View Full Version : Europa Barbarorum missing stuff
Varg1204
01-25-2007, 13:22
Hello there,
first I want to say how great Europa Barbarorum has become! All those new, with love and skill made units, the excellent new advanced world-map...etc.
Please don't feel insulted but I just want to ask if some things that are still missing will be implemented in the future? That would be realy great
Things that aren't perfect yet:
-rebel generals all look like greek-style hoplites (even those of barbarian culture)
-many unit cards are missing, those are displayed as peasants (Sweboz general guard, baltic spearmen 'n archers, and many more...)
- after having met the win-condition nothing happens (at least there should be a small text like: well done u've made it... or whatever else) the win-condition should be dispayed more detailed
- why don't u guys just use the 4th and 5th city level buildings of vanilla-BI? (then u wouldn't have the problem that there is no description for these buildings and u wouldn't have to create new ones, which are unnecessary)
Again, I am not complaining, please don't misunderstand me, I'm just asking if the missing stuff will be included some day?
Europa Barabarorum rules! :yes:
Are you playing with version 0.8?
I just finished my Sweboz campaign. The moment I conquered the last settlement nothing happened...
But when I ended the turn, a "world domination" movie came up.
So I did get a message when I finished the game :yes:
So either you should finish the turn, or meet ALL the conditions;
Besides conquering settlements, you also need to "raid" certain cities.
Also the Sweboz general unit does have a unit card...
And don't forget that this mod is still in beta fase and while it is in beta, it already outclasses most if not all of the other mods :egypt:
Ofcourse it needs to be polished a little more, but when it is finished it'll be even greater :2thumbsup:
Varg1204
01-25-2007, 14:40
:help:
yes I'm playing 0.8 beta
well, I've conquered far more territories than i should perhaps it's because of that?? :oops:
when I see the victory conditions the provinces I should own are displayed in violet, and those I should raid are displayed in black? What if I conquered those, which are displayed in black? How do I raid provinces? I only can conquer and enslave the population (is this seen as raiding?)
In Bi it was possible to raid a town when in horde but only then. There is no raiding option displayed
To "raid" means you once conquered that city, but you do not have to keep it.
Are you playing Sweboz btw? If so here is a picture of the world map when I finished the game.
Note that I conquered Patavium, but gave it away to the aedui.
https://img253.imageshack.us/img253/9172/swebozworldin236bc5qw.jpg
Edit: You are talking about the "victory conditions" picture, right?
Now if you press the "?" in the same screen you will see all the settlements you need to capture highlighted on your campaignmap.
If you press it again you will see your raiding targets.
Things that aren't perfect yet:
-rebel generals all look like greek-style hoplites (even those of barbarian culture)
-many unit cards are missing, those are displayed as peasants (Sweboz general guard, baltic spearmen 'n archers, and many more...)
- after having met the win-condition nothing happens (at least there should be a small text like: well done u've made it... or whatever else) the win-condition should be dispayed more detailed
- why don't u guys just use the 4th and 5th city level buildings of vanilla-BI? (then u wouldn't have the problem that there is no description for these buildings and u wouldn't have to create new ones, which are unnecessary)
Again, I am not complaining, please don't misunderstand me, I'm just asking if the missing stuff will be included some day?
I'm not entirely sure on the matter of rebel generals, but I strongly suspect they simply haven't been changed yet.
The grey peasant should finally be defeated in .81.
The victory conditions should give you a message. Have you conquered all the required cities, and if you open the faction window and press the ? in the top left corner, a advisor should pop up and tell you the requirements. You have been running the script correct?
A insulting tone isn't intended, but do you really expect EB to leave the stuff uncompleted? It IS after all a mod still in development, although it is no longer called a 'open beta'.
Using something from vanilla flies directly in the face of what this mod is. A total conversion. Nor is it unnecessary to write proper, informative descriptions, unless your criteria renders the realism part of EB unnecessary.
Also as a note, EB, officially, has no ties with BI whatsoever. A mod will probably be made by a few team members and players when its done or almost, making use of what BI offers as, IMHO, it offers MUCH better gameplay, and you can certainly use the BI exe now, but doing so means if you encounter a error, you need to reproduce it in RTW before reporting.
Zaknafien
01-25-2007, 15:34
The rebel factions must share the same model for its generals, regardless of what culture they belong to. AFAIK there is a planned EB rebel general skin, but it will be the same for all rebel factions and therefore must be pretty generic.
-many unit cards are missing, those are displayed as peasants (Sweboz general guard, baltic spearmen 'n archers, and many more...)
We do not have all unit cards done for all units. They'll be added as they become available.
- after having met the win-condition nothing happens (at least there should be a small text like: well done u've made it... or whatever else) the win-condition should be dispayed more detailed
As Janius has mentioned, the victory screen is displayed at the start of the first turn after the victory conditions have been achieved. The map you see displayed may not show the correct victory conditions.
To see your victory conditions, press the faction button, and then press the "?". The advisor will come up and the text will list the settlements you need to conquer and hold. While the advisor is up, you should see the settlements you still need to conquer and hold flashing on the game map. If you have raiding targets (settlements you must conquer but don't need to hold), the advisor will tell you to press the "?" again, and you'll see your remaining raiding targets flash on the game map.
As of 0.8 there are a few cases in which the advisor text doesn't correctly list the victory conditions, but the visual display via "flashing" settlements should be right.
Teleklos Archelaou
01-25-2007, 17:07
We have not wanted to take elements of BI (which is a purchased add-on) and bring them into EB, which is not purchased and works on non-BI versions. If we bring something in from anywhere else, we'd at least like to keep friendly with CA and not take material that they have made available for a fee and give it to players for free. The one place where we did do this (the barb battle GUI), one of our members asked and got permission to use it. But as far as those building icons go, we won't be taking other graphics from BI and using them in EB when EB doesn't require BI.
And as Zak mentioned, on the matter of rebel generals and captains - this is awful too - we have to have ONE version of each, to serve for all rebel sub factions. That is horrible. We have not touched them yet either. I don't know what we are going to do about it, but it seems like we will make a very very generic rebel dude. He won't fit really with a lot of cultures, but we'll do our best. It really stinks honestly. This is hardcoded though, and we can't do anything about it as far as we know.
Varg1204
01-25-2007, 18:25
Thank you all for ur replies. I found out why the winning conditions didn't show up (I didn't end turn :wall: shame on me!) I didn't know that about using the "?" option for seeing the winning condition in a more detailed way. thanks :beam:
fallen851
01-25-2007, 18:56
...but it seems like we will make a very very generic rebel dude.
I strongly suggest you base him after your likeness, or Khelvans, and make the sound files for the general say "NO EB PATCHES WILL BE RELEASED UNTIL THEY ARE DONE!" That way, as we battle rebel forces, we can remind ourselves of those who are holding us back from conquering world, both in terms of in-game challenges, and CTD's.
In fact, I was thinking something like this:
https://img255.imageshack.us/img255/8664/ta9ab.jpg (https://imageshack.us)
(Disclaimer: Yes, this is a joke.)
Tellos Athenaios
01-25-2007, 19:02
You can already run EB 0.8 on the BI.exe. Just read the EB bugs subforum: there are a couple of threads that involve BI (how to make it work etc.). :idea2:
blacksnail
01-25-2007, 22:44
I don't know what we are going to do about it, but it seems like we will make a very very generic rebel dude.
I still think we need to make the rebel general a Vanilla war dog, but no, Mr. High and Mighty and Informed here insists otherwise. :furious3:
MarcusAureliusAntoninus
01-25-2007, 22:52
I still think we need to make the rebel general a Vanilla war dog, but no, Mr. High and Mighty and Informed here insists otherwise. :furious3:
That would be awesome, a dog riding a horse!
blacksnail
01-25-2007, 22:53
That would be awesome, a dog riding a horse!
I know! The javelin-throwing animations would be awesome, too.
QwertyMIDX
01-25-2007, 23:49
The javelin fetching animations would be even cooler.
Imperator
01-26-2007, 00:33
The grey peasant should finally be defeated in .81.
:gossip:
is this true? will my #1 EB pet peeve be finally done for? can this be confirmed???
Philippus Flavius Homovallumus
01-26-2007, 00:50
No, because we may add new untis.
Teleklos Archelaou
01-26-2007, 03:22
There are a few temporary placeholders that we would rather have something there than nothing - but nothing permanent should have grey peasants still.
I strongly suggest you base him after your likeness, or Khelvans, and make the sound files for the general say "NO EB PATCHES WILL BE RELEASED UNTIL THEY ARE DONE!" That way, as we battle rebel forces, we can remind ourselves of those who are holding us back from conquering world, both in terms of in-game challenges, and CTD's.
In fact, I was thinking something like this:
https://img255.imageshack.us/img255/8664/ta9ab.jpg
x2 on Khelvan, but the sound file shouldn't be so complicated, a simple "When its done!" will do. If not Khelvan, I vote for Nero.
Varg1204
01-27-2007, 01:50
I've just completed the Macedon campaign and I've got some new questions:
Why is it so hard to build up a strong fleet? In history every poleis had the ability to build at least Trireme-ships (those have been the main common ships long before Macedonia was a force to be rocognized with) but in the game only very special ports do have the possibility to build ships and often just very weak ships.
Next issue is that the most advanced port of every nation has got the picture of a Roman barrack. will this be changed in the future?
Another thing that disturbs me a little bit is that it isn't possible to recruit troops in some towns ( f.e Sweboz or Macedons aren't able to recruit any kind of troops in Segestica) at least some natives should be possible everywhere
I know that 0.8 is still a beta, but I just would like to know if some things will be changed in the future?
Tellos Athenaios
01-27-2007, 02:22
Those Roman Barracks show that the proper 2D building art has not yet been added in... so, "when it's done", that will have been taken care of.
The limitted troop recruitment is something that is a bit characteristic for EB... So, you'll probably won't have troops available everywhere on the map.
The main reason why it's so hard to build up a fleet is cost... Also there's quite a difference between building a couple of warships, and an entire fleet - which is, if I'm not wrong here, what is represented by EB ships.
Tellos Athenaios
01-27-2007, 02:24
And then think of the Voice Mod that could be applied to the Eleutheroi...
Varg1204
01-27-2007, 03:34
Those Roman Barracks show that the proper 2D building art has not yet been added in... so, "when it's done", that will have been taken care of.
The limitted troop recruitment is something that is a bit characteristic for EB... So, you'll probably won't have troops available everywhere on the map.
The main reason why it's so hard to build up a fleet is cost... Also there's quite a difference between building a couple of warships, and an entire fleet - which is, if I'm not wrong here, what is represented by EB ships.
limited troops are ok but no troops at all?
it's completely ok that it is extremely expensive building up a real fleet, which is needed to build up an empire, but only very few (too few!) towns can build ships.
about the historical aspect: like I said f.e. Triremes have been the ships that fought in the battle of Salamis 480 B.C. and EB starts at 270 B.C. I don't understand why Greeks or Macedons aren't able to access at least ships from beginning on that have been very antiquated already when the game starts. (in EB Triremes are neither the best available ships nor the weakest but something in between)
Tellos Athenaios
01-27-2007, 21:19
The second line about fleets was just a thought: if you want to know for certain the 'why' bit... you'll have to talk to O'ETAIPOS, he's into ships. The only thing that I suggested was that this limitted ships availability may have something to do with the fact that though nearly all coastal settlements would have been capable of building fleets - very few might actually have been capable of 'supporting' them. Building a ship is rather easy compared to building the maintainance structures that are required to keep your ships 'in the water'. And then the maintainance itself... Athens for example was quite capable of building and 'stroring' ships, but failed in maintainig them - simply because the polis lacked sufficient wood supplies. So, when the Thebans blocked the supply lines from the wooded areas to the North of Boiotia to Athens, that was the end of it's once mighty navy. (This happened during the Peloponesian wars, btw.)
About 'no troops at all', again I'm not a member, but I'd say it might have been done for similar reasons.
Philippus Flavius Homovallumus
01-27-2007, 22:12
You also need to have sailors and marines available to crew them.
Varg1204, there shouldn't be anywhere, or very few places, where there is nothing you can recruit but you may well have the wrong MIC.
limited troops are ok but no troops at all?
There are many "recruitment holes" in the game, so congratulations as you found one of the smallest (Illyria). For the patch we have closed up a few of the biggest using logical placeholders (like extending the two numidians across all of North Africa, even though they weren't *really* native to the entire region), but some remain, and for the most part it's because we can't put anything in there that's semi-logical AND recruitable by every faction. And Illyria is one of those that will remain a problem after the patch.
But since "no troops at all" is not "ok", you are welcome to model and skin a full set of Illyrians and if they meet our standards we'll plug them into the build for you.
Varg1204
01-28-2007, 17:32
thanks again for ur answers and please don't get pissed off by my comments :scastle: I really think that EB is the greatest game on Rome engine! (it's even better than M2TW. hope a great mod like EB will come for M2TW, too :knight: that's more my time... but for now there is no such mod for M2TW in sight)
- there are recruitment holes for Aedui in whole northern Spain (which must be conquered as Aedui) and Vindelicos (a cetlic-homeland territory!). It would be great if the Aedui were able to recruit some of their own troops there (after all it's called Celtiberia)
the idea about the ships-maintaining is great (but if u conquered whole Hellas f.e. as Macedons, who would be able to block ur wood supply then? it would be great if those restrictions would fall away after having achieved some goals)
you're right I should do some units by my own and not complain! :oops: the problem is that I can't! I am really not able to draw on PC. I'll download the program and try my best but I am sure that those units will look ugly :no:
I just would like to help in a way I can:
I can give u something else if u're interested: I am studying (medieval) history and German philology (high medieval). So even if it's not classical antiquity I have access to the University library (I own some books about classical antiquity, too) and I have got some knowledge about this period, too. I could write u some texts or do some research for u guys (f.e. about ancient Germanic tribes, Gauls, Hellas, Macedonia or Rome) Just in case ur own historicial advisors are too busy with other things right now I would be very glad to lend you my hand.
If it is convenient to you I will make a few comments on some units: please don't feel insulted!! EB is lovely and great and u've got a claim on historical correctness, that's why I want to tell u where it could be even more historical correct, where it's possible easily:
- will u include the germanic axemen, night raiders and berserkers/ulfhednars again?
by the way the berserkers (bear-warriors) aren't as ancient as the ulfhednars (wolf-warriors[Wolfskrieger in modern German], in general they are the same like the berserkers, they just wore wolf pelts instead of bear pelt) so it would be great to include ulfhednars.. (ulfhednar is the nordic word for them I don't know the word in ancient germanic) those Wodanawulfaz , which exist in 0.8 beta aren't a replace for ulfhednars, which I have in my mind.
- the Mêrjoz should wear other stuff, since they've had high prestige within their tribe and this status should be expressed in their clothes and they should have blonde hair (not all Germans were blonde, but for the ancient germanic tribes blonde hair was was the beauteousness-ideal and that included prestige ,too, perhaps some other Germanic units should have brown hairs instead)
- those purple clothes of some Germanic unit cards should be removed and replaced with another colour f.e. grey, brown, green or red (they didn't have accesss to purple, they got access at the time of the Migration Period, but only their kings were able to afford purple)
I don't know how many difficulties you have to surmount and please don't think that I don't appreciate your work, because I do very much!! These mentioned things may be only small details for you, but don't they have much impact on the game? Again please don't misunderstand me: I just want to help you to improve some things and details if it is convenient to you!
So If u want me to help you as a historican, just tell me, I'll be very glad and proud to help EB-team in a way I'm able to help!
Watchman
01-28-2007, 20:47
- will u include the germanic axemen, night raiders and berserkers/ulfhednars again?
by the way the berserkers (bear-warriors) aren't as ancient as the ulfhednars (wolf-warriors, in general they are the same like the berserkers, they just wore wolf pelts instead of bear pelt) so it would be great to include ulfhednars.. (ulfhednar is the nordic word for them I don't know the word in ancient germanic) those 'hairy men' , which exist in 0.8 beta aren't a replace for ulfhednars, which I have in my mind.Well, there's those nutty black-painted Wodanawulfaz guys... IIRC their stats were darn near Gaesatae levels, although without the two HP.
Varg1204
01-28-2007, 21:42
that's what I mean:
those Wodanawulfaz-troops are a nice idea but if u look at their appearance they are Hypertrichosis-sickers, and since this illness is extremely rare (sources say 1 in 10 billion worldwide!!) it's strange that u can recruit troops of Hypertrichosis-sickers as Suebi (=Latin for Sweboz).
so it would be great to replace the sickers with real ulfhednars. their appearance would be like f.e. strong, tall, dark-blonde Germanic tribesmen who wear a wolf pelt and a wolf head over the top of their face equipped with a two-handed axe :viking: (swords have been rare at that time for Germanic tribes) it even doesn't cause that much work for an experienced unit card creator..
I think I am not the only one having his eyes upon the Sweboz in EB. (I know more people are more into Rome or Greece, but there are enough barbarians out there, who will come over u if they don't feel pleased!)
perhaps I could help the EB-team that is responsible for the Sweboz with some research or anything else they need, which I hopefully can provide?
Watchman
01-28-2007, 21:56
Uh... the black colour is war paint for psych warfare and night-fighting camo you know, if that's what you were talking about. :sweatdrop:
As for big guys wearing pelts and carrying big axes, that's the Merjoz for ya. Although judging by the colour that fur comes from bears or such. As for making them blonde, recall the pretty strict physical requirements for fighting armed like that - whatever status symbol light hair may have had, I'd imagine the fellows were selected and qualified by far more on the basis of suitably impressive physique and bravery.
Note however that IIRC the Ferulharjoz/Gastiz - the elite troopers in mail that also make up the Sweboz GenBG unit - have been made light- if not outright blond-haired.
Varg1204
01-29-2007, 13:30
that's a NO to ulfhednars:no:
Didn't see it was just paint on the wodanawulfazs' skin, because in the unit description (as far as I remember) it sounded like those guys were extremely hairy but I must have been wrong.
towards the purple problem: I meant the Spearband (green cape with purple clothes) and the Merjoz (but not the bear fur, their trousers are purple)
Sorry, I wont get any longer on your nerves!
keep up the good work! hope I was able to give at least a little bit of constuctive input on the Sweboz.
cheers
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