AI and diplomacy, and more updates to battle AI. Don't worry about early alliances, they should settle down within 10-20 turns, and won't prevent AI factions betraying one another if a good opportunity arises.
Another tweak to the money script to be less generous, and to withdraw the early support more slowly from smaller factions.
Revised General (ie non-FM named character) bodyguards and Rebel FM bodyguards.
Removed free upkeep from buildings which don't provide any troops, since this is redundant due to the way free upkeep is hardcoded. Given a farming and trade bonus instead.
Slight tweaks to mercenary pools and their refresh rates.
Increased the wage of assassins, to hopefully curb their use by the AI.
Yet more alterations to Rebel garrisons; in light of the more aggressive AI, all have gone up by one unit on average, unless they're near Pontos/Pergamon or Getai
Line infantry units have Guard Mode on by default - which should improve AI durability, especially in their use of the phalanx.
ThureosReform condition removed from Machimoi Phalangitai - though you still need either an Allied Government or Native Colony in the right place to get them.
Added some more Pantopapoi Phalangitai to Seleukid and Ptolemaioi starting armies/garrisons.
Reduced Steppe cavalry refresh rates from Saka/Sauromatae/Pahlava factional government buildings.
Added Native Garrisons to rebalance the change to Hellenistic recruitment. The following gain an eastcol_one: Hekatompylos and Sousa.
Also added some Hellenistic Colonies to some places, namely Alexandreia, Antiocheia and Dispolis-Megale gain a helcol_one.
Found another unit for Hayastan - Asiatikoi Hippeis - medium cavalry. Replaced Bactrian Tribesmen in native and eastcol Caucasian pools.
Segourina and Mada Asabara reviewed and amended. All shield values for infantry reviewed and updated to new formula.
All successors now start with a unit of Hypaspistai (with either the Faction Leader or Faction Heir).
Fixed Roman Trade Colony (there was updated code in the development build) - now possible to build it.
Reverted Coming of Age to 16. This does mean some factions will have fewer starting FMs than in previous versions, since they will now have to Come of Age before they appear.
Given Nisaya appropriate government building and added a herds building, since it's now the Pahlava capital.
Fixed carthage_polis and carthage_council regional recruitment pools - now broadly similar to the numidia4. Increased the availability of Libyans and reduced that of Liby-Phoenicians in the carthage_colony and military colony buildings.
Altered the requirements for baktria2/baktria5 and seleukid2/seleukid5 governments - they should actually be possible to build, now.
All Hellenistic factions now get a small pool of native recruitment with all non-precursor government buildings bar the top tier. This is not global, but in areas they had a close geographic or cultural link to.
Rebalanced ship costs/upkeep and refresh to reduce naval spam.
Change to the Industry building - added trade boosts for all levels.
Removed the requirement for a level 3 temple of fertility in order to have a chance of acquiring a doctor ancillary.
Corrected missing late units from lugia_protect building. Moved the Germanic reforms from descr_events to the campaign_script where they now have an announcement. Given them access to each other's late units.
Raised line infantry morale for most units by 1 point. Now averages 4 for levies, 5 for regulars and 6 for veterans.
Added This Year in History (starting in 271BC).
Cleanup of unit names.
Added Nisaya's government via script, instead of the descr_strat.
The version you are playing now displays on the main menu option to select a new Grand Campaign.
Fixed the Koinon Reform; now it will complete and you can choose not to build it on the first turn it becomes available.
Fixed the first announcement and 272BC for the Year in History pop-ups.
Sweboz migration building conversion switched back to 0.5 as originally intended. Also fixed the incorrect culture type in migration2.
Reset spy and assassin values to those used in 2.01.
Removed Anatolian Spearmen from far eastern garrisons.
Altered Carthaginian troops in the Roman civlib building - now only available in Africa/Sicily.
Updated Allied Democracy hellen1/hellen2 pools - they now have units pre-ThureosReform.
Rewritten siege BAI to deal with a crash-trigger.
Reworked hellen1 and hellen2 Allied Democracy pools - phalanxes aren't available in hellen2, which made one of the lines redundant.
Altered the age mechanics which were causing crashes on the Roman family tree.
Changed the descr_cultures to remove the Huge City bug. This also needs you to run a batch file to finish the job.
Fixed Gandhara Reform - there was a faulty event_counter triggered by independence that the EDB couldn't read. Meaning the higher tier government buildings couldn't be unlocked. Also fixed the failure to spawn the third army, allowing the reform to be completed.
Yet again, addressed the Koinon Reform - this time it was always available as soon as you clicked end turn.
Removed the AI BOOST for KH in their government buildings - added a recruitment bonus for KH on the polis instead.
Added a helcol_one to Demetrias.
Changed costs for Arabian fleet.
Review of unit morale for consistency, a few have been increased or decreased by a point.
Increased Carthaginian forces in Spain slightly.
Tidied up Taksashila reform script.
Expanded the starting family tree for Saba, Pahlava, Pergamon and Bosporans - two more children; one male and one female.
Upgraded Sauromatae starting infrastructure.
Reviewed and altered starting armies and garrisons.
Updated the labelling of all the units in the EDU, so they're easier to match to what you see in the game. Saka and Sauromatae unit names have been amended.
Increased distance from capital penalty cap - can now reach -50% public order. Also raised the cap on unrest from 50% to 80%.
Fixed the ultra-fast conversion of saba_tribal and saba_royalgov buildings when the requisite temple was present.
Updated Pontos with a native recruitment pool like the other Hellenistic factions in pontos2, and removed AI Boost.
Turned the 10 Seleukid Generals back into Captains. Added some small Rebel forces in Gabiene, Karmania, Hyrkania and Characene - basically bandits who might keep the early Seleukid AI busy.
Reduced maximum assassination chance from 95% to 80%
Increased experience of the new bandit bodyguards.
Increased cost of pirate fleets.
Added Kretan infantry to the polis_one (on Krete only).
For the final time, amended the Koinon Reform - this time the Sympoliteia/kh7 construction part. Building should now complete.
Added a colonisation bonus to the end of the Baktrian independence script.
Updated missing Field of Games description for Pergamon.
Slight adjustment to costs for Hetairoi/Hellenistic BG and Baktrioi Stragegou/Baktrioi Hippeis.
Baktrioi Hippotoxotai adjusted to reflect medium, rather than heavy cavalry status. Less armour but faster; cheaper and more widely available to Baktria.
Settlement mechanics altered; distance penalty will now apply; corruption capped to prevent negative income; health bonus cap raised.
Altered starting Seleukid and Pahlava armies/garrisons.
Carthaginian trade colonies now allowed in Allied Government settlements.
Changed apostrophes and quotation marks in historic_events.txt that was causing crashes on some systems.
Reduced some Rebel garrisons in major settlements and added armies to the region instead. That should make for more active Rebels and less passive expansion.
Increased battle experience of Rebel generals.
Kill rates for cavalry missiles equalised with others at 0.4.
Reduced maximum assassination chance from 95% to 75% (actually applied correctly this time!). Spies adjusted to make chances of opening gates lower. Enabled spies for the Rebels.
"Armenian" cavalry renamed "Anatolian" as intended, alteration to mercenary pools and recruitment in Anatolia made to accomodate.
Attempt to use recruit_priority_offset to make the AI recruit more balanced armies.
V.T. Marvin's update to Roman offices applied. Legate more widely available, Quaestors can be elected in other cities in Italy, and pro-magistracies last 5 years, rather than 3 years.
Spartan Agoge re-enabled, though not yet tested.
Rewrite of season script.
Update to Pergamon's reform script - now it is possible to fulfil by defeating any combination of big Galatian or Seleukid armies. Also added announcements, so there is feedback.
Added conversion bonus to numidia4 and numidia5 to help with late-game order issues.
Temporarily given Epeiros the ability to recruit Illyrioi Peltophoroi in Ambrakia to counter their lack of heavy infantry in the early game. They are replaced with Deuteroi Phalangitai in the full release.
Wholesale fix of entertainment building access.
Some text updates on historic events and units.
Altered Seleukid/Ptolemaioi balance of power in Asia Minor in favour of the latter.
Alteration of Makedonian government building in Pella; for the human player it's still a precursor, for the AI it's a Basilike Patris.
Ephesos gets an Epistateia epi Hellenas and upgrade to polis_three. Also Halikarnassos get an upgrade to polis_two, a helcol_one, and their farms upgraded to farms_two.
Removal of anti-trait bugs for agents. Indeed agent traits have all been reworked. HasAnc bug for unique retainers fixed.
Slight change to "early support" money script values for Ptolemaioi, Pontos, Getai, Aedui and Arverni.
Added an index of categories to the EDU, thanks Casual Tactician.
Succession script amended, so only factions with a family tree can choose.
Updates to Saba, Nabatu and Taksashila traits. Taksashila Mantrin and Senapati offices enabled.
New BAI (more reactions and regrouping) and CAI (more expansion, more active Rebels).
Fixed typo which was causing BAI to fail.
Updated Baktrian and Hayastan independence scripts - these should now work as intended.
Upgraded helcol in Ptolemais-Akko to helcol_two.
Roman provincial governorship implemented.
Spartan Agoge bug fixed.
Seleukid anti-trait bugs fixed.
Fixes of many antitraits and trigger issues. Not complete by any means, mind.
For those who use them, banners have been shrunk to be less intrusive.
Rebel armies added in Germany and Spain to slow early AI expansion. Changed Waldawa's garrison/commander to Balts, rather than Sauromatae.
Shortened charging distances and made a small tweak to the battle_config to improve cohesion.
Slight tweak to the recruit_priority_offset for elites to make them less recruited.
Rebel spawn rate increased.
Turned base spy chance back up, but multiplier for being in a settlement down.
Slight increase in Korinthos' garrison, and change of government from makedonia2 to makedonia5.
Another slight tweak to Baktrian and Hayasdan independence scripts - the indemnity should come the following year after a refusal of tribute, not immediately.
Restored government in Korinthos to makedonia2
Increased experience and traits of Rebel generals.
Fixed the fault in the Hayastan Independence script where war is never declared if you refuse tribute and indemnity.
Fixed the fault in the last part of the Saka Reform script.
Added punitive expeditions to the Hayastan/Baktrian Independence scripts. No more phoney wars with no response from the Seleukids.
Gain message attached to spoils traits removed.
Ambrakia upgraded from epeiros5 to epeiros7. eastcol_one added to Epidamnos.
Hypaspistai removed from gov6 building.
Native Italy pool added to Epeiros government buildings.
Update to Faction Heir loyalty.
Script to make AI Koinon Hellenon use the army on Krete to actually take Knossos.
Removed helcol_one from Side.
Revised govslave recruit_pools - now the Rebels actually have some decent options available to them, at reasonable refresh rates.
Updated Succession script.
Corrected one Epirote FM's missing ethnicity trait.
Changed all faction personalities to balanced smith (settled) or balanced henry (steppe), to allow all the other factors to influence their behaviour.
Amended some invalid characters in the export_ancillaries that might cause crashes on mouse-over.
Got rid of Toutanakoi's precursor rocks. Now they're just spearmen.
Moved Pyrrhos slightly, moved Alkemachos closer to Thermon, given Thermon's commander the ImmobileRebel trait. Increased Alkemachos' Command stars and decreased Pyrrhos'. All to reduce the Thermon trap for AI Makedonia.
Altered govallied roster in Latium/Italy.
Roman conquests are renamed like every other faction's - no more Latin names in parenthesis.
Improved colour contrast of popup announcements. Should be more legible now.
Updated the names of the Leusitane roster in the EDU, so it should be much easier to find them if you've seen the unit card in game.
All Rebel FMs improved to stop them being so easily defeated in autocalc - all start with 2 Command stars and GoodDefender (which gives another one when attacked). All Rebel governors made immobile, to stop them wandering off and leaving their settlement undefended.
Slightly increased the culture penalty cap, and increased the distance penalty modifier. Also increased the cap for law and entertainment buildings. That should mean more revolts.
Added new missions for Baktria. There's a new means to earn your colonists (they no longer happen with independence).
Added Rebel garrisons to two PSFs on Krete when KH is player.
All new, non-script-based BAI. Updates to CAI. See here (http://www.twcenter.net/forums/showthread.php?689221-Europa-Barbarorum-2-03k-is-released!&p=14626151&viewfull=1#post14626151)for more details.
Reduced army size requirement when facing Galatians in the Pergamon Reform script to 1000. Should be easier to qualify for people not playing on Huge Unit Scale.
Adjustment to Saka Expulsion to prevent target armies running away. Mission scripts reviewed and amended.
Reworked Baktrian and Hayastan independence scripts to make them function properly.
recruit_offset_priority for navies adjusted to make factions recruit them. Pirate fleets made worse.
Altered Roman recruitment; less troops overall, more skirmishers in the mix, more variety.
Reduced defensive skill of Roman units to make them less overpowered.
Adjustment to succession script.
Reduced the size of the Egypt, Syria and Anatolia mercenary pools.
Corrected Nubian FM with no name.
Faction personality of Pontos changed to balanced smith - missed last time around. Upgraded Amaseia to eastcol_two.
Revision of Allied Government recruit_pools.
Update to money script and CAI.
Pritanoi starting position moved from Mercia to Wessex, more Rebel armies added to Kantion and Legambrion.
New faction banner for Arevaci - no longer using an upside-down Romani banner.
Antiocheia upgraded to polis_three so Seleukids can colonise.
Reduced distance from capital penalty slightly, from 0.35 to 0.3, and halved for camps.
Reduced corruption modifier for camps.
Increased impact of garrisons - now caps at 50% rather than 40%.
Baktrioi cavalry made available to all Hellenistic factions through the polis (though they still have to be in Baktria).
Updated the Roman spawn consul script.
Updated "Taking Knossos" script to terminate if the human player is KH.
Added port buildings to Ebusus, Gadir and Mastia. Also added port garrison to Gadir. Upgraded Lilibeo to market_two, added market_two to Gadir, Mastia and Ebusus.
Added schools to Athenai, Alexandreia, Pergamon, Kyrene, Rhegion (for Croton), Ephesos, Kart-Hadast, Syrakousai, Moridumon (for Anglesey) and Taksashila.
Added Game Fields to Roma, Capua, Athenai, Korinthos, Pella, Demetrias, Ephesos, Antiocheia, Ambrakia, Taras, Amaseia, Baktra, Pantikapaion, Sinope, Thermon, Seleukeia, Sardis, Ipsos, Edessa, Rhagae, Memphis, Ptolemais-Akko, Pergamon. Also added a Gymnasion to Sparte, Syrakousai.
Added Law bonus to port_garrison building.
Defensive skill of Maures Infantry and Numidian Infantry reduced.
Added hyparchia hidden_resource to Kypros.
Old script causing war between Rome and Carthage fixed so it only triggers once; rather than perpetually, irrespective of ownership.
Trialling new cultural mix in Iberia and Balkans (regions with the following hidden_resources impacted lusitan, iberia, celtiberia, dacia, thrakia, illyria). "European Tribal States" (rel_e) becomes "Northern Tribal States" and "Indian Tribal States" (rel_i) becomes "Southern Tribal States"
Added free_upkeep_unit to Komatai, Komatai Toxotai and Dacian Light Phalanx. Also to Caetratii.
Slight adjustment's to Pyrrhos and Makedonia's starting armies.
Machairophoroi added to helcol_two and polis_two.
Added Thureophoroi and Phalangitai to Carthaginian mercenary pool.
Switched the incorrect placement of ImmobileRebel in Getia Koile.
Update to Hellenistic colonisation - now holding three polis_two's will grant colonists. This means Epeiros and Bosporans have options without having to take a polis_three, though Baktria is still reliant on the Ferghana event.
BAI updates - to formations, cavalry behaviour and some other miscellaneous changes.
Increased recruit_offset_priority for horse archers, to prevent Steppe factions prioritising light infantry.
Flashing unit button is back, courtesy of Gigantus.
Updated Seleukid Royal Court script so as not to clash with Successor script.
Replaced faulty formations file.
Corrected omission of new base religion for Arevaci and Getai.
Slight alteration to carthage_poils, carthage_council and numidia4, Greek auxiliaries now available from greek2 as well as greek1 regions.
Adjustments to conversion mechanics.
Fixed the British Tribesmen properly, now they are just spearmen.
Fixed some more immobile armies/mobile garrisons.
Updated three provinces with hidden_resource thrakia with their rel_i amendment.
Upgraded market in Pella and port in Korinthos. Added helcol_one to Pella.
Turned the conversion rates down a touch (to 1/20th their previous rates).
More adjustments and fixes to BAI. Small tweaks to CAI.
Changed animation for British Tribesmen.
Given Pergamon a starting fleet.
Updated colonisation script.
After consultation with historians, Pergamene fleet removed - they did not have a standing navy.
Taksashila (and India) switched from Urban Tribal to Eastern Imperial "religion".
Alterations to morale of Celtic veteran/elite troops. Increased size of Drutonedammoi.
Revised Celtic and Celto-Thracian Allied Government pools, and corrected mistake in Massalia pool.
Updated Rebel recruitment to be slightly broader and more generous.
Revised recruitment in Migration and Confederation governments for Aedui, Arverni, Boii, Getai, Leusitane and Arevaci.
Hordes reduced in size and durability.
BAI and CAI updates.
Pathfinding update.
Alteration to stats for Hoplitai Haploi and merc Hoplitai. Also morale for north African units. And stats for Ioudaioi Taxeis.
Revision of mercenary pools. Most of them have been rewritten, and those which were out of balance adjusted.
Further alteration to Migration governments.
Removal of celtic hidden_resource from Beripara.
Update to Lugian and Getai recruitment. Adjustment to first Sauromatian government building.
Cleaned up overlapping recruitment in eastern Balkans.
Alteration of Bosporan government buildings - no more Hellenistic troops (barring the top tier). Small changes to Pontos recruitment.
Removal of Pontikoi Doryphoroi from Anatolian recruitment - they're a unit from the northern Euxine shore, not the southern.
Increased size (and cost) of Toutanakoi and reduced cost of Katioi.
Addition of new early assistance money script.
Increased recruit_offset_priority of ships slightly. Increased that of javelineers slightly, to make them more favoured than archers/slingers.
CAI and pathfinding updates.
Added Kombarogoues unit card to slave folder to prevent CTDs.
Removed skirmishing from Khamis. Altered Illyrioi Hoplitai to match their description as (better than average) levies. Reduced Leves javelin attack to match other levy skirmishers.
Corrected overlapping recruitment for Allied Governments in Illyria Hellenike, Kalabria and Brettia. Added a placeholder pool for Patava.
Fixed Seleukid Royal Court appointment - no more script error causing CTD.
Some display text updates.
Another adjustment to Illyrioi Hoplitai.
Slight change to garrisons.
Reworked two of the Bosporan government buildings - the Tyrranos and Oligarchy are now like the Supervised Native Administration and Native Administration buildings of other Hellenistic factions.
Posted the correct campaign_script this time.
Trialling a limit of no more than 4 assassins per AI faction.
More elegant version of the assassin restriction script.
New bodyguard unit for the Getai FMs - now use Boii Donno Eporedoi.
Revision of recruitment in Dacia Proper and Mikra Skythia pools in govgetai building.
Added a Trader to Buridava.
Changed Kombarogoues primary weapon to a heavy javelin, to match model. Drutonedammoi made spearmen only.
A small fix to the Baktrian Mission script.
Further update to Baktrian mission to make certain it triggers.
Tweaks to Baktrian and Hayastan independence scripts. Captures are monitored when they're in rebellion.
Doubled chances of Mauryan punitive expeditions spawning, to ensure reform script triggers properly.
Added a market to Chighu
Added a Patava pool to Epirote Native/Supervised Native Admin, and to Celtic migration governments.
Revision of Roman civlib to put in a clearer structure to the pools and added an Anatolian pool.
Lugian governments brought into conformity with other "barbarian" ones.
Added slingers to the Illyrian pools. Added a placeholder Thraikian pool to Hellenistic governments.
Tweaks to carthage_poils, carthage_council and numidia4 governments.
Reform-oriented tweaks to greek1, greek2, hellen1 and hellen2 Allied Government pools. Also to polis and helcol buildings.
Replaced Cappadocian Cavalry with Anatolian Medium Cavalry.
Update to Pontic factional governments - pontos2 and pontos3 revised to be more like Hellenistic pools - ie local levies.
Quick update of govgandara and govsaba - closed double-counting and altered some pools.
Big update of Iberian pools - we have new "Iberian Levy Spearman" and "Iberian Levy Skirmiser" units (ie renaming and repurposing of existing units).
Doubled Rebel recruit_pool refresh rates (but left pool caps unchanged).
Increased economic support for Makedonia, Numidia and Saka.
CAI updates to defense rules and diplomacy.
Recosted Illyrians and Hoplitai Haploi. Tweaks to Celtiberian Skirmishers and Leusitane Light Spearmen.
Review of cavalry stamina for consistency; heavy and most medium cavalry do not have hardy, missile and skirmish cavalry all do. Steppe cavalry have very_hardy to represent their practise of each warrior having remounts.
Review of infantry mass for consistency. Numerous skirmishers standardised.
Iberian and Eastern light cavalry put on ponies instead of horses.
Removal of illyria from Landa Skordiskoii
Updated diplomacy screen UI for cul_3 that was reversing confirm/deny.
Re-enabled huge_stone_walls for Hellenistic and other factions that were disabled.
CAI, diplomacy and pathfinding updates. Implemented different skirmishing distances for javelin and archer cavalry. Update to reinforcement AI.
EDIT: Corrected some errors in recruitment of Eastern cavalry.
Uazali removed from Anatolian levy pools. Restructured Anatolian recruit pools more generally.
Getic Mezenai armour reduced by 2 points on review.
Cappadocian Tribesmen re-statted as skirmishers.
Correction to Roman military tribune trigger and Marian reform trait.
Updated requirements to upgrade to hay_imperial. Alterations to Hayastan government pools.
Leusitane switched from rel_f to rel_i.
Levies removed from eastcol (Native Garrison)
Alteration of Pontos starting armies.
Fixed the bugged Amber Route building in Histria.
Hippeis given the secondary weapon (a shorter spear) they already had.
Fix to basic trait (Sharp/Charismatic/Vigorous) inheritance.
Adjusted cost and recruit_priority_offset of Arabian ships to address naval spam.
Iberians using the scutarii shield now late/reform units.
Rejig of herds building pools. Iberian units removed
Rework of mercenary pools to take into account troops phasing in and out.
Slight increase to Makedonian forces in the Peloponnese and moved both armies.
Brakara and Lankia converted from camps to villages.
Army in Sinope removed.
Agent cap on AI diplomats; they can recruit no more than 4.
Pools switched between Bosporan Tyrranos and Oligarchy governments.
Tidy up of hidden_resource requirements for numerous factional governments.
Reviewed and amended the early assistance money script. Also reworked withdrawal of assistance. Essentially most factions have been equalised.
Cap on diplomats should actually work now.
Update to Bosporan Tyrannos government. Tyrannos reworked (like Pontic Philos), Oligarcy reviewed for applicability in intended areas.
Added new royal_core hidden_resource, primarily for Pontic Hypobasileia, but may have other uses later.
Corrected the Taksashila Independence script (courtesy of myarta).
Amendment to the Baktrian section of the colonist script to ensure it fires when it should.
Bonus Rebel recruitment in Syrakousai.
Fixed Akontistai's melee attack value.
Updated recruitment in the hay_caucas and hay_satrap. Also altered parth_pbm and parth_sat.
Added Nabataens to third tier of roads_garrison.
Removed the walls from Lankia and Brakara that prevent them being upgraded.
Reviewed Saka reform script.
Reworked Sauromatian and Saka Admin buildings. Also corrected the lack of local troops in later Saka buildings.
Changes to requirements of migration governments. Expansion of Leusitane and Arevaci Confed pools to cover each other's homelands.
Properly fixed the Toutanakoi. They now use underhand spears as intended.
Added Patava pool to Roman civlib.
Increased cost of Pontomora Fleet to reduce barbarian naval spam.
Raised max adoption age from 30 to 45 - should hopefully mean more FMs for Teutonic factions.
Removed colonist requirement for Carthaginian colony precursor building. Fixed faulty requirement for trade colony.
Mastia removed from Carthage - turned Rebel. Garrison moved to Gader. Mastia renamed Kart-Hadast if taken by Carthage.
Added native pool to Carthaginian Allied Colony. Expansion of several merc pools for Carthage (only).
Removed bonuses from govallied and raised cost by 100 mnai - to encourage AI to build other government buildings. Also moved it to the bottom of the government section.
Gaesatae recruitment fixed - only in the Rhone valley.
Increased morale of Perkwunas and Slaganz.
Apollodoros (Pergamene FM) ethnicity fixed when Comes of Age.
Client Rulers implemented. They can be recruited in the Allied Government precursor building - the first step in establishing one. But the refresh is deliberately low; if they die you need to destroy the building and start again.
Nabataean Horse Archers removed from southern Arabian pools and starting garrisons. Left in mercenary pools, however.
Taksashila switched back to rel_i.
Elephants restored to a military formation.
Completely reworked and re-concepted the eastcol building - now a Foreign Military Settlers building.
Correction to the Felsina mission for Boii - faulty distance trigger now fixed.
New money script using inc_kings_purse instead of console_command add_money (allegedly the AI can "see" the former, where the latter is treated as mysterious free money). Reduced surplus on debt relief. Equalised withdrawal of support so everyone is impacted the same at 6+ provinces.
Amendments to the availability of "Galatians" and "Thracians" in the helcol.
Updated KH Archon titles script - courtesy of gosam.
Disabled AI-KH auto-siege-Knossos script. Added rebel garrisons to minor settlements on Krete.
Numerous changes to diplomacy, faction relations CAI and BAI.
Eastern and Steppe Client info card replaced with one that won't cause CTDs. Steppe Client Rulers added to Parthia. Fix to silver surfer Client Rulers. Adjustment to what is available in Arabia - east now gets Iranian Clients. Fix to stop Client Rulers becoming Hegemons. Fix to recruitment in villages.
Replaced eastern_axeman model with one that actually has javelins - thank Sylon for that.
Sauromatian and Sakan early government buildings brought into line with the Pahlavan ones which are the model. This means regional recruitment options both pre- and post-reform.
Removed the requirement for your own army to be 1000 or more men from the Pergamon reform script.
Fix to the "Olympic cycle" script that was failing to fire in the case of Carthginian (and possibly Hellenistic) colonisation.
Removed colony-point cost of Carthaginian precursor colony. Gadir and Atiqa upgraded to carthage_polis governments.
Update to projectiles that was preventing archers and slingers firing properly with their new BAI.
Reduced Roman colonial recruitment pools.
Unreachable Rebel in Saka-land moved. Saka can now build Native Colonies after their reform.
Another rejig of the money script - moving debt relief and withdrawal of assistance above the annual bounty and adjusting for the weaker factions.
Major overhaul of the Hellenistic Colony - now regionalised and varied. No more Kretikoi in Afghanistan.
Some tweaks to Numidian government pools (numidia3 and numidia4) to give them some better options if they take Carthaginian territory. Also in Libya (using Carthaginian-Libyan units).
Changed relative recruit_priority_offset of Libyan Infantry and Numidian Cavalry to encourage AI-Carthage not to spam the former.
Changed rename of Mastia when taken by Carthage to Qart-Hadast just in case same name as the capital causes issues.
Added a free upkeep slot to Carthaginian Settler Colonies.
All Iberian cavalry (not just the skirmisher) put on ponies - the Iberian horse was quite small.
Relaxed the prerequisites on some infrastructure buildings so that more can be done with an Allied Government.
Updates to archer formations and BAI to make them usable again. Distinction between levies and more professional types - the latter can fire co-ordinated/synchronised volleys.
EDIT: Revised Indian recruitment - elephants in the local_city and gandhara_urban
EDIT: Corrected error in mines requirements.
EDIT: Moved Bosporan BG to share that of the Sauromatians.
EDIT: Increased the cost of alliedstate to discourage AI construction still further.
EDIT: Fix to Sphendonetai skirmishing.
Some more archer adjustments.
Revision of Arabian recruitment.
Moved Allied Government requirements for infrastructure to the end of the lines.
Added Hayastan war-trigger over Kartli.
Corrected error introduced into Baktrian mission. Also the Galatian trigger in Pergamon Kingship script.
Corrected ethnicity entry for Maeotis Client Ruler.
Changed polis_two requirement for Bosporans to Oligarchy.
Adjusted some financial support to rein in Pergamon and Makedonia.
Corrected the name-change part of the script.
Changes to the factional precursor and alliedstate bonuses/penalties to encourage the AI to build factional.
AI Governor bonuses reduced to make it harder for them to cope with unrest.
Corrected non-displaying of Rector Provinciae trait.
Some minor changes to Italian regional recruitment for Numidia and Carthage.
Adjustment to Saka reform script - no longer linking Royal Satrapy to royal_core hidden_resource - instead you can build one wherever you like.
Reverted to CAI more in the vein of 2.03-2.05 - ie more aggressive.
More BAI updates
Alteration to the campaign-difficulty-related triggers for AIGovernor and AIGeneral
Removed royal_core from Alexandropolis and Girnar.
Plugged hole in Italic Client availability that had them in Britain. Same with eastcol recruitment on Shardin/Korsim.
Replaced faction_standing file with one shorn of irrelevant, error-logging vanilla lines.
Adjustment of Anatolian Spearmen and Hai Spearmen and knock-on effect on Armenian roster.
Naval recruitment added to Caucasus.
Adjustment of Good/Bad Disciplinarian and impact of sacking/not sacking settlements.
Fixed the crash-causing BAI/siege bug.
Fix to Faction Leader trait to make it "stick"
Corrected erroneous Sweboz event_counter in the Lugian government buildings.
Anatolian Archers made more like the other Anatolian highlander units - can now skirmish. Another adjustment of Anatolian and Armenian Spearmen.
Added some Khuveshavagan to Hayastan's government buildings as a placeholder for the (much heavier) Cataphracts.
Fixed the un-upgrade-able converted settlement bug.
Removed most of the family tree from "Teutonic" factions - which should prevent any Coming of Age and faulty ethnicities.
Corrected some syntax errors in the EDCT and EDA. Primary impact on Taksashila offices which should now function correctly.
Highlanders recruited from certain Pontic and Armenian government buildings start with experience.
Corrections to Hayastan and Baktrian missions - one CTD-causing, the other a missing script.
Prevented the double-qualification of Direct Mauryan Government in India - which prevents the tribal government appearing after independence.
Corrected the unique building bonus in Armavir and several other places.
Change to conversion mechanics - owner rates halved (so equal to founder/neighbour) and governor influence halved.
Corrected faulty syntax in requirements for the gandhara_viceroyal.
Reworking of Migration governments for barbarian factions.
Fixed copy-paste error in Confederates line of triggers. Thanks to myarta!
Reverted archers and slingers to the previous mechanics.
EDIT: Updated BAI in place of unit scripting - not ready for release yet.
Changed the nine factions using the Teutonic system of family structure to regular family tree. EDCT adjusted with regards ethnicities.
Adjustment to conversion rates
Cultural conversion removed from higher-tier Bosporan buildings. Only the earlier nomadic structures are supposed to convert.
Fast conversion from converting building reduced by 1/3.
Fixed the Tirdad/new Parthian traits bug. Also fixed the Lugian suitors with multiple ethnicities.
More Client Ruler descriptions added.
Further reduction of the order-bonus effects of the AIGovernor trait (ie AI empires will be less stable).
Reduced the garrison of Sarmizsegethusa slightly to aid AI-Getai's early expansion.
Changed Saba Precursor minimum settlement size to village - same as all the rest. Also revised requirement of city for their precursor and tribal governments.
Adjustments to Roman stats (morale lowered by one point) and Machairophoroi get ap as intended.
Change to requirements for Basilike Patris (top-tier Hellenistic government) - now need polis_two and helcol_two, rather than polis_three and helcol_three. However, you can only build one of them. This has most immediate impact on Makedonia, who don't start with one and have to wait a long time otherwise.
Slight tweak to recruitment in Bosporan Tyrranos and Paradynastes.
Use of non-existent unit in Boii mission script corrected.
Market in Saka capital changed to caravans.
Correct to Hayastan independence script to match that of Baktria.
Adjustments to agent traits and thresholds.
Update to Nabataean reforms - now with an AI trigger/fallback.
Revision to some garrisons in Arabia.
Hardy removed from Camillian Principes - omission before. Alteration to recruit_offset_priority to make for more balanced AI armies.
Expanded Numidian family tree to be less rarified.
Lowered requirement for first level of temple for Numidia by one. Adjusted Sab'yn access to battle/governor's temples to saba_tribal.
saba_tribal now rel_d or rel_c 20% - but saba_clients rel_c 40%
Change to Marian reform mechanics. Municip cannot be built anywhere but Roma until the reform.
BAI, CAI and diplomacy updates. Updated faction standing (so no longer the vanilla file).
Unit-based battle script ready for testing. Make sure you activate the script at the beginning of the battle (by clicking on the advisor's face).
Slight increase in Boii starting units.
Bosporan Royal Satrapy restructured and restriction to a single one removed. Helleno-Nomadic Satrapy also altered. Free upkeep added to Allied/Subject Clan.
Fallback added to Hayastan/Baktrian scripts - if Seleukids die, both are automatically made independent.
Changed placeholder "Thraikian" cavalry unit from Hippotoxotai to Mezenai.
Altered granary building requirements for Rome (as input into Marian reforms).
Changed fallback for Hayastan/Baktrian scripts to Seleukids have less than 5 provinces. Also added to Pergamon's kingship script.
Removed the "no eastcol present" restriction from Seleukid and Baktrian native administration governments. Not a constraint on any other faction's Laarchia. Also added upgrade path from Supervised Hellenic to Satrapy.
Changed secondary spear animation for Redoi to underhand.
Added a "Skythia" pool to Bosporan Allied/Subject Clan buildings.
Missing hyparchia hidden_resources added to provinces in eastern Anatolia and central Caucasus.
Updated traits regarding Paranoia
Updated battle script so no more passive attacking AI (also issued as a hotfix by z3n).
Revised the Helleno-Nomadic Satrapy again - polis condition is impossible to meet. So now it has a mixed pool, but is only build-able in Sarmatia (as originally intended - not Skythia too).
Corrected Numidian government building upgrade paths which had unnecessary conditions.
Changed missile hit rates against infantry (0.425) and cavalry (0.475) to make missiles a little more effective.
Increased accuracy of javelins.
Colonist advisor pop-ups no longer appear after turn 64 - everyone should have gotten the hang of it by then.
Removed the mixed h_r from Callaecia and Cantabria - no longer camps.
Adjustments to Royal Clan buildings for Saka/Sauromatae/Parthia - no longer lose factional units in their homeland.
Parthian Allied/Royal clans now build-able only in camps - same as the other two nomadic faction's pre-reform governments.
Lowered settlement requirement for numidia4/numidia5 to town/large_town respectively.
Iberian Client changed to a cavalry unit.
Latest scripts hotfix with BAI update.
Revision of infrastructure in many larger settlements.
Second tier of Allied Government size requirement downgraded to city.
Parthian Allied/Royal clan requirements reverted to original format (ie build-able anywhere).
Update to Sauromatian factional pools - more reflective of their position as the western steppe faction.
Expansion to post-reform Parthian pools.
Correction of faulty Baktrian (and some Seleukid) government pre-reqs on infrastructure.
Expansion of Bosporan Helleno-Nomadic Satrapy to include Skythiapolis and Paniardis. Removal of camp-conversion from that building - it's an end state not part of a transition to Hellenism.
New unit for Leusitane: Elite Swordsmen. Added ap to Leusitane elite cavalry swords.
Additional trigger added to Polybian reform - take Cisalpine Gaul and Sicily, and reforms will happen after turn 170.
Corrected my overly convoluted requirements for Bosporan Helleno-Nomadic Satrapy - now works.
Turn trigger for Polybian Reform reduced to after turn 120.
Siege AI update and change to siege mechanics.
Campaign AI usage of missile units should be reduced.


Changelist for 2.08e:

Corrected erroneous appearances of Italic client ruler.
Revised Allied Government placement of Leves in Italy.
Added Persian Archers to Persis and nearby in Native Admin pools. Hyrkanian Hillmen added to Hyrkania in Native Admin pools.
Added Felsina to Polybian fallback script.
Adjustment to the Baktrian/Seleukid Satrapy of the Empire - light cavalry added to local pool. Removed some redundant pools.
Added morale impact of general's experience back into EDCT.
New rel_i icon for the settlement summary screen.


We now recommend you try this on Hard campaign difficulty and Medium battle difficulty. There are some hard-coded changes that come with Hard (such as hiring of mercenaries by the AI), some of the soft-coded effects have been altered so that campaign difficulty doesn't make any difference to other aspects.


How do I install this?

This is an incremental update to Europa Barbarorum II version 2.01. You need a clean, unmodified installation of 2.01 if you don't already have it). That means if you've been using b0Gia's submod compilation, for example, you will need to uninstall and re-install 2.01. These changes are not compatible, but b0Gia's later modpacks, issued after this update will be.

If you have had to reinstall, please ensure you have followed all the instructions in order to get a working copy of 2.01 (http://www.twcenter.net/forums/showthread.php?666243-Europa-Barbarorum-2-01-released!) before you attempt to patch. That includes starting a campaign before patching.

To avoid inexplicable errors, please ensure your game is not installed in C:\Program Files or C:\Program Files (x86), and use the shortest path possible. Meaning something like C:\M2TW\mods\EBII\ is good; something like C:\Documents\Games\Sega - Medieval 2 Total War\mods\EBII\ is not good.

Note the simplified installation - you no longer have to do anything in the data\text\ folder, that's been automated. All you have to do is drop the folder in the right place and the game will do the rest.

1) Download the zip containing all the files, attached here: EDIT49 (18/12/15): 17143.

2) Open the zip file, drag and drop the \data\ folder onto [your M2TW folder]\mods\EBII\ folder - say yes to overwrite everything it queries.

Optional: We'd also recommend you install the vegetation and lighting graphical enhancements (https://forums.totalwar.org/vb/showthread.php?148373-EB2-Vegetation-lighting-2-0-testing), which is compatible with this.

3) NEW STEP: There's a new file in the zip, HugeCRemove.bat. Drop this in [your M2TW directory]\mods\EBII\ folder. Then run it - it should delete itself after doing it's thing. It removes all the redundant (and crash-inducing) huge city files for cultures lacking the necessary information. Note: if you did this when installing 2.03e, you don't need to do it again. It's there for anyone who missed 2.03e.

4) Go into [your M2TW directory]\mods\EBII\EBII.cfg and make sure under [game] advisor_verbosity = 1. Also make sure under [log] it says:

to = mods/ebii/logs/eb.system.log.txt
level = * trace

That way we can actually trace any errors.

5) Run the game, starting a new Grand Campaign first, even if you don't save it. This step is vitally important as it generates a new map.rwm. This may take as long as 5 minutes to create, it may appear that the game has frozen, but watch to see if the cursor is rotating and the music is still playing. If it is, you need to WAIT until it is finished, it will then move onto the progress screen and start a new game. If you quit and try again, the game will instead start with a faulty map.rwm, which borks recruitment and the building trees.

6) Enjoy!


What about the "autumn release"?

We're still working on it, don't worry. You'll hear more about it when we are able to share more.

As ever, thank you for your support and remember to read more history!



- The Europa Barbarorum II Team

Saigrin
05-15-2015, 11:06
Hi people, as this is a trial release, I will post these features I've noticed:

I'm playing turn 4 as Makedonia, and attacking Sparte. Western and eastern doors are impassable, the same mistake seen in Roma. Furthermore, the Gund-I-Palta unit still have a expensive upkeep, around 320 shinies I think.

QuintusSertorius
05-15-2015, 11:23
Hi people, as this is a trial release, I will post these features I've noticed:

I'm playing turn 4 as Makedonia, and attacking Sparte. Western and eastern doors are impassable, the same mistake seen in Roma. Furthermore, the Gund-I-Palta unit still have a expensive upkeep, around 320 shinies I think.

We've not touched anything to do with the impassable doors issue - I'll report it. Unit costs haven't been adjusted yet, either, that's planned for the summer release.

QuintusSertorius
05-15-2015, 16:24
There's an update coming to the script, so if you haven't started yet, hold off until I've issued it.

Hayasdan, Baktria and Gandhara all affected by missing bits and pieces in their scripts, which should now be fixed.

QuintusSertorius
05-15-2015, 23:52
As I mentioned earlier, I've updated the deck with some tweaks and changes. Most important amongst them is what is hopefully a fix to the Hayasdan Reforms, but also the Baktrian and Gandharan tribute scripts.

Really sorry to anyone well into a new campaign, but this is a non-savegame-compatible update.

QuintusSertorius
05-16-2015, 01:28
I should add, if you're reinstalling 2.01, make sure you follow all the instructions in that thread (http://www.twcenter.net/forums/showthread.php?666243-Europa-Barbarorum-2-01-released!) before you attempt to patch.

madmatg
05-16-2015, 07:33
Notes from 68 turns as Rome
-- The Syracuse rebels are a little annoying as they always park their extra troops on the border pillaging but it's usually just one or two units, would be better if they made a large aren't before going near my border
-- pirates appear out of nowhere and are real strong, well made, they have sunk a fleet of mine because I forgot to put them in port
-- Carthage had 2.5 large armies parked near thugga inside thugga territory but won't declare war.
-- there have been no new wars and no cease fires since the game began unless I initiate them, many factions, lusot, Greek, epirotes, maks(the ones I'm constantly spying on) are not attacking rebels or other factions.

QuintusSertorius
05-16-2015, 10:53
-- Carthage had 2.5 large armies parked near thugga inside thugga territory but won't declare war.
-- there have been no new wars and no cease fires since the game began unless I initiate them, many factions, lusot, Greek, epirotes, maks(the ones I'm constantly spying on) are not attacking rebels or other factions.

Hmmm, I wonder what mixture of the new CAI and the larger Rebel garrisons has done this. z3n - any ideas?

madmatg
05-16-2015, 14:19
I'm into turn 83 and KH has finally attacked, and taken demetrias, Carthage still the same, and general state of world peace continues haha. Checking on other factions... Areuakoi are still one province, pontics, pergamon, getai, as well as the other factions that start with one province still have one province.
...one exception to this is the aruernoi, they have taken 3 provinces

...It crossed my mind that I had installed third age mod a while back and had forgotten about that, possible this is being affected by that. Clean installing now

z3n
05-16-2015, 15:45
Probably related to the cai making invasion decisions based on enemy strength. Never seen that amount of passivity but its likely the garrison update slowing expansion.

madmatg
05-16-2015, 18:47
After reinstallining I'm changing to kh, turn 6 and I already observed those silly epirote generals walking to taras haha. Macedonia, let me take korinthos without reinforcing and they still haven't sent anything down to fight with me(only turn 8 though)

QWE_asd
05-17-2015, 05:11
1.
Baktria independence war could not be won. The condition for both HE_BAKTRIA_FORGIVEN and HE_BAKTRIA_KINGDOM is baktria_battlewon > 5 ,but
if I_CompareCounter baktria_battlewon = 5
terminate_monitor
end_if
so the condition is never met

2.
Infinite Hellenic Colony
;
; Re-enable the event counter after the player has clicked the end turn button. If this isn't done, the colony builing will never complete.
;
monitor_event ButtonPressed ButtonPressed end_turn
set_event_counter ecMakedoniaColonistsOn 1
end_monitor
;
; Disable the event counter at the end of faction turn.
;
monitor_event FactionTurnEnd FactionType f_makedonia
set_event_counter ecMakedoniaColonistsOn 0
end_monitor

from the above I guess the ecMakedoniaColonistsOn type variables are "global", they are enabled at player's
end turn and disabled at their end turns.
Q:What happens when Makedonia is destroyed by AI before it's turn at end of turn 114?
A:I, Baktria with no metropolis, can build colony and polis every turn everywhere since turn 115.

Bodeni
05-17-2015, 14:24
Hey, did a fresh reinstall of EBII, added this on top but now game always crashes when launching a custom battle. Have I messed up somewhere? campaign crashed too. On clicking start in both these cases so guessing it's a loading screen issue.

EDIT: Fixed. my bad!

QuintusSertorius
05-18-2015, 12:11
1.
Baktria independence war could not be won. The condition for both HE_BAKTRIA_FORGIVEN and HE_BAKTRIA_KINGDOM is baktria_battlewon > 5 ,but
if I_CompareCounter baktria_battlewon = 5
terminate_monitor
end_if
so the condition is never met

I've changed that "=" to ">" which should mean it's now possible to meet. Thanks for spotting that.


2.
Infinite Hellenic Colony
;
; Re-enable the event counter after the player has clicked the end turn button. If this isn't done, the colony builing will never complete.
;
monitor_event ButtonPressed ButtonPressed end_turn
set_event_counter ecMakedoniaColonistsOn 1
end_monitor
;
; Disable the event counter at the end of faction turn.
;
monitor_event FactionTurnEnd FactionType f_makedonia
set_event_counter ecMakedoniaColonistsOn 0
end_monitor

from the above I guess the ecMakedoniaColonistsOn type variables are "global", they are enabled at player's
end turn and disabled at their end turns.
Q:What happens when Makedonia is destroyed by AI before it's turn at end of turn 114?
A:I, Baktria with no metropolis, can build colony and polis every turn everywhere since turn 115.

This, however, looks more fundamental. I'll need to get some help with fixing it.

Again, thanks for spotting this.

QuintusSertorius
05-18-2015, 13:28
Alright everyone, 2.02b released - with a slew of fixes and a few more changes.

EDIT: Sorry, one more change to make, will be back shortly.

QWE_asd
05-18-2015, 14:30
Sorry I didn't include it in my first post, but you also need to change the condition of regions gained for baktria reform.

As for the colony system, I think it's easier to implement it using m2tw's guild system. I know it's a lot work for a overhaul
but the guild system fits the colonies best and separate the guild/colony script from campaign script makes it easier to fix & expand.

QuintusSertorius
05-18-2015, 14:33
Sorry I didn't include it in my first post, but you also need to change the condition of regions gained for baktria reform.

Do you have the details of what needs to change? If so, I can edit that in now and include in 2.02b when I release it shortly, just testing one other amendment.


As for the colony system, I think it's easier to implement it using m2tw's guild system. I know it's a lot work for a overhaul
but the guild system fits the colonies best and separate the guild/colony script from campaign script makes it easier to fix & expand.

Sounds like one for the full release, rather than trying to cobble something together now.

QWE_asd
05-18-2015, 14:52
change from 2.02a, I capped battles won at 5 and regions gained at 3:


;
; * FORGIVENESS OR RECOGNITION EVENTS
;
declare_counter baktria_battlewon
declare_counter baktria_regionstaken
;
monitor_event PostBattle FactionType f_baktria
and not I_ConflictType Naval
and not I_ConflictType Withdraw
and GeneralFoughtFaction f_seleukid
and WonBattle
inc_counter baktria_battlewon 1

if I_EventCounter ecBaktriaIsAI = 1 ;;; save monitor if Baktria is AI-controlled
terminate_monitor
end_if

if I_CompareCounter baktria_battlewon = 5
terminate_monitor
end_if
end_monitor
;
monitor_event GeneralCaptureSettlement FactionType f_baktria
and TargetFactionType f_seleukid
inc_counter baktria_regionstaken 1

if I_EventCounter ecBaktriaIsAI = 1 ;;; save monitor if Baktria is AI-controlled
terminate_monitor
end_if

if I_CompareCounter baktria_regionstaken = 3
terminate_monitor
end_if
end_monitor
;
monitor_event FactionTurnStart FactionType f_baktria

if I_EventCounter ecBaktriaKingdom = 1
terminate_monitor
end_if

if I_EventCounter ecBaktriaRebellion = 1
and I_CompareCounter baktria_battlewon = 5
and I_CompareCounter baktria_regionstaken > 1
historic_event HE_BAKTRIA_FORGIVEN true factions { f_baktria, }

while I_EventCounter HE_BAKTRIA_FORGIVEN_accepted = 0 ;;; while-loop to pause the script until a decision is made
and I_EventCounter HE_BAKTRIA_FORGIVEN_declined = 0
end_while

if I_EventCounter HE_BAKTRIA_FORGIVEN_accepted = 1
console_command diplomatic_stance f_seleukid f_baktria alliance
set_faction_standing f_baktria f_seleukid 0.5
set_faction_standing f_seleukid f_baktria 0.5
set_event_counter ecBaktriaSatrapy 1
set_event_counter ecBaktriaRebellion 0
set_counter baktria_tributeunpaid 0
set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 0
end_if

if I_EventCounter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 1
set_counter baktria_tributeunpaid 0
set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 0
end_if
end_if

if I_EventCounter ecBaktriaRebellion = 1
and I_CompareCounter baktria_battlewon = 5
and I_CompareCounter baktria_regionstaken > 2
historic_event HE_BAKTRIA_KINGDOM factions { f_baktria, }
console_command diplomatic_stance f_seleukid f_baktria neutral
set_faction_standing f_baktria f_seleukid 0.0
set_faction_standing f_seleukid f_baktria 0.0
set_event_counter ecBaktriaKingdom 1
set_event_counter ecBaktriaRebellion 0
terminate_monitor
end_if
end_monitor


---------------------
It seems the player can get infinite colony pts by accident and AI always gets infinite colony pts.

Can someone explains this:
;
; Re-enable the event counter after the player has clicked the end turn button. If this isn't done, the colony builing will never complete.
;
monitor_event ButtonPressed ButtonPressed end_turn
set_event_counter ecMakedoniaColonistsOn 1
end_monitor

QuintusSertorius
05-18-2015, 15:35
I've changed both of those battles_won/regions_taken conditions to > rather than = it's more reliable, apparently.

It now looks thus:


; * FORGIVENESS OR RECOGNITION EVENTS
;
declare_counter baktria_battlewon
declare_counter baktria_regionstaken
;
monitor_event PostBattle FactionType f_baktria
and not I_ConflictType Naval
and not I_ConflictType Withdraw
and GeneralFoughtFaction f_seleukid
and WonBattle
inc_counter baktria_battlewon 1

if I_EventCounter ecBaktriaIsAI = 1 ;;; save monitor if Baktria is AI-controlled
terminate_monitor
end_if

if I_CompareCounter baktria_battlewon > 5
terminate_monitor
end_if
end_monitor
;
monitor_event GeneralCaptureSettlement FactionType f_baktria
and TargetFactionType f_seleukid
inc_counter baktria_regionstaken 1

if I_EventCounter ecBaktriaIsAI = 1 ;;; save monitor if Baktria is AI-controlled
terminate_monitor
end_if

if I_CompareCounter baktria_regionstaken > 2
terminate_monitor
end_if
end_monitor
;
monitor_event FactionTurnStart FactionType f_baktria

if I_EventCounter ecBaktriaKingdom = 1
terminate_monitor
end_if

if I_EventCounter ecBaktriaRebellion = 1
and I_CompareCounter baktria_battlewon > 5
and I_CompareCounter baktria_regionstaken > 1
historic_event HE_BAKTRIA_FORGIVEN true factions { f_baktria, }

while I_EventCounter HE_BAKTRIA_FORGIVEN_accepted = 0 ;;; while-loop to pause the script until a decision is made
and I_EventCounter HE_BAKTRIA_FORGIVEN_declined = 0
end_while

if I_EventCounter HE_BAKTRIA_FORGIVEN_accepted = 1
console_command diplomatic_stance f_seleukid f_baktria alliance
set_faction_standing f_baktria f_seleukid 0.5
set_faction_standing f_seleukid f_baktria 0.5
set_event_counter ecBaktriaSatrapy 1
set_event_counter ecBaktriaRebellion 0
set_counter baktria_tributeunpaid 0
set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 0
end_if

if I_EventCounter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 1
set_counter baktria_tributeunpaid 0
set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 0
end_if
end_if

if I_EventCounter ecBaktriaRebellion = 1
and I_CompareCounter baktria_battlewon > 5
and I_CompareCounter baktria_regionstaken > 2
historic_event HE_BAKTRIA_KINGDOM factions { f_baktria, }
console_command diplomatic_stance f_seleukid f_baktria neutral
set_faction_standing f_baktria f_seleukid 0.0
set_faction_standing f_seleukid f_baktria 0.0
set_event_counter ecBaktriaKingdom 1
set_event_counter ecBaktriaRebellion 0
terminate_monitor
end_if
end_monitor

monitor_event FactionTurnEnd FactionType f_baktria
and I_EventCounter ecBaktriaRebellion = 1
and I_LocalFaction f_baktria
and I_EventCounter ecBaktriaKingdom = 0
and not DiplomaticStanceFromFaction f_seleukid = AtWar
console_command diplomatic_stance f_seleukid f_baktria allied
set_event_counter HE_BAKTRIA_FORGIVEN_accepted = 1
set_event_counter ecBaktriaRebellion 0
set_event_counter ecBaktriaSatrapy 1
end_monitor

monitor_event FactionTurnEnd FactionType f_baktria
and I_EventCounter HE_BAKTRIA_FORGIVEN_accepted = 1
and I_EventCounter ecBaktriaSatrapy = 1
set_event_counter HE_BAKTRIA_FORGIVEN_accepted = 0
end_monitor

QWE_asd
05-18-2015, 18:23
This might solve the colony bug:
;
; Re-enable the event counter after the player has clicked the end turn button. If this isn't done, the colony builing will never complete.
;
monitor_event ButtonPressed ButtonPressed end_turn
if not I_IsFactionAIControlled f_makedonia
set_event_counter ecMakedoniaColonistsOn 1
end_if
end_monitor

The_Blacksmith
05-18-2015, 18:34
Sorry for being helpless but... where is the download? all I see is: "1) Download the zip containing all the files, attached here: EDIT2: ."

QuintusSertorius
05-18-2015, 20:19
Sorry for being helpless but... where is the download? all I see is: "1) Download the zip containing all the files, attached here: EDIT2: ."

I pulled it just after putting it up - just a few more changes then ready.

QWE_asd
05-18-2015, 21:09
Always bad defender
;------------------------------------------
Trigger Defender_Defeat_good
WhenToTest PostBattle

Condition IsGeneral
and WonBattle
and not WasAttacker
and not I_ConflictType Siege
and PercentageEnemyKilled > 25
and Trait GoodDefender > 0

Affects GoodDefender -1 Chance 100
Affects GoodDefender -1 Chance 50

;------------------------------------------
Trigger Defender_Defeat_bad
WhenToTest PostBattle

Condition IsGeneral
and WonBattle
and not WasAttacker
and not I_ConflictType Siege
and PercentageEnemyKilled > 25
and Trait GoodDefender < 1

Affects BadDefender 1 Chance 100
Affects BadDefender 1 Chance 50

QuintusSertorius
05-18-2015, 21:16
This might solve the colony bug:
;
; Re-enable the event counter after the player has clicked the end turn button. If this isn't done, the colony builing will never complete.
;
monitor_event ButtonPressed ButtonPressed end_turn
if not I_IsFactionAIControlled f_makedonia
set_event_counter ecMakedoniaColonistsOn 1
end_if
end_monitor

That looks to me to be it. There was check that the faction was being played by a human player - that should do it. We've been using that same logic elsewhere to tell the script to do something when it's an AI faction.

Incidentally, the same issue was there in Roman and Carthaginian colony management - something triggered by the end_turn button, but no check that the faction was human-played. Which of course it has to be, since the AI factions can't press the button.

QWE_asd
05-19-2015, 01:30
Can AI build colonies after these changes (and before)?

--------------------
"EDIT: The placement of Hellenistic Poleis and Colony buildings has been adjusted. Emporion, Arbela and Sousa lose their Poleis building; Rhegion, Messana and Chersonesos gain one. Demetrias, Alexandreia and Antiocheia lose their Colony buildings, Seleukeia, Ipsos, Sardis, Rhagae, Edessa and Memphis are upgraded to/have added the second tier colony, Baktra gets a first-tier colony."

I didn't see any colony in baktra.

QuintusSertorius
05-19-2015, 09:52
Can AI build colonies after these changes (and before)?

--------------------
"EDIT: The placement of Hellenistic Poleis and Colony buildings has been adjusted. Emporion, Arbela and Sousa lose their Poleis building; Rhegion, Messana and Chersonesos gain one. Demetrias, Alexandreia and Antiocheia lose their Colony buildings, Seleukeia, Ipsos, Sardis, Rhagae, Edessa and Memphis are upgraded to/have added the second tier colony, Baktra gets a first-tier colony."

I didn't see any colony in baktra.

The colony changes were in 2.02b before I pulled it. So you can't see them yet in 2.02a.

QuintusSertorius
05-20-2015, 01:06
I've updated the first post with some more of the coming changes. Just doing final testing, then 2.02b should be ready.

Saigrin
05-20-2015, 12:53
Hi people, I wanted to report some feedback about this release.

I'm playing turn 70 as Makedonia, and:

- Game difficulty: M/M
- Greek Union expelled from Hellas
- Epeirotes destroyed without too much resistance
- Greeks sending assassins to sabotage my markets! (I've never seen that before)
- No new wars between factions, AI seems like sleeping. No attacking to rebels perceived either
- Pergamon, somehow, lost all their generals.

This is really weird, I've became the second power with not much struggle. I expect this to be useful.

Good day!

QuintusSertorius
05-20-2015, 21:53
At long last, Europa Barbarorum v2.02b is released!

QWE_asd
05-20-2015, 22:07
1.defender trait bug is still there

______________________________
2.colony build option bug

After several hours in my bosporan campaign I'm afraid the 2.02b colony system is not working properly.
I can't spend any colony points I have despite owning metropolis. Instead, I found the building options disappearing after I refresh the building panel by adding a building to the queue or reopening the panel.

In the script it says:
if I_EventCounter ecBosporanColonistsOn <= 1
set_event_counter ecBosporanColonistsOn 1
wait 1
set_event_counter ecBosporanColonistsOn 0
end_if
same for all 9 greek factions at every endturn, and m2tw ultimate document 2.0 says "wait"'s unit is in seconds.
It didn't take 9 seconds for every AI's turn to finish which means "wait" does not pause AI's turns. This monitor's scope is actually across multiple factions' turn and overlapping with itself. I can't spend any colony points after several seconds passed in my turn because the option is turned off by this monitor which started in previous AI's endturn and ended during my turn.

Maybe all "wait 1" should be changed to "wait 0.1" (or don't use wait at all because it's too dangerous).
________________________________
Ok, I'm pretty sure the bug is there.

Start a pergamon campaign and destroy the colony, you should see the colony build option. Go to next turn and immediately open the build panel the build option might be still there, wait several seconds and refresh the panel the option is gone. You can repeat it by going to the next turn.

QuintusSertorius
05-20-2015, 22:14
defender trait bug is still there

Traits more generally are a bigger piece of work than we could manage in the last few days picking up various bits and pieces. For a completely cleaned up EDCT, that will probably have to wait for the summer release.

QuintusSertorius
05-21-2015, 09:09
I spotted an error in the withdrawal of assistance part of the code - the Seleukids get nothing and KH get double.

QWE_asd
05-21-2015, 09:20
Can you check the new colony system bug as stated in my previous reply?

QuintusSertorius
05-21-2015, 09:40
colony build option bug

After several hours in my bosporan campaign I'm afraid the 2.02b colony system is not working properly.
I can't spend any colony points I have despite owning metropolis. Instead, I found the building options disappearing after I refresh the building panel by adding a building to the queue or reopening the panel.

In the script it says:
if I_EventCounter ecBosporanColonistsOn <= 1
set_event_counter ecBosporanColonistsOn 1
wait 1
set_event_counter ecBosporanColonistsOn 0
end_if
same for all 9 greek factions at every endturn, and m2tw ultimate document 2.0 says "wait"'s unit is in seconds.
It didn't take 9 seconds for every AI's turn to finish which means "wait" does not pause AI's turns. This monitor's scope is actually across multiple factions' turn and overlapping with itself. I can't spend any colony points after several seconds passed in my turn because the option is turned off by this monitor which started in previous AI's endturn and ended during my turn.

Maybe all "wait 1" should be changed to "wait 0.1" (or don't use wait at all because it's too dangerous).
________________________________
Ok, I'm pretty sure the bug is there.

Start a pergamon campaign and destroy the colony, you should see the colony build option. Go to next turn and immediately open the build panel the build option might be still there, wait several seconds and refresh the panel the option is gone. You can repeat it by going to the next turn.

Strange, I started a game as Makedonia when testing it. They start with colony points, I can build a military colony in Demetrias, which builds. The message stops appearing after that and the building builds.

I'm starting to wonder if we need a simpler method of handling colonies, it's been troublesome in every iteration since it first appeared.

QWE_asd
05-21-2015, 09:44
You can see the option and build it because it's the first turn. The bug happens after first turn.
And the overlapping window for Makedonia is 1 second, which is not very noticeable.
Try pergamon (8 seconds overlapping window) and bosporan (9 seconds overlapping window)

QuintusSertorius
05-21-2015, 11:49
You can see the option and build it because it's the first turn. The bug happens after first turn.
And the overlapping window for Makedonia is 1 second, which is not very noticeable.
Try pergamon (8 seconds overlapping window) and bosporan (9 seconds overlapping window)

Would you be able to test if changing the wait to 0.1 solves it?

QuintusSertorius
05-21-2015, 14:56
I'm going to have to look at the campaign script again; I think a rewrite of all the colonist systems, into something simple enough for the AI to use, is in order. Sorry anyone who was hoping this was it.

Still, feedback on the battle mechanics and general movement of CAI would be good.

QuintusSertorius
05-21-2015, 16:49
Alright, I've put up 2.02c, sorry to anyone who's gotten well into a campaign, but it's not savegame compatible. For the time being, I've reverted to the old colony point script, which should be functional, after a fashion. That might be "unlimited colony points", and the AI can't use it, but it's better than none.

In the meantime, I'm going to try to come up with a new system that doesn't rely on button clicks and different scripts for player and AI.

QWE_asd
05-21-2015, 19:20
I've found a temporary fix to the colony system in 2.02b:
change all wait 1 to wait 0.1
and do:
monitor_event FactionTurnStart FactionType f_pergamon
wait 2 ;make sure there is no leftover monitors from previous turn
if I_CompareCounter PergamonColonyPoints > 0
set_event_counter ecPergamonColonistsOn 1
end_if
end_monitor
to all 9 factions.
____________
However, something else is confusing me:
when I try to replace
monitor_event FactionTurnEnd
if I_EventCounter ecMakedoniaColonistsOn <= 1 ; the event is off or on
set_event_counter ecMakedoniaColonistsOn 1 ; enabling the event counter to allow construction to continue
wait 0.1 ; stop processing this monitor for x.x seconds
set_event_counter ecMakedoniaColonistsOn 0 ; disable\reset the event_counter for the next round, if colonypoints counter is > 0 then this will be set back to 1 at faction turnstart
end_if

with:
monitor_event FactionTurnEnd
if FactionType f_makedonia and not FactionIsLocal ; the event is off or on
set_event_counter ecMakedoniaColonistsOn 1 ; enabling the event counter to allow construction to continue
wait 0.1 ; stop processing this monitor for x.x seconds
set_event_counter ecMakedoniaColonistsOn 0 ; disable\reset the event_counter for the next round, if colonypoints counter is > 0 then this will be set back to 1 at faction turnstart
end_if
end_monitor

the colony system breaks at turn 1, which doesn't make any sense to me because they are endturn monitors and no endturn has happened at turn 1.

QuintusSertorius
05-21-2015, 19:32
I appreciate the thought, but I'm all for ditching it entirely. It's too complicated - for the AI and to a degree for the human player as well. As before, I've reverted to the old one for the time being, I think I'll leave a new system (which has to be agreed, implemented and tested) for the full summer release.

QWE_asd
05-21-2015, 19:36
So we are done with colony system for 2.02 testing?

QuintusSertorius
05-22-2015, 01:10
So we are done with colony system for 2.02 testing?

I think so; I've restored the old one for how.

edyzmedieval
05-22-2015, 18:24
I get a CTD playing as Romani every other 3 turns - playing 2.02c.

Somehow, two days ago, it was working without a hitch (one CTD in 20 turns). Now I get one every other 3 turns.

QWE_asd
05-22-2015, 19:34
AI is passive, most(90%) of the rebel towns are still there after 100th turn. AI refuse to attack rebel town even with multiple stacks of army.Playing M/M.

edyzmedieval
05-22-2015, 21:26
I managed to go around it somehow by saving the game every turn before clicking on the End Turn button, but sometimes CTDs still occur.

They only occur when the factions are "loading" their own turn movements. (after End Turn button)

QuintusSertorius
05-22-2015, 23:10
AI is passive, most(90%) of the rebel towns are still there after 100th turn. AI refuse to attack rebel town even with multiple stacks of army.Playing M/M.

Keeping a particular eye on CAI feedback. Keep it coming. Which faction are you playing, and which other factions are you observing?


I managed to go around it somehow by saving the game every turn before clicking on the End Turn button, but sometimes CTDs still occur.

They only occur when the factions are "loading" their own turn movements. (after End Turn button)

That sounds like a possible installation problem - does it do that with a clean installation of 2.01?

edyzmedieval
05-22-2015, 23:42
Yes, it actually did, but rarely. I started a test Romani for 2.01, and I got a CTD on turn 12. Then again on turn 33.

It's just on End Turn, that's it, nothing else. Battles work fine, campmap works fine.

QWE_asd
05-23-2015, 00:13
I'm playing parthia, attacked seleukeia on turn 1. Took the eastern half of it, faced little to no resistance.
After I asked for peace, seleukeia never tries to retake its lands even though my border cities only have one garrison, and it always leaves its border defendless.
This happens to all AI factions, baktria lost marakanda to rebels and never bother to take it back despite having 3 stacks of field army.
Rome took taras and stopped there as in every campaign I played since 2.02 is out. I don't think AI has attacked any rebel city. Most 1 settlement factions are still 1 settlement.

I think the problem is at the beginning the AI think it's too weak to attack the rebel town, when the AI built up its army it went bankrupt and become passive.
15477

charlieh
05-23-2015, 10:10
Hello there EB2 team. Thanks for your efforts in the new release. I have a couple of points to raise. Apologies if this is repeat material. Please also note, this is only after approximately ten turns.

In each iteration of EB2 there has been a problem with AI path-finding/stack merging for the Carthaginian armies at Lilibeo. Here is a picture.

https://i.imgur.com/rH7lhHr.jpg

It seems as if the two armies are trying to merge and then board the ship (which keeps close to the coast), but is unable to do so. Instead, the two armies keep moving past each other along that narrow strip of coast.

Another point. Armies tend to move in and out of small settlements multiple times after each turn. Here is a picture

https://i.imgur.com/6XNyaJ3.jpg

This Epirote army moved in and out of the minor settle four times on the last turn. Could this be rationalised as raiding? Also, as you can see, I have an army waiting at the border, so not sure if this is defensive behaviour.

Another point, which is most pleasing to see, is the abundance of diplomatic activity. Only after a short time, I have been asked for alliances by both the Aedui tribe and the Nabataens. Here is a picture.

https://i.imgur.com/k1z5FQq.jpg

This is great work.

I'm afraid I am a slow player, but I will shall post further observations as I continue. If there is anything specific you wish for me to look for on this Roman campaign, let me know.

Cheers, Charlie

QuintusSertorius
05-23-2015, 19:18
Thanks for pointing out the particular problem with Lilibeo.

The minor settlement bug, as the behaviour you're witnessing is called, is known. We're looking for a way to fix that. Campaign AI is going to be tweaked again, as is the economic assistance script.

Good to see lots of diplomatic activity - as a note for 2.02c, diplomats are much easier to come by than they were.

charlieh
05-24-2015, 15:38
Hello again Quintus,

Just some more feedback. First, more on Lilibeo. I shall post the pictures, then provide a description.
https://i.imgur.com/TrORBCg.jpg
https://i.imgur.com/OphmfrZ.jpg

Gesco, who comes of age, travels deep into enemy territory with only his bodyguard. Next turn, he returns to the narrow strip of sea outside Lilibeo. I'm not sure why there was a move into enemy territory without more forces. Perhaps it is related to the problem with stack merging in this area, although I've heard that this can sometimes happen with other family members.

Secondly, stack merging and AI defensive behaviour in Taras seems to be working well.

https://i.imgur.com/qS3hjuZ.jpg
https://i.imgur.com/p3blfvj.jpg

The turn before, I entered their territory. This prompted two armies Epirote armies to stack merging and enter Taras. Their combined number forced me to retreat. After, they sent a small force to defend the border. They are now building that force. Enjoying this tactical exchange.

Will report back. Good luck on the 2.02d.

HFox
05-24-2015, 18:06
Odd CTD (repeated three times now) playing baktria. At the beginning of the turn, when clicking through the news icons on the left hand side the game ctds (error reading cd message), and an apology, I forgot to get screen shot each time.

Other than that enjoying the game play, battles certainly more challenging, AI players seem a lot more passive strategically but due to a/b/c release not got further than turn 30 so far to comment further

QuintusSertorius
05-24-2015, 18:53
Odd CTD (repeated three times now) playing baktria. At the beginning of the turn, when clicking through the news icons on the left hand side the game ctds (error reading cd message), and an apology, I forgot to get screen shot each time.

That's bizarre. A screenshot alone won't really help, we need an error log if we're going to work out what's going on, but it sounds like something more fundamental than these recent changes.


Other than that enjoying the game play, battles certainly more challenging, AI players seem a lot more passive strategically but due to a/b/c release not got further than turn 30 so far to comment further

Yes, we're looking at the campaign AI again for 2.02d.

Saigrin
05-24-2015, 20:34
Hi People!

I reinstalled the game, and it works nice. There are some observations:

- AI seems a bit more warmongery, and big factions as Rome declare wars by port blocking
- Land conflicts are much more active, this is the first time I've seen Pergamon taking the initiative versus AS
- The first Hellenistic Reform seems to work nicely
- AI seems incapable, or at least does not want to fight rebels, can it be because of the new mechanics in rebel garrisons?
- As I always remember you, (I don't want to be a tick on the ass), is to revise unit upkeep. Unit costs in Carthaginian units are waaay more expensive than hellenistic units, and I don't know if this is intended

I hope some of this to be useful, there is a copy of my neighborhood at this moment.

Hail, team!

15482

Ozonius Tomicus
05-27-2015, 04:03
Turn 26 as Bosporans on M/M.

I've taken two rebel territories and the Sarmatians took the camp NE of the sea, but that is it for conquests to date. Seen/heard sea battles among AS/Ptolies/Mak and Rebels against ??? (fow).

Three FMs started racking-up negative traits (3 bumpkins, 2 rumormongers, 2 toadies) while staying in Pantikapaion so I've moved them out. The FM remaining did not acquire such traits but he developed the starving trait soon after being adopted into the family and it has remained for several turns even though he has never been out of the city since he appeared.

Still enjoyable, though I am saving often as CTDs are not uncommon. These have occurred during end-turn, viewing cities, and battle-aftermath.

EDIT: When turn 27 arrived the starving FM recovered to belts tightened, so I was just being impatient. Also found the Getic leader attacking rebel Histria, so there is some aggression other than the Sarmatians.

z3n
05-28-2015, 02:52
Hello there EB2 team. Thanks for your efforts in the new release. I have a couple of points to raise. Apologies if this is repeat material. Please also note, this is only after approximately ten turns.

In each iteration of EB2 there has been a problem with AI path-finding/stack merging for the Carthaginian armies at Lilibeo. Here is a picture.

https://i.imgur.com/rH7lhHr.jpg

It seems as if the two armies are trying to merge and then board the ship (which keeps close to the coast), but is unable to do so. Instead, the two armies keep moving past each other along that narrow strip of coast.

Another point. Armies tend to move in and out of small settlements multiple times after each turn. Here is a picture

https://i.imgur.com/6XNyaJ3.jpg

This Epirote army moved in and out of the minor settle four times on the last turn. Could this be rationalised as raiding? Also, as you can see, I have an army waiting at the border, so not sure if this is defensive behaviour.

Another point, which is most pleasing to see, is the abundance of diplomatic activity. Only after a short time, I have been asked for alliances by both the Aedui tribe and the Nabataens. Here is a picture.

https://i.imgur.com/k1z5FQq.jpg

This is great work.

I'm afraid I am a slow player, but I will shall post further observations as I continue. If there is anything specific you wish for me to look for on this Roman campaign, let me know.

Cheers, Charlie

Thanks for this, I always wanted to know whether that implementation of aedui/nabataens being more willing for an alliance with rome would work as I intended.

As to moving in and out of the minor fort- I believe it's due to the default CAI within the executable itself conflicting with the xml decision entries. XML takes precedence over the default CAI and eventually overrides it. According to a fellow team member- in any mod with permanent forts this problem happens at times happening until the army runs out of movement points, so be thankful it only happens four times. (joke) :)

The carthaginian army there I have marked myself, nonetheless thank you for reporting it every report like that is useful - as it is a problem the team will address in the future (my cohort a skilled mapper will attack the remaining CAI pathfinding problems through map improvements to the best of his ability).

madmatg
05-28-2015, 05:46
Could you possibly make the fort/supplements into a trade good and make the merchants into "minor governors"?

Sylon
05-28-2015, 20:04
Could you possibly make the fort/supplements into a trade good and make the merchants into "minor governors"?

The problem is, merchants used as 'minor governors' will also be able to trade other resources, like elephants or wine. Even if the player chooses to roleplay and not use them like that, the AI will happily spam 'minor governors' and put them all over their fertile soils amd whatnot.

Thoras
05-29-2015, 00:37
The problem is, merchants used as 'minor governors' will also be able to trade other resources, like elephants or wine. Even if the player chooses to roleplay and not use them like that, the AI will happily spam 'minor governors' and put them all over their fertile soils amd whatnot.
Hmm no clue if it is possible but if they spawn via script for the owner of the minor settlement(They die when it changes hands)-And don't make them recruitable and give them 0 movement points would that work?

Sylon
05-29-2015, 16:42
Hmm no clue if it is possible but if they spawn via script for the owner of the minor settlement(They die when it changes hands)-And don't make them recruitable and give them 0 movement points would that work?

If you're going so far as to spawn them via script, you might as well just write a script to give the owner of the fort x amount of money per turn directly with no need for merchants. Though that is a little more cumbersome than it sounds at first, since M2TW doesn't have a function for checking the owner of a fort, so you'll have to check for coordinates instead.

QuintusSertorius
06-02-2015, 12:03
I remember a while back people were complaining that Carthage had no free upkeep. Turns out it was a twofold problem; almost none of their roster had the attribute, but more fundamentally, they have no buildings which provide the slots. Looking into free upkeep right now, before releasing 2.02d.

Elephants have changed formation, to make use of the special AI that applies to them, but it does mean they're now a blob rather than an ordered square. They still seem to do as they're supposed to, and hopefully that will mean they work in sieges. Not sure how they'll handle pathfinding inside settlements, though.

I've finished the great recosting. Everything is now consistent with each other, based upon the same formula looking at status, equipment and training. Talking of elephants, African elephants have come down a little, so they're cheaper than Indian, since they're smaller and weaker. Elephants in general are still extortionate, though. :)

Armour upgrades have also been implemented, for those units which already had skins for them.

The importance of Makedonian Phalangitai has been reinforced still further - the mercenary phalanx uses weaker stats, though they are a little cheaper to hire than Phalangitai are to recruit.

Saigrin
06-02-2015, 13:37
Toxotai Aithiopikoi do not open formations

15522

QuintusSertorius
06-02-2015, 14:15
Toxotai Aithiopikoi do not open formations

15522

Intentional; not all units have loose formations. They specifically don't.

Saigrin
06-02-2015, 22:03
Oh thanks Quintus :D, I didn't knew it.

One question, is more people experiencing the "lazyness" of the CAI, apart from "QWE_asd" and me? I mean, they only attack neighbors, if they do, and never risk their armies against rebels.

QuintusSertorius
06-03-2015, 08:44
Oh thanks Quintus :D, I didn't knew it.

One question, is more people experiencing the "lazyness" of the CAI, apart from "QWE_asd" and me? I mean, they only attack neighbors, if they do, and never risk their armies against rebels.

Yes, we've updated and changed the CAI for 2.02d, which is coming soon.

QuintusSertorius
06-04-2015, 23:24
Just doing some pre-release testing of what will now be called 2.03 given the myriad changes from 2.02c.

Amongst the other things in there, it has Tux's text/UI legibility upgrades bundled in.

madmatg
06-05-2015, 00:16
Woohoo!

QuintusSertorius
06-05-2015, 11:34
2.03 released, install as usual, start a new campaign. As always, not savegame compatible. Changelog has been updated with all the new and improved things.

Tux
06-05-2015, 12:00
Changed the title to 2.03, where's my beer?!

QuintusSertorius
06-05-2015, 12:03
Changed the title to 2.03, where's my beer?!

I was expecting stealth-Ludens to have done it.

I owe you at least three, now. :laugh4:

QuintusSertorius
06-05-2015, 20:00
Update to diplomacy coming shortly, everyone.

QuintusSertorius
06-05-2015, 21:40
Indeed. Now updated to 2.03a - thank you for the quick feedback everyone, and thanks to z3n for the rapid turnaround.

If you were finding the pace of change too fast before, I'd recommend going back to Medium campaign difficulty, I suspect there's some hardcoded general aggressiveness at work there.

QuintusSertorius
06-06-2015, 12:16
I'd like people's observations on morale and it's impact on battles. I've seen a number of reports of mass routs, and I've seen some myself as well.

In 2.01, morale was too high. By the time routs occurred, very late in the battles, units were so depleted that they'd flee without rallying. I believe the number remaining has an impact on their likelihood to rally - ie return to the battle after breaking.

In 2.03, morale is generally half what it was in 2.01. Units rout earlier, but because they retain more men (if you don't immediately jump on them, hard to do in bigger battles if other parts are still fighting), they rally and return to the fight. I think this is particularly significant in the case of line infantry, cavalry feel fine for the most part.

I don't want a return to 2.01 where morale was basically irrelevant until it was a foregone conclusion. But I do think they're routing a little too early in 2.03. What I'm thinking of is a formula for consistent application of morale across all units (or at least for line infantry) where it would be a point or two higher than it is at present, but nowhere near as high as it was in 2.01.


I also want views on unit cohesion. It might just be me, but it seems to have changed recently. Does anyone with experience of 2.02 and my testing EDUs see anything different?

Gaius Sempronius Gracchus
06-06-2015, 12:52
I started an Epirote campaign with 2.03,nly siege battles so far so not sure if morale works differently on walls than in open battle. Both sides' morale only collapsed to routing after they were massively depleted (so for my - attacking - units there was no rallying).

What I did notice was that my units would run the siege engines or ladders up to the walls and then.....stand back, disengage from the siege engine and admire it, so that I had to re-order those units to make an attck on the units on the wall. Don't know if anybody else has had that problem.

QuintusSertorius
06-06-2015, 15:35
I started an Epirote campaign with 2.03,nly siege battles so far so not sure if morale works differently on walls than in open battle. Both sides' morale only collapsed to routing after they were massively depleted (so for my - attacking - units there was no rallying).

What I did notice was that my units would run the siege engines or ladders up to the walls and then.....stand back, disengage from the siege engine and admire it, so that I had to re-order those units to make an attck on the units on the wall. Don't know if anybody else has had that problem.

Sieges make morale irrelevant for the defender if they're in the "town square", which causes an auto-rally as soon as they reach it. So it's field battles we need feedback from, as far as morale goes.

Siege pathfinding is problematic at the best of times, as long as you can get them to actually execute an order, even if it takes multiple attempts, that's a result. If they abjectly refuse to do something, then we may have a bug.

Ozonius Tomicus
06-06-2015, 17:29
I played Bosporans for the first time with 2.02c so opted to try them again with 2.03a. As of turn 10 there have been two battles thus far -- both attacks by Rebel governors when I began siege on their towns. I only had about half the size army as the garrison in each case -- but decent hoplite infantry, a unit or two of skirmishers and my general's cavalry.

Rebel aggression with the immediate sally seemed appropriate given the numbers. Both garrisons had hoplite-class infantry, missile cavalry, and bow and javelin skirmishers. I pulled my troops back into a defensive line with cavalry screening the redeployment and chasing off the lighter cavalry harassers.

With the greater distance to attack my position the various foot troops definitely get spread out, so only attacked my defensive line with 1-3 units at a time. This gave me opportunities for local superiority with 2-3 of my units counter-charging each enemy in turn. The resulting melees did not seem any shorter than in the previous version of the mod, but units were definitely recovering and coming back for more punishment more quickly than before.

Most of the units available to the faction at start remain the same, though some names have changed. The starting forces did include a sphendonetai slinger unit and those had not been available to the Bosporans when I played them before.

No new family members yet though there should be one in a couple more years. Both games as the Bosporans I have started with a 65-year-old heir, so expect him to keel over any day now. Hopefully new FMs will not go starving the turn after they appear as they all did in my 2.02c game. Also no sign of bad traits yet -- in the previous game the great majority of FMs accumulated 4-6 traits apiece from bumpkin, self centered, rumormonger, toady, repulsive, and shameless -- even with schools in all towns.

Saigrin
06-09-2015, 11:31
Hi people!

I am playing a new campaign as Bosporans, just like Ozonius Tonicus, and the changes in unit upkeep are really noticeable.

I must insist, as its my main observation, that, at turn 40, the AI is still not fighting the rebels, only their neighbors. The other kind of aggression I've seen is port blocking, but not disembarks or other strategies like I remember in previous releases, or an unnofficial release of the CAI.

Have a good day ;)

madmatg
06-09-2015, 15:21
I just amphibious land at epidamnos with a full stack and sieged it, the epirotes had 2 full stacks sitting at and near the minor settlement in that region and neither attacked me on their turn

edyzmedieval
06-09-2015, 16:24
Are there any CTDs on the End Turn period in 2.03?

QuintusSertorius
06-09-2015, 17:08
Are there any CTDs on the End Turn period in 2.03?

Not that I've ever encountered.

Ozonius Tomicus
06-09-2015, 17:53
Update on my Bosporan M/M campaign at turn 45.

Still only at war with Rebels. The town at eastern end of Black Sea captured after an expiration sally. The garrison contained a large proportion of "poor morale" troops and by the time they reached my defensive line they were pretty-much breaking at contact.

Aside from my capitol all three of my other regions have been offered settlers. I never saw these in my earlier Bosporan campaign that went several times more turns. I'll have to try some of these out.

The elderly heir finally shuffled-off this mortal coil in his early 70's -- his equivalent in the 2.02c game dropped dead after only a few seasons. The remaining FMs should have a lot of years left. No new FMs have gotten the "starving" trait after appearing in a town, so that is good. Only one FM has been slowly acquiring negative characteristics (tier-2 bumpkin, toady) so that is no longer as overwhelming as the earlier game.

Also I haven't seen it mentioned but in the diplomacy sub-dialogs the Accept/Cancel buttons are switched -- showing "X" for accept and check for cancel. in other dialogs a green-highlighted check is accept and a red X is cancel. The UI overall does have better readability, which my eyes appreciate.

No factions eliminated yet and I think that aside from the usual Grecian brawling and AS/Ptolie dust-up everyone seems to be concentrating on Rebels. The Sarmatians took the place east of Azov and have been tentatively sniffing around my capitol from across the strait.

I have only seen a few naval units , one Epirote ship by Histria and AS/Ptolie/QS navies along the North African coast.

Only a couple of CTDs at all thus far, and those might have been hardware cooling-related with our local temps rising.

edyzmedieval
06-09-2015, 22:43
Not that I've ever encountered.

Cheers, I'll give it a try to see how it works. :yes:

QuintusSertorius
06-10-2015, 00:01
Cheers, I'll give it a try to see how it works. :yes:

I'd hold off, we're not long off 2.03b, with a fair few campaign mechanics actually fixed (colonies, reform events, etc) and updated battle mechanics.

QuintusSertorius
06-11-2015, 15:22
Update incoming with 2.03b: we've fixed the Koinon Hellenon Reform.

QuintusSertorius
06-12-2015, 22:27
Just doing some internal testing on 2.03b, but by way of preview while that's happening, here's the changelog:

Updated CAI to increase consistency and focus, better naval invasions and revision of diplomacy. More aggressive use of the resources the AI has.
Working colony scripts, courtesy of V.T. Marvin. Updated closing monitors for Hayasdan and Saka Reform.
Koinon Hellenon Reform working as intended, it is now possible to take the faction from the start to finish of this unique series of events.
Added horse archers to Hayastan government building recruitment - they're a temporary stand-in until they get native horse archers. Also added slingers and javelineers.
Persepolis replaced with Antiocheia in Hayastan reform conditions.
Removed the ability of Koinon Hellenon to found new polis buildings - this was never intended to be the case, their colonisation phase has ended by 3rd century BC. Changed the minimum KH government building required for a number of construction choices, to take into account the non-linear nature of them.
Koinon Hellenon governments now have a conversion bonus, up to 50% Hellenistic Polities. This means converting Small Hellenistic Poleis buildings into Hellenistic Poleis buildings will happen faster than usual.
Added the requirement of a Game Field to the pre-requisites for a helcol_two - settler-soldiers need somewhere to train together, after all.
Altered the cultural conversion bonus of the Native Garrison so that it only applies in the east.
Added three new pools to the Native Garrison - Galatia (only for non-Hellenistic factions), India and Italy. Added Pantopdapoi to Eastern pool and Uazali to Anatolian pool.
The numidia4 government has had it's recruit_pools revised - no more Balaeric slingers and Kretans on tap across a wide area, you have to go to the source to get them.
Slight reduction of Rebel garrisons globally, to encourage AI expansion. Moved some Rebel armies to the script, so they spawn when a particular faction is played by the human player, rather than all the time, again, to encourage the AI.
Flash flood disabled - hope to find a more permanent fix in a later release.
Increased melee kill rates from 0.3 to 0.35, which improves cohesion. Increased morale by 1 point for all units and doubled infantry shield values to compensate.
All javelineer cavalry set to skirmish mode by default (inconsistent before).
Some non-skirmisher javelineer units now have a heavy javelin instead of a light one.
Incorporates HaHawk's Realistic Dust Mod.

Ice
06-13-2015, 19:31
A couple comments on 2.03a m/m as Romani:

-AI doesn't really expand and attack rebels. It's 250 BC and 90% of the AI factions ha vent even conquered a single settlement. I see you have tweaked this in 2.03, but this should be a major area of focus. The game isn't remotely challenging.
-Assassins are way too powerful. I've assassinated countless high ranking generals with ease. I believe this needs to be tweaked to make it more difficult.
-Diplomacy doesn't work. It's now a hassle to get things as simple as trade rights from the AI. It wasn't even this bad in EB I.

The good things:
-Battles are much better. Missile and Calvary units seem to function correctly.
-The trait system seems to be working much better.
-Cultural conversion bonus buildings (colonys) seems to be working much better

QuintusSertorius
06-15-2015, 13:35
2.03b released, changes from last time:

Updated CAI to increase consistency and focus, better naval invasions and revision of diplomacy. More aggressive use of the resources the AI has.
Working colony scripts, courtesy of V.T. Marvin. Updated closing monitors for Hayasdan and Saka Reform.
Koinon Hellenon Reform working as intended, it is now possible to take the faction from the start to finish of this unique series of events.
Added horse archers to Hayastan government building recruitment - they're a temporary stand-in until they get native horse archers. Also added slingers and javelineers to reflect the missile-focus of Armenian warfare.
Persepolis replaced with Antiocheia in Hayastan reform conditions.
Removed the ability of Koinon Hellenon to found new polis buildings - this was never intended to be the case, their colonisation phase has ended by 3rd century BC. Changed the minimum KH government building required for a number of construction choices, to take into account the non-linear nature of them.
Koinon Hellenon governments now have a conversion bonus, up to 50% Hellenistic Polities. This means converting Small Hellenistic Poleis buildings into Hellenistic Poleis buildings will happen faster than usual.
Added the requirement of a Game Field to the pre-requisites for a helcol_two - settler-soldiers need somewhere to train together, after all.
Altered the cultural conversion bonus of the Native Garrison so that it only applies in the east.
Added three new pools to the Native Garrison - Galatia (only for non-Hellenistic factions), India and Italy. Rejigged existing pools to make more sense for the regions they are in.
Alteration to Numidian factional government building trees - both upgrade path and costs/building times. The numidia4 government has had it's recruit_pools revised - no more Balaeric slingers and Kretans on tap across a wide area, you have to go to the source to get them.
Slight reduction of Rebel garrisons globally, to encourage AI expansion. Moved some Rebel armies to the script, so they spawn when a particular faction is played by the human player, rather than all the time, again, to encourage the AI.
Flash flood disabled - hope to find a more permanent fix in a later release.
Increased kill rates from 0.3 to 0.35, which improves cohesion. Increased morale by 1 point for all units and doubled infantry shield values to compensate.
All javelineer cavalry set to skirmish mode by default (inconsistent before).
Some non-skirmisher javelineer units now have a heavy javelin instead of a light one. All infantry skirmishers slowed down slightly.
Assassins nerfed so they are not as powerful as before.
Includes HaHawk's Realistic Dust Mod.

QWE_asd
06-15-2015, 14:28
CTD on menu screen, am I missing something?

09:25:24.773 [script.err] [error] Script Error in mods/EBII/data/export_descr_unit.txt, at line 4024, column 1
Could not find soldier battle model for unit type 'Triarii_Polybian'.

09:25:24.773 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file mods/EBII/data/export_descr_unit.txt.

QuintusSertorius
06-15-2015, 15:33
Sorry everyone, entirely my fault, I put the wrong EDU in the zip. I've updated and it should work now.

Peril of working on both 2.03b and the development build at the same time, with each a subfolder in the same place...

QuintusSertorius
06-15-2015, 17:47
Right, if you downloaded before now and haven't started yet, I'd recommend re-downloading. I've now fixed the issue with incorrect bodyguard units for FMs (barring a few generals I left as they were), this was particularly problematic for Aedui and the Getai, none of whom were using the correct unit, but other factions had some with expensive, regular units. This matters because the designated guard units have an upkeep 1/10 what it would otherwise be (and 1/20 of the equivalent recruitable unit).

HFox
06-15-2015, 22:11
Sorry can't see the link....just says EDIT10 as text

QuintusSertorius
06-15-2015, 23:18
Sorry can't see the link....just says EDIT10 as text

Just been doing the mother of all debugging exercises in the descr_strat - going up now.

QuintusSertorius
06-15-2015, 23:24
And there we have it, people, after the mother of all debugging edits of the descr_strat, we're back on track. Seleukid players in particular will notice a sudden rash of Generals, where they'd previously had settlements with no governor. These were all erroneously down as "general" which actually means Captain. The way you make a General is by having a "named character" who is not on the family tree.

I've inadvertently removed all the lovely variety we had with the different Rebel bodyguards in the process, I thought it was the bodyguard unit causing the problem, but it was actually the above. I don't have time to go back and restore the various different units that were in use, now. Probably better that they're all using proper ones now, anyway.

QuintusSertorius
06-16-2015, 00:57
z3n still has more CAI/BAI tweaks to try in the coming weeks, and I want to put some variety back into the Rebel FM bodyguards, so there will be later versions. But for now, if this is stable, I'm going to leave be for a week or so for the detailed feedback to come in.

Saigrin
06-17-2015, 12:16
CAI is much more aggressive in this release, at last the AI is expanding again. I'm in turn 40, and, spying on Rome, I've seen them attacking full stack rebel cities:


15622

I cannot say yet if the AI uses intelligently their fleet, but its land expansion rate is, at least, more challenging than before. The world feels alive again.

This is really promising, keep on team!

QuintusSertorius
06-17-2015, 12:47
Let me guess, Rome hasn't even bothered with Sicily and is starting the Gallic Wars already?

Saigrin
06-17-2015, 14:00
Let me guess, Rome hasn't even bothered with Sicily and is starting the Gallic Wars already?

Well, I hope this pic helps you gaining some faith on the ai :D

15624

QWE_asd
06-18-2015, 02:42
Cannot trigger early Polybian reform.
Cannot build colony_rome_trade.

QuintusSertorius
06-18-2015, 09:39
Cannot trigger early Polybian reform.

How early are we talking? It's set so it won't trigger before turn 101.


Cannot build colony_rome_trade.

Can't build it where? You need to be outside Italy and have roads present.

QWE_asd
06-18-2015, 23:11
It has past turn 101, I fought many large battles in cisalpine gaul, I tried to fight large battles against Carthage but they lost all their armies to other factions and has only one large army left so I attacked it 5 times with one leves (autoresolve).

I tried to build trade colony in Sicily and cisalpine gaul where I have either province gov or civil liberty gov, in the edb it seems only minimum level of road is required, I'm sure they all have roads.

Saigrin
06-19-2015, 08:55
I've seen something a bit weird. Playing as Makedonia, Even with "Epistateia epi Hellenas", the "Nomos Symmachos Autonomos" is still an option to build, when I think it has no sense.

QuintusSertorius
06-19-2015, 09:28
I've seen something a bit weird. Playing as Makedonia, Even with "Epistateia epi Hellenas", the "Nomos Symmachos Autonomos" is still an option to build, when I think it has no sense.

Are you playing 2.03c? It was an error in 2.03b's EDB that allowed Allied Governments to be built almost anywhere.

Rien
06-19-2015, 09:53
only 10 turns (cant stop reading :p) in my first eb2 carthage campaign with build 2.03c and i clearly see the improvements.
- ai builds full stacks and attacks rebbels (and loses some of the battles)
- better unit costs and upkeep, no more cheap elite's
- ai uses forts/villages (not all)
- more active ai in general

Saigrin
06-19-2015, 10:57
My mistake, sorry

QuintusSertorius
06-19-2015, 14:51
only 10 turns (cant stop reading :p) in my first eb2 carthage campaign with build 2.03c and i clearly see the improvements.
- ai builds full stacks and attacks rebbels (and loses some of the battles)
- better unit costs and upkeep, no more cheap elite's
- ai uses forts/villages (not all)
- more active ai in general

How have you found the mercenaries available to you?


My mistake, sorry

No worries, with the frequent updates, it can be hard to keep track of what version people are playing. I'm getting read for another soon.

QWE_asd
06-20-2015, 00:05
Still cannot build rome trade colony, has anyone built it?

QuintusSertorius
06-21-2015, 01:08
Still cannot build rome trade colony, has anyone built it?

I've no idea; thing is if it's broken it has been since 2.01, I haven't changed anything in that part of the EDB.

It says you require roads, not hidden_resource italy and minimum size town. Does the place you're trying to build it fit all those criteria?

QWE_asd
06-21-2015, 02:22
I tried to build it in Sicily, I have province gov or civil liberty gov built there, that means they are not part of italy. I think all settlement there have road one built since the start. Also, their size are larger than town.

Is there going to be an expansion of gov types and building trees besides the unit expansion in the full summer release?

QuintusSertorius
06-21-2015, 02:35
I tried to build it in Sicily, I have province gov or civil liberty gov built there, that means they are not part of italy. I think all settlement there have road one built since the start. Also, their size are larger than town.

Is there going to be an expansion of gov types and building trees besides the unit expansion in the full summer release?

No one has concepted or planned any new buildings, so I'm doubtful. Recruitment is being reviewed fairly regularly, and sometimes bugged trees fixed, but that's mostly it for the EBD.

QWE_asd
06-21-2015, 07:53
Fixed, it turns out that the "not hidden_resource" condition is bugged for precursor level buildings. As suggested here https://forums.totalwar.org/vb/showthread.php?90011-Building-DB-error

For the future, there should be a new hidden resource "not_italy".
For now, the semi-savegame-compatible solution is:

step1. swap the order of socit and provinc in edb and delete provinc in socit's upgrade (doesn't make sense anyway, one requires italy the other requires not italy).
step2. change condition of colony_r2_precursor to:
colony_r2_precursor city requires factions { f_rome, } and building_present hinterland_roads and building_present_min_level govrome civlib and not building_present_min_level govrome socit


And by the way, what's the region name of Syracusa after rome conquers it? I tried Syracusa and Syrakousai neither works.

Saigrin
06-21-2015, 09:28
Still playing 2.03c,

I've seen celtiberian Redoi without a ranged attack, when their description tells they should have one.

QuintusSertorius
06-21-2015, 18:45
Fixed, it turns out that the "not hidden_resource" condition is bugged for precursor level buildings. As suggested here https://forums.totalwar.org/vb/showthread.php?90011-Building-DB-error

For the future, there should be a new hidden resource "not_italy".

There must be another way that doesn't involve creating a labour-intensive hidden_resource (because not_italy would need to be added to 240-odd provinces). That post is relating to R:TW - do we know for sure the same issue persists in M2TW?

Using celtic, iberia, illyria, punic and perhaps greek1 would do it.

EDIT: In fact in the development build, it's been done a completely different way:


colony_r2_precursor city requires factions { f_rome, } and building_present_min_level market market_one and not building_present_min_level hinterland_province_e province_038 or building_present_min_level hinterland_province_e province_043


For now, the semi-savegame-compatible solution is:

step1. swap the order of socit and provinc in edb and delete provinc in socit's upgrade (doesn't make sense anyway, one requires italy the other requires not italy).
step2. change condition of colony_r2_precursor to:
colony_r2_precursor city requires factions { f_rome, } and building_present hinterland_roads and building_present_min_level govrome civlib and not building_present_min_level govrome socit


And by the way, what's the region name of Syracusa after rome conquers it? I tried Syracusa and Syrakousai neither works.

No change to the EDB is savegame compatible in EBII. It'll crash your saved game when you attempt to load it.


Still playing 2.03c,

I've seen celtiberian Redoi without a ranged attack, when their description tells they should have one.

They've got a primary javelin attack:


stat_pri 13, 0, javelin, 60, 8, thrown, missile_mechanical, piercing, none, 0, 1

Is it not working?

QWE_asd
06-21-2015, 23:38
No change to the EDB is savegame compatible in EBII. It'll crash your saved game when you attempt to load it.



It's save-game compatible for me, changing building leveling order and build condition does not crash the game. The only
flaw is that all my provinc and socit are swapped because the save file only holds the building level.

------------------------------------
Also, another thing for the team to consider:

The "trade fleet" attribute of the building only affects the amount of projected trade income display, not
how much you actually get. And that projection is always there, never actually happens in the next turn.

The number of possible "sea exports" (most valuable trade income) is the level of port building tree and
has a maximum of 3. (sea imports do not seem to be affected by anything.)

I suggest two things:
1. Adjust the trade fleet for port buildings so they have a trade fleet number equals to their level and no greater than 3.
2. Change the trade fleet bonus of port garrison buildings into trade income bonus.

QuintusSertorius
06-23-2015, 23:03
Running through some final tests on 2.03d, by way of preview, here's the changelog:

Further alterations to campaign AI and diplomacy, and more updates to battle AI.
Another tweak to the money script to be less generous, and to withdraw the early support more slowly from smaller factions.
Revised General (ie non-FM named character) bodyguards and Rebel FM bodyguards.
Removed free upkeep from buildings which don't provide any troops, since this is redundant due to the way free upkeep is hardcoded. Given a farming and trade bonus instead.
Slight tweaks to mercenary pools and their refresh rates.
Increased the wage of assassins, to hopefully curb their use by the AI.
Yet more alterations to Rebel garrisons; in light of the more aggressive AI, all have gone up by one unit on average, unless they're near Pontos/Pergamon or Getai
Line infantry units have Guard Mode on by default - which should improve AI durability, especially in their use of the phalanx.
ThureosReform condition removed from Machimoi Phalangitai - though you still need either an Allied Government or Native Colony in the right place to get them.
Added some more Pantopapoi Phalangitai to Seleukid and Ptolemaioi starting armies/garrisons.
Reduced Steppe cavalry refresh rates from Saka/Sauromatae/Pahlava factional government buildings.
Added Native Garrisons to rebalance the change to Hellenistic recruitment. The following gain an eastcol_one: Hekatompylos and Sousa.
Also added some Hellenistic Colonies to some places, namely Alexandreia, Antiocheia and Dispolis-Megale gain a helcol_one.
Found another unit for Hayastan - Asiatikoi Hippeis - medium cavalry.
Segourina and Mada Asabara reviewed and amended. All shield values for infantry reviewed and updated to new formula.
All successors now start with a unit of Hypaspistai (with either the Faction Leader or Faction Heir).
Fixed Roman Trade Colony - now possible to build it.
Reverted Coming of Age to 16.
Given Nisaya appropriate government building and added a herds building, since it's now the Pahlava capital.
Fixed carthage_polis and carthage_council regional recruitment pools. Altered the availability of Liby-Phoenicians in the carthage_colony and military colony buildings.
All Hellenistic factions now get a small pool of native recruitment with all non-precursor government buildings bar the top tier. This is not global, but in areas they had a close geographic or cultural link to.
Rebalanced ship costs/upkeep and refresh to reduce naval spam.

QuintusSertorius
06-23-2015, 23:04
Also, another thing for the team to consider:

The "trade fleet" attribute of the building only affects the amount of projected trade income display, not
how much you actually get. And that projection is always there, never actually happens in the next turn.

The number of possible "sea exports" (most valuable trade income) is the level of port building tree and
has a maximum of 3. (sea imports do not seem to be affected by anything.)

I suggest two things:
1. Adjust the trade fleet for port buildings so they have a trade fleet number equals to their level and no greater than 3.
2. Change the trade fleet bonus of port garrison buildings into trade income bonus.

Is there a similar issue with industry buildings? They also claim a bonus to income that they never actually deliver.

QWE_asd
06-24-2015, 01:46
Is there a similar issue with industry buildings? They also claim a bonus to income that they never actually deliver.
I think they are separate issues.
The trade fleet "bug" existed since vanilla and is also in StainlessSteel, there are many posts about this issue.

The industry income issue is different. The income (not counting trade income bonus) is very small 200 ~300 and there
are more buildings with -200~300 industry income. The total industry income cannot go below zero (same with
law and happiness) so there is no penalty for building an academy when you don't have an industry building,
which made industry building tree somewhat useless.

I think there should be a bonus on either industry income or mining income when both mine and industry building are present.

QuintusSertorius
06-26-2015, 23:35
2.03d is ready, check the first post. Changelist:

Further alterations to campaign AI and diplomacy, and more updates to battle AI. Don't worry about early alliances, they should settle down within 10-20 turns, and won't prevent AI factions betraying one another if a good opportunity arises.
Another tweak to the money script to be less generous, and to withdraw the early support more slowly from smaller factions.
Revised General (ie non-FM named character) bodyguards and Rebel FM bodyguards.
Removed free upkeep from buildings which don't provide any troops, since this is redundant due to the way free upkeep is hardcoded. Given a farming and trade bonus instead.
Slight tweaks to mercenary pools and their refresh rates.
Increased the wage of assassins, to hopefully curb their use by the AI.
Yet more alterations to Rebel garrisons; in light of the more aggressive AI, all have gone up by one unit on average, unless they're near Pontos/Pergamon or Getai
Line infantry units have Guard Mode on by default - which should improve AI durability, especially in their use of the phalanx.
ThureosReform condition removed from Machimoi Phalangitai - though you still need either an Allied Government or Native Colony in the right place to get them.
Added some more Pantopapoi Phalangitai to Seleukid and Ptolemaioi starting armies/garrisons.
Reduced Steppe cavalry refresh rates from Saka/Sauromatae/Pahlava factional government buildings.
Added Native Garrisons to rebalance the change to Hellenistic recruitment. The following gain an eastcol_one: Hekatompylos and Sousa.
Also added some Hellenistic Colonies to some places, namely Alexandreia, Antiocheia and Dispolis-Megale gain a helcol_one.
Found another unit for Hayastan - Asiatikoi Hippeis - medium cavalry. Replaced Bactrian Tribesmen in native and eastcol Caucasian pools.
Segourina and Mada Asabara reviewed and amended. All shield values for infantry reviewed and updated to new formula.
All successors now start with a unit of Hypaspistai (with either the Faction Leader or Faction Heir).
Fixed Roman Trade Colony (there was updated code in the development build) - now possible to build it.
Reverted Coming of Age to 16. This does mean some factions will have fewer starting FMs than in previous versions, since they will now have to Come of Age before they appear.
Given Nisaya appropriate government building and added a herds building, since it's now the Pahlava capital.
Fixed carthage_polis and carthage_council regional recruitment pools - now broadly similar to the numidia4. Increased the availability of Libyans and reduced that of Liby-Phoenicians in the carthage_colony and military colony buildings.
Altered the requirements for baktria2/baktria5 and seleukid2/seleukid5 governments - they should actually be possible to build, now.
All Hellenistic factions now get a small pool of native recruitment with all non-precursor government buildings bar the top tier. This is not global, but in areas they had a close geographic or cultural link to.
Rebalanced ship costs/upkeep and refresh to reduce naval spam.
Change to the Industry building - added trade boosts for all levels.
Removed the requirement for a level 3 temple of fertility in order to have a chance of acquiring a doctor ancillary.
Corrected missing late units from lugia_protect building. Moved the Germanic reforms from descr_events to the campaign_script where they now have an announcement. Given them access to each other's late units.
Raised line infantry morale for most units by 1 point. Now averages 4 for levies, 5 for regulars and 6 for veterans.
Added This Year in History (starting in 271BC).
Cleanup of unit names.

QuintusSertorius
06-30-2015, 22:42
Changelist for 2.03e - hopefully people have better luck with this than 2.03d:

Added Nisaya's government via script, instead of the descr_strat.
The version you are playing now displays on the main menu option to select a new Grand Campaign.
Fixed the Koinon Reform; now it will complete and you can choose not to build it on the first turn it becomes available.
Fixed the first announcement and 272BC for the Year in History pop-ups.
Sweboz migration building conversion switched back to 0.5 as originally intended. Also fixed the incorrect culture type in migration2.
Reset spy and assassin values to those used in 2.01.
Removed Anatolian Spearmen from far eastern garrisons.
Altered Carthaginian troops in the Roman civlib building - now only available in Africa/Sicily.
Updated Allied Democracy hellen1/hellen2 pools - they now have units pre-ThureosReform.
Rewritten siege BAI to deal with a crash-trigger.
Reworked hellen1 and hellen2 Allied Democracy pools - phalanxes aren't available in hellen2, which made one of the lines redundant.
Altered the age mechanics which were causing crashes on the Roman family tree.
Changed the descr_cultures to remove the Huge City bug. This also needs you to run a batch file to finish the job.


Note you also need to run the batch file, though once you've done that, you won't need to do it again, unless you re-install 2.01.

QuintusSertorius
07-02-2015, 18:52
Changelist for 2.03f:

Fixed Gandhara Reform - there was a faulty event_counter triggered by independence that the EDB couldn't read. Meaning the higher tier government buildings couldn't be unlocked. Also fixed the failure to spawn the third army, allowing the reform to be completed.
Yet again, addressed the Koinon Reform - this time it was always available as soon as you clicked end turn.
Removed the AI BOOST for KH in their government buildings - added a recruitment bonus for KH on the polis instead.
Added a helcol_one to Demetrias.
Changed costs for Arabian fleet.
Review of unit morale for consistency, a few have been increased or decreased by a point.
Increased Carthaginian forces in Spain slightly.


Only a minor one for the most part, fixing two reform events and some small tweaks. z3n is on holiday, so no new CAI/BAI updates.

I've also included my map.rwm in the zip, for anyone who can't get theirs to generate properly. If that's the case, then after copying over the data directory, open map.zip, go into [your M2TW directory]\mods\EBII\data\world\maps\base and drop it in there.

QuintusSertorius
07-06-2015, 00:07
Changelist for 2.03g:

Tidied up Taksashila reform script.
Expanded the starting family tree for Saba, Pahlava, Pergamon and Bosporans - two more children; one male and one female.
Upgraded Sauromatae starting infrastructure.
Reviewed and altered starting armies and garrisons.
Updated the labelling of all the units in the EDU, so they're easier to match to what you see in the game. Saka and Sauromatae unit names have been amended.
Increased distance from capital penalty cap - can now reach -50% public order. Also raised the cap on unrest from 50% to 80%.
Fixed the ultra-fast conversion of saba_tribal and saba_royalgov buildings when the requisite temple was present.
Updated Pontos with a native recruitment pool like the other Hellenistic factions in pontos2, and removed AI Boost.
Turned the 10 Seleukid Generals back into Captains. Added some small Rebel forces in Gabiene, Karmania, Hyrkania and Characene - basically bandits who might keep the early Seleukid AI busy.


What I'm particularly interested in is whether the Grey Death is addressed any with this change.

z3n is back from holiday now, so in the coming week we should have some updates to CAI and other bits.

Coronatus
07-06-2015, 23:44
First of all, thank you Quintus for doing all the stuff to improve V 2.01. Especially thank you for re-integrating "Year in History" which is always nice to read and which I really missed in 2.01.

Now some things I can report for 2.03f in comparison to 2.03d that I played previously:

- Seleucids are THE force in the game; they quickly start finishing off the Ptolies in Minor Asia and Syria first (although the Ptolies are doing better especially in 2.03d related to earlier versions), then turn against Pergamon, who bravely try to defend but have no chance against 5, 6, sometimes 7 Seleucid full-stacks; tried to adress it myself by decreasing Seleucid money excessively, but failed - little to no impact on their power
- Parthia and Pontos doing zero to nothing
- Baktria growing but only in direction of Saka and China (they know for good reason why they don't mess up with the Arche!)
- Gandhara expanding to Eastern (former Rebel) regions of Persia, then stopping at Seleucid border (we all know why!)
- Bosphorans sometimes invading Hayasdan in earlier versions, now doing some little war on Sauromatae
- Saba and Nabatu building up huge stocks of money, expanding quite well in Arabia, then finished by Arche (at least this is true for the Nabatu)
- Hayasdan doing pretty well, expanding all over Armenia and Kappadokia; unfortunately the Seleucids turn the eyes right to them after killing Pergamon
- Makedonia: no chance; stuck in the middle between Hellenes and Epeiros; in most of my games they are THE loser in Greece
- Koinon Hellenon progressing quite well in Hellas but avoids invading Minor Asia
- Epeiros without a chance in Italy but nail on the grave of Makedonia
- Getai building up an imperium all over Thrace and neighbouring regions, doing quite fine
- Boii have bad luck settling in the middle between Getai and Sweboz; get killed by either one of them mid-game
- SPQR: in earlier versions I played (2.03c, d) they progressed quite well heading South; since 2.03f they are looking North again; in one game they finished the Boii somewhere in Southern Germany (!)
- Carthage is one of the winners of the revised money script; doing quite well in Africa, maybe a bit too well (Numidians get crashed in early-game, always on the run)

When having to decide between a weak and a strong Carthage I really prefer the later though. It adds a lot more depth to the game, since Roma is no longer the sole superpower in the West. Arche has to be stopped somehow but after reading the thread I'm coming to the conclusion that this gets already addressed. This was a lot better with 2.03c (or was it d?), when half of their empire instant-rebelled. The problem with them is, they are not only sending full-stack after full-stack but also win almost every battle against other AI-factions.
Next thing I would emphasize is giving Baktria a Hellenistic Metropolis. When I was playing them it was really annoying that I had to create Allied States in every new acquired region being unable to increase Hellenistic "religion" effectively for turns.

Last thing, I experienced CTDs in EVERY battle I fought personally on battle map. Don't know why. This happened only in v2.03f for me and didn't occur in one battle for the previous versions. CTD seemed to happen when AI troops started marching, irrespectively of the faction I was fighting with or on. 2.03g is currently installing. Will see how that works.

Thank you so far. I hope I could contribute sth valuable.

Coronatus


Edit:
Almost forgot: PLEASE do sth against the excessive spamming of assassins by Ptolies and Seleucids. When playing Baktria the Seleucids killed either Basileus or Kleronomos every turn (sometimes both of them). This happened also for me playing Pergamon, when I was spammed by both Arche and Ptolies. Choosing Makedonia, they "only" destroyed all my markets every turn, sending about 4-5 assassins to Greece every season. Maybe a tweak in decreasing their success chances for killing faction members and sabotage would be the right thing to do.

QuintusSertorius
07-07-2015, 00:26
First of all, thank you Quintus for doing all the stuff to improve V 2.01. Especially thank you for re-integrating "Year in History" which is always nice to read and which I really missed in 2.01.

Now some things I can report for 2.03f in comparison to 2.03d that I played previously:

- Seleucids are THE force in the game; they quickly start finishing off the Ptolies in Minor Asia and Syria first (although the Ptolies are doing better especially in 2.03d related to earlier versions), then turn against Pergamon, who bravely try to defend but have no chance against 5, 6, sometimes 7 Seleucid full-stacks; tried to adress it myself by decreasing Seleucid money excessively, but failed - little to no impact on their power
- Parthia and Pontos doing zero to nothing
- Baktria growing but only in direction of Saka and China (they know for good reason why they don't mess up with the Arche!)
- Gandhara expanding to Eastern (former Rebel) regions of Persia, then stopping at Seleucid border (we all know why!)
- Bosphorans sometimes invading Hayasdan in earlier versions, now doing some little war on Sauromatae
- Saba and Nabatu building up huge stocks of money, expanding quite well in Arabia, then finished by Arche (at least this is true for the Nabatu)
- Hayasdan doing pretty well, expanding all over Armenia and Kappadokia; unfortunately the Seleucids turn the eyes right to them after killing Pergamon
- Makedonia: no chance; stuck in the middle between Hellenes and Epeiros; in most of my games they are THE loser in Greece
- Koinon Hellenon progressing quite well in Hellas but avoids invading Minor Asia
- Epeiros without a chance in Italy but nail on the grave of Makedonia
- Getai building up an imperium all over Thrace and neighbouring regions, doing quite fine
- Boii have bad luck settling in the middle between Getai and Sweboz; get killed by either one of them mid-game
- SPQR: in earlier versions I played (2.03c, d) they progressed quite well heading South; since 2.03f they are looking North again; in one game they finished the Boii somewhere in Southern Germany (!)
- Carthage is one of the winners of the revised money script; doing quite well in Africa, maybe a bit too well (Numidians get crashed in early-game, always on the run)

Always appreciate detailed feedback.

Something to be aware of: trying to decrease AI faction money via the console won't have any impact. They are reset above negative by the script, because if they spiral into the red, they go passive. The lesser evil is making sure they can't go bankrupt.


When having to decide between a weak and a strong Carthage I really prefer the later though. It adds a lot more depth to the game, since Roma is no longer the sole superpower in the West. Arche has to be stopped somehow but after reading the thread I'm coming to the conclusion that this gets already addressed. This was a lot better with 2.03c (or was it d?), when half of their empire instant-rebelled. The problem with them is, they are not only sending full-stack after full-stack but also win almost every battle against other AI-factions.

The change that caused so much stability was me turning all their starting Captains into Generals. They're all back to Captains again as of 2.03g. Things should also be less stable with the alteration to distance penalty and turmoil cap.


Next thing I would emphasize is giving Baktria a Hellenistic Metropolis. When I was playing them it was really annoying that I had to create Allied States in every new acquired region being unable to increase Hellenistic "religion" effectively for turns.

Baktra doesn't have a Metropolis for good reason, because the Greek population density wasn't high enough in 272BC. The update to the independence script, granting bonus colony points, should alleviate this a little (two of the three will let you put a helcol_three in Baktra), but you can always change it yourself. Search the descr_strat for Baktra, and simply change the line with polis_two on it to polis_three.


Last thing, I experienced CTDs in EVERY battle I fought personally on battle map. Don't know why. This happened only in v2.03f for me and didn't occur in one battle for the previous versions. CTD seemed to happen when AI troops started marching, irrespectively of the faction I was fighting with or on. 2.03g is currently installing. Will see how that works.

Thank you so far. I hope I could contribute sth valuable.

Coronatus

I'll ask z3n to take a look. Do you have some error logs from the battle crashes? These help a great deal in terms of locating what's causing the instability.


Edit:
Almost forgot: PLEASE do sth against the excessive spamming of assassins by Ptolies and Seleucids. When playing Baktria the Seleucids killed either Basileus or Kleronomos every turn (sometimes both of them). This happened also for me playing Pergamon, when I was spammed by both Arche and Ptolies. Choosing Makedonia, they "only" destroyed all my markets every turn, sending about 4-5 assassins to Greece every season. Maybe a tweak in decreasing their success chances for killing faction members and sabotage would be the right thing to do.

Limiting agents per faction is difficult. The reason those two have so many is that they have the higher-tier markets in a number of places. In 2.03h I'm dropping the maximum chance of success which should stop super-assassins a bit.

Coronatus
07-07-2015, 07:35
Always appreciate detailed feedback.

Something to be aware of: trying to decrease AI faction money via the console won't have any impact. They are reset above negative by the script, because if they spiral into the red, they go passive. The lesser evil is making sure they can't go bankrupt.

Thank you for replying so quickly!
Well I changed it via script giving Arche a huge money penalty in king's purse when having more than 20 settlements but leaving a bonus when dropping below 15 settlements. Unfortunately they even grew above 25 settlements. :dizzy2: (Of course I kind of deactivated the debt script for them.)


Baktra doesn't have a Metropolis for good reason, because the Greek population density wasn't high enough in 272BC. The update to the independence script, granting bonus colony points, should alleviate this a little (two of the three will let you put a helcol_three in Baktra), but you can always change it yourself. Search the descr_strat for Baktra, and simply change the line with polis_two on it to polis_three.

Thank you for the hint!

I will try 2.03g for now and see what will happen with it.

QuintusSertorius
07-07-2015, 09:33
Thank you for replying so quickly!
Well I changed it via script giving Arche a huge money penalty in king's purse when having more than 20 settlements but leaving a bonus when dropping below 15 settlements. Unfortunately they even grew above 25 settlements. :dizzy2: (Of course I kind of deactivated the debt script for them.)

Ah, I see. They do seem to start off well past the tipping point into superpower status.


Thank you for the hint!

I will try 2.03g for now and see what will happen with it.

The change to the Baktrian script isn't in just yet.

QuintusSertorius
07-09-2015, 18:12
Changelog for 2.03h:

Reduced maximum assassination chance from 95% to 80%
Increased experience of the new bandit bodyguards.
Increased cost of pirate fleets.
Added Kretan infantry to the polis_one (on Krete only).
For the final time, amended the Koinon Reform - this time the Sympoliteia/kh7 construction part. Building should now complete.
Added a colonisation bonus to the end of the Baktrian independence script.
Updated missing Field of Games description for Pergamon.
Slight adjustment to costs for Hetairoi/Hellenistic BG and Baktrioi Stragegou/Baktrioi Hippeis.
Baktrioi Hippotoxotai adjusted to reflect medium, rather than heavy cavalry status. Less armour but faster; cheaper and more widely available to Baktria.
Settlement mechanics altered; distance penalty will now apply; corruption capped to prevent negative income; health bonus cap raised.
Altered starting Seleukid and Pahlava armies/garrisons.
Carthaginian trade colonies now allowed in Allied Government settlements.
Changed apostrophes and quotation marks in historic_events.txt that was causing crashes on some systems.
Reduced some Rebel garrisons in major settlements and added armies to the region instead. That should make for more active Rebels and less passive expansion.
Increased battle experience of Rebel generals.


No CAI/BAI changes, z3n isn't back online yet.

Saigrin
07-10-2015, 12:08
Hi team! I've noticed something funny:

The Iberi Caetratii regiment leader uses the wrong extreme of his spear to fight :D

15722

Vermin
07-11-2015, 09:34
I may be in dangerous waters here but seeing as this is now up to 2.03h I am torn between waiting for the new release of EBII or giving 2.03h a go. Any thoughts of how much of 2.03h will make it into the summer release?
Regards
Vermin

QuintusSertorius
07-12-2015, 12:44
I may be in dangerous waters here but seeing as this is now up to 2.03h I am torn between waiting for the new release of EBII or giving 2.03h a go. Any thoughts of how much of 2.03h will make it into the summer release?
Regards
Vermin

All of it. I dual-edit the test versions 2.03 and the development build. Occasionally, something has to be removed, but that's been rare. Most of the changes you see in these test versions will be in the summer release. I wouldn't wait, though, better to play a game you won't mind ending when the summer release happens, such as a faction you don't usually play.

Vermin
07-13-2015, 12:09
Excellent - thankyou.

QuintusSertorius
07-14-2015, 23:54
Changelist for 2.03i:

Kill rates for cavalry missiles equalised with others at 0.4.
Reduced maximum assassination chance from 95% to 75% (actually applied correctly this time!). Spies adjusted to make chances of opening gates lower. Enabled spies for the Rebels.
"Armenian" cavalry renamed "Anatolian" as intended, alteration to mercenary pools and recruitment in Anatolia made to accomodate.
Attempt to use recruit_priority_offset to make the AI recruit more balanced armies.
V.T. Marvin's update to Roman offices applied. Legate more widely available, Quaestors can be elected in other cities in Italy, and pro-magistracies last 5 years, rather than 3 years.
Spartan Agoge re-enabled, though not yet tested.
Rewrite of season script.
Update to Pergamon's reform script - now it is possible to fulfil by defeating any combination of big Galatian or Seleukid armies. Also added announcements, so there is feedback.
Added conversion bonus to numidia4 and numidia5 to help with late-game order issues.
Temporarily given Epeiros the ability to recruit Illyrioi Peltophoroi in Ambrakia to counter their lack of heavy infantry in the early game. They are replaced with Deuteroi Phalangitai in the full release.
Wholesale fix of entertainment building access.
Some text updates on historic events and units.
Altered Seleukid/Ptolemaioi balance of power in Asia Minor in favour of the latter.
Alteration of Makedonian government building in Pella; for the human player it's still a precursor, for the AI it's a Basilike Patris.
Ephesos gets an Epistateia epi Hellenas and upgrade to polis_three. Also Halikarnassos get an upgrade to polis_two, a helcol_one, and their farms upgraded to farms_two.
Removal of anti-trait bugs for agents. Indeed agent traits have all been reworked. HasAnc bug for unique retainers fixed.
Slight change to "early support" money script values for Ptolemaioi, Pontos, Getai, Aedui and Arverni.
Added an index of categories to the EDU, thanks Casual Tactician.
Succession script amended, so only factions with a family tree can choose.
Updates to Saba, Nabatu and Taksashila traits. Taksashila Mantrin and Senapati offices enabled.
New BAI (more reactions and regrouping) and CAI (more expansion, more active Rebels).

bisthebis
07-15-2015, 07:59
What is the gameplay purpose of Metropolis in Ephesos ? Increased Ptolemaic colonisation ? Increased syrategic importance of the city ?

QuintusSertorius
07-15-2015, 08:19
What is the gameplay purpose of Metropolis in Ephesos ? Increased Ptolemaic colonisation ? Increased syrategic importance of the city ?

Increased troop availability for the Ptolemaioi in Asia Minor and the size and significance of the Greek population in Ephesos. It's also in a bit of a strange local troop-availability black hole, you can only recruit Greek units there.

QuintusSertorius
07-15-2015, 11:05
Just a quick heads-up everyone: there's an error on the background_script (where the BAI is stored), which will need to be fixed ASAP - so a new version coming as soon as I have that.


EDIT: Turns out it was a case-sensitive typo, which I've fixed. Just waiting to see if I can also bundle in a fixed Baktrian/Hayastan independence script as well in 2.03j.

QuintusSertorius
07-15-2015, 13:55
Updated to 2.03j - if you downloaded 2.03i I'm afraid you need to download this and start again, the BAI is broken in 2.03i.

But you now get a working Baktrian/Hayastan independence script in the bargain.

TvFootball
07-16-2015, 00:24
Many thanks to the EB team for their hard work. I just have a few comments on 2.03j. I started a campaign with Koinon Hellenon and in about 3 turns Phyrrus destroyed all of Thermon's armies and Thermon had no units left in its city. The next turn Phyrrus retreats mainland and in the next few turns Macedon ends up taking Thermon. I thought that was weird so I started another campaign and the same thing happened. Also, in the second campaign, one of Macedon's generals turns rebel along with his army. No apparent reason.

QuintusSertorius
07-16-2015, 09:40
Many thanks to the EB team for their hard work. I just have a few comments on 2.03j. I started a campaign with Koinon Hellenon and in about 3 turns Phyrrus destroyed all of Thermon's armies and Thermon had no units left in its city. The next turn Phyrrus retreats mainland and in the next few turns Macedon ends up taking Thermon. I thought that was weird so I started another campaign and the same thing happened. Also, in the second campaign, one of Macedon's generals turns rebel along with his army. No apparent reason.

The AI does inexplicable things sometimes. Though Pyrrhos not following through on a battle is actually quite in character.

FMs randomly turn rebel if they have low Loyalty. That happens. It can happen to your FMs as well.

QuintusSertorius
07-18-2015, 02:15
Changelist for 2.03k:

Upgraded helcol in Ptolemais-Akko to helcol_two.
Roman provincial governorship implemented.
Spartan Agoge bug fixed.
Seleukid anti-trait bugs fixed.
Fixes of many antitraits and trigger issues. Not complete by any means, mind.
For those who use them, banners have been shrunk to be less intrusive.
Rebel armies added in Germany and Spain to slow early AI expansion. Changed Waldawa's garrison/commander to Balts, rather than Sauromatae.
Shortened charging distances and made a small tweak to the battle_config to improve cohesion.
Slight tweak to the recruit_priority_offset for elites to make them less recruited.
Rebel spawn rate increased.
Turned base spy chance back up, but multiplier for being in a settlement down.
Slight increase in Korinthos' garrison, and change of government from makedonia2 to makedonia5.
Another slight tweak to Baktrian and Hayasdan independence scripts - the indemnity should come the following year after a refusal of tribute, not immediately.

Not_a_Strategist_yet
07-18-2015, 08:21
Greetings and many thanks for the improvements since 2.01.

Playing as Boii I have to love the new campaign AI (and battle but change campaign AI change is more profound). First time I started campaign in 2.03h I was still thinking about stock medieval 2 total war AI. So ended in a bloody stalemate where me, Lugiones and Sweboz had only the strangth to fend off each other and no economy.
The first time the enemies attacked a city with full stack when I dared move my stack out of range it was a real shock :yes:
So ended up restarting and now playing much more serious than in the past, thanks to your wonderful effort.

One thing that I noticed is the Londo Epatoi in 2.03h cannot fire their javelins easily because they skirmish just as they get in range. The range they started retreating was a bit too much with the new infantry speeds, they clearly had more than the necessary distance to flee.
Can I suggest changing the forced skirmish distance for cavalry in battle_config to 2/3 of the current range? If they have trouble getting out one can reduce the response time a bit.
Hopefully that will solve the issue. I had tried it in EB 2.01 and it worked beautifully back then. In the process of reinstalling, and I'll give it a try.
Btw would the current version be save game compatible with 2.03h?

In the meantime, hat's off gents as usual superb work.

PS: forgot to say great thanks to the historians for the Boii history and descriptions , very detiled and very nice.

bisthebis
07-18-2015, 08:57
I'm quite sceptic on Ptolemais Akho and Korinthos upgrades, they seem OP to me. (For Iudaia i don't know how mych colonised it was though)
Especially for Korinthos : as Makedonia, ypu are filthy rich by turn 10 with mining income (unless it has been changed recently) so building Korinthian government is an invedtment that had to be done, but may be delayed if you use all your money elsewhere.
Maybe you should consider making this upgrade AI-only ?

(Furthermore, I especially liked having strategia in Korinthos for RP point of view : IIRC, Antigonidai didn't control Korinthos legally at this time, but only had a garrison in the Akrokorinthos. I felt that Strategia was the best way to model this)

This said, I haven't played for 7 days and still haven't upgraded my mod, so gameplay context may have changed)

QuintusSertorius
07-18-2015, 10:35
One thing that I noticed is the Londo Epatoi in 2.03h cannot fire their javelins easily because they skirmish just as they get in range. The range they started retreating was a bit too much with the new infantry speeds, they clearly had more than the necessary distance to flee.
Can I suggest changing the forced skirmish distance for cavalry in battle_config to 2/3 of the current range? If they have trouble getting out one can reduce the response time a bit.
Hopefully that will solve the issue. I had tried it in EB 2.01 and it worked beautifully back then. In the process of reinstalling, and I'll give it a try.

Most infantry are slower, not faster. It's only skirmishers that are faster than they were. Indeed cavalry are all faster than they were in 2.01. Most importantly of all, javelin ranges are longer than they were in 2.01. I seem to remember in 2.01 no cavalry javelineers ever threw their javelins, so I'm not sure I understand the comparison. The threshold is higher than it was, rather than lower.

Is it only Londo Epatoi, or are Akus Eporedoi having the same issue with skirmishing?


Btw would the current version be save game compatible with 2.03h?


No, none of the updates are ever savegame compatible, I'm afraid.


I'm quite sceptic on Ptolemais Akho and Korinthos upgrades, they seem OP to me. (For Iudaia i don't know how mych colonised it was though)
Especially for Korinthos : as Makedonia, ypu are filthy rich by turn 10 with mining income (unless it has been changed recently) so building Korinthian government is an invedtment that had to be done, but may be delayed if you use all your money elsewhere.
Maybe you should consider making this upgrade AI-only ?

(Furthermore, I especially liked having strategia in Korinthos for RP point of view : IIRC, Antigonidai didn't control Korinthos legally at this time, but only had a garrison in the Akrokorinthos. I felt that Strategia was the best way to model this)

This said, I haven't played for 7 days and still haven't upgraded my mod, so gameplay context may have changed)

Ptolemais-Akko: there was a Ptolemaic colony there. Some time after the battle of Panion, it started producing phalanxes. It's unlikely to be overpowered considering the Seleukids have Antiocheia a stones-throw away producing phalanxes, elites and elephants.

Korinthos: the only meaningful differences with a makedonia5 are better public order and better building access. But we'll see what the feedback is.

Not_a_Strategist_yet
07-18-2015, 12:04
No i did not compare to eb2.01 it's much better now for cavalry with your changes and I'm grateful for them.
I just mentioned a trick I used to test back in EB2.01 days that's all not comparing the 2 at all.

The issue I had was with Londo Epatoi using huge group size. For some reason in campaign every time I ordered them to attack let's say a point in the enemy battle line they only fired very few javelins and then skirmished before finishing the shot. If I recall correctly it was against enemy light infantry.
I'll test with Akus eporedoi and different group sizes right now.

Not_a_Strategist_yet
07-18-2015, 12:11
EDIT: Managed to reproduce the issue in the following manner:
1) Put huge unit scale,
2) Custom battle 1 unit of londo epatoi vs 1 unit of slaganz
3) I order the epatoi to attack without changing their formation
4) They never seem to be able to launch javelins because they skirmish before in range.

EDIT2: Also have the same issue with Akus eporedoi in huge scale

EDIT3: Changing these lines in battle config, so the skirmishers start skirmish mode later seems to help the issue without compromising their ability to disengage too much at least in custom battle:


<!-- must skirmish if within this range -->
<min-range>40</min-range>

<!-- stop at this distance if the enemy is blocking the path -->
<min-stopping-range>60</min-stopping-range>


<!-- don't skirmish until attackers are within this fraction of the missile range -->
<range-factor>
<moving>0.6</moving>

<shooting>0.5</shooting>
</range-factor>

Sarkiss
07-20-2015, 18:00
how do i install the latest version? just extract over the previous 2.03x? (i currently have 2.03i). thanks!

QuintusSertorius
07-20-2015, 20:31
how do i install the latest version? just extract over the previous 2.03x? (i currently have 2.03i). thanks!

Yes, and if you've already performed the batch operation to remove the Huge City files, you don't need to do that again.

Beware, it may take as long as 5 minutes to generate the very first campaign, it hasn't frozen, it just takes time. It won't take that long again.

Not_a_Strategist_yet
07-24-2015, 14:02
Diggin further into the earlier issue with javeliner cavalry I just post some thoughts of why the javelin infantry work almost perfectly and cavalry not so perfectly.

2.03k cavlry section @ battle_config.xml:

<!-- must skirmish if within this range -->
<min-range>70</min-range> // forcing the cavalry to skirmish at 70m seems way too high since most javelins barely got a 70m range

<!-- don't skirmish until attackers are within this fraction of the missile range -->
<range-factor>
<moving>1.1</moving>
<shooting>0.9</shooting> //again let's say a cavalry prepares to throw javelins perhaps it would be better to tell them not to skirmish until enemies are within 0.7X range or 0.6X so he has time to finish the animation before running out of range. The issue is if they run they can outrun the infantry and that means with a high value they'll get out of range before letting their javelins fly.
</range-factor>

Looking at the infantry section about skirmish those things mentioned above are already there maybe that's why there is difference:

<!-- must skirmish if within this range -->
<min-range>30</min-range> !//javelins have min 50m so this is good means they have times to launch

<!-- don't skirmish until attackers are within this fraction of the missile range -->
<range-factor>
<moving>0.75</moving>

<shooting>0.60</shooting> //again they have time to launch before running away, unlike cavalry they don't run away as soon as enemies in range
</range-factor>
</default>

The above would also explain why making those changes in post 142 seemed to help the issue.
And I'm sorry if I bring trouble with the post. I am not attempting to look a gift horse in the mouth as we say (this mod being a really good gift horse:yes:), I have nothing but respect for your work, that's why I'm testing things in the first place.

QuintusSertorius
07-24-2015, 18:28
You're exactly right; they were adjusted to help horse-archers, but unfortunately that stiffs javelineers. z3n is looking into a new balance.

QuintusSertorius
07-26-2015, 14:38
Changelist for 2.04:

Restored government in Korinthos to makedonia2
Increased experience and traits of Rebel generals.
Fixed the fault in the Hayastan Independence script where war is never declared if you refuse tribute and indemnity.
Fixed the fault in the last part of the Saka Reform script.
Added punitive expeditions to the Hayastan/Baktrian Independence scripts. No more phoney wars with no response from the Seleukids.
Gain message attached to spoils traits removed.
Ambrakia upgraded from epeiros5 to epeiros7. eastcol_one added to Epidamnos.
Hypaspistai removed from gov6 building.
Native Italy pool added to Epeiros government buildings.
Update to Faction Heir loyalty.
Script to make AI Koinon Hellenon use the army on Krete to actually take Knossos.
Removed helcol_one from Side.
Revised govslave recruit_pools - now the Rebels actually have some decent options available to them, at reasonable refresh rates.
Updated Succession script.
Corrected one Epirote FM's missing ethnicity trait.
Changed all faction personalities to balanced smith (settled) or balanced henry (steppe), to allow all the other factors to influence their behaviour.
Amended some invalid characters in the export_ancillaries that might cause crashes on mouse-over.
Got rid of Toutanakoi's precursor rocks. Now they're just spearmen.
Moved Pyrrhos slightly, moved Alkemachos closer to Thermon, given Thermon's commander the ImmobileRebel trait. Increased Alkemachos' Command stars and decreased Pyrrhos'. All to reduce the Thermon trap for AI Makedonia.
Altered govallied roster in Latium/Italy.
Roman conquests are renamed like every other faction's - no more Latin names in parenthesis.
Improved colour contrast of popup announcements. Should be more legible now.
Updated the names of the Leusitane roster in the EDU, so it should be much easier to find them if you've seen the unit card in game.
All Rebel FMs improved to stop them being so easily defeated in autocalc - all start with 2 Command stars and GoodDefender (which gives another one when attacked). All Rebel governors made immobile, to stop them wandering off and leaving their settlement undefended.
Slightly increased the culture penalty cap, and increased the distance penalty modifier. Also increased the cap for law and entertainment buildings. That should mean more revolts.
Added new missions for Baktria. There's a new means to earn your colonists (they no longer happen with independence).
Added Rebel garrisons to two PSFs on Krete when KH is player.
All new, non-script-based BAI. Updates to CAI. See here (http://www.twcenter.net/forums/showthread.php?689221-Europa-Barbarorum-2-03k-is-released!&p=14626151&viewfull=1#post14626151)for more details.
Reduced army size requirement when facing Galatians in the Pergamon Reform script to 1000. Should be easier to qualify for people not playing on Huge Unit Scale.

Ice
07-26-2015, 19:22
Haven't tried your new version, but my thoughts from 2.03k:

-Good, good, good! AI is much more aggressive (I had to attack Carthage when they laid siege to the rebel held southern Italian province). Carthage also moved through Spain and is conquering some regions near the Alps.

-I've seen limited Naval invasions which is kind of cool.

-Culture buildings seem to be functioning correctly.

-Game is much more interesting, challenging, not a total push over.

-Rebel armies actually move around their province, so laying siege and starving them all out is not the cake walk it use to be.

The one issue I have is that the AI now spams assassins. I mean, I understand a few, but when all my generals are paranoid, survivors, and obsessed with security, I feel the AI is going a bit overboard. Every turn I have 1-3 assassins, 95% of the time unsuccessfully, trying to either sabotage or assassinate a FM.

Lizardo
07-28-2015, 02:35
nice

Not_a_Strategist_yet
07-28-2015, 19:59
Playing with previous version (2.03h)
Near 162 BC in the Boii campaign. Thing's I've noticed so far:

=On the positive side=
*Campaign AI much better than vanilla when waging wars. Had to really sweat at times to defeat Sweboz and Lugiones + Romani were hard.
One time I had an army on a bridge in Latium and was expecting an easy win. Did not notice there was another crossing to the region but the AI sure as hell did. Fighting 2 Romani armies one before the bridge and one to my rear was a nasty surprise.

*AI also seems way quicker to grab opportunities like undefended cities when they are at war with you than vanilla.

*Naval invasions are more rare than land invasions but they seem to be working. Have the Pritanoi with 2 regions in Gaul and Arevakoi disembarking near my regions in Italy. This is quite a feat since we all know how unheard of where naval invasions in stock Medieval Total war.

*The AI focus on maintaining large stacks with merging in case of casualties (unsure of retraining) is great

=On the negative side=
*Factions seem to at times overexhaust themselves building large stacks in such numbers they totally crumble their economy. For example and these are only the fulls tacks I can see from my spies/watchtowers:
-Arverni had 7 regions and about 7 full stacks, bankrupt every turn
-Arevaci have 11 regions and at least 8 full stacks, bankrupt too for the last 30 turns
-Pritanoi have 12 regions and 13 lol full stacks + a full city , in the red so much they are screwed, only defending and nothing else.

So seems like top notch work on the AI. I don't know if this was changed after 2.03h but I hope there is a way to stop factions driving themselves bankrupt in such a way. On the other hand if it's game limitation well nvm.

QuintusSertorius
07-31-2015, 01:56
CAI has been altered since 2.03h - z3n did a major overhaul. Not much we can do about the AI spending themselves into oblivion - that's the reason there's an economic assistance script that stops them ever going truly bankrupt for too long.

Not_a_Strategist_yet
07-31-2015, 15:30
Thanks for quick answer.
On another note not sure if it's a tiny oversight, the Esseda (pritanoi chariots) seem not to have the frighten infantry trait. Is this on purpose?

QuintusSertorius
07-31-2015, 15:31
Thanks for quick answer.
On another note not sure if it's a tiny oversight, the Esseda (pritanoi chariots) seem not to have the frighten infantry trait. Is this on purpose?

It's on purpose. The frighten_foot trait was vastly over-used before, it's been scaled right back to elephants, Gaisatoi, Drapanai and heavy chariots.

QuintusSertorius
08-02-2015, 11:28
Changelist for 2.04a:

Adjustment to Saka Expulsion to prevent target armies running away. Mission scripts reviewed and amended.
Reworked Baktrian and Hayastan independence scripts to make them function properly.
recruit_offset_priority for navies adjusted to make factions recruit them. Pirate fleets made worse.
Altered Roman recruitment; less troops overall, more skirmishers in the mix, more variety.
Reduced defensive skill of Roman units to make them less overpowered.
Adjustment to succession script.
Reduced the size of the Egypt, Syria and Anatolia mercenary pools.
Corrected Nubian FM with no name.
Faction personality of Pontos changed to balanced smith - missed last time around. Upgraded Amaseia to eastcol_two.
Revision of Allied Government recruit_pools.
Update to money script and CAI.
Pritanoi starting position moved from Mercia to Wessex, more Rebel armies added to Kantion and Legambrion.
New faction banner for Arevaci - no longer using an upside-down Romani banner.
Antiocheia upgraded to polis_three so Seleukids can colonise.

Lizardo
08-02-2015, 23:39
By the way the game says its 2.03I still when I start new campaign plus what Saka Expulsion?

QuintusSertorius
08-03-2015, 00:06
By the way the game says its 2.03I still when I start new campaign plus what Saka Expulsion?

Then it hasn't installed correctly - are you a Steam user?

Lizardo
08-03-2015, 16:39
Yes I will need a clean install thats the problemo

QuintusSertorius
08-03-2015, 17:34
Yes I will need a clean install thats the problemo

Is your game installed in Program Files? Do you have UAC active?

The combination of all three may mean UAC is blocking the installation of the files.

Lizardo
08-03-2015, 19:05
Clean install sorted it out, how comes no tarentine calvary for Epeiros just equites sabelli?

QuintusSertorius
08-03-2015, 22:58
Clean install sorted it out, how comes no tarentine calvary for Epeiros just equites sabelli?

Because there is no unit for the Tarentine Cavalry yet! :laugh4:

Marcvs julius
08-05-2015, 23:23
so how is the Europa barbarorum going? were are the posts about the continuacion of moding, were can i offer my help (i am stil a noob), were can i post new idias for europa barbarorum?

z3n
08-06-2015, 00:14
were are the posts about the continuacion of moding
Here


were can i offer my help (i am stil a noob)
https://forums.totalwar.org/vb/showthread.php?135901-The-EBII-Recruitment-thread


were can i post new idias for europa barbarorum
https://forums.totalwar.org/vb/showthread.php?149003-Fans-suggestion-thread-for-future-releases&p=2053646823#post2053646823

Coronatus
08-09-2015, 12:05
Hi again.
At first I want to state that there seem to be much less CTDs compared to previous builds of the 2.03-series, which I appreciate very much.

Currently playing v2.04a, I recently started a campaign with Arche Seleukeia for the first time in EBII.
I noticed some issues which I want to share:

1. Capturing Salamis (Cyprus), I was unable to build any further governmental structures than Military Conquest. As you know, Salamis was given a new lvl1 military colony, which renders it unable to build a Eleutheria-structure. On the other hand, there is no Satrapy/Hyparchy government for Cyprus, nor is an Epistateia. This means you either stick to Military Conquest for ever, or raze the military colony to the ground to build an Eleutheria, which I think is not only counter-intuitive but also a waste of colony points.

2. Pura (Gedrosia) issue: Don't know if it is on purpose, but it is impossible to convert Pura into a permanent settlement for both Pahlava and Arche. Basically, this is due to the lack of a lvl1 farming building. I understand that Gedrosia is not the agricultural hub of the Eastern world ( :laugh4: ), but it is somehow annoying.

3. The changes in cultural happiness seem to work quite well. I really like that taking over cities with a lack of own culture is now rather difficult. This helps leading the AI in the "right" direction also.

4. Royal court appointment works, but somehow overlays the "selection of a new heir"-mechanic, because both take place in the same turn. I was not able to properly use the latter playing the Arche.

5. Jewish garrison: I noticed that an establishment of this building in a new province almost always leads to the character trait "intolerance of other gods" for the governing family member over time. I don't know if some kind of anti-judaism was that common in ancient times, but maybe the chance to get this trait could be decreased a bit.

Thank you for all the great work so far.

Coronatus

QuintusSertorius
08-09-2015, 23:58
1. Hmmm, it should really have one or the other - I suspect hyparchia is the correct answer since it's not a major holding. Changed for 2.04b.
2. Is it not possible to build a level 1 farm there with some form of government?
3. Good to hear.
4. That was working before the last rework of the heir mechanic, I wonder if we've inadvertently broken it.
5. Sounds like a trigger issue.

Coronatus
08-13-2015, 17:58
2. Is it not possible to build a level 1 farm there with some form of government?


I think I desperately tried all of them for Parthians and Seleucids - none did work. :no:

Edit:
Btw, spotted some Nubian tombs in Histria (Mikra Skythia) in an older version (v2.03h?). Don't know if it's a placeholder for the Amber road, but seemed quite wrong there. :laugh4:

Citadelen
08-15-2015, 16:43
I have to go into my financial report to see how much money I have because the indicator thingy will only display the last number, also during sieges phalanx unites will continue to use their Sarissas' when fighting on city walls leading to my troops and the enemy's staring at each other, the only way to override it being to order them into the streets so they rush into the enemy ranks which causes the enemy to rout.

QuintusSertorius
08-15-2015, 21:57
I have to go into my financial report to see how much money I have because the indicator thingy will only display the last number, also during sieges phalanx unites will continue to use their Sarissas' when fighting on city walls leading to my troops and the enemy's staring at each other, the only way to override it being to order them into the streets so they rush into the enemy ranks which causes the enemy to rout.

Phalanxes don't have secondary weapons, they are bugged in M2TW.

HFox
08-17-2015, 13:59
When the phalanx breaks, could you swap them to a different unit? So the sarissa is permanently lost

QuintusSertorius
08-17-2015, 15:28
Changelist for 2.04b:

Reduced distance from capital penalty slightly, from 0.35 to 0.3, and halved for camps.
Reduced corruption modifier for camps.
Increased impact of garrisons - now caps at 50% rather than 40%.
Baktrioi cavalry made available to all Hellenistic factions through the polis (though they still have to be in Baktria).
Updated the Roman spawn consul script.
Updated "Taking Knossos" script to terminate if the human player is KH.
Added port buildings to Ebusus, Gadir and Mastia. Also added port garrison to Gadir. Upgraded Lilibeo to market_two, added market_two to Gadir, Mastia and Ebusus.
Added schools to Athenai, Alexandreia, Pergamon, Kyrene, Rhegion (for Croton), Ephesos, Kart-Hadast, Syrakousai, Moridumon (for Anglesey) and Taksashila.
Added Game Fields to Roma, Capua, Athenai, Korinthos, Pella, Demetrias, Ephesos, Antiocheia, Ambrakia, Taras, Amaseia, Baktra, Pantikapaion, Sinope, Thermon, Seleukeia, Sardis, Ipsos, Edessa, Rhagae, Memphis, Ptolemais-Akko, Pergamon. Also added a Gymnasion to Sparte, Syrakousai.
Added Law bonus to port_garrison building.
Defensive skill of Maures Infantry and Numidian Infantry reduced.
Added hyparchia hidden_resource to Kypros.
Old script causing war between Rome and Carthage fixed so it only triggers once; rather than perpetually, irrespective of ownership.
Trialling new cultural mix in Iberia and Balkans (regions with the following hidden_resources impacted lusitan, iberia, celtiberia, dacia, thrakia, illyria). "European Tribal States" (rel_e) becomes "Northern Tribal States" and "Indian Tribal States" (rel_i) becomes "Southern Tribal States"
Added free_upkeep_unit to Komatai, Komatai Toxotai and Dacian Light Phalanx. Also to Caetratii.
Slight adjustment's to Pyrrhos and Makedonia's starting armies.
Machairophoroi added to helcol_two and polis_two.
Added Thureophoroi and Phalangitai to Carthaginian mercenary pool.
Switched the incorrect placement of ImmobileRebel in Getia Koile.
Update to Hellenistic colonisation - now holding three polis_two's will grant colonists. This means Epeiros and Bosporans have options without having to take a polis_three, though Baktria is still reliant on the Ferghana event.
BAI updates - to formations, cavalry behaviour and some other miscellaneous changes.
Increased recruit_offset_priority for horse archers, to prevent Steppe factions prioritising light infantry.
Flashing unit button is back, courtesy of Gigantus.

Coronatus
08-18-2015, 12:08
Reduced distance from capital penalty slightly, from 0.35 to 0.3, and halved for camps.
Increased impact of garrisons - now caps at 50% rather than 40%.


Appreciate that. Had Gader and Mastia revolting away as Carthage in 3rd turn. Couldn't do anything against it. Maybe the distance penalty could even be decreased further - getting balanced with another increase in culture penalty.



Update to Hellenistic colonisation - now holding three polis_two's will grant colonists. This means Epeiros and Bosporans have options without having to take a polis_three, though Baktria is still reliant on the Ferghana event.
[/LIST]

I see your point concerning Epeiros and Bosporans, but IMHO it is not necessary. Epeiros has easy access to Metropoleis by conquering either Athens, Corinth or Syracuse. The Bosporans find their closest Metropolis in Pergamon - ok that's tough - but are they supposed to be the big colonizing people anyway? I prefer the hellenistic colonization being special and valuable. Spreading hellenism seems to easy to me that way.

Last point: I'm deeply sorry, but please deal with assassins again. The Ptolies still flood my lands with them, killing a family member every 5th turn. This happens especially playing Pergamon or Makedonia, which are unfortunately two of my very favourites. :bigcry:

Coronatus

QuintusSertorius
08-19-2015, 10:53
Appreciate that. Had Gader and Mastia revolting away as Carthage in 3rd turn. Couldn't do anything against it. Maybe the distance penalty could even be decreased further - getting balanced with another increase in culture penalty.

I tested it before issuing 2.04b; did you drop taxes and keep a decent-sized garrison there? Do you have spies keeping an eye out for enemy agents?


I see your point concerning Epeiros and Bosporans, but IMHO it is not necessary. Epeiros has easy access to Metropoleis by conquering either Athens, Corinth or Syracuse. The Bosporans find their closest Metropolis in Pergamon - ok that's tough - but are they supposed to be the big colonizing people anyway? I prefer the hellenistic colonization being special and valuable. Spreading hellenism seems to easy to me that way.

Uh, I wouldn't call taking Athens or Corinth an "easy" option given it involves stoking the ire of either/both local factions. Syracuse isn't an easy option either, since it places you between the vice of Carthage and Rome. The Bosporans still need to take Sinope (not an easy place to hold, given Pontos want it and you have only sealanes to support it) and upgrade one other place (Chersonesos, Byzantion or Trapezous), which is a non-trivial exercise.

Hellenistic colonisation is still special and valuable - but it's no longer virtually inaccessible to some factions without big labours. Remember this is the only means by which Hellenistic factions get any meaningful recruitment, unless you find somewhere with a pre-existing polis (and there aren't actually as many of those as you might think), you're stuck with Allied Government or hoping it's somewhere with some native recruitment.


Last point: I'm deeply sorry, but please deal with assassins again. The Ptolies still flood my lands with them, killing a family member every 5th turn. This happens especially playing Pergamon or Makedonia, which are unfortunately two of my very favourites. :bigcry:

Coronatus

Are you using spies to root them out/get them caught? And counter-assassins?

QuintusSertorius
08-20-2015, 18:16
As promised, updated to 2.04c with various fixes to broken bits.

Changelist for 2.04c:

Updated Seleukid Royal Court script so as not to clash with Successor script.
Replaced faulty formations file.
Corrected omission of new base religion for Arevaci and Getai.
Slight alteration to carthage_poils, carthage_council and numidia4, Greek auxiliaries now available from greek2 as well as greek1 regions.
Adjustments to conversion mechanics.
Fixed the British Tribesmen properly, now they are just spearmen.

QuintusSertorius
08-25-2015, 00:42
Changelist for 2.04d:

Fixed some more immobile armies/mobile garrisons.
Updated three provinces with hidden_resource thrakia with their rel_i amendment.
Upgraded market in Pella and port in Korinthos. Added helcol_one to Pella.
Turned the conversion rates down a touch (to 1/20th their previous rates).
More adjustments and fixes to BAI. Small tweaks to CAI.
Changed animation for British Tribesmen.
Given Pergamon a starting fleet.

75Antons
09-07-2015, 13:15
Ok then.

Turn 100 playing as Rome and these are the things I have noticed.

Map mode play

1: Carthage hasn't even come close to declaring war on me. In fact nobody has except the Macedonians and 27 turns later there wasn't any of them left to regret it.
2: Assassin spam. I am being targeted by 4 factions regularly and they keep getting through. Costing me a fair bit to repair things and to keep 6 of my own pet murderers to hunt and kill them.
3: The replenish rate of the Illyrian Phalanx is too high (imho) 100 turns to be able to get more? Seems a bit steep.

Battles

1: Had a battle where a very large Macedonian force broke into my settlement, then I waited the time out while they piddled about on the walls while I sat my tiny force in the town square. I won by laziness.
2: If you sally out, the enemy has a little habit of walking their army close to the walls and sitting there being fired at by my archers and the towers (especially in the dark). I won by lack of carrots.
3: The enemy, having smashed down my gates, just sat there in a nice neat line.... for 40 mins..... I won by inaction.

Overall

Still a fantastic mod. Through all the little things that are wrong, the mod does so much right that, to be honest, I am having a whale of a time.

Oh, many CTD's especially when the Seleucid's are having their turn. I would guess, one CTD every 6 or so turns.

QuintusSertorius
09-08-2015, 00:35
Changelist for 2.04e:

Updated colonisation script.
After consultation with historians, Pergamene fleet removed - they did not have a standing navy.
Taksashila (and India) switched from Urban Tribal to Eastern Imperial "religion".
Alterations to morale of Celtic veteran/elite troops. Increased size of Drutonedammoi.
Revised Celtic and Celto-Thracian Allied Government pools, and corrected mistake in Massalia pool.
Updated Rebel recruitment to be slightly broader and more generous.
Revised recruitment in Migration and Confederation governments for Aedui, Arverni, Boii, Getai, Leusitane and Arevaci.
Hordes reduced in size and durability.
BAI and CAI updates.


That might appear a short list of changes, but many of them are pretty significant updates. One thing I missed on the list - a review of Celtic Rebel garrisons.

QuintusSertorius
09-14-2015, 21:57
Changelist for 2.04f:

Pathfinding update.
Alteration to stats for Hoplitai Haploi and merc Hoplitai. Also morale for north African units. And stats for Ioudaioi Taxeis.
Revision of mercenary pools. Most of them have been rewritten, and those which were out of balance adjusted.
Further alteration to Migration governments.
Removal of celtic hidden_resource from Beripara.


Particularly interested in people's experiences with the revised merc rosters - note I've changed some of the regions, it isn't just composition. The autumn release, having more units, has a better spread, which is why it's full of notes on placeholders. I'm also considering doubling the refresh (but not changing the pool cap) for all lines. Though I don't know if this will worsen the trend on Hard and higher campaign difficulty for the AI to deplete the pool before the player has a chance to hire anyone.

QuintusSertorius
09-22-2015, 11:25
Changelist for 2.04g:

Update to Lugian and Getai recruitment. Adjustment to first Sauromatian government building.
Cleaned up overlapping recruitment in eastern Balkans.
Alteration of Bosporan government buildings - no more Hellenistic troops (barring the top tier). Small changes to Pontos recruitment.
Removal of Pontikoi Doryphoroi from Anatolian recruitment - they're a unit from the northern Euxine shore, not the southern.
Increased size (and cost) of Toutanakoi and reduced cost of Katioi.
Addition of new early assistance money script.
Increased recruit_offset_priority of ships slightly. Increased that of javelineers slightly, to make them more favoured than archers/slingers.
CAI and pathfinding updates.
Added Kombarogoues unit card to slave folder to prevent CTDs.

QuintusSertorius
09-23-2015, 23:30
Changelist for 2.04h:

Removed skirmishing from Khamis. Altered Illyrioi Hoplitai to match their description as (better than average) levies. Reduced Leves javelin attack to match other levy skirmishers.
Corrected overlapping recruitment for Allied Governments in Illyria Hellenike, Kalabria and Brettia. Added a placeholder pool for Patava.
Fixed Seleukid Royal Court appointment - no more script error causing CTD.
Some display text updates.


I know it was only a day since the last one, but the Royal Court CTD was a worth updating for - and I got some other bits and pieces in as well. Mostly on the unit/recruitment side of things, but still, progress.

QuintusSertorius
09-27-2015, 12:43
Changelist for 2.04i

Another adjustment to Illyrioi Hoplitai.
Slight change to garrisons.
Reworked two of the Bosporan government buildings - the Tyrranos and Oligarchy are now like the Supervised Native Administration and Native Administration buildings of other Hellenistic factions.
Posted the correct campaign_script this time.
Trialling a limit of no more than 4 assassins per AI faction.


Sorry, I didn't release the updated campaign_script with 2.04h, meaning the Seleukid court CTD wasn't fixed. Now it is, plus some new things to test.

QuintusSertorius
09-28-2015, 12:11
Changelist for 2.04j:

More elegant version of the assassin restriction script.
New bodyguard unit for the Getai FMs - now use Boii Donno Eporedoi.
Revision of recruitment in Dacia Proper and Mikra Skythia pools in govgetai building.
Added a Trader to Buridava.
Changed Kombarogoues primary weapon to a heavy javelin, to match model. Drutonedammoi made spearmen only.
A small fix to the Baktrian Mission script.


Only a few small changes; if you're playing any faction other than the Getai, it's not worth ending your current game to try this out. On the other hand, if you were thinking about trying the Getai, this would be a good opportunity. They now have a functional FM bodyguard unit, and some tweaks to recruitment that should make them pretty viable given their narrow roster.

Otherwise, the most material changes came with 2.04g - it's from there I'm particularly interested in wider things like faction progression and army composition.

HFox
09-30-2015, 12:14
Hi
Getai ecomony
I have played this faction at least 20 times, probably a lot more over the past three months. Almost without exception economically it seems to loose half its revenue after 4-6 turns.
Currently (year 270) having captured the obvious coastal target and reduced my army by half, put a mounted unit in the only available village, the income of my capital has still dropped by over 50%.
This is not an odd exception.
I have replayed this scenario five times, trying differing strategies, since the last release and this scenario has been repeated each time. My only guess is there seems to be a huge impact from devastation as there are at least four large rebel armies locally which are mostly too strong to attack. I generally rout the one small rebel army close to the capital in the first turn.
To role play this to recover you would have to reduce your armies to almost nothing and with five large rebel armies on your doorstep would be an unnatural decision.
Is the area of effect of devastation too large?
Is the fiscal effect of devastation too great?
Am I barking up the wrong tree and just a bad player? :)

QuintusSertorius
09-30-2015, 15:52
What version are you playing? From 2.04i onwards, they get decent FM bodyguards which might make a difference in battle.

I don't know if the geographic impact of devastation can be varied, but the fiscal impact is capped so it shouldn't get too egregious. All I can suggest is using your starting forces to at least clear the direction you'd like to expand of one of those armies. Their placement is mostly to do with the size of settlements they are guarding (anything with a large town or bigger gets an army).

HFox
09-30-2015, 20:40
As stated playing the latest version, have been regularly updating and revising the getai since first release of eb2. The bodyguards are not the issue ( I lost a general in turn three of latest game so only 2 of the 3 normal bodyguard units), also disbanded half the cavalry and 2/3rds of the starting merc pool to try and recover but v hard (180 gold per turn surplus) with income still dropped to 50%.

The roving armies tend to find and sit on watchtowers, if you build watchtowers they attract roving units like moths to a flame. Two games ago i built three watch towers and within 2 turns all were occupied from armies outside of my borders.

IMHO the faction isn't feasibly playable at the minute with the usual caveat of me just being rubbish.

You cant attack North, the roving stack near sarmisegetusa is too strong, east you can take the coastal town but then are too weak to take a third town (you have to assault, you can't afford to wait 4 turns), NE there are two roving stacks and it takes too long to reach the city to make a fiscal difference. South is possible but again the roving defending army has better units than you and you end up with the same net result as heading east, too weak and broke to proceed.

Historically weren't the getai rich...which is why the romans went for them?

QuintusSertorius
09-30-2015, 22:27
The mines in Sarmizsegethusa are your ticket to a viable economy - you just have to get through those fierce Rebels first.

As for being broke - that's the early-game choice. Disband your units and try to build up your economy slowly, or use what you've got and go deep into debt until you've carved out enough of an empire to work through the debt. Someone gave some feedback on a recent Getai campaign (http://www.twcenter.net/forums/showthread.php?689221-Europa-Barbarorum-2-04j-is-released!&p=14711777&viewfull=1#post14711777) on TWC; they went all out at the start and got back in the black soon enough.

QuintusSertorius
10-07-2015, 17:22
Changelist for 2.05:

Further update to Baktrian mission to make certain it triggers.
Tweaks to Baktrian and Hayastan independence scripts. Captures are monitored when they're in rebellion.
Doubled chances of Mauryan punitive expeditions spawning, to ensure reform script triggers properly.
Added a market to Chighu
Added a Patava pool to Epirote Native/Supervised Native Admin, and to Celtic migration governments.
Revision of Roman civlib to put in a clearer structure to the pools and added an Anatolian pool.
Lugian governments brought into conformity with other "barbarian" ones.
Added slingers to the Illyrian pools. Added a placeholder Thraikian pool to Hellenistic governments.
Tweaks to carthage_poils, carthage_council and numidia4 governments.
Reform-oriented tweaks to greek1, greek2, hellen1 and hellen2 Allied Government pools. Also to polis and helcol buildings.
Replaced Cappadocian Cavalry with Anatolian Medium Cavalry.
Update to Pontic factional governments - pontos2 and pontos3 revised to be more like Hellenistic pools - ie local levies.
Quick update of govgandara and govsaba - closed double-counting and altered some pools.
Big update of Iberian pools - we have new "Iberian Levy Spearman" and "Iberian Levy Skirmiser" units (ie renaming and repurposing of existing units).
Doubled Rebel recruit_pool refresh rates (but left pool caps unchanged).
Increased economic support for Makedonia, Numidia and Saka.
CAI updates to defense rules and diplomacy.
Recosted Illyrians and Hoplitai Haploi. Tweaks to Celtiberian Skirmishers and Leusitane Light Spearmen.
Review of cavalry stamina for consistency; heavy and most medium cavalry do not have hardy, missile and skirmish cavalry all do. Steppe cavalry have very_hardy to represent their practise of each warrior having remounts.
Review of infantry mass for consistency. Numerous skirmishers standardised.
Iberian and Eastern light cavalry put on ponies instead of horses.
Removal of illyria from Landa Skordiskoii
Updated diplomacy screen UI for cul_3 that was reversing confirm/deny.
Re-enabled huge_stone_walls for Hellenistic and other factions that were disabled.
CAI, diplomacy and pathfinding updates. Implemented different skirmishing distances for javelin and archer cavalry. Update to reinforcement AI.

gosam
10-07-2015, 23:50
Thanks for the update!

A little thing I've noticed : Alkyoneus (from Makedon) picked up the occasional drinker trait, while he starts with the metriopotes (moderate drinker) one.
IIRC, I've even had a save on one of the previous 2.04 versions where he ended up with the sot trait.

gosam
10-11-2015, 00:43
Apologies for the double post.

I've started a Hayasdan game. After building the tribal government in 5 provinces, I got the kingdom reform and unlocked the satrapy governments. Two points :
- I've conquered Gazaka after the reform and found that both the tribal government and the satrapy were available as choices. Is this normal? I thought the satrapy was a straight upgrade.
- The satrapy seems to restrict recruitment to cavalry only, apart from Armavir where I can still get some infantry. Is this WAD? Should I have held on building the satrapies untill more reforms were enacted? At this point I have 8 settlements, with infantry available only in one. (Edit : Turns out the infantry in Armavir comes from a native colony building)

More general observations : Pontos is rocking out this time! First the Ptolemies took the whole south coast of asia minor + Syria and Assyria. Then Pergamon and Pontos attack the ptolemies, with Pergamon taking Lydia, Ionia, Karia and Pamphylia, while Pontos took Kilikia, Syria, Assyria, and then drove south to Syria Koile and Phoinike! This is turn 84 btw.

2nd edit : After upgrading Karkathiokerta to a city, I have the option to build there a Royal Kingdom of Hayasdan government. From the Faction governments and colonies thread over at twc, it seemed as it's only buildable in Armavir.
Though it makes sense that the Imperial Capital of Hayasdan is the only one to be restricted to Armavir.

QuintusSertorius
10-12-2015, 21:35
Traits are a bigger job than I can do by myself in these test releases. We're hoping to get a major review of them as part of the autumn release.

Upgrade path is intentional, from the precursor post-reform there are three choices (though it may only display two).

Satrapy is supposed to be just cavalry - it's expected that you'd build an eastcol (Native Colony) there for your main recruitment. By the way, that's where Armavir's other units are coming from. You should have held off building the Satrapy until you'd gotten at least the first tier of the Native Colony in place.

Good to see Pontos doing well - though that may be in part because you're Hayastan.

Royal Capital is just the highest tier of government for anywhere that's not-Armavir. So working as intended. Though you should only be able to build one of these under particular conditions.

QuintusSertorius
10-17-2015, 00:38
Changelog for 2.05b - ended up being a much more significant edit than I'd initially planned:

Uazali removed from Anatolian levy pools. Restructured Anatolian recruit pools more generally.
Getic Mezenai armour reduced by 2 points on review.
Cappadocian Tribesmen re-statted as skirmishers.
Correction to Roman military tribune trigger and Marian reform trait.
Updated requirements to upgrade to hay_imperial. Alterations to Hayastan government pools.
Leusitane switched from rel_f to rel_i.
Levies removed from eastcol (Native Garrison)
Alteration of Pontos starting armies.
Fixed the bugged Amber Route building in Histria.
Hippeis given the secondary weapon (a shorter spear) they already had.
Fix to basic trait (Sharp/Charismatic/Vigorous) inheritance.
Adjusted cost and recruit_priority_offset of Arabian ships to address naval spam.
Iberians using the scutarii shield now late/reform units.
Rejig of herds building pools. Iberian units removed
Rework of mercenary pools to take into account troops phasing in and out.
Slight increase to Makedonian forces in the Peloponnese and moved both armies.
Brakara and Lankia converted from camps to villages.
Army in Sinope removed.
Agent cap on AI diplomats; they can recruit no more than 4.


Plus z3n's CAI/diplomacy and BAI/pathfinding changes in more detail:
Campaign/Diplomacy AI
1) Alliances issue resolved
2) Faction relations now matter more in regards to invasion decisions, the map should end up looking a bit different from normal
3) Adjustment to the invasion strength algorithm, should mean that attacks with less than a .99 strength ratio do not happen. Need feedback on that
4) Alliances slightly less stable without adequate relations
5) Sucessful requests for attacks on a faction will now divert a much larger amount of resources towards the target, additionally it should be somewhat easier if you posses the necessary relations

Pathfinding/Battle AI
1) Threat detection and prevention is improved for the defensive AI
2) Additional tactics implemented to prevent unnecessary disengagement and prioritize elevation
3) Pathfinding in regards to elevation adjusted to balance elevation pathfinding and AI prioritization of elevation
4) Hill assault tactics by the AI should be more 'intelligent' in the sense that if under fire and losing 10%~ of their melee units they will start to run up the hill. Otherwise they'll walk and conserve their stamina.
5) Defending versus a sally out should exhibit slightly more reactivity. Though this is only the start of said improvement, as more work will be done in future updates on the defensive/offensive part of the Siege AI.
6) AI will start to plan during the engagement which side (front/sides/rear) to assault units on in a more cohesive and sensible manner.

QuintusSertorius
10-20-2015, 00:24
Changelist for 2.05c:

Pools switched between Bosporan Tyrranos and Oligarchy governments.
Tidy up of hidden_resource requirements for numerous factional governments.
Reviewed and amended the early assistance money script. Also reworked withdrawal of assistance. Essentially most factions have been equalised.
Cap on diplomats should actually work now.


That might seem a short list, but ignoring the housekeeping, the big thing is the third one - the change to the money script. I'm keen to see if that fixes the inadvertent issue introduced in 2.04g onwards. Also whether it reduces the Gray Death.

I'd also like some feedback on Rebel recruitment and how the AI is treating mercenaries (on Hard campaign difficulty).

Reskin
11-02-2015, 11:05
Hi.

Thanks for all your work... being a TW addict and history buff I really want to enjoy it. Perhaps someone could help me with the following install issue?

To be clear, I installed 2.01 in the SEGA mods folder as per usual and suggestion by the game. Played a Grand Campaign for a turn. Had some unspecified error crashes at startup and later in the game... but it ran eventually. Do I have to uninstall the 2.01 game and reinstall in a new folder as you suggested, C:\M2TW\mods\EBII , to then patch with 2.05c ? I assumed so but I can't see EB listed as an installed game in control panel! All the other MTW kingdom games are there, no EBII. So how do I uninstall it? I am such a technonoob!

Thanks again.

Michael King
11-02-2015, 14:29
Hi Reskin,

I'm unsure about what you mean with the SEGA mods folder?

In any case, EBII has to be installed in the mods folder (where you will also find the kingdoms campaigns), which can be found in your M2TW folder. If you want to uninstall it, but can't find EBII in your installed programs list, there should be an uninstaller in your main M2TW folder, the file should be called Unins000.exe (there will also be a Unins000.dat), and it should have the EBII icon as its icon in the folder. Just run that one.

Regards.

QuintusSertorius
11-04-2015, 22:39
Changelist for 2.06:

Update to Bosporan Tyrannos government. Tyrannos reworked (like Pontic Philos), Oligarcy reviewed for applicability in intended areas.
Added new royal_core hidden_resource, primarily for Pontic Hypobasileia, but may have other uses later.
Corrected the Taksashila Independence script (courtesy of myarta).
Amendment to the Baktrian section of the colonist script to ensure it fires when it should.
Bonus Rebel recruitment in Syrakousai.
Fixed Akontistai's melee attack value.
Updated recruitment in the hay_caucas and hay_satrap. Also altered parth_pbm and parth_sat.
Added Nabataens to third tier of roads_garrison.
Removed the walls from Lankia and Brakara that prevent them being upgraded.
Reviewed Saka reform script.
Reworked Sauromatian and Saka Admin buildings. Also corrected the lack of local troops in later Saka buildings.
Changes to requirements of migration governments. Expansion of Leusitane and Arevaci Confed pools to cover each other's homelands.
Properly fixed the Toutanakoi. They now use underhand spears as intended.
Added Patava pool to Roman civlib.
Increased cost of Pontomora Fleet to reduce barbarian naval spam.
Raised max adoption age from 30 to 45 - should hopefully mean more FMs for Teutonic factions.
Removed colonist requirement for Carthaginian colony precursor building. Fixed faulty requirement for trade colony.
Mastia removed from Carthage - turned Rebel. Garrison moved to Gader. Mastia renamed Kart-Hadast if taken by Carthage.
Added native pool to Carthaginian Allied Colony. Expansion of several merc pools for Carthage (only).
Removed bonuses from govallied and raised cost by 100 mnai - to encourage AI to build other government buildings. Also moved it to the bottom of the government section.
Gaesatae recruitment fixed - only in the Rhone valley.
Increased morale of Perkwunas and Slaganz.
Apollodoros (Pergamene FM) ethnicity fixed when Comes of Age.
Client Rulers implemented. They can be recruited in the Allied Government precursor building - the first step in establishing one. But the refresh is deliberately low; if they die you need to destroy the building and start again.
Nabataean Horse Archers removed from southern Arabian pools and starting garrisons. Left in mercenary pools, however.
Taksashila switched back to rel_i.
Elephants restored to a military formation.
Completely reworked and re-concepted the eastcol building - now a Foreign Military Settlers building.
Correction to the Felsina mission for Boii - faulty distance trigger now fixed.
New money script using inc_kings_purse instead of console_command add_money (allegedly the AI can "see" the former, where the latter is treated as mysterious free money). Reduced surplus on debt relief. Equalised withdrawal of support so everyone is impacted the same at 6+ provinces.
Amendments to the availability of "Galatians" and "Thracians" in the helcol.
Updated KH Archon titles script - courtesy of gosam.
Disabled AI-KH auto-siege-Knossos script. Added rebel garrisons to minor settlements on Krete.
Numerous changes to diplomacy, faction relations CAI and BAI.


Assuming there are no major bugs discovered, this should be the last big update before the Autumn release.

You may note that Parthian, Hayastan, Saka and Sauromatae recruitment has been amended, as has the Native Colony building. There are also Client Rulers to try out. I'd also be interested in what playing Carthage is like now the balance of things has changed.

Reskin
11-07-2015, 00:40
Hi Michael,

Thanks for replying. My apologies for not replying sooner but I forgot my password and strangely The Org was not emailing the reset... it works now.

I meant the SEGA folder C:\Program Files (x86)\SEGA\Medieval II Total War\mods where all the campaigns are, which is the folder the 2.01 suggested I install it in. That is precisely the folder you say not to install 2.05 into hence I am asking about reinstalling it... But now you are saying it has to be in the mods with the rest of the campaigns, which is also the one you say not to install in, so I am confused. Do I have to completely reinstall all my M2TW mods in a shorter folder name? Say it ain't so!

All the best,

Daniel

Michael King
11-07-2015, 01:35
Hi Michael,

Thanks for replying. My apologies for not replying sooner but I forgot my password and strangely The Org was not emailing the reset... it works now.

I meant the SEGA folder C:\Program Files (x86)\SEGA\Medieval II Total War\mods where all the campaigns are, which is the folder the 2.01 suggested I install it in. That is precisely the folder you say not to install 2.05 into hence I am asking about reinstalling it... But now you are saying it has to be in the mods with the rest of the campaigns, which is also the one you say not to install in, so I am confused. Do I have to completely reinstall all my M2TW mods in a shorter folder name? Say it ain't so!

All the best,

Daniel

Well, the folder you describe is the correct mods folder, where EB II should be installed.

Sadly, EB II (and many other mods) can have issues when M2TW is installed in Program Files, so if you're having trouble with it, maybe reinstalling the game in a shorter path can help. For example, my game is installed in G:\Games\Medieval II Total War\ (G:\Games\Medieval II Total War\mods\EBII).

It sucks, but maybe reinstalling might be the best option.

V.T. Marvin
11-07-2015, 09:24
Another, less painful option is to simply copy your "C:\Program Files (x86)\SEGA\Medieval II Total War" folder and paste it as, for example "C:\Games\M2TW". If space is an issue you can then delete all other mods in this new "C:\Games\M2TW\mods" folder and then install EBII there. :cents:

It will save your original game and other mods you might already have, while still giving you well functioning EBII.:2thumbsup:

Artemisia
11-13-2015, 17:31
Hi there. I loved EBI but took a while to try EBII due to remembered M2TW as an unplayable trainwreck, so I'm still a little wary about the engine :sweatdrop:

So far, I've played 50-60 turns with both Saba and Pontos.



Campaign AI behaviour - does the AI combine armies properly and attack with large stacks; move with purpose; respond appropriately either to attack or defend; conduct diplomacy consistent with it's military activities; use balanced armies; use it's navies appropriately; does each faction feel like it is acting according to it's own agenda, not all following the same script?

It looks like mostly the AI does these things, a big improvement over both EBI and vanilla Kingdoms. However, it's not very good at them; the AI still makes some boneheaded decisions like starting wars on multiple fronts when it can't really afford to do so, but at least it's not some crazy berserker that always attacks its neighbours, and I've had the AI offer ceasefires when it starts losing and actually honour treaties (however, it still has trouble making concessions during negotiations, this is Total War after all).

On thing I've noticed with the AI merging stacks is that, while it tries to avoid attacking piece meal with small stacks, it tries to merge them too close to its target, so if the player is proactive they can attack the small stacks before they merge together. If possible, the AI should be programmed to first merge its forces, and only then move towards its target.

Campaign AI economics - harder to discern, but does the AI seem to have unlimited money, throwing stack after stack at you, or it is more constrained than it was; is the replenishment rate change noticeable?
I don't know if it's the replenishment rate holding it up, but the AI seems to spam stacks less than what I'm used to. Although I have noticed it emptying a merc pool in one turn.

Early campaign difficulty - are the Rebel garrisons in particular appropriately daunting, or are they too big? How quickly to AI factions expand?
Rebel garrisons looked really scary at first glance—but the autocalc allows the winner to take relatively little attrition past a certain point in the balance of forces (3:2 to 2:1). If you can achieve that it's possible to take rebel settlement after rebel settlement, especially if your faction doesn't have cultural issues (so you don't need to drop large garrisons to hold your conquests). Some AI factions expanded very fast in my two saves (Hayasdan and Bosporos grew surprisingly fast for instance) while others remained stuck in their starting position for 50+ turns.

One thing I noticed is that the rebels cause a huge ammount of lost income through devastation in the early game. It makes them feel like much more of a threat and forces you to deal with them, but the ammount of lost income is rather brutal for smaller factions—and essentially forces them to blitz or die, which I don't think is intentional.


Battle AI behaviour - does the AI hold a line, execute a plan of it's own rather than trying to "match" your movement, try to turn your flanks with cavalry and light infantry?
The AI seems to stick to its plan, to a fault even. It has definitely stopped shuffling its units around and responding constantly to small movements. On the downside, it appears very reluctant to change its plans, leading to things like heavy infantry chasing cavalry all over the map, and AI units spending too long finishing off a surrounded unit and not moving to help elsewhere on the battlefield.

The AI seems to make clumsy flanking attempts at times. But not really with cavalry—it uses its shock cavalry in the centre, which IIRC is a vanilla behaviour.

Overall I was very pleasantly surprised with the AI behaviour.



Unit performance - does cavalry move at a realistic speed and have the right impact when charging; does infantry move at a realistic speed and keep their formations when moving and fighting; do skirmishers use their missiles properly and seem effective against unarmoured targets and from the rear; are elephants effective and realistic-seeming; do units generally have a feeling of weight and solidity to them, not like two blobs brushing against each other? When feeding back here, be specific about which units you observed.
This is where it shows that the M2TW engine is still a trainwreck :no:

Charging impact for both cavalry and infantry is often negated by pathing and formation issues. An extreme example was a unit of AI Hoplitai who became stuck in place with "Charging" as their status. They didn't move at all for several minutes, except for two soldiers (out of 150).

Units have trouble keeping formation when marching. Some examples fresh in my memory include the Cappadocian axemen/skirmisher soldiers randomly switching from line to column formation while marching and Pantodapoi Phalangitai moving to a narrower, deeper box from their assigned line formation.

Missile troops in general feel terribly ineffective. However considering how slowly melee troops kill it may not be unbalanced, although the very slow pace of battles makes for insipid gameplay, honestly. I would like lethality to go up across the board.

Skirmishers have issues because of their limited range, which generally forces compact formations—the loose formations that feel more logical are inefficient, because you end up with part of the unit out of range of the target. When put on skirmish mode, skirmishers get caught less often than in EBI, but they also tend to spend all their time running away and not use their javelins much or at all. In any case, I often disable skirmish mode because the units tend to be really dumb about which direction to run in.

Units in melee inevitably lose formation sooner or later and become blobs pouring into each other. Even phalangites with guard mode enabled fighting hoplitai get mixed up in the enemy formation.

I did not play with or against elephants.



Some more general observations:

Units have a lot of trouble killing each other. My first battle was quite a shock when I (as Saba) tried to storm a rebel settlement and the battle ended in a draw because defenders weren't dying fast enough, and this is with lightly armoured Arabian units. In several battles I've see a general surrounded lose all his bodyguards and proceed to fight alone against hundreds of men for minutes, being knocked down dozens of times in the process. It just looks silly. I realise that historically armies didn't slaughter each other in ten minutes, but it's just pointlessly time-consuming and, honestly, a bit boring for battles to drag on like this. Please make casualties happen faster.
levied Toxotai, Persian archers and Cretans all have the same missile attack value. I realise there are limits to how granular you can make it, but generic Greek archers being as accurate and deadly as the most famous mercenary archers and the bowmen of a renowned archery nation feels wrong. It also means there's little point in hiring the more expensive Cretans.
Western Tribal culture fades noticeably in Galatia. It looks possible that Celtic units will become unavailable there by around 220BCE. Maybe the unique building in Ankyra (the Galatian meeting forest) could have some cultural conversion to Western Tribal?
This was already the case in EBI, but Kappadokia Pontika can't produce warships—despite including Herakleia Pontika which produced some very big warships historically.
Misthophoroi Hoplitai are the unarmoured Hoplitai Haploi kind, even though their unit card shows body armour:shrug: shouldn't professional mercenary hoplites be the better equipped flavour of hoplite anyway?
Using the minor settlements and no-upkeep slots to garrison units for free and then gathering them up for campaigns feels a lot more immersive :2thumbsup:

V.T. Marvin
11-13-2015, 20:50
Thank you for your excellent and detailed feed-back.::2thumbsup:

I can't comment on much, however this...


This was already the case in EBI, but Kappadokia Pontika can't produce warships—despite including Herakleia Pontika which produced some very big warships historically.

...was just an omission that is now fixed in the dev build and will be fixed in the next public release as well. Thank you! :bow:

QuintusSertorius
11-13-2015, 23:36
Firstly, thank you for the detailed feedback. It's always good to have, especially from people new to EBII.


Some more general observations:
Units have a lot of trouble killing each other. My first battle was quite a shock when I (as Saba) tried to storm a rebel settlement and the battle ended in a draw because defenders weren't dying fast enough, and this is with lightly armoured Arabian units. In several battles I've see a general surrounded lose all his bodyguards and proceed to fight alone against hundreds of men for minutes, being knocked down dozens of times in the process. It just looks silly. I realise that historically armies didn't slaughter each other in ten minutes, but it's just pointlessly time-consuming and, honestly, a bit boring for battles to drag on like this. Please make casualties happen faster.

Something you have to understand regarding kill rates is the huge amount of compromise involved from a number of different angles. In the RTW engine, every unit has it's own lethality setting allowing a lot of granularity. In their infinite wisdom, in M2TW, CA chose to abstract this down to a single number. For every kind of unit. There is just one number for melee kill rates, push it too high and cavalry charges become ridiculously overpowered. Too low and not only does melee take a long time, but cohesion suffers (because of course it's logical to tie cohesion to kill rates...). We've gone for a balance of cohesion, stable battle pace and not too overpowered cavalry charges.

You don't win battles in EBII by killing the other guys quickly. That's by design. As far as we know most kills in ancient battles tended to happen during a rout, not in the contested part. You win by breaking their morale. It means rather than insta-routs ending battles lasting a few minutes where most of the facets about a unit don't actually matter, instead stamina and morale come into play. Units with low stamina get tired - which impacts their morale. Units with low morale break earlier. You generally win by flanking and cavalry charges to the rear are especially effective - even with lighter units. It means you can actually change tactics, respond to crises, and have to deal with issues like shoring up wavering units, or having your general have to go off and rally those who have broken. Because they do often return to the fight if the battle isn't lost. With faster kills, that wouldn't happen either.

Sieges have completely borked pathfinding, they're not representative of proper field battles. That will improve in the autumn release, because settlements have been completely redone. Including removing the impassable (but empty) spaces that are "reserved" for future construction. That should assist in being able to flank during sieges.

Otherwise if it's too slow - turn the speed up.


levied Toxotai, Persian archers and Cretans all have the same missile attack value. I realise there are limits to how granular you can make it, but generic Greek archers being as accurate and deadly as the most famous mercenary archers and the bowmen of a renowned archery nation feels wrong. It also means there's little point in hiring the more expensive Cretans.

They might have the same attack value, but they use a different projectile with different ranges (and different amounts of ammo). Kretans and Persians can stand outside Toxotai's range and decimate them, especially because the latter are unarmoured. Kretans have armour which means any return fire from the Toxotai is much less effective, and they can actually fight in melee. What you pay for with Kretans is not only a Greek archer with an eastern archer's range, but a unit who turn into medium infantry when they've expended their ammunition. When you're only using one archer unit in your army, they're a much more efficient choice than Toxotai.

Toxotai are not as accurate or as deadly; and indeed a coming change will make levy archers unable to fire synchronised volleys, which will make the distinction even clearer.


Western Tribal culture fades noticeably in Galatia. It looks possible that Celtic units will become unavailable there by around 220BCE. Maybe the unique building in Ankyra (the Galatian meeting forest) could have some cultural conversion to Western Tribal?

Conversion mechanics are mostly working as intended now; the biggest impacts are the governor you choose and any conversion-impacting buildings. As Pontos if you install any of their more sophisticated governments, you will get conversion to Eastern Imperial. If you have an influential governor and build Native Colonies, that will happen even faster. However, aside from Allied Governments, the level of Western Tribal shouldn't make any difference to the units available there.


Misthophoroi Hoplitai are the unarmoured Hoplitai Haploi kind, even though their unit card shows body armour:shrug: shouldn't professional mercenary hoplites be the better equipped flavour of hoplite anyway?


We've changed the concept of the unit, but we don't have a new card (or indeed a new model) for them yet. They're professionals in the ekdromoi (light hoplite) mould which is more flexible and better-suited to mercenary work (most of which was patrolling and raiding) than the much more heavily-armoured regular Hoplitai.

z3n
11-14-2015, 02:29
The AI seems to stick to its plan, to a fault even. It has definitely stopped shuffling its units around and responding constantly to small movements. On the downside, it appears very reluctant to change its plans, leading to things like heavy infantry chasing cavalry all over the map, and AI units spending too long finishing off a surrounded unit and not moving to help elsewhere on the battlefield.

The AI seems to make clumsy flanking attempts at times. But not really with cavalry—it uses its shock cavalry in the centre, which IIRC is a vanilla behaviour.

Overall I was very pleasantly surprised with the AI behaviour.


Glad to hear that.
Getting shock cavalry to perform better has been a long standing battle of mine. Currently I'm having to redesign the premise behind how the AI behaves and how it utilizes the XML file. Instead of relying on what I presume to be internal algorithms I've tried to write elements in such a way that encourage the AI to use its troops in a more efficient and sensible manner.

As you've observed, it's not always gone too well. Hopefully in future battles the cavalry disengage and reevaluate their target/priorities like they're supposed to. They should eventually end up either hitting your flank or trying to go for a double envelopment.

In 2.06a and onwards I hope to improve upon the rest of what you mentioned. Thanks again for the feedback, we really appreciate such through reports.


It looks like mostly the AI does these things, a big improvement over both EBI and vanilla Kingdoms. However, it's not very good at them; the AI still makes some boneheaded decisions like starting wars on multiple fronts when it can't really afford to do so, but at least it's not some crazy berserker that always attacks its neighbours, and I've had the AI offer ceasefires when it starts losing and actually honour treaties (however, it still has trouble making concessions during negotiations, this is Total War after all).

On thing I've noticed with the AI merging stacks is that, while it tries to avoid attacking piece meal with small stacks, it tries to merge them too close to its target, so if the player is proactive they can attack the small stacks before they merge together. If possible, the AI should be programmed to first merge its forces, and only then move towards its target.

Unfortunately this is due to being able to change everything (what,when,where,why) except how in regards to CAI decision making. Anotherwords it's a combination of my being unable to do anything about how the CAI pathfinder and how the LTGD (long term goal director) works. I do have access to a couple of LTGD related algorithms, other than that however I don't have access to the underlying architecture within the engine.

So for the moment things will probably remain the same as the current state of things is a choice between getting the CAI to move into high gear immediately when acting on defensive decisions, or allowing it to sit indefinitely until it finally plans a relief force. In essence, invasion decisions have a fundemental role when working with the defensive ones, so I have to find the right balance. Originally CA planned to implement a 'defensive priority' which would really open things up with allocation of units/armies in a more efficient and effective way, (especially siege relief forces) but they never did and I couldn't make it work because the parser info/architecture simply wasn't in place for that.

Artemisia
11-14-2015, 08:31
As you've observed, it's not always gone too well. Hopefully in future battles the cavalry disengage and reevaluate their target/priorities like they're supposed to. They should eventually end up either hitting your flank or trying to go for a double envelopment.
Just to clarify, I do see the AI retreating its cavalry and charging again. They're not necessarily very judicious in deciding when to retreat and most of the time charge the same unit again (not always a bad thing, of course), but they do try to break away and charge again after a while in melee. Of course, some of the time the unit gets stuck due to one guy not making it out of melee, or breaks formation trying to charge, although those aren't problems specific to the AI.

And while they're usually charging in the centre, at least they're supported in EBII. I remember in vanilla M2TW (and mods like Broken Crescent or King or Country) the AI would litterally suicide its heavy cavalry FM into my centre. It was like the AI was trying to lose :sweatdrop: so you've taken it a long way from that :)



Conversion mechanics are mostly working as intended now; the biggest impacts are the governor you choose and any conversion-impacting buildings. As Pontos if you install any of their more sophisticated governments, you will get conversion to Eastern Imperial. If you have an influential governor and build Native Colonies, that will happen even faster. However, aside from Allied Governments, the level of Western Tribal shouldn't make any difference to the units available there.

I'm sorry but you misunderstand: it's not that they're easy to deliberately assimilate, but that their culture is at risk of vanishing on its own. It's not too bad while they remain rebels (it declines, but slowly in my game as Saba) but as Pontos with an allied government and client ruler their culture is collapsing fast, 2% a year or more it seems. As I understand it, being bordered by a lot of Eastern Tribal and Hellenistic provinces has an influence on culture as well, though from what you say perhaps not using the client ruler would slow their cultural loss?

As an aside, it's a nice touch that EBII assigns the correct ethnicity to client rulers. Although it's sad the ethnicity trait doesn't seem to affect cultural conversion (hardcoded limitation maybe?).



Something you have to understand regarding kill rates is the huge amount of compromise involved from a number of different angles. In the RTW engine, every unit has it's own lethality setting allowing a lot of granularity. In their infinite wisdom, in M2TW, CA chose to abstract this down to a single number. For every kind of unit. There is just one number for melee kill rates, push it too high and cavalry charges become ridiculously overpowered. Too low and not only does melee take a long time, but cohesion suffers (because of course it's logical to tie cohesion to kill rates...). We've gone for a balance of cohesion, stable battle pace and not too overpowered cavalry charges.

You don't win battles in EBII by killing the other guys quickly. That's by design. As far as we know most kills in ancient battles tended to happen during a rout, not in the contested part. You win by breaking their morale. It means rather than insta-routs ending battles lasting a few minutes where most of the facets about a unit don't actually matter, instead stamina and morale come into play. Units with low stamina get tired - which impacts their morale. Units with low morale break earlier. You generally win by flanking and cavalry charges to the rear are especially effective - even with lighter units. It means you can actually change tactics, respond to crises, and have to deal with issues like shoring up wavering units, or having your general have to go off and rally those who have broken. Because they do often return to the fight if the battle isn't lost. With faster kills, that wouldn't happen either.
It's not a historical issue, though. Historically troops didn't die fighting very much, they were run down during routs, disappeared after a defeat (or just a long campaign), or died of disease much more often. Of these only the pursuit is shown is shown at all, and not very completely, in the game, so abstractions have to be made anyway. I also think you're way overestimating how overpowered cavalry charges would become; this is the M2TW engine still, with charges not always working in the first place :sweatdrop: I appreciate it's hard to work within the limitations, but I still think the lethality (or attack values maybe) should be turned up at least slightly.


They might have the same attack value, but they use a different projectile with different ranges (and different amounts of ammo). Kretans and Persians can stand outside Toxotai's range and decimate them, especially because the latter are unarmoured. Kretans have armour which means any return fire from the Toxotai is much less effective, and they can actually fight in melee. What you pay for with Kretans is not only a Greek archer with an eastern archer's range, but a unit who turn into medium infantry when they've expended their ammunition. When you're only using one archer unit in your army, they're a much more efficient choice than Toxotai.

Toxotai are not as accurate or as deadly; and indeed a coming change will make levy archers unable to fire synchronised volleys, which will make the distinction even clearer.
Unless I'm misinterpreting descr_projectiles it seems Toxotai are slightly more accurate than Cretans and just as deadly. The Cretans have 3 more arrows, which is not that much of an advantage, and they are less terrible in melee but uh, I'm not buying archers to serve as assault infantry. Certainly this is born up by my ingame experience: Cretans archery isn't better. They have longer range, but that doesn't stop the Toxotai from emptying their quivers.

Archery duels are only really relevant against horse archers and such. Even then, I don't see the point in Cretans when Eastern archers have the same range, and some have shields too. You need screening infantry for them anyway. Cretans will certainly do better on their own, but even the AI now avoids throwing unsupported archers around ~:)

Finally, I don't see a synchronised volley special ability in the game :shrug: if it's a passive thing, I'm not noticing much synchronisation from my archers and even less from the AI's.

So, I still don't find the Cretans (or even the Persians) living up to their reputations in-game. Certainly, historically, archery depended a lot on how many arrows you could put in the air, but quality of the archers seems to me to have been more important than I find it to be for most of the in-game archers (if only because of something hard to model in TW, but better trained archers could shoot faster and be less tired by it).

Also, I've noticed missile attacks don't scale with experience like they did in Rome. So you could possibly up them a bit without risking gold-chevroned archers getting silly strong, as was the case with EBI.


We've changed the concept of the unit, but we don't have a new card (or indeed a new model) for them yet. They're professionals in the ekdromoi (light hoplite) mould which is more flexible and better-suited to mercenary work (most of which was patrolling and raiding) than the much more heavily-armoured regular Hoplitai.
Oh okay, that makes sense, and is even hinted at in the description (although it could be made clearer) :yes:

Since it seems there are plans for non-merc Ekdromoi, are there plans to reintroduce heavier merc hoplites? It would seem to me that in both cases, it was largely the same men who would lighten their gear for mobile actions and then wear the heavier armour if they expected a pitched battle, so it would make sense for the player to have the choice of which style to recruit. Besides, mercenary hoplites have always been useful in the game for factions with a hard time getting heavier line troops :sweatdrop:

QuintusSertorius
11-14-2015, 16:49
I'm sorry but you misunderstand: it's not that they're easy to deliberately assimilate, but that their culture is at risk of vanishing on its own. It's not too bad while they remain rebels (it declines, but slowly in my game as Saba) but as Pontos with an allied government and client ruler their culture is collapsing fast, 2% a year or more it seems. As I understand it, being bordered by a lot of Eastern Tribal and Hellenistic provinces has an influence on culture as well, though from what you say perhaps not using the client ruler would slow their cultural loss?

As an aside, it's a nice touch that EBII assigns the correct ethnicity to client rulers. Although it's sad the ethnicity trait doesn't seem to affect cultural conversion (hardcoded limitation maybe?).

As you've correctly identified, Galatia specifically is suffering from the effect of being surrounded by places with a different culture. I could possibly tone down the "nearby province" conversion effect some.


It's not a historical issue, though. Historically troops didn't die fighting very much, they were run down during routs, disappeared after a defeat (or just a long campaign), or died of disease much more often. Of these only the pursuit is shown is shown at all, and not very completely, in the game, so abstractions have to be made anyway. I also think you're way overestimating how overpowered cavalry charges would become; this is the M2TW engine still, with charges not always working in the first place :sweatdrop: I appreciate it's hard to work within the limitations, but I still think the lethality (or attack values maybe) should be turned up at least slightly.

Cavalry charges in M2TW take a lot of practise to pull off correctly - certainly harder than it was in EB1. Often what's needed is more distance. With practise, I find virtually any cavalry with a spear can perform pretty devastating charges to the rear - especially when repeated. Any higher than 0.35 and sword-armed cavalry will be able to do the same and any distinction would be lost. Plus as I said, it tips the balance away from stamina and morale having a meaningful impact.


Unless I'm misinterpreting descr_projectiles it seems Toxotai are slightly more accurate than Cretans and just as deadly. The Cretans have 3 more arrows, which is not that much of an advantage, and they are less terrible in melee but uh, I'm not buying archers to serve as assault infantry. Certainly this is born up by my ingame experience: Cretans archery isn't better. They have longer range, but that doesn't stop the Toxotai from emptying their quivers.

Archery duels are only really relevant against horse archers and such. Even then, I don't see the point in Cretans when Eastern archers have the same range, and some have shields too. You need screening infantry for them anyway. Cretans will certainly do better on their own, but even the AI now avoids throwing unsupported archers around ~:)

Finally, I don't see a synchronised volley special ability in the game :shrug: if it's a passive thing, I'm not noticing much synchronisation from my archers and even less from the AI's.

So, I still don't find the Cretans (or even the Persians) living up to their reputations in-game. Certainly, historically, archery depended a lot on how many arrows you could put in the air, but quality of the archers seems to me to have been more important than I find it to be for most of the in-game archers (if only because of something hard to model in TW, but better trained archers could shoot faster and be less tired by it).

I'll get someone to have a look at the respective properties of the light_arrow and medium_arrow projectiles - that may be an error.

I also wonder if levies using self bows (Toxotai, Celtic Archers, etc) should have their attack lowered - again I'll raise it for discussion.


Also, I've noticed missile attacks don't scale with experience like they did in Rome. So you could possibly up them a bit without risking gold-chevroned archers getting silly strong, as was the case with EBI.

Experience doesn't work the same in M2TW; only the 1st, 4th and 7th chevrons actually do anything, as I understand it. Hardcoded in any case.


Oh okay, that makes sense, and is even hinted at in the description (although it could be made clearer) :yes:

Since it seems there are plans for non-merc Ekdromoi, are there plans to reintroduce heavier merc hoplites? It would seem to me that in both cases, it was largely the same men who would lighten their gear for mobile actions and then wear the heavier armour if they expected a pitched battle, so it would make sense for the player to have the choice of which style to recruit. Besides, mercenary hoplites have always been useful in the game for factions with a hard time getting heavier line troops :sweatdrop:

No non-merc Ekdromoi - the historians are pretty clear that they only make sense for mercs. For the rest of the world, things have moved on - there's the Hemithorakitai Peltophoroi (coming in the autumn release) who are eventually replaced by the Thureophoroi as "lighter than Hoplite" units.

Regular ones won't get heavier - the heavy hoplites are elites (Hypaspistai, Epilektoi Hoplitai, Carthaginian Sacred Band). No plans for heavier mercenaries either.

Gaius Sempronius Gracchus
11-14-2015, 17:03
As you've correctly identified, Galatia specifically is suffering from the effect of being surrounded by places with a different culture. I could possibly tone down the "nearby province" conversion effect some.

Well...the Galatians did Helenise to a great extent, as far as I'm aware. Is it possible to have their more Helenised (later) units to become available upon a certain level of Hellenisation?

QuintusSertorius
11-14-2015, 19:44
Well...the Galatians did Helenise to a great extent, as far as I'm aware. Is it possible to have their more Helenised (later) units to become available upon a certain level of Hellenisation?

There is a Galatian Kleruchoi infantry unit planned - just not ready yet. They'd come from the Hellenistic colony in the right parts of Anatolia and Egypt.

QuintusSertorius
11-17-2015, 01:40
Changelist for 2.06a:

Eastern and Steppe Client info card replaced with one that won't cause CTDs. Steppe Client Rulers added to Parthia. Fix to silver surfer Client Rulers. Adjustment to what is available in Arabia - east now gets Iranian Clients. Fix to stop Client Rulers becoming Hegemons. Fix to recruitment in villages.
Replaced eastern_axeman model with one that actually has javelins - thank Sylon for that.
Sauromatian and Sakan early government buildings brought into line with the Pahlavan ones which are the model. This means regional recruitment options both pre- and post-reform.
Removed the requirement for your own army to be 1000 or more men from the Pergamon reform script.
Fix to the "Olympic cycle" script that was failing to fire in the case of Carthginian (and possibly Hellenistic) colonisation.
Removed colony-point cost of Carthaginian precursor colony. Gadir and Atiqa upgraded to carthage_polis governments.
Update to projectiles that was preventing archers and slingers firing properly with their new BAI.
Reduced Roman colonial recruitment pools.
Unreachable Rebel in Saka-land moved. Saka can now build Native Colonies after their reform.
Another rejig of the money script - moving debt relief and withdrawal of assistance above the annual bounty and adjusting for the weaker factions.
Major overhaul of the Hellenistic Colony - now regionalised and varied. No more Kretikoi in Afghanistan.
Some tweaks to Numidian government pools (numidia3 and numidia4) to give them some better options if they take Carthaginian territory. Also in Libya (using Carthaginian-Libyan units).
Changed relative recruit_priority_offset of Libyan Infantry and Numidian Cavalry to encourage AI-Carthage not to spam the former.
Changed rename of Mastia when taken by Carthage to Qart-Hadast just in case same name as the capital causes issues.
Added a free upkeep slot to Carthaginian Settler Colonies.
All Iberian cavalry (not just the skirmisher) put on ponies - the Iberian horse was quite small.
Relaxed the prerequisites on some infrastructure buildings so that more can be done with an Allied Government.
Updates to archer formations and BAI to make them usable again. Distinction between levies and more professional types - the latter can fire co-ordinated/synchronised volleys.

Artemisia
11-17-2015, 19:59
Two issues I've noticed:

Firstly, CAI tends to ignore undefended settlements (major and minor). Its behaviour is much more logical if they are garrisoned.


Secondly, there's this ford that can't be used since one of its banks is mountains:
https://i63.tinypic.com/9kweg1.png

I'm not sure if it's meant to be usable or not, but I think either there shouldn't be a ford or both banks should be passable.

HFox
11-18-2015, 19:44
Really like the way the game play has developed with these set of releases, couple of thoughts:
The upkeep of fleets, does their maintenance/support ever alter when in port? My thought being it should be lower.
Also could they be damaged from extended periods away, such as settlement building being sabotaged, and so need a refit from a home port?
Also ( I know you mentioned this before but I can't find it) what happened to storms at sea?
Finally - would you ever look at armies surrendering/capitulating after a siege rather than the futile sally forth? I have only seen this once when besieging a village, with a small rebel army occupying it and outnumbered by 170%, but never in a settlement siege?

Sylon
11-19-2015, 03:05
Two issues I've noticed:

Firstly, CAI tends to ignore undefended settlements (major and minor). Its behaviour is much more logical if they are garrisoned.


Secondly, there's this ford that can't be used since one of its banks is mountains:

I'm not sure if it's meant to be usable or not, but I think either there shouldn't be a ford or both banks should be passable.

The bug about AI ignoring undefended settlements is hardcoded, I think. I've seen it mentioned in regards to a couple of mods, but all anyone ever discussed was how to work around it, as opposed to fix it. So I'm guessing it's hardcoded.

There are a couple of terrain bugs around. Our last mapper disappeared a couple of months back, so we don't have anyone capable of editing the map terrain itself. Still, thanks for the feedback. :bow:




Really like the way the game play has developed with these set of releases, couple of thoughts:
The upkeep of fleets, does their maintenance/support ever alter when in port? My thought being it should be lower.
Also could they be damaged from extended periods away, such as settlement building being sabotaged, and so need a refit from a home port?
Also ( I know you mentioned this before but I can't find it) what happened to storms at sea?
Finally - would you ever look at armies surrendering/capitulating after a siege rather than the futile sally forth? I have only seen this once when besieging a village, with a small rebel army occupying it and outnumbered by 170%, but never in a settlement siege?

1) No, it doesn't. There is no way to lower or remove upkeep of fleets when in a port.

2) I don't think so, unless you use disasters to design some sort of system. I highly doubt such a system would be designed, however. For starters, you would need some way to differentiate between a fleet in a port and a fleet outside a port in the script. There is no way to do so, to my knowledge.

3) I'm not sure. They're used to remove pirates in lakes, but that's about all I know of.

4) I remember reading something somewhere about a 'siege capitulation' script. I can't remember what came of the discussion, however. So the best answer I can give is 'maybe'.

Finally, please keep in mind that we're modding a game, and thus our ability to implement new gameplay features is limited. Nevertheless, we appreciate your feedback. ~:)

z3n
11-19-2015, 05:37
Two issues I've noticed:

Firstly, CAI tends to ignore undefended settlements (major and minor). Its behaviour is much more logical if they are garrisoned.


Secondly, there's this ford that can't be used since one of its banks is mountains:

I'm not sure if it's meant to be usable or not, but I think either there shouldn't be a ford or both banks should be passable.


Yeah Sylon is right, I believe the only way around this is changing the strength 'strong' & 'weak' equations which in turn change the algorithm that controls army assignment. To explain the armies (or any unit) which gets moved into a fleet are viewed as insanely strong which is probably in effort to make the AI sink the ships.

However, when there are absolutely no armies in a town, I suspect that the town is viewed the same way because there is no assigned strength to it but yet it's an enemy objective the default value for such an up in the air target may also be insanely high. As such, the only way I've ever seen the AI regularly take such a town is a) if it's a part of their victory conditions and b) if the str limit is at 999 (effectively disabled or insanely high enough that the AI tries to take the town). The major downside with that, is that it induces chaotic behaviour in other areas, for example field battles, sieges and naval battles with all often be lopsided in your favour without the limiting factor of the highest strength army the AI can engage.

There are many other factors as well that come into play where the LTGD is involved, nevertheless changing the str limit is definitely something I don't want to do after tests and recent reports about how the AI is behaving with a new more 'astute' value which aims to have the ratio be 1:1 when engaging.

edit:
I forgot to mention in vanilla it was a value of 99, probably contributing towards the random once in awhile 'suicidal' attacks. However, it may have also played a role in AI behaviour towards empty towns fixing that bug. I however, find that in EBII towns almost always have a garrison as without one your public order will be nearing revolt or at a revolt level. Therefore changing the value isn't a necessity, unless of course you find differently... I haven't read many, if any, reports about that part of the game. (how the player garrisons their city)

Artemisia
11-21-2015, 14:50
Something is broken in the AI in 2.06a. The AI factions can fight each other and the player but they don't expand into rebel territory, they're almost completely unable to take rebel provinces. They may be less aggressive in general as well, but it's certain they're terrified of rebel lands.

https://i68.tinypic.com/15ge13.png
https://i63.tinypic.com/iftwck.png
https://i66.tinypic.com/281v9xi.png

Two different games (player Epirus, player Baktria), both on the recommended H/M settings with scripts activated etc. As far as I can tell, over the two there was only one rebel province conquered by the AI, and that was by the Ptolemies after over 10 years (it then rebelled to Saba and was recaptured by the Ptolies).

z3n
11-22-2015, 14:35
I've gone through and revised it. A variant of 2.03/2.05 will be in the next releases although I still plan to revisit this one in the future for those who like longer campaigns with roleplay involved.

Gaius Sempronius Gracchus
11-22-2015, 14:43
Something is broken in the AI in 2.06a. The AI factions can fight each other and the player but they don't expand into rebel territory, they're almost completely unable to take rebel provinces. They may be less aggressive in general as well, but it's certain they're terrified of rebel lands.

https://i68.tinypic.com/15ge13.png
https://i63.tinypic.com/iftwck.png
https://i66.tinypic.com/281v9xi.png

Two different games (player Epirus, player Baktria), both on the recommended H/M settings with scripts activated etc. As far as I can tell, over the two there was only one rebel province conquered by the AI, and that was by the Ptolemies after over 10 years (it then rebelled to Saba and was recaptured by the Ptolies).

Well...that seems pretty early game, and I quite like the idea that the main factions aren't just steam-rollering the eleutheroi.

Gaius Sempronius Gracchus
11-22-2015, 14:45
I've gone through and revised it. A variant of 2.03/2.05 will be in the next releases although I still plan to revisit this one in the future for those who like longer campaigns with roleplay involved.

Yeah...pretty much what I was getting at. For those who like to turtle their way through a campaign this looks promising. Any chance of an optional CAI (like an official submod)?

QuintusSertorius
11-22-2015, 23:11
Changelist for 2.06d:

Some more archer adjustments.
Revision of Arabian recruitment.
Moved Allied Government requirements for infrastructure to the end of the lines.
Added Hayastan war-trigger over Kartli.
Corrected error introduced into Baktrian mission. Also the Galatian trigger in Pergamon Kingship script.
Corrected ethnicity entry for Maeotis Client Ruler.
Changed polis_two requirement for Bosporans to Oligarchy.
Adjusted some financial support to rein in Pergamon and Makedonia.
Corrected the name-change part of the script.
Changes to the factional precursor and alliedstate bonuses/penalties to encourage the AI to build factional.
AI Governor bonuses reduced to make it harder for them to cope with unrest.
Corrected non-displaying of Rector Provinciae trait.
Some minor changes to Italian regional recruitment for Numidia and Carthage.
Adjustment to Saka reform script - no longer linking Royal Satrapy to royal_core hidden_resource - instead you can build one wherever you like.
Reverted to CAI more in the vein of 2.03-2.05 - ie more aggressive.
More BAI updates

QuintusSertorius
11-24-2015, 01:30
Changelist for 2.06e:

Alteration to the campaign-difficulty-related triggers for AIGovernor and AIGeneral
Removed royal_core from Alexandropolis and Girnar.
Plugged hole in Italic Client availability that had them in Britain. Same with eastcol recruitment on Shardin/Korsim.
Replaced faction_standing file with one shorn of irrelevant, error-logging vanilla lines.
Adjustment of Anatolian Spearmen and Hai Spearmen and knock-on effect on Armenian roster.
Naval recruitment added to Caucasus.
Adjustment of Good/Bad Disciplinarian and impact of sacking/not sacking settlements.
Fixed the crash-causing BAI/siege bug.

z3n
11-27-2015, 07:37
(Cue hype)
There'll be a relatively major update to the BAI soon.

QuintusSertorius
12-04-2015, 00:22
Changelist for 2.07a:

Corrected some syntax errors in the EDCT and EDA. Primary impact on Taksashila offices which should now function correctly.
Highlanders recruited from certain Pontic and Armenian government buildings start with experience.
Corrections to Hayastan and Baktrian missions - one CTD-causing, the other a missing script.
Prevented the double-qualification of Direct Mauryan Government in India - which prevents the tribal government appearing after independence.
Corrected the unique building bonus in Armavir and several other places.
Change to conversion mechanics - owner rates halved (so equal to founder/neighbour) and governor influence halved.
Corrected faulty syntax in requirements for the gandhara_viceroyal.
Reworking of Migration governments for barbarian factions.
Fixed copy-paste error in Confederates line of triggers. Thanks to myarta!
Reverted archers and slingers to the previous mechanics.
Replaced unit scripting with a BAI update - the scripting isn't ready yet.
Changed the nine factions using the Teutonic system of family structure to regular family tree. EDCT adjusted with regards ethnicities.


Now would be a good time to test Baktria, or indeed one of the newly family-tree'd factions (KH and most of the "barbarians").

EDIT: Pulled this one, the unit scripting isn't ready yet. It'll have an update to the regular BAI instead.
EDIT2: Re-issued as 2.07a removing the unfinished script. Note in-game it still says 2.07 - but the zip file is the correct version.

Arsaces
12-04-2015, 16:19
Just out of curiosity, are all the updates/patches not save game compatible? Would like some clarification on this please.

QuintusSertorius
12-04-2015, 17:23
Just out of curiosity, are all the updates/patches not save game compatible? Would like some clarification on this please.

Like it says in the first post, none of the patches are savegame compatible. You need a new campaign each time.

Christianus
12-04-2015, 19:13
Hello Super-Duper EB team:)

"Replaced unit scripting with a BAI update - the scripting isn't ready yet."

What Is the plan with unit scripting/what does It consist of?

Best regards

z3n
12-04-2015, 20:02
I would prefer to keep it quiet until a later date but there's two advantages one gameplay based, the other history based.

Arsaces
12-05-2015, 06:05
Changelist for 2.07a:

Corrected some syntax errors in the EDCT and EDA. Primary impact on Taksashila offices which should now function correctly.
Highlanders recruited from certain Pontic and Armenian government buildings start with experience.
Corrections to Hayastan and Baktrian missions - one CTD-causing, the other a missing script.
Prevented the double-qualification of Direct Mauryan Government in India - which prevents the tribal government appearing after independence.
Corrected the unique building bonus in Armavir and several other places.
Change to conversion mechanics - owner rates halved (so equal to founder/neighbour) and governor influence halved.
Corrected faulty syntax in requirements for the gandhara_viceroyal.
Reworking of Migration governments for barbarian factions.
Fixed copy-paste error in Confederates line of triggers. Thanks to myarta!
Reverted archers and slingers to the previous mechanics.
Replaced unit scripting with a BAI update - the scripting isn't ready yet.
Changed the nine factions using the Teutonic system of family structure to regular family tree. EDCT adjusted with regards ethnicities.


Now would be a good time to test Baktria, or indeed one of the newly family-tree'd factions (KH and most of the "barbarians").

EDIT: Pulled this one, the unit scripting isn't ready yet. It'll have an update to the regular BAI instead.
EDIT2: Re-issued as 2.07a removing the unfinished script. Note in-game it still says 2.07 - but the zip file is the correct version.

I can confirm that atleast for me, the mission for Baktria that causes a CTD, doesn't anymore.

QuintusSertorius
12-08-2015, 13:19
Changelist for 2.07b:

Adjustment to conversion rates
Cultural conversion removed from higher-tier Bosporan buildings. Only the earlier nomadic structures are supposed to convert.
Fast conversion from converting building reduced by 1/3.
Fixed the Tirdad/new Parthian traits bug. Also fixed the Lugian suitors with multiple ethnicities.
More Client Ruler descriptions added.
Further reduction of the order-bonus effects of the AIGovernor trait (ie AI empires will be less stable).
Reduced the garrison of Sarmizsegethusa slightly to aid AI-Getai's early expansion.
Changed Saba Precursor minimum settlement size to village - same as all the rest. Also revised requirement of city for their precursor and tribal governments.
Adjustments to Roman stats (morale lowered by one point) and Machairophoroi get ap as intended.
Change to requirements for Basilike Patris (top-tier Hellenistic government) - now need polis_two and helcol_two, rather than polis_three and helcol_three. However, you can only build one of them. This has most immediate impact on Makedonia, who don't start with one and have to wait a long time otherwise.
Slight tweak to recruitment in Bosporan Tyrranos and Paradynastes.
Use of non-existent unit in Boii mission script corrected.
Market in Saka capital changed to caravans.
Correct to Hayastan independence script to match that of Baktria.
Adjustments to agent traits and thresholds.
Update to Nabataean reforms - now with an AI trigger/fallback.
Revision to some garrisons in Arabia.

Ludens
12-08-2015, 20:26
Shall I update the title of the thread? Because on the forum index it still says 2.04.

QuintusSertorius
12-09-2015, 01:48
Shall I update the title of the thread? Because on the forum index it still says 2.04.

Yes, please. Make it 2.07 - that'll be close enough.

Ludens
12-09-2015, 11:31
Yes, please. Make it 2.07 - that'll be close enough.

Done.

QuintusSertorius
12-11-2015, 03:26
Changelist for 2.08:

Hardy removed from Camillian Principes - omission before. Alteration to recruit_offset_priority to make for more balanced AI armies.
Expanded Numidian family tree to be less rarified.
Lowered requirement for first level of temple for Numidia by one. Adjusted Sab'yn access to battle/governor's temples to saba_tribal.
saba_tribal now rel_d or rel_c 20% - but saba_clients rel_c 40%
Change to Marian reform mechanics. Municip cannot be built anywhere but Roma until the reform.
BAI, CAI and diplomacy updates. Updated faction standing (so no longer the vanilla file).
Unit-based battle script ready for testing. Make sure you activate the script at the beginning of the battle (by clicking on the advisor's face).
Slight increase in Boii starting units.
Bosporan Royal Satrapy restructured and restriction to a single one removed. Helleno-Nomadic Satrapy also altered. Free upkeep added to Allied/Subject Clan.
Fallback added to Hayastan/Baktrian scripts - if Seleukids die, both are automatically made independent.
Changed placeholder "Thraikian" cavalry unit from Hippotoxotai to Mezenai.

z3n
12-12-2015, 09:22
Here's the 2.08 scripts hotfix, save game compatible. Let me know if it doesn't work for you but I've ran several tests and it works fine for me, as this information isn't looked up in an array. It's simply external commands parsed into the exe only after activation of the script. Which in turn means there's no file version detection.

Installation process is exactly the same as 2.08, just extract into your EBII folder say yes to the overwrite and you're done. Thank you to all the people who reported the bug.

1) Attacking siege/reinforcements behaviour fixed
2) Defensive field AI now has proper previously intended reactions to your behaviour

Download from dropbox (https://www.dropbox.com/s/fqyo4yegzitclny/2.08_Scripts_Hotfix.zip?dl=0)or depositfiles (http://depositfiles.com/files/elp0mdrvz).

QuintusSertorius
12-13-2015, 03:09
Changelist for 2.08a:

Altered granary building requirements for Rome (as input into Marian reforms).
Changed fallback for Hayastan/Baktrian scripts to Seleukids have less than 5 provinces. Also added to Pergamon's kingship script.
Removed the "no eastcol present" restriction from Seleukid and Baktrian native administration governments. Not a constraint on any other faction's Laarchia. Also added upgrade path from Supervised Hellenic to Satrapy.
Changed secondary spear animation for Redoi to underhand.
Added a "Skythia" pool to Bosporan Allied/Subject Clan buildings.
Missing hyparchia hidden_resources added to provinces in eastern Anatolia and central Caucasus.
Updated traits regarding Paranoia
Updated battle script so no more passive attacking AI (also issued as a hotfix by z3n).
Revised the Helleno-Nomadic Satrapy again - polis condition is impossible to meet. So now it has a mixed pool, but is only build-able in Sarmatia (as originally intended - not Skythia too).
Corrected Numidian government building upgrade paths which had unnecessary conditions.
Changed missile hit rates against infantry (0.425) and cavalry (0.475) to make missiles a little more effective.

QuintusSertorius
12-14-2015, 03:02
Changelist for 2.08b:

Increased accuracy of javelins.
Colonist advisor pop-ups no longer appear after turn 64 - everyone should have gotten the hang of it by then.
Removed the mixed h_r from Callaecia and Cantabria - no longer camps.
Adjustments to Royal Clan buildings for Saka/Sauromatae/Parthia - no longer lose factional units in their homeland.
Parthian Allied/Royal clans now build-able only in camps - same as the other two nomadic faction's pre-reform governments.
Lowered settlement requirement for numidia4/numidia5 to town/large_town respectively.
Iberian Client changed to a cavalry unit.
Latest scripts hotfix with BAI update.


I know it's only been a day, but these are some material changes. Especially the first one, they now feel about right to me. Also bundled in z3n's latest update.

QuintusSertorius
12-16-2015, 01:59
Changelist for 2.08c:

Revision of infrastructure in many larger settlements.
Second tier of Allied Government size requirement downgraded to city.
Parthian Allied/Royal clan requirements reverted to original format (ie build-able anywhere).
Update to Sauromatian factional pools - more reflective of their position as the western steppe faction.
Expansion to post-reform Parthian pools.
Correction of faulty Baktrian (and some Seleukid) government pre-reqs on infrastructure.
Expansion of Bosporan Helleno-Nomadic Satrapy to include Skythiapolis and Paniardis. Removal of camp-conversion from that building - it's an end state not part of a transition to Hellenism.
New unit for Leusitane: Elite Swordsmen. Added ap to Leusitane elite cavalry swords.
Additional trigger added to Polybian reform - take Cisalpine Gaul and Sicily, and reforms will happen after turn 170.



Recommendations for factions to test: Parthia, Sauromatae, Seleukids, Baktria.

QuintusSertorius
12-16-2015, 13:31
Changelist for 2.08d:

Corrected my overly convoluted requirements for Bosporan Helleno-Nomadic Satrapy - now works.
Turn trigger for Polybian Reform reduced to after turn 120.
Siege AI update and change to siege mechanics.
Campaign AI usage of missile units should be reduced.

QuintusSertorius
12-18-2015, 11:13
Changelist for 2.08e:

Corrected erroneous appearances of Italic client ruler.
Revised Allied Government placement of Leves in Italy.
Added Persian Archers to Persis and nearby in Native Admin pools. Hyrkanian Hillmen added to Hyrkania in Native Admin pools.
Added Felsina to Polybian fallback script.
Adjustment to the Baktrian/Seleukid Satrapy of the Empire - light cavalry added to local pool. Removed some redundant pools.
Added morale impact of general's experience back into EDCT.
New rel_i icon for the settlement summary screen.

Vermin
12-20-2015, 12:32
Thankyou for all your work on this. You are so prolific that any playtesting I do is obsolete before I can get more than a few turns! ~:) Mind you - I like to stop and eat the roses!
Regards
Vermin

arinbjorn
12-21-2015, 00:04
Not sure whether this is by design or a bug, but playing as Baktra I can recruit Indian units from native military settlement in Sugd (Sogdiane) which seems a bit a far-stretched.

QuintusSertorius
12-21-2015, 00:42
Not sure whether this is by design or a bug, but playing as Baktra I can recruit Indian units from native military settlement in Sugd (Sogdiane) which seems a bit a far-stretched.

By design. The building is native and neighbouring settlers, you'll notice a lot of them in the region have Iranians.

Vermin
12-31-2015, 14:30
I'm guessing this is the right thread for EB2.1b BAI feedback:
The open battle AI is soooo much better. No longer too passive. The siege (defensive) AI seems unreactive - but at least makes more use of the city centre in initial deployment to ensure a bloody last stand. Also now usually place archers on the walls instead of the centre. Without the 3 minute control timer it is also more difficult to clear away the last of the garrison which are lining the walls still. At least this mean you have to kill or rout every defender now which is good.

QuintusSertorius
12-31-2015, 16:45
I'm guessing this is the right thread for EB2.1b BAI feedback:
The open battle AI is soooo much better. No longer too passive. The siege (defensive) AI seems unreactive - but at least makes more use of the city centre in initial deployment to ensure a bloody last stand. Also now usually place archers on the walls instead of the centre. Without the 3 minute control timer it is also more difficult to clear away the last of the garrison which are lining the walls still. At least this mean you have to kill or rout every defender now which is good.

Um, this is the old thread for the testing build. The new release is a stickied thread at the top of the forum.