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Bonny
04-15-2006, 16:05
Europa Barbarorum FAQ





I Installing EB
II EB in General
III EB Gameplay (Reforms inside)





I Installing EB

Q: Do you have a Homepage?
A: Yes, www.europabarbarorum.com, there you find lots of information about the different factions of Europa Barbarorum, Wallpapers and the downloads
.
Q: Where can I download Europa Barbarorum?
A: You find the Europa Barbarorum download, if you follow this link (https://www.europabarbarorum.com/downloads_mod.html).

Q: Which is the Actual Version of EB?
A: The actual version of EB is 0.81

Q: How to install EB?
A: To install EB on your Computer, please follow these steps
1) New RTW install (1.0)
2) update to 1.5 (patch can be found at www.totalwar.com)
3) download and install EB 0.81
4) (optional) if you don't like to see naked people fighting, you can download
trousers for Geasata and Tindanotae here (https://www.europabarbarorum.com/downloads_patch.html)

If you are new to EB and have problems with the difficulty This Article (https://forums.totalwar.org/vb/showthread.php?t=74128) should get you started. :2thumbsup:

Q: I have RTW gold edition. Does this work with EB?
A: Yes, RTW Gold Edition is automatically patched to 1.5.

Q: what is the "campaign script" and how do I load it?
A: The campaign script is the way EB mods much of the game to introduce new features and gameplay like seasons and stuff. Loading the campaign script is easy. As soon as you start a campaign, and every time after that when you load that game click on any one of your cities. An advisor will pop up telling you to click the "show me how" button. Do this. Now the advisor can be closed if it doesn't do so automatically. Advice does NOT need to be turned on for this to work.

Q: After I unistalled RTW, I can't get it to reinstall again, what can I do?
A: This is (in most cases) caused by some entries in the registry, telling the RTW install Program that RTW is already installed/patched.

helpfull links (thanks to Foot):

a) step by step instruction how to delete regestrie entries from my PC (https://forums.totalwar.org/vb/showpo...03&postcount=1)
b) step by step instruction using Reg Cleaner (http://www.twcenter.net/forums/showp...47&postcount=2)
c) using install shield (http://www.twcenter.net/forums/showp...9&postcount=35)
d) small clean programm (http://www.twcenter.net/forums/showp...6&postcount=32)


II General


Q: What is Europa Barbarorum?
A: Europa Babarorum is a total conversation for Rome: Total War, that try’s to make the most
Historical accurate mod within the borders of the hardcoded limits.

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

Q: Will you be moving to/supporting BI?
A: No, EB is being made for RTW 1.5 and the Team won’t shift to BI, but there are several Fan made minimods which allow you to play EB with BI and which use several of the unique BI features like the shieldwall formation.

Q: Where can I find the old EB Faction Previews?
A: You can find all of the "Countdown to open Beta..." and following Previews ones in this thread:
All the previews in one thread! (https://forums.totalwar.org/vb/showthread.php?t=51037)
For older Previews you can look into this one
The Lost Art Of Keeping Of Secret (https://forums.totalwar.org/vb/showthread.php?t=44442)
and this one
The Lost Art Of Keeping A Secret, Redux
(https://forums.totalwar.org/vb/showthread.php?t=46101&pp=30)

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

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

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

Q: Why are the Gauls called Aedui / Avernii and the Germans called Sweboz?
A: In Europa Barbarorum, all factions are named as they named themselves in history. The Celts living in what is today France, never called themselves “Gauls”. They were in fact no united nation, they were a mixture of different Tribes.
The Aedui were one of the major tribes (ruling complete Gaul for a short time), who were opposed by the Avernii Federation. (For more Details please read “Gaius Julius Caesar: De Bello Gallico”)
The Sweboz were one of the bigger Germanic tribes, who possibly were able to unite all tribes (proudly represented by the Eleutheroi).
The same applies for Getai, Casse and Sauromatae.

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

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

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

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

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

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

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

Q: I read way back that you guys were going to use original language speaking and spelling in the mod, will you guys still do that?
A: We are using transliteration from original languages throughout the mod, and we still plan to have original voices in the mod. At the moment Latin, greek and celtic languages are incorporated. Punic is being worked on.

Q: Is it planned to include custom made music to EB?
A:
We are also very pleased to be able to bring you the first hint and sample of another entire aspect of Europa Barbarorum that we are now realizing. This is a part of the mod that some of us have been dreaming would come to fruition for quite some time, and we now have a majority of the soundtrack composed and recorded, by Morgan Casey & Nick Wylie. We are all very pleased with what we have so far, and look forward greatly to the completion of the entire soundtrack. But you only get a little taste of it here. Since we are releasing the new nomadic improvements, we will also supply one of the nomad pieces - the Campaign Map Nomad Theme (http://morgancasey.com/Nomadic_Theme.mp3).

Q: I have modding skills and I want to help you guys. who should I talk to?
A: Ask tk-421 what he needs. he is the recruiting coordinator and he has a thread over here

Q: What are mnai?
A: In EB the Rome TW currency Denarii is replaced by the more historically accurate mnai or minae. A mnai is 1/60 of a talent (Greek: talanton).

The talent was once a Babylonian weight unit, and varied much over time and in the places it was used.
In the 3rd century BC contracts between Rome and Qart Hadasht, the Attic/Euböic talent is used, which amounted approximately 27 kg.
(As for another example: After the second Punic war, Qart Hadasht had to pay 10.000 talents (600.000 mnai or 270 tons of silver) to Rome.

During the EB timeframe there were two major types of currency systems in use in the Mediterranean region.

Attic
6 obols = 1 drachma
100 drachmae = 1 mnai
60 mnai = 1 Talent

Qart Hadasht / Ptolemaic Egypt
60 shiqlu = 1 mnai
60 mnai = 1 Talent



III Gameplay

Q: Which factions have reforms, and when do they take place?
A: There are 5 factions which have refom:
Romans: 3
Polybian
at least year 242, either hold 2 of these cities (Segesta, Mediolanum, Patavium, Bononia) AND 2 of these (Lilibeo, Messana, Syracuse) OR wait until 210BC
You get the new units after upgrading your Mic's. In settlements you don't upgrade you keep your old camillan units, and you are still able to retrain your old veterans.

Marian
At least year 172BC, have 6 Latifundia built, hold at least 45 settlements, fight more than 250 battles and have a character that is:

Intelligent/Charismatic/Vigorous
Popularis
Consul or Ex-Consul
Has Influence and Command > 2

OR just conquer 90 settlements.
Augustian
At least year 125BC, hold 90 settlements, have at least 45 type2 settlements, fight 400 battles, and a general that is:

Intelligent/Charismatic/Vigorous
At least Skilled Bureaucrat
At least Arrogans
At least Expert Recruiter
Can't be Selfless

If these conditions are met, the general will receive a trait telling he wants to seize power. Make him the Faction Heir and as soon as he becomes the leader the reforms will happen.


Saka: 1
You must hold Baktra, Marakanda, Alexandreia Eschate, Antiocheia Margiane, Alexandria Ariana or Taksashila for 4 consecutive winters.

Celts (Aedui/Avernii/Casse): 2
the first 220BC and the second 120BCis going to become dynamic triggers , too.


Seleukid: 1
They get the Cataphrakt unit after the vanilla Marian Reform Event

Makedonia: 1
They get the Hysteroi Pezhetairoi unit after the vanilla Marian Reform Event

Q: Which is the recommend difficult setting for Europa Barbarorum?
A: Europa Barbarorum is best played on Very Hard / Medium.
The AI is Aggressive (in particular the slave faction) but didn’t get stat bonuses on the Battlefield.
If you want a real challenge try vh/vh but be aware enemy units on the battlefield are getting massive bonuses (afaik: +7 attack, +7 defence, and a huge morale boost), it could happen that your fullstack army is hacked to pieces by 5 units Gesetae..

Q: Do you have improved the AI in any way?
A: No, the AI is completely hardcoded, and cannot be altered. Nevertheless the AI gets some assistance. Since the financial Situation in EB is very difficult to handle for the player, it is completely out of League for the AI. The not perfect solution is that the AI factions are getting financial help via script, if their treasury is under a certain amount of mnai.
You have brain, and the AI has money.

Q: How to gain long lasting Alliances in EB/RTW.
A: The campaign AI was always a diffcult thing in RTW, and the main thing (not the only) that influences it is money.
If you have an alliance with another faction (for example your are playing Karthadast and your Ally is Rome) you have always to fear that they attack you out of no reason (as it often happens). To make the Alliance lasting you have to make gifts to them. The best way to do this are tributes. Giving them small amounts (100 - 500 or whatever you can afford ) of money every turn make them stay friendly is working well. And after some time your Ally will be offering Gifts (money) to you too.
In my example i payed tributes (200 mnai) for ~30 turns, and didn't break the alliance as they attacked my other Ally the Aedui, as regard Romes fleets stayed away from my Harbours and a Diplomat visited me with a gift of 20000 mnai because "i'm a good friend of the Senate and the People of Rome".

Q: Why are so many rebels spawning all over the map, even in provinces with 200% loyalty, and why are the rebel towns producing so many units?
A: The random spawning of rebels is hardcoded in 1.2. In 1.5 the spawn rate can be adjusted.
The EB Team gave the slave faction a little bit more cash, too to make them more of a challenge.

Q: My money is melting away like ice in the sun with faction xyz, what can I do?
A: The upkeep and recruitment costs of your army are extremely high, compared to vanilla rtw or other mods. This makes the start of each campaign very difficult. Generally you can choose between two tactics: disband your army, and begin building up your economy; or just begin to conquer provinces with your starting army, until your are out of debt.
There are starting guides for some factions (Sweboz (https://forums.totalwar.org/vb/showthread.php?t=58719), Baktria (https://forums.totalwar.org/vb/showthread.php?t=58562), Koinon Hellenon (https://forums.totalwar.org/vb/showthread.php?t=58561), Casse (https://forums.totalwar.org/vb/showthread.php?t=58560), Karthadast (https://forums.totalwar.org/vb/showthread.php?t=58559), Rome (https://forums.totalwar.org/vb/showthread.php?t=58557)) which bring you through the critical first turns. In the EB Gameplay Guides (https://forums.totalwar.org/vb/forumdisplay.php?f=128) Subforum are fan made guides for other factions, too.

Q: How to fight Gesetae, and why are they so damn tough?
A: In short: Gesetae are highly skilled, battle hardened veterans, taking drugs that make them feel no pain, and you best fight them with javelins. More detailed description here (https://forums.totalwar.org/vb/showthread.php?t=58846).

Q: How does the new recruitment system work?
A: https://forums.totalwar.org/vb/showthread.php?t=73928

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

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

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

Q: Will you be changing the campaign victory conditions?
A: Each faction has new unique victory conditions.

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

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

Q: Is the start date still 270 BC?
A: No, it has been changed to 272 BC.

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

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

Q: Have you changed the distribution of wealth any?
A: Yes - provinces, resources, and trade have all had their values tweaked, and costs are much higher than they were.

Moros
04-15-2006, 16:24
verry good bonny!!! :2thumbsup:

BigTex
04-15-2006, 17:59
Q: Will the aliens who built the pyramids make an appearance?

Everybody knows it was the lepricons who did it, the aliens were just the scapegoats incase they collapsed.:shame:

Kull
04-15-2006, 18:16
Thanks Bonny! :2thumbsup: I'll ask other Team members to stop by and offer suggestions and/or corrections. After everyone's had a chance to weigh in, I'll sticky the thread.

One correction: The current 272 BC start date is firm. We will not be altering this.

Bonny
04-15-2006, 18:46
One correction: The current 272 BC start date is firm. We will not be altering this.

corrected :stupido:

I think i have much to do in the upcoming week :sweatdrop:

glad to hear you like it

:bow:

Dooz
04-16-2006, 00:26
Wonderful, wonderful. Well done Bonny!

edyzmedieval
04-16-2006, 10:18
Good doggy Bonny!!! ~D

That will stop all of the useless posts...

Masy
04-16-2006, 12:16
Wow, well done, lot of effort there. Very minor niggle though:
Q: Can I install any other mods on eb?
A: To make it short: No.
The unnoficial late period mod thingy can be, though this is just being pedantic and feel free to ignore me.

Bonny
04-16-2006, 12:42
Thank you for telling me.
I didn't look in this thread for moths, so i missed their alpha release.

Kull
04-18-2006, 02:12
If you receive an error message like this "" you are having a bad RTW install, you sadly have to reinstall RTW again.

I think you meant to put a link, a quote, or a graphic inside those quote marks, yes?

Ludens
04-18-2006, 21:37
Excellent job ~:thumb: .

I would just emphasize a little more that the current version is a beta and by no means the finished product. Any potential downloaders should be aware that they are downloading a version intended for bug-hunting.

Dooz
04-19-2006, 09:40
Bonny, maybe you should add the dates for the current reforms that are in place for the Romans, etc. It seems to be an overly asked question and always being posted about. Seems like it'd belong in the FAQ.

Reenk Roink
04-19-2006, 14:35
Bonny, maybe you should add the dates for the current reforms that are in place for the Romans, etc. It seems to be an overly asked question and always being posted about. Seems like it'd belong in the FAQ.

I stand humbled in your foresight... :2thumbsup:

This is a very good suggestion and...Touche :2thumbsup:

Perhaps another thing is to again reinforce the fact the EB is still in its Beta stage, and that units like Spartan Hoplites, Cretan Archers, etc... will eventually be released. That seems to come up quite frequently...

Bonny
04-19-2006, 20:44
ahem, the are in the faq (on position number five) since i posted this thread.
:balloon2:

Dooz
04-20-2006, 00:47
Oh man, I knew it, lol. I read the whole thing when you posted it but when I was posting, I just skimmed through and I guess I didn't catch it. Woops!

Bohemians
04-24-2006, 17:59
Just a quick question, when are we expecting a full version release ?

Thanks for the Great Work... its amazingly beautiful and detailled ! Thanks ! :D

At your service, Bohemians from www.totalrome.com

Avicenna
04-24-2006, 18:05
There's probably gonna be quite a while before the mod is completed Bohemians. I think (unsure) that the 0.8 version should be out within a few weeks, but it's going to take a while with all wonders having to be redone apparently.

Welcome to the .org! ~:wave:

O'ETAIPOS
05-23-2006, 11:18
One thing that should be added to FAQ - If You see Grey Pesant Icon check unit's name/description it is probably the unit you cant find.

econ21
06-03-2006, 01:37
Can you put links to the faction previews in the FAQ? I know they may be out of date, but they were glorious and a lot of work must have gone into them. Also a lot of the unit screenshots on eb.com don't seem to work, whereas they do in the previews. I know I'll never recruit an Imperial Roman soldier in EB, but I can look and dream, can't I?

Bonny
06-03-2006, 12:56
Good Idea, :2thumbsup: included.

Kull
06-17-2006, 16:05
Nice job on the FAQ, Bonny! Three requests:

1) In the Bug Section, please add a link to the "neutered traits file" (http://www.twcenter.net/forums/showpost.php?p=835308&postcount=17) (and describe why and how it can be used).

2) Every now and then, we get requests from people who have tried to unistall RTW and then can't get it to reinstall. Since this typically involves editing the Registry, and/or ini files, be sure to include a clear warning that they should proceed with caution, and at their own risk. Below are a few links that can help them with this problem (please include some helpful titles/descriptions instead of just posting the blind links, as I have done!):

a) https://forums.totalwar.org/vb/showpost.php?p=687403&postcount=1
b) http://www.twcenter.net/forums/showpost.php?p=330847&postcount=2
c) http://www.twcenter.net/forums/showpost.php?p=898049&postcount=35
d) http://www.twcenter.net/forums/showpost.php?p=601556&postcount=32

(Thanks go to Foot, for assembling these links elsewhere)

3) A description of helpful commands people can add to a new desktop shortcut. (Note: -nm and -showerr are automatically added to the shortcut created by the installation program):
-nm = No movies (speeds up the launch)
-show_err = Sometimes (but not always) will tell you what caused the game to crash
-ne = Runs the game in "windowed mode" (helps if you are doing other things on the PC)

Thanks!

Foot
06-17-2006, 20:39
It must be noted that -ne will run the game windowed only if the resolution for Rome Total War is smaller than your desktop. However, -ne will at all times allow you to move between desktop and game without slowing down the whole experiance.

Foot

Krusader
07-21-2006, 22:47
Keep up the good work Bonny.

This FAQ is being linked to now from the Contacts page on the EB website, which btw received a major update in content.

https://www.europabarbarorum.com/

Kull
08-01-2006, 07:00
Bonny - A surprising number of people can find the Downloads page (https://www.europabarbarorum.com/downloads_mod.html), but not the Patch page (https://www.europabarbarorum.com/downloads_patch.html). Can you please provide a direct link to each page from the FAQ? Thanks!

Sarkiss
08-02-2006, 09:28
a questions about rebels.
unlike 1.2 in 1.5 the rebel are tweakable. so will their strength and frequency they appear with be altered? are they gonna appear more appropriately, historically rather than just show up in the middle of your heartland the way they do with 1.2?
imo, replacing "rebels" with the "independent tribes" or "independent state" is a good idea.
thanks.

Foot
08-08-2006, 17:20
An alternative place to find the 1.2 zip patch is now on the ftp.

ftp://ftp.europabarbarorum.org/RTW_1.2_ZIP_PATCH.rar

Foot

Slartibardfast
08-28-2006, 07:05
Everybody knows it was the lepricons who did it, the aliens were just the scapegoats incase they collapsed.:shame:

No it was the mice.

The leprechauns and the little grey aliens are just two of the layers of their "onion of mis-information":dizzy2: .

Slartibardfast
09-04-2006, 00:48
Quick question.

How does one of your units devestate an enemy tile?

Is this just something your troops do whenever they end end a move in enemy territory?

-Praetor-
09-04-2006, 01:14
How does one of your units devestate an enemy tile?

Is this just something your troops do whenever they end end a move in enemy territory?

Basically yes, but they have to stand ground in the same location for more than one or two turns...

After that, the earth begins to scorch itself...

The bigger your army, the faster and larger the surface of land is devastated.

Slartibardfast
09-06-2006, 04:53
Thanks.

Will start with my new found tile devestation abilities as soon as possible.

Kull
11-07-2006, 08:09
Bonny - Please update to indicate that the Reinforcement CTD has been solved. Thanks!

Teleklos Archelaou
11-17-2006, 06:07
Here's a question we occasionally get. A couple of points in the explanation that not everyone might realize at first glance also, so it seemed worthwhile to post it in here Bonny.

=====================================

Why don't you include buildings like more blacksmith levels, or mints, or bakers or (insert other building type here)?

There are a few different reasons. Some buildings are things that all factions have or something like it, or something that most factions have. These include things like (as have been suggested in various threads as new buildings): bakers, kilns, etc. Also some buildings that a lot of factions might still have but some wouldn't. They have been included when having them was seen to be able to give a proper boost that wasn't there before to the factions that have them (river ports for example - land locked factions or provinces that had big river trade routes need them honestly, given the massive boosts seaports grant to some factions every game), or when there was an appropriate bonus that we can award that was needed (garrisons as one example - to help control the angry red faces that we see everywhere). Mints could give financial boosts to some factions, and they are one of the next best ones that we have left out, **but** those that would benefit are the factions that already have money. Not so much to others that need it most like Sweboz or early Getai or the steppe ones or the Casse. Why give more money to Greeks then? That's why we haven't done it. Also, why would we give higher blacksmith levels, even if there is a lot of difference in levels of smith technology, since this just means more armor bonuses, and that is something that has been decided against by the mod team before.

Kull
11-22-2006, 16:28
Another item for the FAQ:

I loaded a game in EB and all of my Government buildings have been destroyed (all red). What happened?

If you start a campaign with faction 'A', activate the script and then quit to the main menu and reload a previous save game of a faction other than faction 'A', your government buildings will be damaged as soon as you activate the script again.

This is hardcoded into RTW, and there's nothing we can do to fix it. You can avoid the "bug" by shutting down RTW completely and restarting if you want to play a different save game with a different faction (reloading save games from your current campaign is not a problem).

BozosLiveHere
12-09-2006, 16:37
Bonny, I was drunk when I posted the dates for Celtic reforms. The dates should be 220BC and 120BC. Please update.

Bonny
12-09-2006, 19:56
Bonny, I was drunk when I posted the dates for Celtic reforms. The dates should be 220BC and 120BC. Please update.

lol :laugh4: , corrected

Shifty_GMH
12-13-2006, 16:10
EB ver 0.8 is my first experience with Europa Barbarorum. So let me start off by saying Great Mod! Love the map and its features.

Quick question though.... I am playing as Rome (btw the year is only something like 260 bc) with large unit sizes. Why are my units half the size of what the unit cards states at time of recruitment or when buying mercs? For instance Hastati says 80 men but only recruits 40 men. Is this a feature of the Reform you start off with or is it a bug? Please let me know. Thanks.

Teleklos Archelaou
12-13-2006, 18:21
We've got nothing to do with that SSG. That's weird.

Shifty_GMH
12-13-2006, 18:33
What do you suggest? A fresh install?

Imperator
12-15-2006, 16:48
just out of curiosity...
A) is it possible to change the end date of a campaign (to 180 rather than 14 AD)
B) will doing that effect any scripts?

thanks

blacksnail
12-15-2006, 17:22
a) Yes.
b) Yes, the 4tpy script only applies through 14 AD. You would need to modify it yourself if you wished to retain 4tpy.

Leni
12-21-2006, 15:38
If I install EB, can I still play RTW and BI? Thanks!

Shifty_GMH
12-21-2006, 16:06
If I install EB, can I still play RTW and BI? Thanks!

I asked this question once myself. Here is what I found out you can do....

"Here is what you need to do:

1. If you haven't already, have a fresh, clean Vanilla RTW 1.2 installed. You should have your Activision folder, with your Rome - Total War sub folder (note: I would suggest leaving this install alone. This will be your base-line for all other mods. Do not modify this folder at all).

2. Right click on your Rome - Total War sub folder, and select COPY.

3. PASTE the sub folder in your Activision folder. You should now have your original Rome - Total War sub folder and a new sub folder that says Copy of Rome - Total War.

4. PASTE as many other copies of the sub folder as you like. If you want six mods installed, paste six times. NOTE: Only paste as many times as your system space allows, obviously.

5. Next, right click on each new "Copy of..." sub folder, and select RENAME. Rename the folder whatever you want. I name mine like Rome - Total Realism and Rome - SPQR Mod, etc.

6. Next, locate the RomeTW.exe file in each subfolder. Right click on it, and select CREATE SHORTCUT. You'll now have a second .exe file, a shortcut to the first. Right click on this, and select RENAME. Rename the shortcut to something like "Rome - Total Realism", etc.

7. Drag your sub folder renamed short cuts to your desktop. You can have as many short cuts as you want, each pointing to a different install.
NOTE: I would suggest treating your BI as a "mod" with its own new sub folder, too, rather than modifying your original vanilla folder. This would allow you to use the first folder as your base line, in case you decide to install a new mod that is based on pre-BI Rome Total War.

You should now have several sub folders, each containing a different version of the game. This is fine, it will not hurt your computer. You can double click on the .exe inside each subfolder, or, use the shortcut method I use as described in step 6. If you want to remove a sub folder (uninstall a mod), simply select its subfolder in your Activision folder, and delete it. Note: Windows AUTOPLAY function (when you put your disc in) will boot to the main RTW folder, so, simply exit the autoplay menu when it pops up when you put your disc in and manually start the mod you want to play."

This info comes from user "def" and can be found at http://www.totalrealism.net/forums/index.php?showtopic=8308

I have done this and it works just fine. Just always keep a copy of RTW 1.2 on hand.

Sorry if I stepped on anyones toes for posting info from RTR Forums.

Bonny
12-21-2006, 16:39
Nice instruction, only one problem: EB needs RTW 1.5 to work. You need to upgrade to 1.5 before you start copying around.

Since EB uses the mod build, vannilla RTW and BI ar still working afetr EB has been installed.

blacksnail
12-21-2006, 21:49
Aedui, Arverni, and Casse all undergo the same reforms. Currently it just says Aedui and Arverni. Bonny, can you update that?

Thanks!

Gazius
12-25-2006, 13:17
Whatever happened to the specific requirements for a triumph?

Also, do I get a specific trait saying he got the triumphus? Or is it the cognomen?

soibean
12-30-2006, 19:59
is version .81 save compatible with .80 or will we need to restart?

Ludens
12-30-2006, 20:34
is version .81 save compatible with .80 or will we need to restart?
It won't be save-game compatible according to Aymar.

CaesarAugustus
12-31-2006, 00:57
It won't be save-game compatible according to Aymar.


WHAT? I don't want to have to start a new Romani campaign. I hope Aymar is wrong......:furious3:

Quick question, I have not yet progressed in my campaign to the point where the Augustian Reforms are possible. The FAQ explains how to trigger the Augustuan reforms, just not what they do. Do the reforms just give you new units that you did not recieve during the Marian Reforms, or do they have some other effect on your faction?

Bonny
12-31-2006, 15:14
WHAT? I don't want to have to start a new Romani campaign. I hope Aymar is wrong......

No Aymar is right, the 0.81 patch is not savegamcompatible


Quick question, I have not yet progressed in my campaign to the point where the Augustian Reforms are possible. The FAQ explains how to trigger the Augustuan reforms, just not what they do. Do the reforms just give you new units that you did not recieve during the Marian Reforms, or do they have some other effect on your faction?


Definately new Units and maybe new recruitment abilities, but on this one i'm not sure

robgeal1
01-08-2007, 20:18
Hi, I've just tried to install EB and each different version I download has the same problem, when I double-click on the EB08-setup.exe file and get told that the archive is corrupted. Am I doing something incredibly stupid or what? I managed to install a version of Total Realism without any problem. Any advice would be much appreciated.......

Eduorius
01-19-2007, 01:26
I am in my Romani campaing and I just want to know if EB have Aquila legionaires (First Legionary cohort)?

Another question is if only in Barbarian Invasion is where someone can get Legion names?

Thanks for your time :clown:

scannerfish
01-21-2007, 01:39
I have met the requirements for polybian reforms and haven't gotten them yet. How am I suppose to go about getting my Polybian units?

MarcusAureliusAntoninus
01-21-2007, 04:48
You need to reach 242BC as well. And then once you get the reform "buildings", you have to upgrade your barracks one level in order to get Polybian units.

Ld & USd

Eduorius
01-21-2007, 06:04
Can someone help me with my questions 2 posts above? :inquisitive: :beam:


Thanks <:)

scannerfish
01-21-2007, 06:08
Its also 241 and I am at the max level of homeland barracks and there are no upgrade buildings.

MarcusAureliusAntoninus
01-21-2007, 07:43
Unfortunately, if you reached the highest level of barracks, you must tear them down and start over with the barracks. IIRC there was an idea to script the Polybian barracks in if you got to the highest level at some point in the future...


I am in my Romani campaing and I just want to know if EB have Aquila legionaires (First Legionary cohort)?

Another question is if only in Barbarian Invasion is where someone can get Legion names?

Thanks for your time :clown:

There are no First Cohorts through the Marian Era. And to my knowledge, none in the Imperial Era either.

DeathEmperor
01-21-2007, 07:59
You guys probably get this question a lot so I decided to post it here instead of making a new thread.

First I love EB. I only just got enough free time to play it a month ago, but it's absolutely amazing blowing me right out of the water. :2thumbsup:


Now my question was if someone would be willing to post a list of the cities and provinces where the Seleucids can train their Indian elephant units? I just stared a Seleukid campaign the other day (I couldn't help myself :laugh4: ), and I just don't know where to build up my barracks to get them.

Also do the Seleukid Indian Kataphract elephant units suffer from the same stats compared to the ones Epeiros get, meaning do they share the same stats and models of unarmoured or normal Indian elephants?:help:

Ludens
01-21-2007, 13:23
Now my question was if someone would be willing to post a list of the cities and provinces where the Seleucids can train their Indian elephant units? I just stared a Seleukid campaign the other day (I couldn't help myself :laugh4: ), and I just don't know where to build up my barracks to get them.
I am not sure about 0.8, but in 0.74 Indian elephants (MIC 3, all governments) and armoured Indian elephants (MIC 4, all governements) could be recruited in the cities to the east and the south of Baktra: Baktra herself, Kophen, Taksashila, Prophtasia, Alexandropolis, Pura, Karmana, Opiana and Patala, and IIRC also in the capital of Epiros.

russia almighty
01-21-2007, 17:24
Yeah I was wondering about the polybian reforms too . Will the camillian reforms item down in the building screen be replaced by Polybian reforms and then you can build the proper barracks?

DeathEmperor
01-21-2007, 21:23
I am not sure about 0.8, but in 0.74 Indian elephants (MIC 3, all governments) and armoured Indian elephants (MIC 4, all governements) could be recruited in the cities to the east and the south of Baktra: Baktra herself, Kophen, Taksashila, Prophtasia, Alexandropolis, Pura, Karmana, Opiana and Patala, and IIRC also in the capital of Epiros.
Really only in those cities? :embarassed:

I was hoping that I could train them more westward like in Seleukia, Ekbatana, or dare I say Antiokeia since I wanted to use them in my war with the Ptolemaio. I guess I'll have to make due without them.


Oh and another question, do the Seleukids get Kataphractoi in EB.8? I noticed I have the Kataphract reform 2 in many of my cities, but there's no description and I heard other EB.8 players are having trouble or something with it.

Thaatu
01-21-2007, 21:42
Where do Seleukids get their elephants? Are they in the "mercenary pool" around Babylonia or...?

Eduorius
01-22-2007, 03:02
So why there are no Aquila Legionaires (First Legionary Cohorts) in EB?

soibean
01-30-2007, 02:28
Two questions:
1. will there be anymore reforms beyond the Seleukid, Romani, and Celtic?
2. will the celtic and seleukid reforms be included and working in .81?

thanks

Gazius
01-30-2007, 03:41
Eduorius, I can't say for sure if any are planned, but there is a minimod for .81which will sate your desire.

soibean
1) The saka have reforms in place already, reforms are planned for the sweboz, and at least one greek faction has reforms, which are currently tied to the vanilla marian reforms until proper dynamic reforms can be made.

Can't say about 2 for sure, I'm heavily leaning towards no.

Fondor_Yards
01-30-2007, 05:13
2. They are in now, the seleucids get at old marians, celts at 220 and 120.

DeathEmperor
01-30-2007, 22:03
So will the Seleukid reforms be triggerable by the same way the Marian ones are for the Romans in EB?

And will they be like an introduction of a whole new unit roster or just improved versions of your original units with one or two new ones in the mix?

Zim
02-02-2007, 06:30
I hope this question hasn't been asked before. I looked and couldn't find it. Does playing a turn without the script mess anything up? After a ctd I replayed from the autosave and accidently hit end turn without activating the script. :sweatdrop:

Kull
02-02-2007, 07:57
As a reminder, the FAQ is not where you go to "frequently ask questions", but rather to seek out already published answers to frequently asked questions. You are better off asking these things in the main forum, since most of the people who come to this thread are probably not going to have answers for you.

kambiz
02-08-2007, 20:19
Hi;
I am in 242BC and I have all of these settlements (Segesta, Mediolanum, Patavium, Bononia,Lilibeo, Messana, Syracuse) but no reform has happened yet.What's wrong?Have I missed somthing?

Also I don't know what is MIC???

Thanks

blacksnail
02-08-2007, 20:50
Also I don't know what is MIC???
Unfortunately it's behind-the-scenes shorthand that creeped out into the light of day without us noticing it until it was too late. It stands for "Military Industrial Complex." It essentially means "your unit buildings."

kambiz
02-09-2007, 10:49
Thank you blacksnail.

It seems the Reform take place at 240BC not 242.

Dooz
02-10-2007, 06:31
Heya folks. I believe Oleo's solution of how to play EB custom battles (and of course campaign) with BI should be linked to or posted in the FAQ, as it is quite a frequently asked question.

https://forums.totalwar.org/vb/showpost.php?p=1422130&postcount=59

Bonny
02-10-2007, 11:20
Heya folks. I believe Oleo's solution of how to play EB custom battles (and of course campaign) with BI should be linked to or posted in the FAQ, as it is quite a frequently asked question.

I'm currently working on a kind of revision for the faq this question goes int, too.

Fl3wk
02-13-2007, 15:42
When you mention VH/VH and VH/M, I know that it means battle and campaign map difficulties, but which is which? I played as Swobaz and they really kicked butt up until they met the mighty Romani. I used the battle difficulty as the medium setting as I assumed when you say that troops moral is much more on higher difficulties, that it meant the battle choice.

d'Arthez
02-13-2007, 16:10
VH/M = Very Hard Campaign, Medium Battle

CaesarAugustus
02-17-2007, 00:35
Generally even if someone says M/VH, it still means Very Hard Campaign, Medium Battle because that is the most popular difficulty setting for EB.

Shifty_GMH
02-27-2007, 16:35
Quick question....

Does EB have a recommended setting for resolution? I will be playing at 1024x768. Should it be played at 1024x768x16 or 1024x768x32 for battle and campaign? I know some other mods recommend one or the other depending on pixel issues with skins and such they have created. For instance Roma Surrectum suggests using x32 for battle resolution because at x16 you get "more pixelation and less smooth color gradients" in the changes they have made to the sky. So what does EB recommend?? Thanks in advance.

Bonny
02-27-2007, 18:08
Quick question....

Does EB have a recommended setting for resolution? I will be playing at 1024x768. Should it be played at 1024x768x16 or 1024x768x32 for battle and campaign? I know some other mods recommend one or the other depending on pixel issues with skins and such they have created. For instance Roma Surrectum suggests using x32 for battle resolution because at x16 you get "more pixelation and less smooth color gradients" in the changes they have made to the sky. So what does EB recommend?? Thanks in advance.

ähh, nothing, you can play on the resulution your PC can handle best

Shifty_GMH
02-27-2007, 18:36
ähh, nothing, you can play on the resulution your PC can handle best

Good to know. Thanks Bonny. :2thumbsup:

abou
02-27-2007, 20:21
Personally, I have found that the game wants to be played at 1024x768x32. I have tried other resolutions, but get slowdowns above or below this setting even on my new computer. I can't begin to explain, that is just what I have observed.

Shifty_GMH
03-07-2007, 16:20
I know 0-build times for units was discussed and dismissed by EB. Not questioning that. However I have two questions.

1. What was the historical recruitment time for forming a cohort and a legion? I know the time would vary be region. So I guess I am looking for an answer like 1-3 months for a cohort and 4-6 months for a legion type of answer.

2. Is it even possible to put a recruitment time of .5 (or some other number....not sure with 4 turns per year what the number is set at to define time passage) to get 2+ units recruited a turn?

Thanks in advance.

blacksnail
03-07-2007, 17:59
2. Is it even possible to put a recruitment time of .5 (or some other number....not sure with 4 turns per year what the number is set at to define time passage) to get 2+ units recruited a turn?
No, this is not possible with the RTW engine.

Kugutsu
03-07-2007, 18:52
Raise a unit in every city in italy, and in 2 or 3 turns you have a legion. Not too ahistorical, as a legion was about half allied troops, and I imagine many roman troops would come from roman colonies rather than the city itself.

Teleklos Archelaou
03-14-2007, 16:27
(For FAQ maybe)

Who can build caravans and what are the restrictions/requirements?

Sabaeans, Saka, Sarmatians, and (soon) Pahlava have the regular three levels plus the initial scout level. Baktria and the Seleukids have only one level after the scout level, and it is a different "path" so that we can give different requirements.

-For Baktria and Seleukids: and not building_present_min_level government gov2 and not building_present_min_level port_buildings coast
This means they can only get them in provinces that they don't directly control. If you let the local province govern itself with a type4 or type3 government, then there can be one level of caravan there, but if you build a type1 or type2 government there, you cannot build the caravan. Provinces with ports are kept out of this equation though to make sure you don't have crazy imbalanced trade in one. The benefits are the same that the first level of the nomadic factions' caravans supply.

-Saba, Parthia, Saka, Sarmations: First two levels (after scout level) don't have any requirements. But Saka, Sarmatians, and Parthia can't have pastoralism to get the third level - they have to have a purely nomadic province to get the highest one. Saba doesn't have that restriction.

CohortofRome
03-16-2007, 14:00
Ok so i just went and got the full install for version .81 of EB and installed it on a copy of the total war game files ( since i had the mod switch version of RTR already installed over my regular game files) when i went to play i got a failed to initalize 3D audio and the startup crashed.

Could my RTR mod be interfering with the game files and making EB crash? Or is something else wrong?

Foot
03-16-2007, 14:07
Ok so i just went and got the full install for version .81 of EB and installed it on a copy of the total war game files ( since i had the mod switch version of RTR already installed over my regular game files) when i went to play i got a failed to initalize 3D audio and the startup crashed.

Could my RTR mod be interfering with the game files and making EB crash? Or is something else wrong?

If the RTR files have overwritten any of the vanilla files then this may be your problem. Also could be a problem with your audio settings in RTW, though that seems very unlikely if it works at other times.

EDIT: Also this doesn't really belong here, can you go and repost your problem in the bug forum. We don't want to clog up the FAQ thread too much.

Foot

Conqueror
03-17-2007, 11:26
Who can build caravans and what are the restrictions/requirements?

Sabaeans, Saka, Sarmatians, and (soon) Pahlava have the regular three levels plus the initial scout level. Baktria and the Seleukids have only one level after the scout level, and it is a different "path" so that we can give different requirements.
This means no caravans for Hayasdan and Pontos, unless they capture a province that already has one?

Teleklos Archelaou
03-17-2007, 15:47
Correct. They can't build caravans themselves. They don't have the problems the nomad factions have where they can't build all market levels, and they aren't located as far east as Baktria and Seleucids are, so while they can benefit from conquering places where caravans exist along the silk route and further east, they can't build them themselves.

Breoghan
03-21-2007, 18:06
Hello to all, I am new in this forum. It wanted to congratulate the developers of this fantastic mod, but at the same time it wanted to ask the reason for which it has been decided to include the lusitanos and not the celtiberos like faction, considering that the celtíberos were the ethnic group of Iberia that more fiercely fought by its independence against the Romans. thanks. (pardon to use the translator of google. My English is very bad).

Sarcasm
03-21-2007, 21:41
Hello to all, I am new in this forum. It wanted to congratulate the developers of this fantastic mod, but at the same time it wanted to ask the reason for which it has been decided to include the lusitanos and not the celtiberos like faction, considering that the celtíberos were the ethnic group of Iberia that more fiercely fought by its independence against the Romans. thanks. (pardon to use the translator of google. My English is very bad).

Strabo might disagree with you... "And yet the country north of the Tagus, Lusitania, is the greatest of the Iberian nations, and is the nation against which the Romans waged war for the longest times."

Celtiberians were allies of the Romans for a long time, even at the time when war broke out between the Arevaci and the Romans, the rest of the Celtiberians were more than happy to jump on board with the Italians (even though they were the reason Numancia got involved in the war in the first place). Plus theirs was a defensive war, most of the fighting being done on the road to Numantia and at it's very walls. Celtiberians were not an united people in the slightest, unlike most of the Lusitanians which at a later date willingly (or not) fully supported a certain number of powerfull warchiefs that led far-reaching offensives into the Baetic region and even across Gibraltar (with various degrees of success).

I'd also like to mention that the Lusitani were often the only faction that gathered consensus from most of Iberia, being at the forefront of major alliances of tribes, often their armies having warriors from the Callaeci, Vaccei, Vettoni and even from some of the Celtiberi.

CaesarAugustus
03-21-2007, 22:00
I'm asking this on the FAQ because it's not worthy of its own thread ... is it possible to play past 14AD?

Foot
03-21-2007, 22:10
yes, but that would require modding. Vanilla EB only goes up to 14ad however.

Foot

CaesarAugustus
03-21-2007, 22:12
Oh, ok.

Breoghan
03-22-2007, 13:16
Strabo might disagree with you... "And yet the country north of the Tagus, Lusitania, is the greatest of the Iberian nations, and is the nation against which the Romans waged war for the longest times."

Celtiberians were allies of the Romans for a long time, even at the time when war broke out between the Arevaci and the Romans, the rest of the Celtiberians were more than happy to jump on board with the Italians (even though they were the reason Numancia got involved in the war in the first place). Plus theirs was a defensive war, most of the fighting being done on the road to Numantia and at it's very walls. Celtiberians were not an united people in the slightest, unlike most of the Lusitanians which at a later date willingly (or not) fully supported a certain number of powerfull warchiefs that led far-reaching offensives into the Baetic region and even across Gibraltar (with various degrees of success).

I'd also like to mention that the Lusitani were often the only faction that gathered consensus from most of Iberia, being at the forefront of major alliances of tribes, often their armies having warriors from the Callaeci, Vaccei, Vettoni and even from some of the Celtiberi.


I am totally in agreement with you, not as much with Strábo. He is doubtless that both ethnic groups, without constituting a unitary nor homogenous block, gave a strong headache to the Romans. As much the lusitanos with Viriato as the Celtíberos with Numancia: With respect to the Celtiberian wars, it is documented that the magistrates had to change the recruitment calendar because to the Roman young people terrified to fight against the Numantinos. In any case, my opinion is that as much the celtíberos as the Lusitanos must have their own faction in this wonderful mod.
Saúdos.

Katarrn
03-31-2007, 20:50
Help!


First; great mod, some bugfixes and it would be a worthy official add-on.

But I experienced a problem with the Casse faction. It should according to this thread switch into another period in 220BC
("the first 220BC and the second 120BCis going to become dynamic triggers , too.").

Well, it didn't on my PC. I don't entirely understand the quote - does "dynamic" mean that it could occur in another year? Anyway, My Casse tribe has all Britain under control for some decades and was building its cities (all 7,000-17,000 inhabitants) all the time since the independent island tribes were defeated. Many towns cannot fill their production list because they're almost finished. My treasure is beyond 400,000. I cannot imagine how my Casse society couldn't be advanced enough to get into the next age.

How can I enter the next age?

Foot
04-01-2007, 10:07
Firstly you must make sure to start the script everytime you load the game. If the script isn't running then the reform won't happen.

Secondly, if that is not the problem, then check your building list near the bottom, there should be two buildings with writing instead of pictures. The change of period happens in the MIC, so if they were all the highest level before you got the reform you will need to destroy them and build them up again from the bottom. This will get them to change to the later buildings.

Foot

Swebozbozboz
04-14-2007, 07:02
Is there any way you could add to the FAQ the names of the factions in the script, i.e. Seleucid = Romani, etc.


Every time i need the names i can't seem to find the thread!


edit: though i can still figure it out using the descr_names file. Takes a while though...(i never knew i was such a complainer!)

Fondor_Yards
04-14-2007, 16:33
Look at the expanded_bi file in the text folder.

Swebozbozboz
04-14-2007, 18:29
Look at the expanded_bi file in the text folder.


Well, that's what I've been looking for! thank you very much!

Bartek
04-24-2007, 10:22
Hi , i have a problem with running EB , when i click on it it nothing happens.

sorry my english.

The Wicked
04-24-2007, 17:31
Hi boys and girls.... I have a couple of questions so... in a thread i red that eb is a beta is this correct ? In the future a final version will be released ? If yes how much time since then (roughly)? thank you for your time :beam:

Teleklos Archelaou
04-24-2007, 17:44
We don't know yet quite honestly. But yes, it's not done yet and we are working on the next build (though we don't know what number it will be yet either).

Still, if you haven't played it yet, it is arguably the most polished mod out there, so don't let the fact that it's not a 1.0 release deter you from playing it.

The Wicked
04-24-2007, 17:53
No no i have played it already and it's a glamorous mod... but it has some problems like hoplite spears getting small from big while running, missing text from the campaing map etc anyway keep up the good work

abou
04-24-2007, 22:59
Yeah, the hoplite spear problem is something the team is aware of and annoyed with. It is a problem with the skeleton and animation of the models, but I don't know what the plan is on how soon it will be corrected - if it can be.

eirik
04-28-2007, 04:10
Would it be possible to post some of these FAQs on the GameFAQs RTW boards?

Teleklos Archelaou
04-28-2007, 04:24
Where is that?

eirik
04-28-2007, 12:52
Hi, everybody!

The link to the website is http://www.gamefaqs.com , the specific board is at http://boards.gamefaqs.com/gfaqs/gentopic.php?board=589390 .

We're making a(nother) FAQ on the message boards, and one the topics we frequently get questions about is EB. So I was wondering whether it would be possible to quote some of the FAQ's questions (and possibly the introduction to EB on the main EB page (i.e. https://www.europabarbarorum.com )?

Edit: So, would that be alright? ^_^;;

roastedpekingduck
05-03-2007, 04:49
When looking at the factions, I wondered a bit why the Numidians were not included. The Numidians may have been split into the Massyli and the Massaesyli, and may have been subjugated by the Romans and Carthiginians, but they were still prominent players in the Mediterranean world and had more influence than a couple of the factions included (the Lusotannan). Was there any specific reason as to why the Numidians were not included as a separate faction? Forgive me if the question was already answered in an obvious place.

MarcusAureliusAntoninus
05-03-2007, 05:05
The Numidians weren't very strong or united in 272BC, though the became so later. They were replaced for more deverse or more powerful factions. They may be an option of a faction to add when EB moves to M2TW, though.

PatWest
05-05-2007, 16:50
I just loaded EB and started a game as the Romans. After about 5 turns I realized I hadn't started the scripts. I decided to start the campaign over but after starting the scripts and ending one turn the date started out at 14AD and is now progressing forward from that date.:help:

Teleklos Archelaou
05-05-2007, 17:19
Exit the program and restart it. You shouldn't have problems like that then.

desvott
05-05-2007, 17:36
is it possible to play this mod in an lan party..????:help:

PatWest
05-05-2007, 19:47
Exit the program and restart it. You shouldn't have problems like that then.

Yes, it did cure the problem, Thanks.

Tellos Athenaios
05-05-2007, 21:33
On the LAN thingy: I'm not to knowledgeable in this particular field of RTW. But.
1) For MP battles you can use the MP EDU which comes with the standard EB 'package', just open your EB folder and give a look at the subfolders listed there. Pretty self explaining stuff really, however it's worth to note that whatever EDU you use in your EB\Data\ subfolder must be called export_descr_units.txt So Multiplayer backup EDU should be copied, pasted in the same directory -> the copy should be renamed -> the renamed copy should be moved to the EB\Data\ subfolder and should replace the existing EDU. To revert back, simply do the same thing but now using the SP backup.
2) For multiplayer campaigns, you could use the hotseat mode -> IIRC it's a script which changes the faction you play after each turn to the next one: this is used for the PBEM campaigns. And there should be a proper guide on this topic somewhere on the Internet (try google). Of course, all battles between "manual" factions must be auto resolved.

Sarkiss
05-06-2007, 19:09
Q: How to gain long lasting Alliances in EB/RTW.
A: The campaign AI was always a diffcult thing in RTW, and the main thing (not the only) that influences it is money.
If you have an alliance with another faction (for example your are playing Karthadast and your Ally is Rome) you have always to fear that they attack you out of no reason (as it often happens). To make the Alliance lasting you have to make gifts to them. The best way to do this are tributes. Giving them small amounts (100 - 500 or whatever you can afford ) of money every turn make them stay friendly is working well. And after some time your Ally will be offering Gifts (money) to you too.
will it also work if you have a direct boarder with a faction you're paying tributes to?
thanks

ombudsman
05-07-2007, 13:19
first time poster, long time reader, just wanna say, GREAT mod, and a little question, maybe off the topic here, another one of the countless reform questions, playing as the saka rauka, i just got the reform building in my settlements, but nothing has changed, cant upgrade MICs or anything.
Wouldn´t bother you if it wasnt for thoose awesome saka heavy hoplites :beam: , i guess my question is, what exactly happens after the reforms and how can i recruit the new units?

Tellos Athenaios
05-07-2007, 16:23
IIRC, you should be able to build a new set of MICs & recruit your new units. This requires your new reform marker. However, other players have reported similar issues with the Saka reforms.

Entirely off topic question as well: you Dutch, since your nickname...?

ombudsman
05-07-2007, 17:37
hmm, guess ill have to settle with my HA and foot archers, pity tho, since i´d love to try the new units, i guess i can try from the beginning again and hope for a change... of well, thx for the quick answer, and nope, not dutch, from sweden, sligthly colder, and slightly rainer...and no legal pot, otherwise pretty much the same:beam:

Watchman
05-07-2007, 23:21
Entirely off topic question as well: you Dutch, since your nickname...?Ombudsman (http://en.wikipedia.org/wiki/Ombudsman); a Swedish loan-word to the world at large.

Although as it happens us former provincials happen to use a translated version... :sweatdrop: