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View Full Version : Announcement: Europa Barbarorum II 2.2r released!



QuintusSertorius
11-13-2016, 23:19
https://i.imgur.com/9H5SFMY.png

Greetings fans of Europa Barbarorum!

We've been working on all sorts of things the last few months, and have made lots of progress. We're not ready for a full release yet, however, there are lots of things we'd like to test, especially around how the AI behaves over lots of longer-term games.

As always it's necessary to be absolutely explicit about this point:


THIS RELEASE IS NOT SAVEGAME COMPATIBLE



How to install:
Step 0: You must have a working copy of EBII v2.2b installed (https://forums.totalwar.org/vb/showthread.php?151816-Announcement-Europa-Barbarorum-2-2b-is-released%21). I'm not going to repeat all the instructions on how to get one here, it's all covered there.

Step 1: Download - 19705.

Step 2: Extract (http://www.7-zip.org/download.html) the file directly into your M2TW/mods/ebii folder. (note that if you have done it correctly you will be asked to overwrite files, say yes to all, if you don't know how to extract use 7zip (http://www.7-zip.org/download.html))

Step 3: Go into your \data\animations\ and copy the pack.dat, pack.idx, skeletons.dat and skeletons.idx files. Put them somewhere else - this is a backup.

EDIT: Step 4: Download this file (http://www.mediafire.com/file/a4ugaozxpiikcb5/animations2.zip) (animations) and extract the contents into mods\ebii\data\animation\

EDIT: Optional: Download this file (http://www.mediafire.com/file/idzihww9zh6rgrz/Roma_Victrix.zip) (barbarian settlement updates) and extract the contents into mods\ebii\data\

Step 5: Start a new campaign - again this is not save game compatible and will make any 2.2b saves unplayable.

Changes

All sorts of things have been updated, though as a patch, not full release there are no new units (well, there's a new placeholder unit in the Baltic, which is better in the dev build since it at least has an altered model). A rough summary of what's happened:

z3n's AI, diplomacy and other changes from his thread (http://www.twcenter.net/forums/showthread.php?741497-EBII-2-2c-Campaign-amp-Battle-AI) are all incorporated.
Fixes to broken and unattainable bits of reform scripts
A revision of the finance script so that the AI no longer gets +5000 mnai whenever their debts are levelled, along with something that takes money away if they're stockpiling cash.
A major overhaul of recruitment, including several new "crossover" regions, plugging the "post-Marian gap" in Italy, fixes on infrastructure access and building upgrade paths.
Changes to settlement mechanics and underlying order - which should be trickier than it was before. Looking to make larger empires more unstable.
New features like the selective garrison script, failsafes for date-based reform events, income from raiding for barbarian and nomadic factions.
New unit stats, lots of changes to things like defensive skill for cavalry and infantry formations.
A significant update of traits, though they're still very much a work in progress.
(In the link at Step 4) New animations, including a change to the balance between swordsmen/axemen and spearmen which should make the latter less overpowered.
Several settlement moves/renames.
Forced Diplomacy and perfect_spy are moved to the campaign_script, so no longer need activating with "show me how". Just click on the "?" button to achieve the same effect.
Updated projectiles and battle_config - missiles deadlier but less accurate
Some map updates both to aid pathfinding and make certain early moves less "obvious" for the AI
Fix to Hemithorakitai problem
Added a \log folder which may help in some cases of non-appearing logs
Fix to the turn 253 crash caused by the non-existent Arevaci reform
Corrected the monitor sequencing error preventing the Nabatu reform from working
Recruitment limitation script restored.
New "war triggers" script which causes war when certain Rebel provinces are threatened by specific factions.
Changes to cavalry defense stats to make them less tank-like in melee. Also finalisation of defensive skill adjustments for cavalry.
Update to recruit_priority_offset values for skirmishers, light cavalry and medium infantry to address AI army compositions.
All AntiTraits restored for now, should address the issues with Roman offices and other random errors.
More order penalties for non-native governments in Greek communities (for Hellenistic factions only) - attached to the province building for now, but will be a special unique building in 2.3.
Starting armies equalised and in most cases increased, totals relative to number of settlements.
Numidia now starts out Steppe Nomadism, and changes to Western Mediterranean Polities on reform.
Three camps Central Asia turned into towns.
Culture mixes in Africa and central Asia reviewed and amended.
Saka and Pahlava pre-reform governments now give penalties to order after reform.
Reduced movement penalty for ClientRuler to reduce stacking of penalties over time/in winter.
More adjustments to recruit_priority_offset
Unit upkeep revised to 3/16th recruitment (50% increase on previous numbers)
Some changes to charge pathfinding for cavalry
Complete overhaul of Dahan/Sakan recruitment
Large trait update including correction of some AntiTrait issues
Changes to descr_campaign_db to make revolts more likely for the AI
Corrected some errors in Numidian governments and horse herds following change of Numidian religion
Corrected erroneous faction reference in Numidian reform religion-change
Numerous settlement name changes
Adjusted starting armies/garrisons downwards (not as low as before the previous change).
Added Voini to Allied Government pools and Parthian Border Marches government.
Overhaul of Sauromatian factional pools
Numidian, Mauretanian, Egyptian and Ethiopian recruitment pools rewritten. Plugged hole in polis on Korsim/Shardin.
Revision to the availability of Celtic professional swordsmen - now only in Celtic factional governments, colonies and as mercs. Gargokladoi now universally available.
Updated capabilities of farm buildings to provide progression, and functioning bonuses.
Change to stats of a number of Celtic line infantry units. Revision to mercenary Celts and their availability.
Changes to placeholder models for some Client Rulers
Roman formations switched around again.
AP removed from cavalry lances - makes them overpowered when charging from the front.
Fixed Thermon client ruler bug and PotentialSuccessor trait.
Correction to faction standings bug.
Update to faction re-emergence to prevent it happening while target city is under siege. Also updated spawning stacks to be era-appropriate. Added some new locations for a number of factions.
Closed three Alpine passes to the north of Medilanon to stop Rome going directly north. Removed land bridge across Straits of Gibraltar/Pillars of Hercules, between Byzantion and Nikaia, between Mysia and Mytilene and between Attike and Euboia.
Added new faction missions for Ptolemaioi and Carthage.
Update to battle scripts to account for reinforcement battles.
CAI updates including correction of an error. Also a new "switch" to move between diplomatic and warlike states.
New fallback triggers for Hayastan/Baktrian independence - if they lose seven key neighbouring provinces, then they are independent by default. Also punitive expeditions now scripted to do something.
Update to "war triggers" to prevent perpetual notification.
New AI "opening moves".
Expanded Baktria's Hellenistic options in Custom Battle for era0.
Updated appearance of the Zagros mountains on the campaign map.
Zero'd starting Roman naval pools to prevent them going on an early ship-building spree.
Pergamon's starting non-levy pools zero'd and given additional money.
Updated export_units so new mercenary Celtic Heavy Spearmen display properly.
Removed camera zooms in Baktrian mission that focus on now non-existent forts.
Updated assignment of Alpine provinces - there are now only two.
Adjusted Hellenistic/Carthagnian settler colony prerequisites to be pastoral settlement compatible.
Corrected the cavalry error in the kh3/kh4.
Corrected appearance of Blastophoenicians in southern Iberia - no longer in Ilergetes territory.
Civitas Libera, Provinciae and Roman Trade Colonies now properly restricted to outside of Italy.
Updated Epeiros' colonisation script to match the others.
Halved war-weariness threshold to 6. Removed weariness-reducing "winning battles" section. Some factions start out with the diplomacy label, instead of warlike.
Removed Pergamon mission.
New reform for Pergamon. Defeat of Galatians and acquisition of territory are the triggers.
New "Galatian Shakedown" event for the Pergamon player.
New government structure for Pergamon - few options outside of Anatolia before their reform.
Galatian independence script - it will keep adding new Rebels for a goodly while.
Ligurian resistance to the Roman player script.
Rebel "hotspots", 15 provinces with an additional response beyond the normal bandit spawns.
Merc hiring for KH and Arevaci - option some springs to lose recruit pools for money.
Closed off some of the north-south passes through the Caucasus to stop the AI walking around the Black Sea.
Hidden_resource ioudaioi added to Damaskos. Availability of Ioudaioi Taxeis revised; no longer available with Hellenic governments in Antiocheia/Alexandreia.
Included the updated export_units.txt this time, not the xml.
EDCT update and removal of non-existent building triggers.
Galatian Shakedown only ends with the Pergamon reform - not simply by taking Galatia.
Increased chance of shakedown event from 20% to 50% every spring.
Consolidated Galatian Resistance into one occurrence when triggered (boost garrison AND spawn an army).
Garrison script condensed down from 30 to 1 monitor. Added a handful of Rebel settlements that were major centres in their own right to the factional capitals.
KH Reforms adjusted to use many fewer monitors.
Select a successor script consolidated down from 64 to 8 monitors. Together with the change above, almost 200 monitors have been removed.
Halved value of spring bonanza for the AI.
Changed Baktrian/Hayastan tribute events to use the existing seasons, rather than their own special counters.
Switched off the second part of the "opening moves" script when the targeted faction is the player. Avoids the weird teleportation-siege-battle thing.
Added Getai to the horse herds building.
Jewish Garrisons now only work for the faction who actually controls Ioudaia. Previously they were available as long as any of the three chosen factions held it.
Carthage can now convert camps to cities.
Changed recruitment slots of Caucasian Tribal Kingdom to match that of others.
Changed formation of Thorakitai Epilektoi and Peltastai Makedones.
Shrunk Hai Nizagmartik to a regular infantry unit size (not levies).
More EDCT updates and cleanup.
Errors in KH governments in EDB corrected.
Collapsed "Control of Ioudaia" script into one monitor and expanded to Ioudaia or Babylonia.
Corrected folder name for merc Retainers.
Reduced most slingers shield value to 2.
Reworked KH merc script and Pergamon's Galatian Shakedown - they should now repeat.
Corrected stats for Skythian Horse Archers (and Bosporan bodyguards).
Given free upkeep to Lakonikoi, removed "hide anywhere" from Parthian Levy Spearmen and ap from Sauromatian Nobles' secondary lances.
Increased defensive skill of Sabeaen professionals/elites.
Reduced secondary attack stats for Komatai Hippotoxotai and Komatai.
Implemented several planned features for Sab'yn.
New descriptions for Pergamene governments.
Added shipbuilding to Shardin/Korsim port buildings. Major revision of higher port building recruitment; heavy fleets only come from specific places, not everywhere.
Removed Rebel recruitment of pirate fleets, given them light ships instead. Pirate still spawn randomly in the usual manner.
Revised southern Arabian recruitment pools.
Removed the Captain-triggered loop of the Ligurian Resistance script.
Updated Southern Arabian Rebel Alliance script - spawned "support" now acts.
Switched Galatian Raider placeholder in Hellenistic Colonies for Celtic Mercenary Swordsmen.
Switched Ligurian Slinger/Corsi Infantry placeholder to Balearic Slingers.
Added eastcol pool to eastern Sicily, adjusted those in western Sicily, Sardinia, Corsica and Massalia.
Major revision of north African and western Sicilian recruitment.
Changes to Pergamene elite recruitment.
Adjusted size and cost of Komatai Epilektoi.
Tripled cost of Marib Dam unique.
Updated faction re-emergence script to remove duplicated counters. Changed order of army spawn and re-emerge.
Amended models for Libyan Infantry (javelins removed) and Numidian Skirmishers (spear as secondary weapon instead of knife).
Moved the garrison commander of Nertobriga to the actual location of the settlement.
Another reworking of faction re-emergence, spawn moved back to the top.
Corrected add_settlement_turmoil values.
Put the unrest part of the Troublesome Regions script into a conditional IF statement - only applies when not Rebel-held.
Libyan Infantry gain powerful_charge. Also updated their models - slight increase in armour.
Revision to Celtic mercenary pools (removing levies). Revision to Hellenistic mercenary recruitment, ensuring proper transition of units over time.
Slight shrinkage of polis pools and reduction in cavalry. Rebalance of helcol pools to feature more cavalry.
Revised KH and polis-imitation governments in line with the above.
Corrected eastcol conversion in Delta Neilou (gone).
Revised "Core" recruitment in Seleukid and Baktrian Supervised Hellenic Admin governments.
Link to the updated barbarian settlement files included in the installation instructions.
Adjusted recruit_priority_offset for Trieres and Liburnes fleets, to reduce naval spam.
Corrected kh7/kh8 which weren't updated last time.
The Greek medium cavalry of the Nile Delta are Hippeis, rather than Xystophoroi.
Corrected accidental bleed-over of Xystophoroi/Aspidiotai Hippeis in Bithynia.
Removed trailing spaces from EDU and EDB - probably won't make a difference to most installations, but may aid the most fragile.
Slight tweaks to neighbour and governor conversion rates - both lowered.
Lowered the AI-switch thresholds, peaceability should come sooner for warlike factions.
Adjusted numbers of elephants and chariots so there aren't mysteriously disappearing men when you start a battle.
Ptolemaic mission now works, damned typo...
Added Thebais to Troublesome Regions script.
Rewrite of starting Carthaginian armies/garrisons.
Adjustment to availability of British Noble Cavalry - increase in frequency after the CelticTwilight reform.
Removed culture limits in the casse_mig so it's the same as the others.
Kretan Archers now appear in the Roman Provinciae in Syria.
Added a new building for nomadic/semi-nomadic factions: the Nomadic Enclave. It has no icons for now, but functions fine otherwise.
Reduced morale of all cavalry units by 2 points (as per LusitanianWolf's submod - but not Client Rulers).
Removed command from Roman Equites.
Increased shield value of certain Iberian infantry units.
Changed secondary weapon of Komatai Toxotai to match that of Komatai/Getikoi Hippotoxotai.
Updated formations of Brigantinoi and Mezeugenoi.
Removed loosest formation (2.7m x 2.7m). Tightened close order of Kretan Archers and Bosporan Heavy Archers.
Reduced recruit_priority_offset for Trieres and Liburnes a little more.
Decreased missile hit rate against elephants from 0.175 to 0.15.
Added a series of "AntiTrait triggers" for a number of paired/antagonistic traits.




What we're primarily interested in is how the game progresses over a 100+ turn run. Is it any different? Is it better?


And finally...

We're still not done. If anyone was in doubt about this project and the apparent slowing of previews on the feeds, I hope this will allay any concerns. The team is still hard at work improving the mod, there will be future releases, and the hungry maw that is EBII is always ready to consume new talent. We have particular needs for skinners/texturers to help with units, and can always use people who can work in 3D. I can't promise when 2.3 will be, but hope it will be soon. In the meantime, we hope you'll enjoy this latest offering and update on 2.2b.

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


- The Europa Barbarorum II Team

QuintusSertorius
11-14-2016, 11:30
Quick update - the Hemithorakitai had a weird, crash-causing bug which is now gone. A host of other things - including removal of recruitment limitation script.

QuintusSertorius
11-14-2016, 15:27
Apologies everyone who's already downloaded 2.2d - I realised there's a bug in the script from removing the recruitment limitation script without some vestigial other bits of it elsewhere also being removed. Most likely, as soon as you interact with the bits where those counter increments are, the game will crash. I've updated the zip to 2.2d2 - please use that one.

Christianus
11-16-2016, 10:55
Thank you so mch for all your hard work, bringing so much fun for us fans:)

HFox
11-19-2016, 14:46
This patch is like a really great red wine, served at just the right time and enjoyed slowly......great vintage release team

QuintusSertorius
11-25-2016, 12:13
I've updated the animations - the only change is to pikes again. I've removed the strike distances, and the side-to-side shuffling.

I think it should be savegame compatible.

QuintusSertorius
12-02-2016, 14:06
Updated to 2.2e, including:

Added a \log folder which may help in some cases of non-appearing logs
Fix to the turn 253 crash caused by the non-existent Arevaci reform
Corrected the monitor sequencing error preventing the Nabatu reform from working
Recruitment limitation script restored.
New "war triggers" script which causes war when certain Rebel provinces are threatened by specific factions.
Changes to cavalry defense stats to make them less tank-like in melee. Also finalisation of defensive skill adjustments for cavalry.
Halved all upkeep costs for units.
Update to recruit_priority_offset values for skirmishers, light cavalry and medium infantry to address AI army compositions.
All AntiTraits restored for now, should address the issues with Roman offices and other random errors.
More order penalties for non-native governments in Greek communities (for Hellenistic factions only) - attached to the province building for now, but will be a special unique building in 2.3.
Starting armies equalised and in most cases increased, totals relative to number of settlements.
Numidia now starts out Steppe Nomadism, and changes to Western Mediterranean Polities on reform.
Three camps Central Asia turned into towns.
Culture mixes in Africa and central Asia reviewed and amended.
Saka pre-reform governments now give penalties to order after reform.
Reduced movement penalty for ClientRuler to reduce stacking of penalties over time/in winter.

QuintusSertorius
12-14-2016, 12:53
Updated to 2.2f, including:

Saka and Pahlava pre-reform governments now give penalties to order after reform.
Reduced movement penalty for ClientRuler to reduce stacking of penalties over time/in winter.
More adjustments to recruit_priority_offset
Unit upkeep revised to 3/16th recruitment (50% increase on previous numbers)
Some changes to charge pathfinding for cavalry
Complete overhaul of Dahan/Sakan recruitment
Large trait update including correction of some AntiTrait issues
Changes to descr_campaign_db to make revolts more likely for the AI
Corrected some errors in Numidian governments and horse herds following change of Numidian religion
Corrected erroneous faction reference in Numidian reform religion-change
Numerous settlement name changes
Adjusted starting armies/garrisons downwards (not as low as before the previous change).
Added some scripted nudges at the start of the game - AI Rome will attack Taras and Pyrrhos will attack Sparte.

kvergara93
01-04-2017, 06:29
hi, sorry if this is a dumb question but should this change the ebii version displayed at the bottom right of the home screen? I think I'm following the instructions correctly; just looking for some sort of confirmation

QuintusSertorius
01-04-2017, 16:50
hi, sorry if this is a dumb question but should this change the ebii version displayed at the bottom right of the home screen? I think I'm following the instructions correctly; just looking for some sort of confirmation

Always. If the version number has not changed, the patch hasn't taken. Did you install it in the correct place?

Tactics Mayers
01-20-2017, 18:35
I've built a 1st-level military settlement after establishing a Satrapy in Tolosa as Numidia and found I could already recruit a maximum of 2 Solduros and Bataros. Is this normal?

QuintusSertorius
01-21-2017, 00:01
I've built a 1st-level military settlement after establishing a Satrapy in Tolosa as Numidia and found I could already recruit a maximum of 2 Solduros and Bataros. Is this normal?

Do you mean you built a Native Colony (eastcol_one) and you can recruit them? If so, then yes, that's what a Native Colony there will provide. Along with Akus Eporedoi and Kingetoi.

Tactics Mayers
01-23-2017, 11:23
Do you mean you built a Native Colony (eastcol_one) and you can recruit them? If so, then yes, that's what a Native Colony there will provide. Along with Akus Eporedoi and Kingetoi.

Isn't it rather strange that you'd have early access to elite units, epecially strong infantry like the Solduros? I'd feel too overpowered.

Also, when will Carthage be hostile to Numidia? The description says that I have to be wary of Carthage yet they are best friends despite having grown into a powerful rival.

QuintusSertorius
01-24-2017, 18:35
Isn't it rather strange that you'd have early access to elite units, epecially strong infantry like the Solduros? I'd feel too overpowered.

Also, when will Carthage be hostile to Numidia? The description says that I have to be wary of Carthage yet they are best friends despite having grown into a powerful rival.

Bataroas aren't elites, they're regular line infantry. Colonies give professionals, Solduroi are Celtic professionals.

Give the AI time, it's probably building up for a break with you.

Tactics Mayers
01-26-2017, 15:16
Bataroas aren't elites, they're regular line infantry. Colonies give professionals, Solduroi are Celtic professionals.

Give the AI time, it's probably building up for a break with you.

Indeed. Between turns 160-180, The Lusotannan mustered mustered a force and besieged Tolosa and engaged with a war that I could not simply offer a ceasefire. Only when the Celtiberians engaged a full on war against them that they sent me a ceasefire. It was quite fun sending naval reinforcement and leading a mixed force of Numidians and Celts against those Iberians.

With that regard, Is it easier to get a ceasefire from an offending faction as long as you do not have any territories directly neighboring them? You could sometimes see Carthage engaging a long conflicts against the Iberian faction but if they are at war with Rome, they can immediately offer a ceasefire.

Same goes for an ai faction mounting a naval invasion with their armies only for them to sit around doing nothing. I've seen this when an Epeirote army lay idle next the settlement of Syracuse that I've taken from them.

Also, will the Numidians have native Heavy Cavalry in the future? With the majority of their cavalry being light skirmishers and the others being nobles that are quite expensive and also very hard to replenish their numbers and very important BGs, they have experienced heavy casualties in trying to hold off the well-armored iberian horsemen. I simply cannot see myself fighting the Carthaginians when they have strong medium and heavy cavalry that can easily walk over my cavalry.

QuintusSertorius
01-27-2017, 18:58
The AI is still a work in progress, but yes, sharing a border tends to make peace less palatable to the AI.

The Numidians own Nobles (same as their bodyguards) are the only native cavalry they have heavier than skirmishers. Make use of what mercenaries you can get hold of to supplement your cavalry; Celts and Iberians both have decent mediums available for hire. There isn't much you can do about heavy cavalry, though. Aside from cope with it the best you can, not every faction has access to every kind of unit.

Suetonius
01-27-2017, 19:40
Really enjoying 2.2f - thanks to all the team. Feels like AI factions each have some sort of coherent plan (though I could be imagining that!)

As Pergamon I was getting on famously with Makedon until I took Byzantion (they had tried and failed several times) upon which they broke our alliance and attacked what was now my city. I seem to remember reading somewhere that new scripts included some specific stuff for each AI faction; Makedon's actions would make sense if that's the case.... but it surprised me and I thought as Pergamon I'd be aware that Byzantion was regarded by Makedon as "theirs"... am I wrong to imagine that this is the case? (Of course their attack may have been for another reason).

Are these 'hardcoded' AI actions/objectives documented? Or should I have paid more attention to the intro text on the faction selection screen? Perhaps I should read even more history! Any thoughts on this welcome....

Tactics Mayers
01-30-2017, 09:08
Continuing on with some of my questions that spawned during my Numidian playthrough.

1. Why do the Celtic Settlements near Iberia (Tolosa and Illiberri) not have not ranged units once the Satrapy has been built? A Satrapy in an Iberian settlement at least had Iberian Slingers so why do the 2 Celtic settlements have no Celtic Slingers or Archers?

2. It is already turn 250 and I see the Romans as a pushover despite having a well-rounded roster. I gave Syracuse to them because of the fact I don't want to deal with the Epeiros and hoped that the Punic Wars would happen. Instead, they are currently at war with the Sweboz. Doesn't help that they still have Camillan rosters despite the Celts already have achieved their reforms and armor upgrades.

3. Either swordsmen have no luck with projectiles or skirmishers are too good at killing front line infantry? While truly heavily armored infantry can resist the volleys of ordinary javelins, most infantry will have their numbers by brought down by a good amount. I've seen my Soldurus get reduced to only 30 men when skirmishers fired upon them or in my last Greek playthrough, the Peltastai Logades are sometimes the favorite target practice by enemy archers or skirmishers.

Otherwise, the playthrough has been quite great.

QuintusSertorius
01-30-2017, 15:55
Continuing on with some of my questions that spawned during my Numidian playthrough.

1. Why do the Celtic Settlements near Iberia (Tolosa and Illiberri) not have not ranged units once the Satrapy has been built? A Satrapy in an Iberian settlement at least had Iberian Slingers so why do the 2 Celtic settlements have no Celtic Slingers or Archers?

Because there's no native pool in Celtic regions. The Satrapy is composed of two parts: a core Numidian roster, and a local component. There's no local pool in Gaul, which is why you're getting no slingers or anything else there.

What you've pointed out is that there should be a regional restriction on it, it's not an intended place for Numidian factional governments.


2. It is already turn 250 and I see the Romans as a pushover despite having a well-rounded roster. I gave Syracuse to them because of the fact I don't want to deal with the Epeiros and hoped that the Punic Wars would happen. Instead, they are currently at war with the Sweboz. Doesn't help that they still have Camillan rosters despite the Celts already have achieved their reforms and armor upgrades.

The automatic trigger for the Polybian reform is turn 248, which you've just passed. They have to actively replace their Camillian units to get the benefits of the reform, there's no way to script a change.

Rome being at war with Sweboz is something recent map changes which will appear in 2.2g should fix (by closing the northern routes).


3. Either swordsmen have no luck with projectiles or skirmishers are too good at killing front line infantry? While truly heavily armored infantry can resist the volleys of ordinary javelins, most infantry will have their numbers by brought down by a good amount. I've seen my Soldurus get reduced to only 30 men when skirmishers fired upon them or in my last Greek playthrough, the Peltastai Logades are sometimes the favorite target practice by enemy archers or skirmishers.

Otherwise, the playthrough has been quite great.

Javelins from which direction? Most of a unit's protection is to the front (via the shield value).

Tactics Mayers
01-30-2017, 17:32
Javelins from which direction? Most of a unit's protection is to the front (via the shield value).

Mostly in-front. I usually keep elite units or a few swordsmen in reserve so that I don't lose precious units.

Oh, about the Twitter announcement. How does this affect the Numidians? Certain cities will no longer develop into larger cities?

Ibrahim
02-01-2017, 08:40
Mostly in-front. I usually keep elite units or a few swordsmen in reserve so that I don't lose precious units.

Oh, about the Twitter announcement. How does this affect the Numidians? Certain cities will no longer develop into larger cities?

Don't worry: am in the process of slowly fixing that issue. Had a feeling it would happen.

Gaius Sempronius Gracchus
02-05-2017, 20:21
Just a few strange happenings to report. Got a ceasefire with Koinon Helenon as Makedon, then Pyrrhus turned up and besieged Sparta so opened up diplomacy with Koinon and requested they attack a faction....Epiros. Strangely, though they were at war with them and one of their ciities was under siege they refused to attack said faction. I went to attack Pyrrhus anyway expecting the besieged army to sally out as well. No...there was noarmy from Sparta that was going to defend itself from an attack by a faction it was at war with.

Left Pyrrhus and Sparta alone (Pyrrhus made peace with Koinon before backstabbing them the next turn and taking Sparta) and besieged Athens.Made a ceasefire with Epiros. Besieged Athens for 5 turns and then assaulted the walls. Despite that when I had checked the Athenian army prior to my assault all of their units had been depleted, when the battle began ...all of the Athenian units were up to full strength (is this deliberate?).

After a lengthy and costly victory my game crashed due to an 'unknown graphical error'.

Baphemous
02-07-2017, 11:53
What can you do to increase loyalty with FMs?

QuintusSertorius
02-13-2017, 19:19
Updated to 2.2g, changelog:


Added Voini to Allied Government pools and Parthian Border Marches government.
Overhaul of Sauromatian factional pools
Numidian, Mauretanian, Egyptian and Ethiopian recruitment pools rewritten. Plugged hole in polis on Korsim/Shardin.
Revision to the availability of Celtic professional swordsmen - now only in Celtic factional governments, colonies and as mercs. Gargokladoi now universally available.
Updated capabilities of farm buildings to provide progression, and functioning bonuses.
Change to stats of a number of Celtic line infantry units. Revision to mercenary Celts and their availability.
Changes to placeholder models for some Client Rulers
Roman formations switched around again.
AP removed from cavalry lances - makes them overpowered when charging from the front.
Fixed Thermon client ruler bug and PotentialSuccessor trait.
Correction to faction standings bug.
Update to faction re-emergence to prevent it happening while target city is under siege. Also updated spawning stacks to be era-appropriate. Added some new locations for a number of factions.
Closed three Alpine passes to the north of Medilanon to stop Rome going directly north. Removed land bridge across Straits of Gibraltar/Pillars of Hercules, between Byzantion and Nikaia, between Mysia and Mytilene and between Attike and Euboia.
Added new faction missions for Ptolemaioi and Carthage.
Update to battle scripts to account for reinforcement battles.
CAI updates including correction of an error. Also a new "switch" to move between diplomatic and warlike states.
New fallback triggers for Hayastan/Baktrian independence - if they lose seven key neighbouring provinces, then they are independent by default. Also punitive expeditions now scripted to do something.
Update to "war triggers" to prevent perpetual notification.
New AI "opening moves".
Expanded Baktria's Hellenistic options in Custom Battle for era0.
Updated appearance of the Zagros mountains on the campaign map.

Tactics Mayers
02-14-2017, 07:34
I've encountered some error while extracting the files: ! C:\SEGA\Medieval II Total War\mods\ebii\EBII 2.2g Patch.zip: Cannot create C:\SEGA\Medieval II Total War\mods\ebii\data\ui\units\mercs
Access is denied.

QuintusSertorius
02-14-2017, 10:57
I've encountered some error while extracting the files: ! C:\SEGA\Medieval II Total War\mods\ebii\EBII 2.2g Patch.zip: Cannot create C:\SEGA\Medieval II Total War\mods\ebii\data\ui\units\mercs
Access is denied.

I have no idea what to suggest.

Tactics Mayers
02-14-2017, 11:52
I have no idea what to suggest.

Well what about this? I've recently played as the Arverni. Note I'm highlighting the blue celtic unit.

http://imgur.com/a/BkaTk

QuintusSertorius
02-14-2017, 12:29
Well what about this? I've recently played as the Arverni. Note I'm highlighting the blue celtic unit.

http://imgur.com/a/BkaTk

That's a simple one, a more up to date export_units needs to be included with the zip. Not game-breaking; if there is a 2.2h before 2.3 releases, it'll be fixed then.

QuintusSertorius
03-07-2017, 16:58
2.2h changes:

Zero'd starting Roman naval pools to prevent them going on an early ship-building spree.
Pergamon's starting non-levy pools zero'd and given additional money.
Updated export_units so new mercenary Celtic Heavy Spearmen display properly.
Removed camera zooms in Baktrian mission that focus on now non-existent forts.
Updated assignment of Alpine provinces - there are now only two.
Adjusted Hellenistic/Carthagnian settler colony prerequisites to be pastoral settlement compatible.
Corrected the cavalry error in the kh3/kh4.
Corrected appearance of Blastophoenicians in southern Iberia - no longer in Ilergetes territory.
Civitas Libera, Provinciae and Roman Trade Colonies now properly restricted to outside of Italy.
Updated Epeiros' colonisation script to match the others.
Halved war-weariness threshold to 6. Removed weariness-reducing "winning battles" section. Some factions start out with the diplomacy label, instead of warlike.
Removed Pergamon mission.

血荐轩辕
03-09-2017, 12:45
I wonder when will next big update as 2.3 be released.Last time I try to install a small update.It destroy all my game.I can no longer play it.I hope that there will be a big update soon so that I can play it again.Hope that in the next big release the AI will be much more ferocious,not so mild

QuintusSertorius
03-10-2017, 12:47
I wonder when will next big update as 2.3 be released.Last time I try to install a small update.It destroy all my game.I can no longer play it.I hope that there will be a big update soon so that I can play it again.Hope that in the next big release the AI will be much more ferocious,not so mild

2.3 will be released when it's ready. These testing patches are a critical part of assessing readiness.

Note that none of the patches are savegame compatible, so if you update you will not be able to play your previous saved games. If you want to see updated AI, you need to be playing the patches.

血荐轩辕
03-11-2017, 00:57
after I install the patch.The whold game become unplayable.Crushing to desk before I can play it

QuintusSertorius
03-11-2017, 14:06
after I install the patch.The whold game become unplayable.Crushing to desk before I can play it

Did you install it onto a working 2.2b or anything later in the series? You can't patch 2.2 with it.

Also, what does your error log say?

CumPizdrul
03-16-2017, 17:40
Hi guys,


excuse me but I can't understand all of it ( I don't speak good english :( ). I downloaded and I am playing now the 2.2E version, what should I do now?


sorry help me

QuintusSertorius
03-17-2017, 10:34
Hi guys,


excuse me but I can't understand all of it ( I don't speak good english :( ). I downloaded and I am playing now the 2.2E version, what should I do now?


sorry help me

If you want to update to 2.2h, then you can patch over your existing installation. But you'll have to start a new game, it won't work with existing saved games.

CumPizdrul
03-17-2017, 12:05
If you want to update to 2.2h, then you can patch over your existing installation. But you'll have to start a new game, it won't work with existing saved games.

ah, Quintus you are the best. Thank you. So I must overwrite the 2.2h on 2.2e , don't need to get back to 2.2b or pass through 2.2f ?

QuintusSertorius
03-17-2017, 13:36
ah, Quintus you are the best. Thank you. So I must overwrite the 2.2h on 2.2e , don't need to get back to 2.2b or pass through 2.2f ?

You don't need any other incremental updates. 2.2h installs either directly onto a clean installation of 2.2b, or over any subsequent version (2.2c-2.2g).

CumPizdrul
03-18-2017, 17:14
You don't need any other incremental updates. 2.2h installs either directly onto a clean installation of 2.2b, or over any subsequent version (2.2c-2.2g).

Thank you very much indeed.

Arsaces
03-21-2017, 13:12
I remember during one of the prior updates, that we should play the game on hard campaign difficulty, and normal battle difficulty. Is that still the case?

QuintusSertorius
03-21-2017, 20:06
I remember during one of the prior updates, that we should play the game on hard campaign difficulty, and normal battle difficulty. Is that still the case?

Yes.

QuintusSertorius
03-23-2017, 13:52
Changelog for 2.2i:

New reform for Pergamon. Defeat of Galatians and acquisition of territory are the triggers.
New "Galatian Shakedown" event for the Pergamon player.
New government structure for Pergamon - few options outside of Anatolia before their reform.
Galatian independence script - it will keep adding new Rebels for a goodly while.
Ligurian resistance to the Roman player script.
Rebel "hotspots", 15 provinces with an additional response beyond the normal bandit spawns.
Merc hiring for KH and Arevaci - option some springs to lose recruit pools for money.
Closed off some of the north-south passes through the Caucasus to stop the AI walking around the Black Sea.
Hidden_resource ioudaioi added to Damaskos. Availability of Ioudaioi Taxeis revised; no longer available with Hellenic governments in Antiocheia/Alexandreia.
Included the updated export_units.txt this time, not the xml.

QuintusSertorius
04-07-2017, 23:37
Changelog for 2.2k:

Galatian Shakedown only ends with the Pergamon reform - not simply by taking Galatia.
Increased chance of shakedown event from 20% to 50% every spring.
Consolidated Galatian Resistance into one occurrence when triggered (boost garrison AND spawn an army).
Garrison script condensed down from 30 to 1 monitor. Added a handful of Rebel settlements that were major centres in their own right to the factional capitals.
KH Reforms adjusted to use many fewer monitors.
Select a successor script consolidated down from 64 to 8 monitors. Together with the changes above, almost 200 monitors have been removed.
Halved value of spring bonanza for the AI.
Changed Baktrian/Hayastan tribute events to use the existing seasons, rather than their own special counters.
Switched off the second part of the "opening moves" script when the targeted faction is the player. Avoids the weird teleportation-siege-battle thing.
Added Getai to the horse herds building.
Jewish Garrisons now only work for the faction who actually controls Ioudaia. Previously they were available as long as any of the three chosen factions held it.
Carthage can now convert camps to cities.
Changed recruitment slots of Caucasian Tribal Kingdom to match that of others.
Changed formation of Thorakitai Epilektoi and Peltastai Makedones.
Shrunk Hai Nizagmartik to a regular infantry unit size (not levies).
More EDCT updates and cleanup.

QuintusSertorius
04-09-2017, 22:58
Changelog for 2.2l:

Errors in KH governments in EDB corrected.
Collapsed "Control of Ioudaia" script into one monitor and expanded to Ioudaia or Babylonia.
Corrected folder name for merc Retainers.
Reduced most slingers shield value to 2.
Reworked KH merc script and Pergamon's Galatian Shakedown - they should now repeat.


If you aren't playing Pergamon or KH, it probably isn't worth updating just yet. This is primarily to fix two repeating events for those two factions.

kvergara93
04-10-2017, 19:58
wait, why must this be? I've found campaigns anything less than H/H to not be challenging enough.

kvergara93
04-10-2017, 19:59
I remember during one of the prior updates, that we should play the game on hard campaign difficulty, and normal battle difficulty. Is that still the case?

is there an explanation as to why?

QuintusSertorius
04-11-2017, 09:14
wait, why must this be? I've found campaigns anything less than H/H to not be challenging enough.

Because the unit stats and battle mechanics are balanced for Medium battle difficulty. What faction are you playing?

If you're finding battles too easy, chances are you're using some combination of always using full stacks (try 15 units), too much cavalry (more than 2 units as a settled faction), too many elites (more than 1 unit per stack), too many archers (more than 2 units), too much heavy line infantry, and/or targeting the enemy general to cause a general rout. I often find when people make this complaint, they use full stacks comprised almost entirely of heavy cavalry and heavy infantry, with little or no skirmishers, when a more balanced force would not only be more interesting to play, but more challenging too.

kvergara93
04-12-2017, 01:33
I've played as a lot of them but got bored once my empire became massive. I got a sense of "ok, since I'm so much stronger than everyone, it's only a matter of time until I conquer everything." I did rome 250+ turns. Averni, Leusitani, Saba, Ptolemaioi, Pritanoi, and Getai all for at least 150+ turns. Maybe this is more about me being easily bored...

And I do balance my armies pretty well. Granted, I rarely march with less than 15 units. And yes, killing off the general + cleaning up the routing army with calvary has always been a go-to strategy of mine.

So is it up to me to I guess limit myself in order to create a challenge? Or is there something hiding after 250-300 turns?

Also, if unit stats and battle mechanics for medium difficulty, what happens at higher difficulties? Sorry if that sounds like a stupid question, just geniunely curious

Coronatus
04-21-2017, 16:37
Hello team and fans,

I'm currently playing 2.2g (a little obsolete, i know) with the Romani and noticed a couple of things:

1) First of all, playing EBII is still a lot of fun. Especially the Romani are quite complete and the details in buildings, units, scripts etc are stunning. I love all the descriptions and the reworked landscape. I think p.e. the removal of the "bridge" between Sicily and Bruttium was an advance. And still I experience a lot of AI sea invasions as the Carthies head to Syracusae and the Numidians to Sardinia.

2) I remember that the provinciae were removed in one of the last releases. Have they already been re-integrated? I miss them quite hard, as one of my goals was to "collect" all of them with my propraetores.

3) The cursus honorum still works well, but I would emphasize the creation of ex-questor, ex-praetor and ex-consul traits. So far, my family members only have ex-aedile traits.

4) The re-spawning of factions can be quite annoying. If you like to create an empire in historical borders like I do, it's kind of a problem, if for example the Carthies respawn in Phasania all the time, when you really don't want to incorporate the province in your imperium. In my opinion, re-spawning should be restricted at least to the historical core provinces of each faction to match the problem.

5) Is there any plan to expand the "a year in history"-events further than 212BC? I like them very much and am always kind of sad, when they end.

Thank you and keep up the good work!
Best wishes,

Coronatus

QuintusSertorius
04-21-2017, 17:54
2) The provinciae were never intentionally removed; have they stopped working?
3) I think ex-magistrate traits were expanded recently.
4) That's the re-emergence script failing to work as intended. Each faction only has one, or at most three specific locations they're supposed to re-spawn in. Except that doesn't seem to work all the time, and you get weird occurrences like this.
5) I don't know. We have a hardcoded limit of around 500 entries in the historic_events.txt because of a tool we use to generate the strings, and each one of them is another entry.

Coronatus
04-22-2017, 19:45
Thank you very much for your answer.

2) Yes, at least this is what happens in my campaign. For example I already conquered Dyrrachium, have the provincia romana-government and installed a proper proconsul there and he doesn't get a certain ancilliary. Same happens in Sicily.
3) Ok, maybe I should just install one of the later releases like 2.2l and see if something has changed.
4) Well, let's see how that developes.
5) So, every of the pop-ups like "Winter. Time to muster armies" counts for that? The "a year in history"-events would sum up only to about 60...

Best wishes,

Coronatus

QuintusSertorius
04-24-2017, 12:33
We've discovered the choice of error logging method may have an impact on performance as well as stability. I'd highly recommend that everyone go into their EBII.cfg (using Notepad++ and not Windows Notepad) and make the following edit:

Find this:


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


And change it to this:


[log]
to = mods/ebii/logs/eb.system.log.txt
#level = * trace
level = * error

It reduces the error tracking to a simpler form, which results in much, much smaller logs. While it gives less information, if you get a repeatable crash, all you need to do is switch them around (by removing the # from the trace line and putting it on the error line instead).

The difference in log size is significant - we're talking hundreds of KB for "error" vs hundreds of MB+ for "trace". While I've suspected for a while having big text files floating around in memory isn't good for stability (and the longer your session is, the bigger the file gets), it's been reported that it impacts between-turn processing times as well.

QuintusSertorius
04-26-2017, 10:19
Changelog for 2.2m:

Corrected stats for Skythian Horse Archers (and Bosporan bodyguards).
Given free upkeep to Lakonikoi, removed "hide anywhere" from Parthian Levy Spearmen and ap from Sauromatian Nobles' secondary lances.
Increased defensive skill of Sabeaen professionals/elites.
Reduced secondary attack stats for Komatai Hippotoxotai and Komatai.
Implemented several planned features for Sab'yn.
New descriptions for Pergamene governments.
Added shipbuilding to Shardin/Korsim port buildings. Major revision of higher port building recruitment; heavy fleets only come from specific places, not everywhere.
Removed Rebel recruitment of pirate fleets, given them light ships instead. Pirate still spawn randomly in the usual manner.
Revised southern Arabian recruitment pools.
Removed the Captain-triggered loop of the Ligurian Resistance script.


Main thing for testing here is the Saba changes. While it doesn't have their new units (Bedouin are substituted here), it has the new gameplay bits. The start isn't so boring any more...

Otherwise keep an eye on naval recruitment, particularly by Rebels.

magnificent walrus
04-26-2017, 18:58
We've discovered the choice of error logging method may have an impact on performance as well as stability. I'd highly recommend that everyone go into their EBII.cfg (using Notepad++ and not Windows Notepad) and make the following edit:


It would be better if you added these instructions to the original post so that more people can see it.

By the way, what is needed to patch to a new release: just extracting the new files (Does the file for animations change too?), or some uninstallation beforehand too? I'm not sure but my now resolved problem in this thread might be due to a mistake in patching on my part: https://forums.totalwar.org/vb/showthread.php?152620-I-cannot-post-my-error-log

QuintusSertorius
04-26-2017, 21:37
It would be better if you added these instructions to the original post so that more people can see it.

By the way, what is needed to patch to a new release: just extracting the new files (Does the file for animations change too?), or some uninstallation beforehand too? I'm not sure but my now resolved problem in this thread might be due to a mistake in patching on my part: https://forums.totalwar.org/vb/showthread.php?152620-I-cannot-post-my-error-log

You just need to extract and paste over your data folder; no need to do the animations again, no need for a reinstallation.

If you did reinstall, then you'd patch directly over 2.2b, you don't need any of the incremental past versions. Though if you'd reinstalled, you would need to do the animations again.

QuintusSertorius
05-08-2017, 14:42
Changelog for 2.2n:

Updated Southern Arabian Rebel Alliance script - spawned "support" now acts.
Switched Galatian Raider placeholder in Hellenistic Colonies for Celtic Mercenary Swordsmen.
Switched Ligurian Slinger/Corsi Infantry placeholder to Balearic Slingers.
Added eastcol pool to eastern Sicily, adjusted those in western Sicily, Sardinia, Corsica and Massalia.
Major revision of north African and western Sicilian recruitment.
Changes to Pergamene elite recruitment.
Adjusted size and cost of Komatai Epilektoi.
Tripled cost of Marib Dam unique.
Updated faction re-emergence script to remove duplicated counters. Changed order of army spawn and re-emerge.
Amended models for Libyan Infantry (javelins removed) and Numidian Skirmishers (spear as secondary weapon instead of knife).

Mouzafphaerre
05-09-2017, 03:05
*waits for the EB Team to run out of letters to reinstall* ~:)

QuintusSertorius
05-09-2017, 09:39
*waits for the EB Team to run out of letters to reinstall* ~:)

Given the pace of changes now (I think we've shaken out most of the obvious bugs), I don't think we'll reach z before 2.3, but you never know.

QuintusSertorius
05-10-2017, 22:42
Changelog for 2.2o:

Moved the garrison commander of Nertobriga to the actual location of the settlement.
Another reworking of faction re-emergence, spawn moved back to the top.
Corrected add_settlement_turmoil values.
Put the unrest part of the Troublesome Regions script into a conditional IF statement - only applies when not Rebel-held.

血荐轩辕
05-13-2017, 03:27
I also wait the next big release to install.the small release is far too difficult to install.,it may destory the all game

magnificent walrus
05-13-2017, 03:29
I also wait the next big release to install.the small release is far too difficult to install.,it may destory the all game

I thought the reason it broke the game for me was because I'm on Linux. Don't know why you're concerned though.

QuintusSertorius
05-13-2017, 11:51
I also wait the next big release to install.the small release is far too difficult to install.,it may destory the all game

I test each and every one before releasing them; if it's not working for you, it's specific to your machine/configuration/installation. There are hundreds of people playing them just fine.

Mouzafphaerre
05-14-2017, 00:10
*waits for the EB Team to run out of letters to reinstall* ~:)


Changelog for 2.2o:

Moved the garrison commander of Nertobriga to the actual location of the settlement.
Another reworking of faction re-emergence, spawn moved back to the top.
Corrected add_settlement_turmoil values.
Put the unrest part of the Troublesome Regions script into a conditional IF statement - only applies when not Rebel-held.



:o :2thumbsup:

血荐轩辕
05-14-2017, 01:58
dont you think it is not quite player friendly.EBII is very fragile it cant work with other mod.Or there is CTD when I just get into the game,but my other mod will work fine.I had to reinstall all kingdom 1.5 and eb 2.2 again

QuintusSertorius
05-15-2017, 11:19
Changelog for 2.2p:

Libyan Infantry gain powerful_charge. Also updated their models - slight increase in armour.
Revision to Celtic mercenary pools (removing levies). Revision to Hellenistic mercenary recruitment, ensuring proper transition of units over time.
Slight shrinkage of polis pools and reduction in cavalry. Rebalance of helcol pools to feature more cavalry.
Revised KH and polis-imitation governments in line with the above.
Corrected eastcol conversion in Delta Neilou (gone).
Revised "Core" recruitment in Seleukid and Baktrian Supervised Hellenic Admin governments.
Link to the updated barbarian settlement files included in the installation instructions.

QuintusSertorius
05-19-2017, 17:13
Changelog for 2.2q:

Adjusted recruit_priority_offset for Trieres and Liburnes fleets, to reduce naval spam.
Corrected kh7/kh8 which weren't updated last time.
The Greek medium cavalry of the Nile Delta are Hippeis, rather than Xystophoroi.
Corrected accidental bleed-over of Xystophoroi/Aspidiotai Hippeis in Bithynia.
Removed trailing spaces from EDU and EDB - probably won't make a difference to most installations, but may aid the most fragile.
Slight tweaks to neighbour and governor conversion rates - both lowered.
Lowered the AI-switch thresholds, peaceability should come sooner for warlike factions.
Adjusted numbers of elephants and chariots so there aren't mysteriously disappearing men when you start a battle.

CumPizdrul
06-04-2017, 07:44
Hello Everybody!

Playing my 2.2H version, I am now at turn 1140 ( 13-14 AD), playing with SPQR but I can't see any Augustea reform, is this correct? Furthemore, why the game seems like "die" after the Marian's reform ? I mean, no more news, no more triggers, no happening...is that a problem of mine or is normal?

Actually I do not understand even how to rule a big empire if you have to train all the governors in Rome, and it takes a long time to sende them out to provinces...and why there are not legions out of italy (or some auxilia in hiberia or gallia) and no archers...

Thanks

QuintusSertorius
06-04-2017, 23:27
Hello Everybody!

Playing my 2.2H version, I am now at turn 1140 ( 13-14 AD), playing with SPQR but I can't see any Augustea reform, is this correct? Furthemore, why the game seems like "die" after the Marian's reform ? I mean, no more news, no more triggers, no happening...is that a problem of mine or is normal?

There aren't any yet. There's one unit the Augustan Reform will bring in, which hasn't been made yet (and probably won't for a while, it's low priority). Nor have we concepted the trait-related changes that it might bring. Again, because it's much lower priority than a host of other things that need doing for other factions.

Our focus is on the early- to mid-game that will get a lot more play right now. We'll get to the late-game when that's done.


Actually I do not understand even how to rule a big empire if you have to train all the governors in Rome, and it takes a long time to sende them out to provinces...and why there are not legions out of italy (or some auxilia in hiberia or gallia) and no archers...

Thanks

You don't get legions outside of Italy, ever. With the Provinciae government, from the Marian reform onwards, you get auxiliaries. Some of those are equivalent units (eg Thorakitai from Greek settlements), others supporting troops.

CumPizdrul
06-05-2017, 08:09
There aren't any yet. There's one unit the Augustan Reform will bring in, which hasn't been made yet (and probably won't for a while, it's low priority). Nor have we concepted the trait-related changes that it might bring. Again, because it's much lower priority than a host of other things that need doing for other factions.

Our focus is on the early- to mid-game that will get a lot more play right now. We'll get to the late-game when that's done.



You don't get legions outside of Italy, ever. With the Provinciae government, from the Marian reform onwards, you get auxiliaries. Some of those are equivalent units (eg Thorakitai from Greek settlements), others supporting troops.

Ok Quintus, I got it. But ,if I can suggest, the auxiliaries are also : roman infantry lancers, roman archers and roman reformed equites. I know you have a big work to do, I am just giving my point. Infact, I started a new campaign testing Baktria that's more complex :)

QuintusSertorius
06-17-2017, 21:44
Changelog for 2.2r:

Ptolemaic mission now works, damned typo...
Added Thebais to Troublesome Regions script.
Rewrite of starting Carthaginian armies/garrisons.
Adjustment to availability of British Noble Cavalry - increase in frequency after the CelticTwilight reform.
Removed culture limits in the casse_mig so it's the same as the others.
Kretan Archers now appear in the Roman Provinciae in Syria.
Added a new building for nomadic/semi-nomadic factions: the Nomadic Enclave. It has no icons for now, but functions fine otherwise.
Reduced morale of all cavalry units by 2 points (as per LusitanianWolf's submod - but not Client Rulers).
Removed command from Roman Equites.
Increased shield value of certain Iberian infantry units.
Changed secondary weapon of Komatai Toxotai to match that of Komatai/Getikoi Hippotoxotai.
Updated formations of Brigantinoi and Mezeugenoi.
Removed loosest formation (2.7m x 2.7m). Tightened close order of Kretan Archers and Bosporan Heavy Archers.
Reduced recruit_priority_offset for Trieres and Liburnes a little more.
Decreased missile hit rate against elephants from 0.175 to 0.15.
Added a series of "AntiTrait triggers" for a number of paired/antagonistic traits.

Cincinnatus Johnson
08-06-2017, 12:00
We've discovered the choice of error logging method may have an impact on performance as well as stability. I'd highly recommend that everyone go into their EBII.cfg (using Notepad++ and not Windows Notepad) and make the following edit:

Find this:


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


And change it to this:


[log]
to = mods/ebii/logs/eb.system.log.txt
#level = * trace
level = * error

It reduces the error tracking to a simpler form, which results in much, much smaller logs. While it gives less information, if you get a repeatable crash, all you need to do is switch them around (by removing the # from the trace line and putting it on the error line instead).

The difference in log size is significant - we're talking hundreds of KB for "error" vs hundreds of MB+ for "trace". While I've suspected for a while having big text files floating around in memory isn't good for stability (and the longer your session is, the bigger the file gets), it's been reported that it impacts between-turn processing times as well.

I want to start by saying thank you for your work on EBII. 2.2r is playing wonderfully for me.
About this recommended change to the EBII.cfg, is it likely to ever be changed in an update?
- CJ

QuintusSertorius
08-07-2017, 13:30
Not in an update, no, we don't want to overwrite whatever other changes you've made to your config. It's a trivially easy edit to make, just get Notepad++ to make it.

Yash
09-01-2017, 10:12
Hey guys,

It looks like the 2.2r EDU has close and loose formation values mixed up for some units. In the Romani campaign I'm trying out, my Camillan hastati have a higher spacing between rows in close formation than they do in loose formation. It's easily fixable by swapping the numbers in the EDU, I'm just letting you know in case this hasn't been reported yet. Some examples:

type roman infantry hastati camillan
formation 0.9, 1.8, 0.9, 0.9, 8, square

type roman infantry principes camillan
formation 0.9, 1.8, 0.9, 0.9, 8, square

type roman infantry hastati polybian
formation 0.9, 1.8, 0.9, 0.9, 4, square

type roman infantry pedites extraordinarii
formation 0.9, 1.8, 0.9, 0.9, 4, square


Edit: it seems EDU changes aren't savegame compatible? I've changed the formation values for my hastati and the game crashes when i try to load the last savegame. Restarting the campaign works and uses the new values.

Could you let me know where crash to desktop logs are stored? The game tells me to send the log to the EBII crew but i can't find the file.

QuintusSertorius
09-01-2017, 15:15
No change is savegame compatible, I'm afraid.

Those have all been fixed ahead of 2.3 - it's not just Romans, there were Celts and others with the same reversed formations.

Logs should appear wherever your EBII.cfg tells them to. By default that should mean mods\EBII\logs