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galathas
02-19-2007, 13:00
I have just taken some short looks into custom battles and some campaigns but i must say this looks really awesome. No more peasant cards this alone is awesome. I am really exicted about playing my first real 0.81 camaign. I found a few minor problems that i wanted to report.

-lllyrian tribal levies still have some sort of black square near both sides of their neck (graphic glitch)

-Makedonian FM looks like Koinon Hellenon FM (intentional ?)

-Koinon FM Unit can not be taken out of Phalanx mode since the rally button is there instead

- In cusom battle there still is a Somatophylakes Strategou for the koinon not sure if this is a bug or not.

-Hoplitai and other classic phalanx units have variying spear lengths when they are doing different things.

Example Hoplitai: Long spears when attacking, fighting and standing but short spears when running

I think the Hoplitai Haploi also have short spears when standing. Have to check.

- Voice mod: Koinon FM units say thorakitai instead of ...(cant remember)

- Question: In my campaign there are no Prometheus cities for the barbarien factions. Is this correct or is it a bug?

I hope i could help.

Lysandros
02-19-2007, 15:40
Ptolemaios:
In Memphis I can't upgrade the Didaskaleion to an Akademia though I meet the requirements (at least an Agora and Government Type III). In the building browser it says "It is not possible to build this item yet". Has to be a bug as in Diospolis-Megale I can having the same government type and an Agora.
Also, Heliopolis still is a unique building both in Sidon and Antiocheia.
On the other hand no CTD so far and enjoying a great game!

Teleklos Archelaou
02-19-2007, 16:21
For the academy buildings, here is the code:

academy requires factions { romans_brutii, egypt, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, britons, gauls, scythia, saba, } and building_present_min_level market market and building_present_min_level government gov4

scriptorium requires factions { romans_brutii, egypt, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, britons, gauls, scythia, saba, } and building_present_min_level market forum and building_present_min_level government gov3

ludus_magnus requires factions { romans_brutii, egypt, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, britons, gauls, scythia, } and building_present_min_level market great_forum and building_present_min_level government gov2

We don't really have control over anything else that could be getting in the way. You sure you have a forum level market there?

-------------------------
The heliopolis thing is a bug, but we are about to redo all unique buildings, so it will be solved in the near future.

---------------------
Mak, Epeirote, and KH generals all share the same skin currently. The first two just aren't done yet.

Koinon FM can be taken out of phalanx if you group him with another phalanx unit and then click the button. Long term plans are for a new unit that won't have phalanx option for the FM, so this is just a temporary issue.

We will probably be taking the somatophylakes strategou unit out of custom battles, but the change to epilektoi was a late one, so it just has to wait a bit longer.

Prom didn't release barbarian cities for RG yet that we are aware of.

We will look into the Illyrian unit problem and the spear length issue.

Lysandros
02-19-2007, 18:59
I was wrong... the Akademia couldn't have been built yet because it also needs a Megaron Dioiketou. Sorry!
Another thing I noticed is that the Klerouchikon Agema recruitment is remarkably restricted to only a few provinces it seems. How comes that? I have quite a hard time fighting Arche Seleukeia... not that I don't like it, but I wonder if the balance between the two factions is still given.

Centurio Nixalsverdrus
02-19-2007, 21:15
Makedonia:

When conquering Sparte, I let my Phalangitai Deuteroi attack the Epilektoi Hoplitai of KH.

1. They immidiatly let down their sarissas and switched to their swords, although still in phalanx mode.

2. When reaching the Epilektoi, there ocurred a large blow, as of a large jet engine, that whirled about 20 of my phalangites a dozen meters up into the air. Fortunately nobody died of this. There were no elephants or cavalry envolved in the battle.

3. I didn't play any greek faction in .80, so is it correct that all the factions' signs in the diplomacy menu, at the faction button and upon the end of turn are without colour?

Teleklos Archelaou
02-19-2007, 21:40
That is hilarious CN. We've never heard of anything like your invisible geyser of Sparta. It would be great if someone could replicate that and supply pics. :2thumbsup:

The greek ui of marble is carried over into the faction icons. They have color but it is very subtle and not easy to notice. The rest of the UI may be colorized at some point in the future also though to represent the gaudy reds and blues and golds the greeks used on their temple sculpture.

Fondor_Yards
02-20-2007, 01:00
Drapanai have the Komatai Hippeis describtion.

Centurio Nixalsverdrus
02-20-2007, 05:16
That is hilarious CN. We've never heard of anything like your invisible geyser of Sparta. It would be great if someone could replicate that and supply pics. :2thumbsup:

The greek ui of marble is carried over into the faction icons. They have color but it is very subtle and not easy to notice. The rest of the UI may be colorized at some point in the future also though to represent the gaudy reds and blues and golds the greeks used on their temple sculpture.

Thanks for answering TA. Unfortunately, most of the KH is already put to ashes. Perhaps they have that GE90 jet engine in Rhodos or Thermon and I can take a picture, I promise.:laugh4:

Batahr
02-20-2007, 10:12
Small bug/oversight: EB_Defeat.mp3 is still missing, although the patch notes said it should be included now.

Centurio Nixalsverdrus
02-21-2007, 04:32
OK, here is another Makedonian bug:

I currently have five familiy members, and after every turn, I get the faction announcement "Trait decrease: Occasional drinker" for two or three of my family members. Not always the same ones. They seem to get drinkers every turn, only to renounce the next turn and get drinker again and renounce and... So it goes the whole time. Additionally, most have the "Metriopotes" trait, but it doesn't seem as if they were loosing this trait also.

Lysandros
02-21-2007, 08:07
Quartalssäufer ;)

Centurio Nixalsverdrus
02-21-2007, 20:55
:laugh4: :laugh4: :laugh4:

Ower
02-21-2007, 21:05
I have the same experience, in me pahlava campain, whit one member recieving every turn the trait uncomfortable supervisor( spelling?).

BozosLiveHere
02-21-2007, 23:31
OK, here is another Makedonian bug:

I currently have five familiy members, and after every turn, I get the faction announcement "Trait decrease: Occasional drinker" for two or three of my family members. Not always the same ones. They seem to get drinkers every turn, only to renounce the next turn and get drinker again and renounce and... So it goes the whole time. Additionally, most have the "Metriopotes" trait, but it doesn't seem as if they were loosing this trait also.

I've been trying to fix this for months now. I think it's working in the latest internal version but I'm not sure.

Wilke1103
02-21-2007, 23:41
Hi all,
it`s my first time in the forum and I think I have to say something about
EB.81:
First I have to say EB is not only the best TW-Mod but also the best game in the hole world. I have to speak out a big appreciation to all that great EB-modders. And now to what I want to post here:
There is something wrong with all overhand hoplitai, thorakitai, early triarii etc. When they begin moving they turned over their spears, so that the under pike is on top and the upper one seems to stab in the battlefield. When moving in another direction some soldiers get long spears and then they go back to attack the battlefield. It is suitable to fix that problem for myself or will they be a new patch in the early future?

Hope somebody can help me as I hope this was helpful to EB-team!!!

Centurio Nixalsverdrus
02-24-2007, 20:08
1. One of my Makedonian generals got the "Olympiakos" trait, saying he is now on the journey to Olympia to compete in the games, because he is not on campaign and therefor has a movement decrease of -100%. Well, my general WAS actually on campaign at the moment, in an army of my faction leader, so he was not the strategos in chief. Is that possible or is it a bug?

2. In a battle with the very same army in the very same turn (they were besieging Dalminion and the Dalmatians were sallying), my Olympiakos (I don't remember the correct name, you know what I mean) was present at the battlefield, of course, but due to realism concerns, I didn't use his Somatophylakes, only once sending them out of the "hot" area. Then I committed my Thrakioi Prodromoi and my Mistophoroi Hippeis to attack a unit of Illyrian Thureophoroi, from front and back, and they did a good job in crushing them all to the death. But then they weren't able to move any more! Their unit card announced they were fighting, but obviously all foes were dead. I ordered the wedge for the Hippeis, and they obeyed then, and were able to move, but two horsemen were still stuck in the Prodromoi mass. And the Prodromoi couldn't do anything. And both units kept on "fighting".

Sorry, I couldn't describe it in a shorter way.

MarcusAureliusAntoninus
02-24-2007, 22:08
2. In a battle with the very same army in the very same turn (they were besieging Dalminion and the Dalmatians were sallying), my Olympiakos (I don't remember the correct name, you know what I mean) was present at the battlefield, of course, but due to realism concerns, I didn't use his Somatophylakes, only once sending them out of the "hot" area. Then I committed my Thrakioi Prodromoi and my Mistophoroi Hippeis to attack a unit of Illyrian Thureophoroi, from front and back, and they did a good job in crushing them all to the death. But then they weren't able to move any more! Their unit card announced they were fighting, but obviously all foes were dead. I ordered the wedge for the Hippeis, and they obeyed then, and were able to move, but two horsemen were still stuck in the Prodromoi mass. And the Prodromoi couldn't do anything. And both units kept on "fighting".
This is the "shadow boxing" bug that CA somehow added to the 1.5/1.6 patch. I've seen it many times, especially when horsement kill a group of phalanxes that are "fighting to the death". Sometimes it just gets a couple guys stuck up on some corpses they feel like poking. And sometimes it freezes a who group over some corpses.

Kull
02-25-2007, 02:47
Hi all,
it`s my first time in the forum and I think I have to say something about
EB.81:
First I have to say EB is not only the best TW-Mod but also the best game in the hole world. I have to speak out a big appreciation to all that great EB-modders. And now to what I want to post here:
There is something wrong with all overhand hoplitai, thorakitai, early triarii etc. When they begin moving they turned over their spears, so that the under pike is on top and the upper one seems to stab in the battlefield. When moving in another direction some soldiers get long spears and then they go back to attack the battlefield. It is suitable to fix that problem for myself or will they be a new patch in the early future?

Hope somebody can help me as I hope this was helpful to EB-team!!!

Glad you are enjoying the game! That graphic bug is something we can't get rid of just yet (it's kind of complicated as to why). However, we consider it a small price to pay in order to get the "overhand-spear-attack" animation into the game. Until now, all our hoplites fought in phalanx formation, which was definitely much worse than this minor bug that only shows up when the unit moves.

Juvenal
02-26-2007, 09:30
I am playing Koinon Hellenon and having a lot of fun.

But I do have a problem with the KH bodyguards. I expected to be able to get them out of phalanx mode by grouping them with another phalanx-capable unit as Teleklos Archelaou mentioned in an earlier post.

It took a little while to climb the tech tree until I could build such a unit (Iphikrates Hoplitae), and when I did I was shocked to find that grouping them with my general just made the phalanx button disappear!

This is very odd - RTR have used phalanx infantry bodyguards in RTR5, and the grouping thing worked then.

Is this just affecting me? Has anyone else got KH bodyguards out of phalanx mode? I am wondering if this an effect of the 1.5 patch (RTR5 was a 1.2 patch mod).

If generals really are stuck in phalanx, it may be better to not have them as a phalanx capable unit. I have already lost several family members who got left behind when the army had to manoeuvre quickly!

PS. Please don't take this as a criticism - E.B. Rulez.

Kugutsu
02-26-2007, 22:15
in my build the poeni citizen militia still have peasant cards. Not a big deal, but remember reading that you thought you had got them all out of the game, so thought would flag it up in case no one has done so already.

Revenant
02-27-2007, 00:05
Koinon Helennon ancillary "Aristarchos of Samos" does not have any effect.

Teleklos Archelaou
02-27-2007, 04:12
Some ancillaries may increase your chances of getting other traits (good ones or bad ones) but not give you immediate bonuses in and of themselves. A number of historical ones actually do that I think.

Spectral
02-27-2007, 19:19
It took a little while to climb the tech tree until I could build such a unit (Iphikrates Hoplitae), and when I did I was shocked to find that grouping them with my general just made the phalanx button disappear!

This is very odd - RTR have used phalanx infantry bodyguards in RTR5, and the grouping thing worked then.

Is this just affecting me? Has anyone else got KH bodyguards out of phalanx mode? I am wondering if this an effect of the 1.5 patch (RTR5 was a 1.2 patch mod).

I think pressing "F" might do the trick...

Barigos
02-28-2007, 15:02
Trait bug:
Pontus initial faction leader doesn't have a "faction leader" trait.However "victory conditions" trait is there.No problem with faction heir though.

bovi
02-28-2007, 15:35
Perhaps he has a Basileos (sp?) trait instead? The title varies from faction to faction.

Agiselaos
02-28-2007, 22:01
i am playing now with Epeiros and i have built the elite barracks and i cannot even now to recruit pezhetairoi even though i remember in 0.80 that with the previous barracks i could recruit them.is that a bug or i have not build a pre building??(in the description it has nort even written that i can recruti them)

The Errant
03-01-2007, 08:34
In none of my games as the Sabyn has the Sabata harbor has been working properly. It's not the missing tradeport bug though. The harbor simply dosen't generate the dotted line indicating a shipping route across the sea to any other port. None of the other Sabean ports have this problem. Is it a mere graphical glitch or is the port simply not working?

Teleklos Archelaou
03-01-2007, 08:37
Do you have other ports or other trade partners within reach? If you don't trade with ptolemies, and you aren't at peace with the rebels, you might not have anyone to trade with.

MarcusAureliusAntoninus
03-01-2007, 09:05
In none of my games as the Sabyn has the Sabata harbor has been working properly. It's not the missing tradeport bug though. The harbor simply dosen't generate the dotted line indicating a shipping route across the sea to any other port. None of the other Sabean ports have this problem. Is it a mere graphical glitch or is the port simply not working?
This was one of the harbors that wasn't working in 080 (along with Caspian, Camulosadae, % NIberian one). Did it get fixed in 081? If so, did you ("The Errant") delete your map.rwm when you first installed 081?

The Errant
03-01-2007, 09:14
Deleted map.rwm and started a new campaign (in which problem occurs) after deletion. Still don't know what the problem is. Kind of sucks to waste money on a trade port of any type if it dosen't even generate a traderoute between one of my other ports. There is a long sealane between the port of in Tamane and that of Ubar that goes right past the Sabata port.

MarcusAureliusAntoninus
03-01-2007, 09:17
Deleted map.rwm and started a new campaign (in which problem occurs) after deletion. Still don't know what the problem is. Kind of sucks to waste money on a trade port of any type if it dosen't even generate a traderoute between one of my other ports. There is a long sealane between the port of in Tamane and that of Ubar that goes right past the Sabata port.
If you deleted the map.rwm, then maybe that map fix was missed in the 080-081 patch. I think it was reported just once, maybe the team didn't even know it exsisted. Is there cliff under or near the port, that will cause the bug?

Then again, maybe the port just doesn't like any of its possible trade partners and is waiting for more routes to be opened...

The Errant
03-01-2007, 09:44
The primary trade recourse for Sabata is the incense that Arabia was famous for. I believe it's represented as "luxury goods recourse" on strategy map.
I'd ship it to Egypt, but I'm at war with them. Same goes for AS. Ubar has pretty much the same recourses but have no issue with "internal trading" between Sabean ports. None of my other ports seem to have this problem either. Some of them have generated a link with Ptolemaic Egypt although no trade goes on between them.
No I'd say it's a bug because every other port functions normally. Or whatever "normally" passes for a trade port.

Barigos
03-01-2007, 23:25
If a pontic faction leader is intended to be called "Basileus" then there is a bug in export_descr_character_traits.txt file.The trigger for trait "basileus" contains condition "notCultureType eastern".That's why Pontus leader never gets appropriate trait.

Agiselaos
03-02-2007, 08:43
so epeirots are supposed not have pezhetairoi??i have also another problem in 242bc when it is turn of Armenia it drops me to desktop what should i do??

Kull
03-02-2007, 19:41
so epeirots are supposed not have pezhetairoi??i have also another problem in 242bc when it is turn of Armenia it drops me to desktop what should i do??

Please post the save file. We are trying to track down what we think is a bug involving Hayasdan (armenia), but we don't have enough save games to validate what's going on. It is EXTREMELY important that you post this for us! Thanks in advance!

Here's a link to Axifile, a free file hosting service (http://www.axifile.com/index.php).

MiniMe
03-02-2007, 20:16
Please, help poor MiniMe!

Save/Load option in my Lusotannan campaign is somehow disabled from the very beginning!

The funniest thing is: everything's OK with my KH and Karthdastim games, I can save and load there as much as I want to.

(map.rwm was deleted)

MarcusAureliusAntoninus
03-02-2007, 22:30
Please, help poor MiniMe!

Save/Load option in my Lusotannan campaign is somehow disabled from the very beginning!

The funniest thing is: everything's OK with my KH and Karthdastim games, I can save and load there as much as I want to.

(map.rwm was deleted)
That is a known bug, the fix was the first thing added to the list for the next patch ("quickfix"). The manual way to fix it is in the stickied 081 release thread, IIRC.

MiniMe
03-02-2007, 22:32
That is a known bug, the fix was the first thing added to the list for the next patch ("quickfix"). The manual way to fix it is in the stickied 081 release thread, IIRC.
manythanx =)

Al_Veran
03-04-2007, 04:19
Hello guys,

First I would like to thank all EB team for its excellent job. I am impressed by the historical work and the very detailled explanaitions of units and buildings.
So congratulation and really thank you for this oustanding modification which increases the life of our dear RTW.

It is great, but... (there is always a but, overall in this section...)

I have met a bug with 0.81 version playing the roman faction.

Sometimes, after clicking the "end turn" button, I have a crash and return to windows during the playing phase of other factions (more particularly when "the Casse" play).

But I have found a solution ! :idea2:
A solution which functions but it is very strange... I am going to try to explain it :

If I save just before clicking the "end turn" button and if I meet a crash during the phase of other factions playing, what I do is to restart my EB game and load my last save.
When it is ready, I directly click the "end turn" button without activating the campaign script (I do not click on a city and not on "show me how" ect...) and it functions ! (Do you follow guys ? :juggle2: )
At the beginning of the next turn I activate the campaign scritp classically and my game continues very normally, during several turns without any crash (until the next crash occures of course)

Nor if I activate the campaign script after the loading (of my last save before the previous crash) and click the button "end turn" the game irremediably crashes.

Astonishing isn't it ?

BerkeleyBoi
03-07-2007, 15:04
A couple bugs I found:

In the description of the celtic shortswordsmen, it says they dont have javelins but they actually do.

Sometimes when a KH general is outside of a settlement, they still participate in the olympics and can't move.

... I had more than this but I can't remember off the top of my head. I'll edit this post later if i remember.

Thaatu
03-07-2007, 16:22
The following are 0.81a bugs:

Eastern slingers have 160 men (on huge) while others have 120.
Baktrian hippeis have no description.
There is a model glitch I believe on indian elephants, when it is attacking there's something that looks like a horn coming out of its trunk.
Baktrian "Trade route scout parties" don't seem to give any benefits, at least it doesn't show any.

The Errant
03-08-2007, 11:24
"Trade route scout parties" don't give bonuses to the Sabyn either. I don't think they give bonuses to anyone. They're some sort of preliminary "building" for caravan routes. And caravan routes increase tradable goods.

Oh and the darn Sabata port is still not generating a sealane, anywhere. Has anybody got it to work properly?

Also the Saba unit roster lacks trainable King's Elites. They were still there in 0.80. If the greeks can train units of Hetairoi shouldn't Saba be able to train their most powerful unit?

Conqueror
03-08-2007, 12:11
Seleukid watchtowers cost something like 2000 mnai to build. This is in 0.81a.

Meothar
03-08-2007, 17:34
I get a crash playing Epeiros vs. Macedon when their king dies in a battle with my forces. The camera zooms onto the unit (as it's supposed to be), but when he falls off his horse, the game crashes. It's not a CTD because the game is still running, but doesn't react anymore and only can be quitted via task manager.

Kull
03-08-2007, 19:47
Seleukid watchtowers cost something like 2000 mnai to build. This is in 0.81a.

Not a bug. The price hike was introduced in v.80 (along with free forts). The idea is that a watchtower can't be destroyed or have a maintenance cost, and the new value reflects the need to garrison the thing forever.

Kull
03-08-2007, 19:48
The following are 0.81a bugs:

Eastern slingers have 160 men (on huge) while others have 120.

Not a bug. Eastern slingers retained the larger unit sizes (per our region experts)

Conqueror
03-08-2007, 22:03
Not a bug. The price hike was introduced in v.80 (along with free forts). The idea is that a watchtower can't be destroyed or have a maintenance cost, and the new value reflects the need to garrison the thing forever.
Strange, I don't recall seeing that with Karthadastim in v0.80. Anyway, I am also not seeing the season traits on some family members, and for the ones that do show them they are not translated (ie they are in plain english). Is this intentional too? Other season-related traits ('campaigning restricted') seem to work fine even for the characters who lack the season trait.

Kull
03-09-2007, 06:35
Strange, I don't recall seeing that with Karthadastim in v0.80. Anyway, I am also not seeing the season traits on some family members, and for the ones that do show them they are not translated (ie they are in plain english). Is this intentional too? Other season-related traits ('campaigning restricted') seem to work fine even for the characters who lack the season trait.

Not all family members carry the season trait - in fact it might be just the Faction Leader and Heir. As for the "native language", not all factions have this yet. One of many small areas where the mod is as yet incomplete.

Cata_Tank_Guy#3
03-09-2007, 18:02
I don't know that this would be considered a bug, or if it's just RTW in general: but when moving a spy through the woods and he runs into a hiding army, he stops and keeps looking back and forth very rapidly nonstop. Looks almost like he's having a very mild seizure or something. When you click off of him, he stops, but click on him again, and he'll start doing it again.

Also, just out of pure curiosity: what starting the background script thing for when you click on a city (when you start a new game or load a savegame)?

Thaatu
03-09-2007, 19:32
I get a crash playing Epeiros vs. Macedon when their king dies in a battle with my forces. The camera zooms onto the unit (as it's supposed to be), but when he falls off his horse, the game crashes. It's not a CTD because the game is still running, but doesn't react anymore and only can be quitted via task manager.
This is probably because the enemy army broke. It's neither a crash nor a freeze. If you ALT-TAB out and back in the end battle screen should appear. Just had that one a moment ago.

Kull
03-10-2007, 19:43
Strange, I don't recall seeing that with Karthadastim in v0.80. Anyway, I am also not seeing the season traits on some family members, and for the ones that do show them they are not translated (ie they are in plain english). Is this intentional too? Other season-related traits ('campaigning restricted') seem to work fine even for the characters who lack the season trait.

This is actually quite annoying. I reported this as a bug to our Qarthadast Team, and they informed me that ALL Carthaginian generals display seasons, and the seasons all display as Punic, not English. Gah! So I loaded up v.81a and confirmed it.

Please do NOT report bugs if you aren't playing with v.81a as you are simply wasting people's time. :whip:

Conqueror
03-10-2007, 20:27
Huh? I am playing 0.81a. I was just referring to the cost of Karthadast watchtowers as I remembered it having been in 0.80.

When I wrote about the season traits in the same post, I was referring to Seleukid family members - but I didn't specify that, so it probably came out confusing :shame: Sorry about causing wasted time, I should have written that post clearer :sweatdrop:

mAIOR
03-10-2007, 23:24
I'm Playing .81a with Epirus and I've just taken Pella... Now, the thing is, Pella, the almighty macedon capital only had 1010 inhabitants... is this Normal?? shouldn't ther be more?

Cheers...

Thaatu
03-11-2007, 19:43
The almighty Pella had just recently been sacked by Gauls, or then I'm just nuts. A few Parthian bugs: Nisa has a mining complex at the beginning of the game, which gives no bonuses. Also I constructed the first level trading port in there and the construction report title says "Bandar1".

About the "Trade route scout parties" building, I believe Bactria has no follow up for it. Could be wrong though.

The Errant
03-12-2007, 08:47
About the "Trade route scout parties" building, I believe Bactria has no follow up for it. Could be wrong though.

It takes a large town or a small city level settlement to upgrade from "Trade route scout parties" to "Small Caravan Route". Your settlement may not simply be large enough. Or have the appropriate level of governors mansion.

If it is large enough, I'd say it's a bug.

Thaatu
03-12-2007, 15:50
I'd say a bug, Baktra and Marakanda are both large cities and have above bazaar level traders. If I could just squeeze in a few more Parthian bugs...

My Nisa governer named Bagabigna got two "Worshipper of Verethragna" traits, the first one of which says "This man has become a devout worshipper of Verethragna" while the second one says "This man is a devout worshipper of Verethragna". A bug or just truly devout?
Also this might not be a bug, may just be something my naive little mind can't grasp, but my king Ardumanish has a "Sabestan harem girl" in his retinue and the description says "Some women are irresistible, meant to be your plaything--but you have become hers." and the stats say +2 to personal security and decreases chances of having children. Does that mean my king has become a housekeeper? If so, I may have some follow up questions...
:pirate2:

The Errant
03-12-2007, 16:11
I'd say a bug, Baktra and Marakanda are both large cities and have above bazaar level traders. If I could just squeeze in a few more Parthian bugs...

My Nisa governer named Bagabigna got two "Worshipper of Verethragna" traits, the first one of which says "This man has become a devout worshipper of Verethragna" while the second one says "This man is a devout worshipper of Verethragna". A bug or just truly devout?
Also this might not be a bug, may just be something my naive little mind can't grasp, but my king Ardumanish has a "Sabestan harem girl" in his retinue and the description says "Some women are irresistible, meant to be your plaything--but you have become hers." and the stats say +2 to personal security and decreases chances of having children. Does that mean my king has become a housekeeper? If so, I may have some follow up questions...

Lol :laugh4:

Swebozbozboz
03-14-2007, 04:34
The Sweboz germanic spearmen start out in a loose formation titled tight, and when you press the loose button then they go into a very tight formation.

Maybe the values got mixed up? This also happens with some various germanic tribe warbands.

Also the germanic general bodyguards start with a pretty sick sword but once they make contact with an enemy they switch to a lame overhand spear. This doesn't seem to make sense. They should use their sword in combat, not a spear.

Watchman
03-16-2007, 02:35
Oh and the darn Sabata port is still not generating a sealane, anywhere. Has anybody got it to work properly?Not me. I tried the trick that worked with the 0.8 Camulosadae port issue - that is, moved the white dot that governs the port location in map_regions.tga - but to no avail. I've in fact spent a fair few hours moving it all over the province's coastline now, all for naught - it doesn't matter where it is, it just won't trade with anyone whether it's the Eleutheroi or someone else who owns it.
:wall:
Far as I can see there aren't those annoying cliffs around there either, unless just about the whole damn coast is made up of them. If it is, there should be at least one gap for the port somewhere there but at least my Eyeball Mk.I seems to have insufficient specs to spot it.

Now, granted, I haven't tried quite every possible pixel on the province's coast - I don't have that much time to spend. But I'd say either there's something weird about the Hadramaut coastline that screws up the port, or there's some seriously obscure bug in the works that messes it up in some other fashion.

The Errant
03-16-2007, 08:32
OK. Since the Sabata port bug remains unresolved I wonder if any of the other portbugs have been fixed.
I mean the bugfix for the Sabata port (and others) was listed among the fixed items for 0.81 and now two patches later it's still not working.
Would one of the EB team-members please have a look at the bug, since none of us seems to be able to fix it?

Thanks.

Watchman
03-16-2007, 14:56
Well, Camulosadae works fine these days I know that much. Or worked in my recent Casse campaign anyway.

Conqueror
03-18-2007, 12:50
Description of the Pharos Alexandreias has typos and the second praragraph is written weirdly.

Centurio Nixalsverdrus
03-21-2007, 00:20
Hysteroi Pezhetairoi field mercenary standards instead of those of proud Makedonia!

If you have fixed this in 0.81a, forget it.

Teleklos Archelaou
03-21-2007, 01:09
It's because they have to use the merc variant for that model - there's no way to fix it (Hysteroi pezhetairoi).

Centurio Nixalsverdrus
03-21-2007, 01:28
:no: :no: :no:

That's sad, but thanks for the explanation.

Barigos
03-21-2007, 02:14
May be this was mentioned before but looking through EBBS_script.txt I 've found possible errors:
In Section 7j: Gauls - Epeiros Alliance:
check lines with commands like this(line number 157686): console_command create_unit Vindobona illyrian infantry taxeis illyrioi 2
I suppose unit ID must be in quotes .

The same possible errors with create_unit command are present in Section 7a: The Chersonesos Event of the script.

Komosatuo
03-21-2007, 09:14
so epeirots are supposed not have pezhetairoi??i have also another problem in 242bc when it is turn of Armenia it drops me to desktop what should i do??

I have the same problem, as the Romans, in 261 BC, usually as Backtria or Phalava, which ever nation that translates into.

Disregard the link that was here. It is/was the wrong file. This, Autosave.sav (http://www.axifile.com?4906431) is the right file.

Thanks.

UPDATE :: NVM.

Os-Q
03-23-2007, 18:37
I've noticed that the Sweboz can't build ale-houses (even though they have a German-specific one in their starting province.) There's also a vaguely Greek looking building (white with cedar trees) called "WARNING!" in the same city. It gives a 5% law bonus.

Centurio Nixalsverdrus
03-24-2007, 00:15
Is it correct that a prophrorion gives 5% law bonus, phrourion still 5% and only the next evolution (mega phrourion I think) gives 10%? Shouldn't it be 5%, 10%, 15%? I'm talking of Makedonia.

Other issue:
The Romans besieged Messana, and that lead to a punic war. The Romans were allied to Carthage. The next turn, they were allied again, and no war was left.

Also, the Romans were allied with the Arverni, and both were at war with the Aedui. I've got the message two times saying "these people decided to give up independence", meaning Arverni were now a protectorate of the Aedui. But in the the diplomacy menu, there was nothing left from all this. They were just at war as before. When the Saka became protectorate of Baktria, this worked and I could see it in the diplomacy menu.

MoROmeTe
03-24-2007, 14:04
A quick one: the Getai victory conditions as mentioned by the advisor do not match the map and the victory conditions as described by the trait of the faction leader...

Atilius
03-24-2007, 17:59
This has been cleaned up just in the past week and will be in the next release.

KnightOfTheImperialDragon
03-25-2007, 01:43
I noticed a strange bug in which the AI sent troops through my walls. The Seleucids were besieging my KH army and brought 1 ram, 1 ladder, and 2 siege towers. The ram was destroyed and the battle on the walls reached a stalemate, so a unit of Seleucid peltasts simply strolled up to the wall and walked right through into the city. I was a little surprised to say the least.

bovi
03-25-2007, 07:49
Dragon, I'm reasonably certain that bug is not EB specific, but it is odd indeed.

Thaatu
03-25-2007, 12:40
As Seleukids I built a "Naiskos Mithrou (Small Temple of Mithras)" in Asaak and the constuction report says "JULII forge PLACEHOLDER".

A texture bug in the mesopotamian palm trees, when looking at them from an extremely long distance they appear to be gray.

One more... In the loading screen that shows the kings of the Seleucid Empire, the timeline of Antiochos II Theos is 281-246 when it should be 261-246.

Centurio Nixalsverdrus
03-25-2007, 19:17
Great, now I remember two other tiny issues - I won't call them even "bugs"...

1. The "Naos / Naiskos (sorry can't remember what level actually) Mithrou" is translated with "Temple of HERMES".

2. From the distance, Makedon Argyraspidai look the same like Hysteroi Pezhetairoi, they seem to have a blue coat instead of a red one.

Teleklos Archelaou
03-25-2007, 22:34
Dunno that we can do anything about that palm thing - that's how the game created the sprites for those palms - maybe it's just a haze or fog or something.

Both Mithras temple issues you guys just pointed out have now got fixes submitted to our official build thread.

I'll submit a fix for that seleucid coin problem too, good eye on that.

Teleklos Archelaou
03-26-2007, 04:13
Is it correct that a prophrorion gives 5% law bonus, phrourion still 5% and only the next evolution (mega phrourion I think) gives 10%? Shouldn't it be 5%, 10%, 15%? I'm talking of Makedonia.


Those are two different buildings you're talking about though there. We might try to do something else with the Maks in regards to this extra garrison though - still trying to figure it out now.


I've noticed that the Sweboz can't build ale-houses (even though they have a German-specific one in their starting province.) There's also a vaguely Greek looking building (white with cedar trees) called "WARNING!" in the same city. It gives a 5% law bonus.
Excellent. They were left out, but they have two levels that should be available and also the descriptions are already done. Feel free to add "germans, " yourself to the export_descr_buildings.txt file if you feel confident (backup the edb.txt first of course) - add it for both the tavern and bardic_circle levels if you want - our next patch isn't really coming down the road next week or anything. :grin:

A lot of those (Western Greek) buildings were caused by a problem that we only just solved thanks to Dol Goldur (he solved it - we're not taking the credit at all! :laugh4:), so we hope to have those fixed in the next build too.

Conqueror
03-26-2007, 09:15
The faction destroyed message talks about glory of Rome when you kill the Ptolemaioi as Seleukid:

https://img404.imageshack.us/img404/3725/ptolemaioing6.th.jpg (https://img404.imageshack.us/my.php?image=ptolemaioing6.jpg)

Juvenal
03-26-2007, 11:24
In my KH campaign I have come across several regions where I can't recruit anything.

I cannot recruit in Sardinia, part of my Victory conditions. I presume this is a bug, because I can recruit in Corsica.

Can you please let me know if there there are any rules-of-thumb about where recruitment holes would be part of the design and not a bug.

Teleklos Archelaou
03-26-2007, 15:08
Some regions don't have their regionals done yet. There is a sardinian unit that is complete or almost complete, but just not in the current build. They have been towards the bottom of the 'to-do' list for units. Illyria/Pannonia also may have some holes still that aren't done yet. Saharan border provinces and Arabian ones also still have more units coming - lots of places do.

Redmeth
03-26-2007, 17:35
I have a few small things to report from my ongoing Sauromatae campaign.
The descriptions for roads and small trading port have the Warning should not be displayed thing, and the healer needs a description.
Other than that I'm having a great time and i really love their music, great theme.

Teleklos Archelaou
03-26-2007, 19:03
Those descriptions and title errors are the result of a particular (and heretofore unknown) problem but they will be fixed in our next build we expect. Dol Goldur from FATW figured out the problem that was causing them. Basically if you have "and not" as a building requirement it can show this error in buildings placed at the start of the game. Also you must place the building by descr_strat and never by campaign_script.

Redmeth
03-26-2007, 23:07
Something else I noticed the Sauromatae diplomat is rendered kind of weird he has some textures and polygons missing or something he looks ragged, all the other diplomats I've seen look normal.
EDIT: I don't know if this is a bug or intended but the melee attack value of the Sauromatae Fat Aexsdzhytae (Sarmatian Horse-Archers)
is 12 while similar units like the Aorsi have only 4-5.

Sheep
03-29-2007, 08:20
Baktrian hippeis have no description.

I was looking at this, and I can't figure it out. I went into EDU, and found that the dictionary name was hellenistic_cavalry_baktrioi_hippeis. So I searched for that in export_units and it came up just fine. Which makes sense because the name displays just fine. However, the long description entry is {hellenistic_cavalry_baktrioi_hippeis_descr}, which is precisely, exactly the same (I pasted it here directly), and in the correct format. Yet for some reason it doesn't want to display properly... it doesn't say "unlocalised placement text" or anything, just nothing at all under Description. I haven't checked it out for the short description in custom battle. I do see a spelling error in the text of the short description though: it says "Baktroi" where I believe it should say "Baktrioi".

(edit) short description works just fine?!

Static
03-29-2007, 13:53
While playing Swezboz, one of the starting building in my capital that was (western-greek) I think it's the building that is supposed to state you are the swezboz, it gives a 5% morale boost. Anyways in the description it just had this big Warning notice.

Also, in the capital for grain silo, for description it says "you are not supposed to see this, report the bug"

Vigontas The Dimdholion
03-29-2007, 14:27
I play as Romans and during my campaign i noticed that some units have strange description. For example:
Samnitici milites
(heavy infantry)
(light infantry)

Kirslininkas
(baltic light infantry)
(heavy infantry)

the same problem with Pedites.
So what, are they heavy or light infantry?? :dizzy2:

Static
03-29-2007, 17:44
i'm getting the bad supervisor trait on sweboz despite the guy already being a Governor, and the message he's asking to become a governor. I've had it happen a few times.

Also, what's with the command stars? I've fought close to 40battles, i've almost beaten the sweboz campaign and I haven't gained one command star from my battles.

And, just from a preference side of things, i find it annoying to have to identify someone who might get bored, then walk them around outside like they're a dog. I just find that aspect of things to be tedious micromanagement, but also micromanagement that is hard to identify.

Vigontas The Dimdholion
03-29-2007, 19:14
Also, what's with the command stars? I've fought close to 40battles, i've almost beaten the sweboz campaign and I haven't gained one command star from my battles.


Yes, i also noticed that my generals receive almost no command stars. Its quite frustrating when i fight personally almost every battle and still no command stars are coming to my general :furious3: On the other hand AI has not such problems because most of AI generals have lots of stars :shame:

Redmeth
03-29-2007, 21:01
Playing as the Sauromatae this I noticed that the Shahrdar is missing a picture and a description:
https://img521.imageshack.us/img521/3840/shahrdartw3.th.jpg (https://img521.imageshack.us/my.php?image=shahrdartw3.jpg)
I think you guys are aware of most of what I'm posting here but I'm just trying to be a good beta-tester, not a pest.:2thumbsup:

bovi
03-29-2007, 21:31
Generals must fight a couple of battles before they get the experience and learning to gain stars, sometimes they need some time to take it in as well. Fight large battles with the odds against you, and the stars will come. The AI gets bonus stars in order to provide a better challenge for you.

MiniMe
03-30-2007, 07:51
I don't know whether it is a bug or a BI_special_feature, but I can't set some campaign options like "city automanagement disabled" while using RomeTW-BI.exe-shortcut :furious3:
They just don't exist in the starting window. The only option I have there is "arcade battles disabled".
Is that Ok?

fallen851
03-30-2007, 08:17
Nevermind.

Cata_Tank_Guy#3
03-30-2007, 18:10
I've been playing as the Romans for dozens of turns (v .81 obviously). But as of late, when I load up my save, run the scripts and click the end turn button, I zoom to a unit I forgot to manually move (a diplomat north of the Crimean peninsula if that helps), and while he's moving the game crashes to the desktop. No warnings, just a crash. Whenever I load the save up, it's right before the end of a turn, and it always crashes when I hit the end turn button. I don't really know what else I can say to describe the problem, but if you tell me more of what you'll need, I can try to post it for you. I'm still on the Roman turn when the game crashes.

My best guess would be a resource conflict, but I don't know for sure. If so, any remedies you can think of?

(I've turned off a good host of unnecessary programs).

Not having any luck with the upload. It's straightforward on how to do it, but my computer isn't cooperating. Guess it will have to be posted on Monday.

--------------------------------------------------------------------------

I really, really, REALLY, want to resolve this, as I've rather pulled off a miracle with this particular game. I've been at war with all but a handful of nations (Macedon, Egypt, Baktria, Sauromatae, two others I forget). they were massacring every army I sent out. I have turned the tide and have wiped out two of those nations (Lusotana & Avernii) and I'm almost done doing so to another (Aedui). Two more are being pushed back far into their own lands (Sweboz and Pontus). I also have a family member that is inches from being declared imperator (he single handedly defeated the entirety of Carthage, killed many Avernii, Aedui, and is kicking the snot out of the Sweboz). He was Julius Africanus, now he's Julius Germanicus.


Awwwwww, no spoiler tags? ~:mecry:

Thaatu
03-31-2007, 08:48
I don't know whether it is a bug or a BI_special_feature, but I can't set some campaign options like "city automanagement disabled" while using RomeTW-BI.exe-shortcut :furious3:
They just don't exist in the starting window. The only option I have there is "arcade battles disabled".
Is that Ok?
That's only in BI version. You can still change those settings from within the campaign (in the world map go to game options).

MiniMe
03-31-2007, 09:07
That's only in BI version. You can still change those settings from within the campaign (in the world map go to game options).
Thanx =)

Static
03-31-2007, 13:30
Just a note on my other post, now I think almost all of my generals have the uncomfortable supervisor trait. It says they want to be a governor, when pretty much all of them are.

bovi
03-31-2007, 16:59
They want to be governor in a larger settlement. They feel their skills are not properly challenged in a backwater tiny village.

The Errant
03-31-2007, 17:16
I'm not sure it's a bug but the Sabyn temple of Almagah (their chief diety) gives a health bonus on the higher construction levels, which is funny since the description says he's primarily a deity connected to agriculture. Wouldn't it make more sense to give the temple of Almagah agricultural bonuses like the Pontic temples of Mithra and move the health bonuses to one of the other Sabaean gods.
Or have you got a fourth Sabaean god planned for the next release?

ElectricEel
03-31-2007, 19:59
One Sweboz issue: The building 'Thengaz' (I *think* that's the name) appears to be buildable only before you set up a goverment.

Thaatu
04-01-2007, 09:57
Seleukid 'Hydragogion (Aqueduct)' has the Roman barracks picture and has no description.

Also not sure if it's a bug, but the 'Uncomfortable Supervisor' trait gives all kinds of penalties, but also +1 to troop morale. Sadistic troops.

Static
04-01-2007, 13:51
They want to be governor in a larger settlement. They feel their skills are not properly challenged in a backwater tiny village.

Well if that's the case that's a little unfair to factions such as the Sweboz that pretty much only have tiny villages in there area.

I'm gonna put this suggestion on the suggestions thread, but I'd suggest that since the system as present, I'd have to imagine works that when a Governor reaches certain level of management he wants to manage a bigger city. Why not just have it so that he doesn't gain management points up to a certain point for smaller cities (which may already be the case) and leave out the trait penalties which IMO overcomplicates an already complicated trait system, with things that may work for certain factions but not for others as demonstrated here...

Thaatu
04-01-2007, 14:52
Yeah, it's a little weird having the governor of a faction capital question why he's given such a worthless task, but it's not that big of a deal as they don't affect stats that a governer needs (except -1 influence and -100% cost of bribes, which most of the time don't make much of a difference) and the trait doesn't remain forever.

That was the longest sentence I have written or said in a while.

bovi
04-01-2007, 21:11
Perhaps you should try to take a larger settlement from your enemies so your guys can supervise that for a bit :laugh4:. You only need one (governor palace or bigger) such settlement, you can let your nearby supervisors take a little vacation there before shipping them back to their dreary tasks. Or even better, conquer more large cities for them! Also, if you create buildings in the settlement he governs he'll be busy and become happy again.

Alternatively, you could reduce the chances of them becoming unhappy in the first place. Search export_descr_character_traits.txt for "Affects UnhappySupervisor".

Komosatuo
04-02-2007, 08:05
Is it normal, when playing as the Romans, to conquer cities and estabilish a homeland government, but not be able to construct your factions main stream recruitment facilities? I ask because I've noticed that I'm only able to construct local levy recruitment centers. I've restarted the campaign multiple times, thinking it was just a glitch, but it's the same in all of them.

Is this normal? I've never noticed it with any other factions.

Dyabedes of Aphrodisias
04-02-2007, 10:13
In that rebel city, deep in the desert below Carthage (with the round, tumor-like province), there's about 5 buildings with the homeland barracks picture, and a white background. When I right clicked on any of them, it was called "Victory", and the decription said something on the order of "WARNING: This should never be visible on screen!"...

Thought you guys might want to know about that...

bovi
04-02-2007, 12:20
The settlement with those buildings is stuck all the way down there, because there's no good reason anyone would want to trek down there to take it. Those buildings are markers we need to make the rest of the game work as it should.

Teleklos Archelaou
04-02-2007, 15:59
Is it normal, when playing as the Romans, to conquer cities and estabilish a homeland government, but not be able to construct your factions main stream recruitment facilities? I ask because I've noticed that I'm only able to construct local levy recruitment centers. I've restarted the campaign multiple times, thinking it was just a glitch, but it's the same in all of them.

Is this normal? I've never noticed it with any other factions.
Yeah, check the FAQ about Roman recruitment. To summarize it badly, they only recruit their good units from citizens, and with the reforms for this faction it is sort of rationalized that citizenship only comes (even to conquered areas) in stages to other areas. So you'll have to only recruit local barracks troops in your newly conquered territories until you get your first set of reforms, then you can start getting your good roman troops in provinces outside of your starting ones.

Dyabedes of Aphrodisias
04-02-2007, 20:45
The settlement with those buildings is stuck all the way down there, because there's no good reason anyone would want to trek down there to take it. Those buildings are markers we need to make the rest of the game work as it should.
Ah, alrighty then. I saw Carthage heading down there with a pretty beefy army, so I checked it out to see what kind of garrison it could have to warrant that (two units of Numidian Skirmisher Cavalry), and I looked around at the buildings while I was at it.

Komosatuo
04-04-2007, 07:17
Yeah, check the FAQ about Roman recruitment. To summarize it badly, they only recruit their good units from citizens, and with the reforms for this faction it is sort of rationalized that citizenship only comes (even to conquered areas) in stages to other areas. So you'll have to only recruit local barracks troops in your newly conquered territories until you get your first set of reforms, then you can start getting your good roman troops in provinces outside of your starting ones.

Makes sense. Don't know why I didn't think of that before. Thanks.

Centurio Nixalsverdrus
04-05-2007, 04:10
When I attacked Trapezous, my non-chevroned General became 3-gold chevrons for the battle. After the battle was won, the battle results said about experience "-9", and after the battle he was at the state of before the battle again. So he had experience-level 9 only for the battle out of nothing. In other battles with this general everything was normal.

Teleklos Archelaou
04-05-2007, 05:26
Yeah, we have a pontic temple with crazy wrong morale boosts. :grin: It's probably why pontos is doing well lately! It gives like 21 morale instead of 2, so it's making supertroopers right now. :grin:

Revenant
04-05-2007, 19:09
Trait Bug:

Trait "Wealthy" gives +1 Influence, -1 Unrest and -1 security, but in its description, it is written that it decrease public order, it is actually opposite now. So either description or effect is false.

...

Unit: Thuerophoroi/Mercenary Thuerophoroi have bonus vs chariots and elephants, but similar units like Thorakitai or Lybian Spearmen have bonuses vs. horses

I presume Thuerophoroi are spearmen who fight in formation and so they should have bonus versus cavalry, but maybe it is intentional.

Centurio Nixalsverdrus
04-05-2007, 19:32
Yeah, we have a pontic temple with crazy wrong morale boosts. :grin: It's probably why pontos is doing well lately! It gives like 21 morale instead of 2, so it's making supertroopers right now. :grin:
Is this happening due to the temple in Trapezous? Because I was playing as Macedon, Trapezous was still independant and Pontos already wiped out.

Chaotix
04-07-2007, 01:05
This is a really annoying bug...
I'm playing as the Romani, and whenever I capture a territory, I am unable to build any units there because the barracks have the wrong culture. So I destroyed the barracks the first time this happened, but was unable to build Roman ones! Now my armies are either made up of local militias or they are troops from Italian provinces that already had barracks to begin with, that take a number of turns to tranport to the right region. what's going on here??

MarcusAureliusAntoninus
04-07-2007, 05:33
This is a really annoying bug...
I'm playing as the Romani, and whenever I capture a territory, I am unable to build any units there because the barracks have the wrong culture. So I destroyed the barracks the first time this happened, but was unable to build Roman ones! Now my armies are either made up of local militias or they are troops from Italian provinces that already had barracks to begin with, that take a number of turns to tranport to the right region. what's going on here??
Every faction has its own MIC (barracks). It is quite illogical that the first turn after conquering a town you can build your own units. So EB requires you to build up your own military facilities. And then only in areas where culture permits units.

Romans can only build "Roman" units in central Italy. You can't even build factional MICs outside a few territories. If you can't build regional MICs, then there is a problem.

Romans shipped legions to and from Italia during the early Republic. Only true Romans could serve in a legion (6 cities in the Camilian Era - all type1 cities in the Polybian Era). Later select areas of the Republic could recruit legions (this is represented by increased legionary regions in the Marian Era). In the Empire, most legionaries were non-(racially)Romans (in the Empirial Era you can recruit legionaries in many places). In the late empire many soldiers didn't even come from the Roman Empire - bad idea.

vonsch
04-09-2007, 02:46
Another "please report:"

https://img250.imageshack.us/img250/9827/saka200053qx7.th.jpg (https://img250.imageshack.us/my.php?image=saka200053qx7.jpg)


You will note there is a river port with a trade caravan. I believe this is not supposed to be possible, and is probably the reason it's a "please report."

vonsch
04-09-2007, 03:18
I believe there may be a bug in the way spies operate in cities. Right now penetrating cities seems to have backwards odds. The longer the spy is in the area, but outside the city, the higher against him are the odds of penetrating into the city and the less information he can see about the garrison from just outside.

Below is a screen cap of one case where the spy has been in the area several turns. There IS an enemy family member in Baktra, I think, but not the FL for sure, and I don't think it's the FH either (not sure who that is atm though). A couple turns ago he could see the garrison fine.

It's possible an enemy spy is playing into the equation, but that doesn't fit well either as this seems to be fairly consistent behavior. I note that when a spy first enters a region the odds of entering the city look pretty normal, but they increase against him if he doesn't enter immediately.

Is this intended behavior or a backwards comparator somewhere?

Oops, it is the faction heir in residence. But a 3% chance for a 5 star spy still seems a bit extremely long odds to me. Or maybe EB just makes spying on family members a LOT harder.


https://img211.imageshack.us/img211/7885/saka200060yy1.th.jpg (https://img211.imageshack.us/my.php?image=saka200060yy1.jpg)

Thaatu
04-09-2007, 07:38
You will note there is a river port with a trade caravan. I believe this is not supposed to be possible, and is probably the reason it's a "please report."
Coastal ports and trade caravans can't be in the same province together, but river ports and caravans can. The spy thingy is surely hardcoded, except that maybe the FM gained some anti-espionage traits with that spy next to him. Actually I have no idea how the system works. All I know is that once there were these two settlements, one with 3 militia units and one with 4 elite units as garrisons. My spy had infiltration chances of 100% to the first one and some 30% to the second and there were no enemy spies present, as I found out later. I was quite puzzled. After that I know I know nothing about the system.

vonsch
04-09-2007, 18:15
This bonus to morale LOOKS a little high. I'd be willing to bet that it is. Or at least that the text on the description is wrong.

https://img123.imageshack.us/img123/9128/0000gm1.th.jpg (https://img123.imageshack.us/my.php?image=0000gm1.jpg)

The Errant
04-09-2007, 19:08
This bonus to morale LOOKS a little high. I'd be willing to bet that it is. Or at least that the text on the description is wrong.

https://img123.imageshack.us/img123/9128/0000gm1.th.jpg (https://img123.imageshack.us/my.php?image=0000gm1.jpg)

There is a similar bug reported on this thread for a Pontic temple. Don't remeber if it was agreed that the morale bonus is supposed to be 2 or 3. My guess is 2.

Looks like a similar error. Easy enough to fix in the EDB.

Thaatu
04-14-2007, 12:44
I believe this has been mentioned before, but hypaspists still have swords as their primary weapon and spear as secondary. Makes it kind of hard to defend against a cavalry charge.

Tellos Athenaios
04-14-2007, 12:58
You can get around this by ALT + right click your target. Then they will charge the target with using spears overhand.

Thaatu
04-14-2007, 16:21
It's hard to defend by attacking.

Centurio Nixalsverdrus
04-14-2007, 17:58
Playing as Macedon, I found out that Kallatis is not an Expansion region, but an Outlying region, although bordering my Homeland province of Odrysai. The nearby Getia and Getia Koile are Expansion regions, and even Skythia and the Western Crimea. Pantikapaion and Kolchis again are Outlying.

Well, I see it considerable that Pantikapaion and Kolchis are Outlying. But why Kallatis? And why is Skythia and the western Crimea Espansion Type?

I don't know if this is a bug, but it's strange anyway.

Juvenal
04-16-2007, 08:39
I got a CTD in my KH campaign on Carrodunum rebelling.

Is this a known issue?

The CTD was repeatable and happened immediately on end-turn.

I tried adding the permanent fixes and the nerfed traits file. I also tried pressing end-turn without activating the background script.

I solved it by creating happiness buildings with process_cq.

I had captured Carrodunum from the Romani, I had left no garrison (I was raiding) and it turned out there was a Romani spy there.

bovi
04-16-2007, 12:15
Did you delete map.rwm after installing the improved rebelling city fix? If you did, please post your savegame in a new thread so we can see if we missed a settlement in the fix.

Thaatu
04-16-2007, 17:30
This too has probably been noticed: The Sweboz capital, which I'm not going to pronounce, has a WARNING! building, and it says in it's description that it should not be visible or something. It gives +5% law though, so I'm not complaining.

Redmeth
04-16-2007, 17:44
The Sauromatae general, fights in melee with his bare hands, he carries a sword while running around though.
By the way, are new general skins planned for all the factions?

Cata_Tank_Guy#3
04-17-2007, 17:04
I was playing as the Romans (current year 213 BC), and I've noticed once after loading a save and playing a few turns that all of my government buildings (i.e. Regional Pacification & Romanized Province and such) were destroyed. I repaired all of them, saved, and called it a night. The next day when I loaded it up again I played a couple turns and all those buildings were destroyed again.

Also, while playing as the Casse last night, I noticed the same thing. I clicked on the city and everything was undamaged in the city, as soon as I activated the script, the government building (Casse version of Regional Pacification) was destroyed in this city and all my other cities.

bovi
04-17-2007, 19:23
I remember someone saying that you cannot play different factions without quitting the game and starting it again, or the script will still recognize the first faction as the legitimate owner of the buildings, and damage them. If you loaded your save first thing after starting the game, I don't know what could cause it.

Ower
04-17-2007, 19:43
I think someone posted it here, somewhere, but my Pahlava generals almoust everyone of them have 2 vorshiper traits. I would understad whit an old devoutet governor but a 18year old rookie, thats a bit strange.

LennStar
04-18-2007, 14:46
As the search restriction prevents me from making the needed searches (waiting for how long for a second search?) say if this is old:

the MIC in Sparta has no picture. (Spy sneaked into) Should be one of the bigger one, perhaps the biggest.


In Gaetulia (african desert) are several "buildings" (MIC with white background) with a "WARNING: (~meaning:)That building should not be visible", that is a "victory condition" if you have the mouse over it.

Teleklos Archelaou
04-18-2007, 15:58
That MIC level 5 for hellenes is fixed in future builds. IT was saved with an alpha channel when there should be none there.

Cata_Tank_Guy#3
04-18-2007, 17:15
I remember someone saying that you cannot play different factions without quitting the game and starting it again, or the script will still recognize the first faction as the legitimate owner of the buildings, and damage them. If you loaded your save first thing after starting the game, I don't know what could cause it.
I will try both (open up EB and load a save, and then run the save again) to see if t still happens.

Redmeth
04-18-2007, 17:30
The Sauromatae building Tent of the Singer and its upgrade ( one gives 5% happiness the other 10%) which I can't remember to name are not buildable in any of my starting or steppe provinces they seem to require a large city and can be built only in conquered cities, I don't know if it's intentional or not.
This next thing is RTW-AI at its weirdest but I remember the same thing in my Casse campaign in which I was fighting the Romans and watching the Carthies stand around was driving me nuts. And yes they are at war with the Romans and have been standing around first with 2 then 3 and now 4 stacks for 5 years or so I believe.
https://img478.imageshack.us/img478/6976/carthiesbx5.th.jpg (https://img478.imageshack.us/my.php?image=carthiesbx5.jpg)

Teleklos Archelaou
04-18-2007, 17:41
Thanks Redmeth. That nomadic bard thing is a mistake for sure. I'll get it fixed for the next release.

The Errant
04-18-2007, 17:55
Playing the Casse I noticed that the Pallantia tradeport is bugged. Like the Sabata tradeport, it's refusing to generate the sealane between any other port. Hence no seatrade at Pallantia.

gran_guitarra
04-19-2007, 04:42
I dont know if this is significant, but whenever I quit the game I get a message along the following lines:

"Script Error. Bhumaka is a named character and has no father, and is not married, therefore he has no connection to the family tree, which is not a good thing."

Hasn't affected gameplay in the least, but it might be significant.

Magister Militum Titus Pullo
04-19-2007, 10:52
That has appeared occasionally whenever I've switched off my game as well. I still don't know what the deal is about that.

L.C.Cinna
04-19-2007, 15:39
2 bugs which I had in my Romani campaigns in 0.80, 0.81 and 0.81a:

-Spanish settlement (will check name today) in the north west. Not Tyde , the one a bit east of it. Problems with the harbour, there are no ships going to or leaving the harbour.


-weird traits in some areas: My general who was marching through northern Italy got the "Winter campaigning restricted" in winter followed by "Summer campaigning restricted" in summer meaning he couldn't really move at any time of the year. The climate in Northern Italy isn't THAT bad lol

Teleklos Archelaou
04-19-2007, 15:56
That script error sure sounds like some sort of installation problem. Like something wasn't fully included or was cut short. Very strange - maybe it has to do with an update and map.rwm not coinciding. A campaign started with 0.81 and then 0.81a added or something?

L.C.Cinna
04-20-2007, 12:10
No, I made a fresh clean install for every version.

The problem with trade and the harbour is in Pallantia btw.

gran_guitarra
04-21-2007, 22:35
That script error sure sounds like some sort of installation problem. Like something wasn't fully included or was cut short. Very strange - maybe it has to do with an update and map.rwm not coinciding. A campaign started with 0.81 and then 0.81a added or something?

Its possible, I had a lot of problems installing, but got it to work just fine after a while.
Not sure if this is a bug or not, but one time (the only time these circumstances have occured) a General's cavalry unit charged a phalanx of mine from the front full on. They got through without a scratch, and broke the phalanx (I know they have two hp, but they should at the least have been stopped by the pikes, right?). My unit did not even try to attack them until the cavalry had reached sword range and the phalanx switched.
btw, its not a bug, but why do slingers do more damage than archers? An arrow goes faster and has far more mass and penetration capacity, so it should be much more damaging. Just remarking that these things seem a bit strange to me.

Thaatu
04-22-2007, 07:48
btw, its not a bug, but why do slingers do more damage than archers? An arrow goes faster and has far more mass and penetration capacity, so it should be much more damaging. Just remarking that these things seem a bit strange to me.
There have been some fascinatingly complex discussions about this in the main forums (search for "slingers overpowered" or something). In short lead bullets have better penetration than arrows, thus giving them AP ability. On a personal note, slingers have longer range, more ammo, are armour piercing, cheaper, they gain experience faster and have more or less the same damage (depending on the region) as archers, so I think some balancing is in order.

Cata_Tank_Guy#3
04-25-2007, 18:45
I remember someone saying that you cannot play different factions without quitting the game and starting it again, or the script will still recognize the first faction as the legitimate owner of the buildings, and damage them. If you loaded your save first thing after starting the game, I don't know what could cause it.

This worked. Thanks!!

Roy1991
04-25-2007, 19:23
Found several of these graphical bugs around the walls of Alexandreia:
https://img77.imageshack.us/img77/7786/ebbuges4.jpg

I Am Herenow
04-28-2007, 18:19
Romanis' Quadriremes have no picture (just a white square) and in the Trireme desc., the plural of "Trireme" is spelt 2 different ways :S

Also, on the loading screen descriing the Casse Calawre (C. 200BC), towards the end of the page, it says they think dye/tattoos (can't remember) will "curry favour with the gods"!

Barbarossa82
04-29-2007, 17:35
Also, on the loading screen descriing the Casse Calawre (C. 200BC), towards the end of the page, it says they think dye/tattoos (can't remember) will "curry favour with the gods"!

"Curry favour" is a real phrase, meaning to ingratiate or seek to please.

Centurio Nixalsverdrus
04-29-2007, 18:31
"Garrison and Levy Center" has no a description. Can you recruit anything there apart from the normal MICs?

I of the Storm
05-02-2007, 10:46
I'm playing 0.81a, with the CityMod added.
In my Romani campaign I had the marian reforms. I can build Vigiles practically everywhere. Exception: the former KH and Makedon homelands in Greece. Although I have the barracks there, the only thing I can build there is local troops (applies for Ak-Ink too).

And in my AS campaign I had a family member travelling by ship from Syria to Alexandria which took him 2 turns I think. Now after the first turn, i.e. in the middle of the ocean he decided to participate in the olympic games, ordered the ship to stay in position, grabbed the lifeboat, rowed away NNW and rowed back to the ship three months later to continue his voyage towards Alexandria. :inquisitive:
Is there a way for the Olympikos trait to not trigger while the character is not on land?
The good thing was, after he had been rowing all the way to Olympia by himself he was in such a good condition, that he won the games...:laugh4:

MarcusAureliusAntoninus
05-02-2007, 21:21
Vigiles are 'Latin' troops. They are available in areas of your Roman empire where there was considerable romanization and/or colonization (in 'barbarian' regions). In the East, Greek units continued to be useful and there was less romanization.

I have heard of restricting olympic participation (to only those in cities, IIRC), but I don't know if it was decided to be implimented.

I of the Storm
05-03-2007, 00:25
I see, thank you.

bovi
05-03-2007, 06:47
The code looks like this:


Trigger Hellene_Eligible_for_Olympics_not_busy_not_hypochondriac
WhenToTest CharacterTurnEnd

Condition Trait Hellenic > 0
and Trait YearsPassed = 4
and Trait Season = 1
and Trait TurnsAlive < 4
and Trait Hypochondriac < 1
and Trait NaturalEnergy > 2
and not IsBesieging
and not IsUnderSiege
and RemainingMPPercentage > 20

Affects EligibleForOlympics 1 Chance 100


If you add "and EndedInSettlement" to these conditions your generals will only participate in the olympics when staying in a settlement. We are considering changing this for the next version.

Redmeth
05-03-2007, 10:16
I noticed in my Sauromatae campaign that in some cities (very few I only noticed it in 2 so far and my empire strethces from Persepolis to Ankyra from Olbia to Sulek) after I conquer them I can build a "Nomad HQ" building it has no picture and the description states that it is temporary and it represents the ruling class or something like this.
I think there is a bug in its availability besides it's appearance because I now hold around 45 provinces and only noticed I could build it in 2 so far. Gava-Haomavarga and Apameia if I recall correctly.
EDIT: Also noticed a building for the Sauromatae I can build it in the huge cities that I've conquered called General structure for mantaining order or something very similar it has no description.

Teleklos Archelaou
05-04-2007, 04:58
That Nomad HQ building will be removed in later releases - we have done some rearranging of the nomadism/pastoralism complex variants so it isn't used by anything else, and it gets rid of the need of that crazy nomadhq building.

I Am Herenow
05-05-2007, 08:15
The Villae Rusticae description is full of spelling errors - I could clean it up if you like, if you tell me where it is.

Tellos Athenaios
05-05-2007, 20:39
^^ IIRC you can find it somewhere in the \EB\Data\text subfolder.

The Errant
05-06-2007, 21:53
I noticed some problems with the Sabaean units in the EDU. First their skirmishers have a base size of 40. All other skirmishers in the game except for Peltastai have a base unit size of 50 or 60. And Peltastai are elites. The same problem with the Citizen spearmen unit having a base size 50 while enemy phalangites have a base size of 60.
Is it intentional that the Sabaeans have smaller sized units than the enemy?

artavazd
05-07-2007, 07:20
when i try to run the game,it gives an error talks about the "germanic infantry hundaskapiz" line 16088 column 57.

What can i change in export descr files to get the game going?

Tellos Athenaios
05-07-2007, 12:27
First thing that came up was: well, that looks like a bad install, sorry - but you'll have to reinstall EB. Second thing that came up was: well, you didn't give too much info about your error report, did you? Third thing that came up was: well, if I had more info I'd be able to answer your call for help better. Basically, if you have just installed EB and then loaded it and then encountered the problem -> most likely a bad install. Finally, I do hope you were reporting something from 0.81a, since it's otherwise a matter of simply updating your build.

Shifty_GMH
05-07-2007, 18:02
Got a question about the Massiliotes Hoplitai. Are they supposed to start off with swords then switch to spears for close combat? Cause I'm thinking the opposite would work better. Is sword to spear a mistake/bug?

Tellos Athenaios
05-07-2007, 19:01
For attack: ALT + right click your target; you'll get spears first now. This is a known issue (for instance Hypaspistai encouter the same thing), IIRC there is some trouble with fixing this one.

Shifty_GMH
05-07-2007, 19:52
For attack: ALT + right click your target; you'll get spears first now. This is a known issue (for instance Hypaspistai encouter the same thing), IIRC there is some trouble with fixing this one.


Ok. Thanks.

Laundreu
05-07-2007, 20:54
When playing as the Casse I cannot recruit the Calawre, regardless of MIC levels. Were they changed to be, say, a unit created by the 1st or 2nd Celtic Reforms?

Bonny
05-13-2007, 12:23
When playing as the Casse I cannot recruit the Calawre, regardless of MIC levels. Were they changed to be, say, a unit created by the 1st or 2nd Celtic Reforms?

Yes they are Reform units, it is the second celtic reform ( you can look in the faq for the date)

Thaatu
05-17-2007, 13:03
Bugs from my Saka campaign, still in 0.81a:

1. "Shardhar's camp" has the "WARNING! This baseline description should never appear on screen!" message.

2. I can't build a "great altar of Ssandramata"

3. Five out of my eight FMs have "Lover of Beauty" trait. It was worse about ten years earlier when I had two members who had "Connoisseur", four with "Lover of Beauty" and one without. Were steppe nomads really obsessed with art?

I'll report more as I find.

Roy1991
05-18-2007, 21:43
The officer of the Enoci Curoas doesn't have a weapon (shield in one hand, nothing in the other hand)

MiniMe
05-19-2007, 12:12
The officer of the Enoci Curoas doesn't have a weapon (shield in one hand, nothing in the other hand)
Now this is a well known fact: Enoci Curoas officer is the only EB character who's strictly against any kind of violence =)

Oh, one more thing: in my case Eb081a.v2 installation crashes immediately after unpacking.
Minime's mourning.

8 hours later: managed to fix it somehow =)

BozosLiveHere
05-21-2007, 00:45
3. Five out of my eight FMs have "Lover of Beauty" trait. It was worse about ten years earlier when I had two members who had "Connoisseur", four with "Lover of Beauty" and one without. Were steppe nomads really obsessed with art?

I'll report more as I find.

Weird, the trait is pretty rare unless you get a jeweler ancillary. Is this the case?

Thaatu
05-21-2007, 05:59
Weird, the trait is pretty rare unless you get a jeweler ancillary. Is this the case?
No, I believe. I haven't seen such ancillary. I'm still hanging out in the steppes and haven't taken any "civilized" settlements, so the traits can't be of that origin.

Another bug, which I believe has been mentioned before: The Saka great altar of fun (I don't remember the name, but if I would, I still couldn't spell it) gives a +21 morale bonus. Now I'm a little torn weather I should build it or not...

Edit: The forager trait isn't working, is it? It says in its description that pillaging tiles gives you some sweet cash...

MiniMe
05-22-2007, 05:59
Eb081a.v2 edu small bug:
Illyrioi Thorakitai (Illyrian Heavy Spearmen) amount is once again 100 instead of 80.

BozosLiveHere
05-22-2007, 19:23
No, I believe. I haven't seen such ancillary. I'm still hanging out in the steppes and haven't taken any "civilized" settlements, so the traits can't be of that origin.


Edit: The forager trait isn't working, is it? It says in its description that pillaging tiles gives you some sweet cash...

I'm at a loss about your problems with Aesthetic then. The chances of the trait being triggered for everything except jeweller are pretty slim (< 5%).

You get 300 mnai for devastating a tile if you are Sweboz, Saka or Sauromatae.

Thaatu
06-06-2007, 18:16
Another suspected one for 0.81a: Some Ptolemaioi basic farms don't seem to give any benefits because the government types 2&3 already give farming_level 1.

Redmeth
06-07-2007, 22:26
Can't recruit Voinu as the Sauromatae in the designed provinces in Arkatreides' unit cards. They seem to be factionals for the Sauro as they appear on the website and on the unit cards.
EDIT: I was wrong they are regionals but the problem is I can't set up an allied government in the 2 provinces.(Gelonus and Gordu-Neuriji)

Teleklos Archelaou
06-09-2007, 23:28
Another suspected one for 0.81a: Some Ptolemaioi basic farms don't seem to give any benefits because the government types 2&3 already give farming_level 1.
Good point. They need removing from those govt buildings.

Kepper
06-13-2007, 22:11
I don't if it is bug but in my correct campaign it Bactria i bin able to recruit
Nizakahar Ayrudzi (Armenian Skirmisher Cavalry) in the some region around Bactria.

jhhowell
06-14-2007, 08:45
A couple of minor Roman bugs:

1) I believe the type I government needs to give a +10 happiness bonus to public order. Presently the untyped bonus does not take effect. I noticed that the type II description had one untyped +5 bonus and one +5 happiness bonus, so I suspect that this is a known issue that wasn't quite dealt with yet. Not a big deal, +10 is trivial at this stage in my campaign.

As a semi-related point, the -1% growth on the type I govt. appears to count as a building bonus, so (a) I'm not completely sure it takes full effect, depending on the city, and (b) I have noticed that building a granary afterwards does not increase population growth, though it does allow you to build higher level granaries which do take effect. This sounds sort of like that Ptolemy govt./farm interaction posted earlier. But this may well be working as designed - high end granaries increase trade nicely, so it's perfectly worthwhile (in the long run) to go ahead and pay for a precursor building which does nothing by itself.

2) There's something funny about Rome's port and/or overseas trade mechanics. I built the high-end port that allows six trade fleets. Ever since I began construction the little shaded icons have been there telling me that soon I will have a few hundred more trade income. The problem is that the port has been complete for ~20-some turns now, and I'm still not getting that income. Looking at the trade details screen Rome appears to have three incoming trade routes and three outgoing trade routes, the same as it had quite early in the campaign with a much smaller port.

Come to think of it, Bononia also has some odd trade icons, though in this case they're perpetually in the flashing "you're about to lose this income" state. I have no idea why - at first I thought it was rebels (there were some of those annoying naked gauls hiding in some trees, it turned out) but that's been dealt with years ago. As long as I'm getting my money, I guess it doesn't really matter, though. ~:)

MarcusAureliusAntoninus
06-14-2007, 23:17
As a semi-related point, the -1% growth on the type I govt. appears to count as a building bonus, so (a) I'm not completely sure it takes full effect, depending on the city, and (b) I have noticed that building a granary afterwards does not increase population growth, though it does allow you to build higher level granaries which do take effect. This sounds sort of like that Ptolemy govt./farm interaction posted earlier. But this may well be working as designed - high end granaries increase trade nicely, so it's perfectly worthwhile (in the long run) to go ahead and pay for a precursor building which does nothing by itself.
Happiness negatives can only cancel out bonuses. So if you have no buildings giving bonuses, the negatives do nothing. Once you build a building, then the original negatives will simply cancel out the new bonuses. This is just the way the game engine works.

Also, high end granaries give negative trade bonuses. Any effect on trade will read as a possitive bonus in game, but it is and is supposed to be a negative bonuse. This is just the way the game engine works with these bonuses.

I Am Herenow
06-15-2007, 07:46
High end granaries give negative trade bonuses.

Er...why? :inquisitive:

MarcusAureliusAntoninus
06-15-2007, 08:51
Because grain that is grown in that settlement is being stored not sold.

Thaatu
06-15-2007, 13:58
Because grain that is grown in that settlement is being stored not sold.
And the settlement is probably importing it from the outside if the local harvest is not enough, adding some expenses.

I Am Herenow
06-15-2007, 16:18
Because grain that is grown in that settlement is being stored not sold.

Oh yeah! :oops:

Centurio Nixalsverdrus
06-15-2007, 21:01
And the settlement is probably importing it from the outside if the local harvest is not enough, adding some expenses.
If the grain can't be stored, because of a non-existant granary, they would have to import much more grain, imho.

I always wondered if a farming upgrade like Georgia Polyphoros (sp?) also adds to your farming income.

And where are the bonuses from Ousidions and Kleroi listed? Under farming income or trade income?

Thaatu
06-16-2007, 08:39
From my understanding, increase in farming level gives +0.5% growth and an increase in farming income.

jhhowell
06-16-2007, 20:06
Also, high end granaries give negative trade bonuses. Any effect on trade will read as a positive bonus in game, but it is and is supposed to be a negative bonus.

:oops: I should have paid closer attention to my trade income... And granaries are indestructible, too. ~:doh:

Might I suggest, in addition to fixing the building description, that the cost be greatly reduced? I can hardly imagine any situation where I'd find the high end granary worthwhile now that I know what it does - it effectively costs 8000+X/turn, where X varies from a few tens of mnai to over a hundred, depending on the city. Over several hundred turns, that's an enormous price to pay for +0.5% growth. A construction cost of 1000, maybe up to 2000, would make it a more interesting trade-off, in my opinion.

I Am Herenow
06-17-2007, 07:36
:oops: I should have paid closer attention to my trade income... And granaries are indestructible, too. ~:doh:

Might I suggest, in addition to fixing the building description, that the cost be greatly reduced? I can hardly imagine any situation where I'd find the high end granary worthwhile now that I know what it does - it effectively costs 8000+X/turn, where X varies from a few tens of mnai to over a hundred, depending on the city. Over several hundred turns, that's an enormous price to pay for +0.5% growth. A construction cost of 1000, maybe up to 2000, would make it a more interesting trade-off, in my opinion.

Apparently, Kingdoms is going to have a moddable Famine disaster, and so if EB2 uses that, I suppose you'll need Granaries then.

Thaatu
06-17-2007, 07:56
Might I suggest, in addition to fixing the building description, that the cost be greatly reduced? I can hardly imagine any situation where I'd find the high end granary worthwhile now that I know what it does - it effectively costs 8000+X/turn, where X varies from a few tens of mnai to over a hundred, depending on the city. Over several hundred turns, that's an enormous price to pay for +0.5% growth. A construction cost of 1000, maybe up to 2000, would make it a more interesting trade-off, in my opinion.
The build cost is 6400 mnai and the 0.5% growth gives its own in tax revenues. The trade penalty depends largely on the settlement as a city like Alexandria would probably get (with all the highest trade buildings) something like a 100 mnai penalty, while an inland settlement with bad roads would get a penalty of maybe 5. It would be great if the silos were destructable.

Roy1991
06-27-2007, 13:43
Not sure if this has already been mentioned - don't have time to read through 7 pages right now.

Lusitanian generals still have the vanilla skin. (the same as the vanilla Briton general's skin)

Kepper
07-01-2007, 21:15
I have star a new campaign it Potus and i have found the government buildings most by bug.
Nomos Basilikos Pontikos:
Public order bonus 10%
Moral bonus to troops +1
Population growt bonus -1%

Satrapeia Persike:
Public order bonus 5%
Moral bonus to troops +1
Population growt bonus -5%

Satrapeia Philellenike:
Public order bonus 5%
Experience Bonus to troosps +1
Increase in tradeabel goods
Public order bonus -5%

Nomos Symmachos:
Increase in tradeabel goods
Experience Bonus to troosps +1
Moral bonus to troops +-1
Public order bonus -10%

jhhowell
07-04-2007, 04:19
I recently noticed that the elephant upgrade bug is still present in EB (I originally saw it in a vanilla Seleucid campaign some time ago). Not sure there's anything to be done about it though.

The bug in question is that sometimes elephants get impossible upgrades. I saw a unit of Ptolemaic elephants with a gold weapon upgrade, then my spy flipped Meroe to rebels and the new garrison included three elephant units with bronze weapon upgrades and silver armor upgrades.

Foot
07-04-2007, 10:38
I recently noticed that the elephant upgrade bug is still present in EB (I originally saw it in a vanilla Seleucid campaign some time ago). Not sure there's anything to be done about it though.

The bug in question is that sometimes elephants get impossible upgrades. I saw a unit of Ptolemaic elephants with a gold weapon upgrade, then my spy flipped Meroe to rebels and the new garrison included three elephant units with bronze weapon upgrades and silver armor upgrades.

Spawned units get randomly assigned weapon and armour upgrades, its not a bug its part of the game and we cannot change it.

Foot

mcantu
07-07-2007, 17:13
Komatai Hippeis have a spear for their secondary weapon but the description says it should be a falx...

Imperator
07-07-2007, 17:47
This may already have been brought up, and if it has I sincerely apologize, but I notice the UI card for Punic Citizen Levies is missing for the eleutheroi.

MarcusAureliusAntoninus
07-08-2007, 04:43
One of the Getai units have the wrong description all together. Is that the Hippeis? :shrug:

The missing card for the Carth rebels was noticed in the bug testing no too long ago. I think it was noted and maybe fixed...

Centurio Nixalsverdrus
07-15-2007, 00:40
The following shot was taken just east of Veldideno, Raetia. The town itself has to be up on top of the rock I guess:
https://img413.imageshack.us/img413/2221/ebderfelsenvonveldidenorw5.jpg (https://imageshack.us)

mcantu
07-17-2007, 11:55
Triarii do not have a secondary weapon even though they are shown as wearing a gladius...

MarcusAureliusAntoninus
07-17-2007, 18:39
Spear units were having trouble using their spears when they had swords. (A spear unit would keep using swords and never use their spear.) In the end, a good many units had their sword secondary weapon removed so that they would be forced to weild their spears.

Swordmaster
07-17-2007, 23:31
I think there's a little bug in the 'Summer campaigning restricted' trait. I recently had a character in southern Spain have restrictions, which I thought was normal, but when he moved to central Gaul a few years later, he still got the summer campaigning restricted trait (in addition to the winter restrictions). Made him a bit of an immobile guy, year round.

MarcusAureliusAntoninus
07-18-2007, 03:12
Have him end a turn in a town.

Swordmaster
07-19-2007, 09:21
Have him end a turn in a town.

Nope, doesn't work.

Teleklos Archelaou
07-19-2007, 15:05
I took a look at that town, and although it is high up on a ridge, it looks nothing like that screenshot from what I can see. Maybe there is something weird going on from that direction. You'd have to specify the exact cursor coordinates so we could figure out where it is.

Centurio Nixalsverdrus
07-19-2007, 23:50
Yes Sir, it was the next tile to the right of the town.

Tellos Athenaios
07-20-2007, 17:50
Hmm... If you coud do the following: have your cursor on the spot in the campaign map; press the <~> key; type
show_cursorstat press <enter> and see what the actual coordinates are?

Centurio Nixalsverdrus
07-20-2007, 23:52
The coordinates are as follows: 90, 160.

mcantu
07-21-2007, 14:50
Numidian Skirmishers have an armor rating of 2 but are shown as only wearing a tunic. Leves also have only a tunic but have an armor rating of 1.

MarcusAureliusAntoninus
07-21-2007, 21:00
Every piece of armor and what it is made out of effects armor. The Numidians must have bracers, or better shoes or something. Either that or their tunic is made out of leather in stead of cloth...

mcantu
07-22-2007, 14:06
Every piece of armor and what it is made out of effects armor. The Numidians must have bracers, or better shoes or something. Either that or their tunic is made out of leather in stead of cloth...

Whoops...nevermind. The Numidians I was looking at had had an armor upgrade.

What's the reason behind giving armor values to clothing and shoes? Doesn't this mean that units that only have clothes are able to get an armor upgrade? EB is the only mod that I've seen that does that. Is it to make the battles longer? I guess it balances out if its done consistently...

Tellos Athenaios
07-22-2007, 15:14
For one thing: you prevent every missile that hits the mark from killing a soldier immediately... ? :juggle:

Thaatu
07-25-2007, 18:16
A few with pics!

Molossian Roman? (https://img228.imageshack.us/my.php?image=romanethnicitybugfj0.jpg) Notice his name, meaning he wasn't bribed or anything. A bug or just highly improbable?

Probably a really old one, but anyway. (https://img228.imageshack.us/my.php?image=darioritumportbugpy1.jpg)

MarcusAureliusAntoninus
07-25-2007, 22:39
A few with pics!

Molossian Roman? (https://img228.imageshack.us/my.php?image=romanethnicitybugfj0.jpg) Notice his name, meaning he wasn't bribed or anything. A bug or just highly improbable?

Probably a really old one, but anyway. (https://img228.imageshack.us/my.php?image=darioritumportbugpy1.jpg)
His father may have been bribed. He kept the culture trait but was given a full Roman name on birth.

I think the next one has been fixed.

mcantu
07-26-2007, 04:41
I think I may have figured out why the AI spams javelin units for some factions!!

The descr_strat file helps control AI building and recruiting personalities (fortified henry, balanced ceasar, etc). From reading posts from CA regarding game mechanics I gather that descr_strat uses what is listed under 'class' in the EDU for recruiting as described in this post...

https://forums.totalwar.org/vb/showpost.php?p=723562&postcount=1

Now in EB, javelin units have 'skirmish' listed for their class. AFAIK, the only valid class options are light, heavy, missile or spearmen. It looks like the AI may think its recruiting infantry because the class tag doesnt have 'missile' listed for those units. This also explains why ctrl-I will select javelin units as well as infantry and why javelin units are positioned as infantry when using the group formations buttons. I have changed the class to missile and it seems to take care of these two issues.

Is there something I'm missing regarding this?

mcantu
07-26-2007, 14:07
I'm not sure if this is the correct thread to keep posting on this issue. If not please move...

I've run a test campaign to check my theory in the previous post and the results are promising.

I changed the class of all javelin units from skirmish to missile and AI armies are no longer spamming javelin units. KH and the Maks have always given me problems with that and its no longer happening.

The Romanii are also making very well balanced stacks! No more all Italian Allies/Triarri armies.

Also, when using the group formation buttons the units are now properly placed as missile units and not infantry

Teleklos Archelaou
07-26-2007, 14:52
Ah, here it is. :grin: I hope you get an answer on this within a day or two here mcantu. Thanks for your interest mate!

mcantu
07-28-2007, 12:55
It looks like many (all?) javelin armed cavalry units also have the invalid 'skirmish' tag. I have changed them all to 'missile' and am testing to see what effects it has

Thaatu
07-28-2007, 20:15
Use caution with that, for most javelin armed cavalry units are in fact light cavalry, not skirmishers. You don't want Numidian or Thracian cavalry start acting like horse archers.

Swordmaster
08-01-2007, 10:31
Must have been spotted already, but just to be sure, the Seleukid temple_of_forge_awesome_temple_romans_julii is translated as "Large Temple of Hermes" instead of Mithras.

Swordmaster
08-01-2007, 22:47
The temple_of_fertility_pantheon costs twice as much as the other wonderous temples? Bug or feature?

Intranetusa
08-02-2007, 03:53
-Hoplitai and other classic phalanx units have variying spear lengths when they are doing different things.

Example Hoplitai: Long spears when attacking, fighting and standing but short spears when running

I think the Hoplitai Haploi also have short spears when standing. Have to check.



Yeh, I have the same problem. THe problem is with the spear's clipping.
When running, the soldiers hold the spears vertically, so half the spear is clipped and fuses with the ground texture. They have the same spear, it just passes into the ground when they hold it certain ways

Bugout
08-03-2007, 01:57
Makedonia:

When conquering Sparte, I let my Phalangitai Deuteroi attack the Epilektoi Hoplitai of KH.

1. They immidiatly let down their sarissas and switched to their swords, although still in phalanx mode.

2. When reaching the Epilektoi, there ocurred a large blow, as of a large jet engine, that whirled about 20 of my phalangites a dozen meters up into the air. Fortunately nobody died of this. There were no elephants or cavalry envolved in the battle.



I noticed the same thing with Epirus. It only seems to happen in the city centers (maybe the ancient Greeks had flubber town plazas).

https://img482.imageshack.us/img482/727/bouncingphalangitesee8.jpg

https://img482.imageshack.us/img482/8857/flyingphalangitexj4.jpg

I turned off the phalanx option and the phalangitai stopped the bouncing so it seems using their swords while in phalanx mode in the city center creates an irresistable urge to do acrobatics. ~D

I also found a slight graphical error which I am not sure if EB causes but thought I would point out as it allows me to advance the theory that the aliens that built the pyramids also continued their visits up until the 2nd century bc. :egypt:

https://img245.imageshack.us/img245/1888/missingsomethingdr9.jpg
(as you can see the ptolemaic greeks were aware of anti-gravity principles) By the way the building is the ptolemaic councillors chambers in Diospis Megales (in case of spelling errors the city south of Memphis)

Please accept my accolades for a mod well done, I just wanted to share a few bugs that seemed quite humorous to me. :2thumbsup:

Thaatu
09-04-2007, 12:57
Spot the odd one:

https://img165.imageshack.us/img165/1741/ethiopiangoilidsvu1.jpg (https://imageshack.us)

In Axum, the starting eleutheroi unit.

bovi
09-04-2007, 13:12
I'm assuming you're talking about the negro? He's part of another unit. Look at the unit cards and you'll see you have both kinds.

Thaatu
09-04-2007, 19:02
Actually I'm talking about the Irish drunkards in Nubia.

Tellos Athenaios
09-04-2007, 19:55
Model sharing issue, IIRC. The Goidilic Hammer men share a model with the Aithiopion Agema...

I Am Herenow
09-04-2007, 20:15
BTW I just noticed in that pic that that negro has big gold earrings and gold arm-bracelet things. As you say in your site that you want to get rid of "'Mummy Returns' Egyptians dressed in gold" (or words to that effect), why have this unit with gold earrings and arm-bracelets?

bovi
09-04-2007, 20:20
While I'm not sure why, I think there's a difference between "dressed in gold" and modestly ornamented. I haven't played vanilla in ages so I can't remember how they looked there.

Thaatu
09-04-2007, 22:24
Model sharing issue, IIRC. The Goidilic Hammer men share a model with the Aithiopion Agema...
Does that mean that all the eleutheroi Ethiopians look Goidilics, or is it just a single case?

MarcusAureliusAntoninus
09-05-2007, 06:44
I don't think that the rebels can recruit Aithiopion Agema in the next release. Since it is a model sharing thing, the rebels can only get Aithiopion Agema or the heavy Goidilic guys, not both.

fallen851
09-05-2007, 16:35
The rebels don't recruit Aithiopion Agema in this version either, two cities in the middle east happen to start with them. You can edit them out by going to the folder

EB\Data\world\maps\campaign\imperial_campaign

Opening the descr_strat text, searching for agema, then replacing the unit with another unit, so Axum should look like this:


; City: Axum
; Region: Diamat
; --------------------
character, sub_faction saba, Nawfim, named character, command 0, influence 0, management 0, subterfuge 0, age 20, , x 221, y 6
traits ImmobileRebel 1
army
unit african elephant bush exp 1 armour 0 weapon_lvl 0
unit arabian infantry ethiopian spearmen exp 2 armour 0 weapon_lvl 0
unit arabian infantry ethiopian spearmen exp 2 armour 0 weapon_lvl 0
unit arabian infantry ethiopian spearmen exp 3 armour 0 weapon_lvl 0
unit arabian skirmisher tribal levies exp 2 armour 0 weapon_lvl 0
unit arabian skirmisher tribal levies exp 1 armour 0 weapon_lvl 0

Instead of how it used it look with a unit of Agema.

The other city with them is Ptolemais Theron.

Tellos Athenaios
09-05-2007, 16:49
Just to remove some of the confusion: this bug is fixed as a side effect of the Aithiopion Agema getting scrapped altogether in future releases...

christof139
09-05-2007, 17:10
The acrobatic Phalangites fighting with swords may be because possibly the Iberian swordsman animation is used?? I think they jump around a bit in vanilla, or maybe the oppossing Phalanx's mass is set to high??

Irish drunkards in Ethiopia, a distinct possibility, along with Russian and other Slavic and former Soviet-bloc 'tourists', not to mention wandering USA'ers and other western types besides the local imbibers of the magical Egyptian elixir now known as beer and/or ale.

Chris

Tellos Athenaios
09-05-2007, 17:16
No, it has something to do with a new bug introduced in RTW 1.5; when EB was still a proper beta (0.74), and based on RTW 1.2 this bug did not exist. And this bug exists not just in EB...

christof139
09-07-2007, 13:12
Oh, thanx for telling me there is another bug in the latest version of RTW. Makes a lot of sense for CA to have released the latest version of a game with jumping bean bug in it. I didn't know that but have seen it a couple of times and was wondering about it.

Chris

madmatg
09-17-2007, 11:02
i looked for this problem on the threads and couldnt find it, but i would have thought someone wuold have noticed by now so maybe its jsut my computer...

when i am defending Memphis in siege i noticed that "THE SKY IS FALLING THE SKY IS FALLING!

http://madmatg.googlepages.com/bluesky.JPG

Kurulham
09-26-2007, 07:21
A couple miscellaneous problems; MAA told me I should post these here.

* The druidic training triggers - the ones that increment GallicDruid and CasseDruid - are all kinds of messed up. They're designed to have a certain percent chance of incrementing every turn the character stays in a settlement with a temple of fun or governors, with a higher chance if the character has higher vit and int. Unfortunately the triggers to check for int and vit levels are... well, messed up (sometimes they have things like requiring int to be both above 4 and below 3, for example). Also, Casse characters of ethnicities that can start with the training trait (Aedui and Biturige) are set up to start with the GallicDruid trait instead of CasseDruid, which may be intended as I believe both those ethnicities are Gallic. The increment sections are sort of tangled; here's my cleaned-up version of the GallicDruid fun temple section (all four sections are functionally identical, down to the problems).

;------------------------------------------
Trigger GallicDruid_fun_temple_low_int_vit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage > 75
and Trait Celtic = 1
and not FactionType britons
and SettlementBuildingExists >= temple_of_fun_temple
and AgentType = family
and Trait NaturalIntelligence < 3
and Trait NaturalEnergy < 3

Affects GallicDruid 1 Chance 5

;------------------------------------------
Trigger GallicDruid_fun_temple_low_int_mid_vit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage > 75
and Trait Celtic = 1
and not FactionType britons
and SettlementBuildingExists >= temple_of_fun_temple
and AgentType = family
and Trait NaturalIntelligence < 3
and Trait NaturalEnergy > 2
and Trait NaturalEnergy < 5

Affects GallicDruid 1 Chance 8

;------------------------------------------
Trigger GallicDruid_fun_temple_low_int_high_vit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage > 75
and Trait Celtic = 1
and not FactionType britons
and SettlementBuildingExists >= temple_of_fun_temple
and AgentType = family
and Trait NaturalIntelligence < 3
and Trait NaturalEnergy > 4

Affects GallicDruid 1 Chance 10

;------------------------------------------
Trigger GallicDruid_fun_temple_mid_int_low_vit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage > 75
and Trait Celtic = 1
and not FactionType britons
and SettlementBuildingExists >= temple_of_fun_temple
and AgentType = family
and Trait NaturalIntelligence > 2
and Trait NaturalIntelligence < 5
and Trait NaturalEnergy < 3

Affects GallicDruid 1 Chance 8

;------------------------------------------
Trigger GallicDruid_fun_temple_mid_int_mid_vit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage > 75
and Trait Celtic = 1
and not FactionType britons
and SettlementBuildingExists >= temple_of_fun_temple
and AgentType = family
and Trait NaturalIntelligence > 2
and Trait NaturalIntelligence < 5
and Trait NaturalEnergy > 2
and Trait NaturalEnergy < 5

Affects GallicDruid 1 Chance 10

;------------------------------------------
Trigger GallicDruid_fun_temple_mid_int_high_vit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage > 75
and Trait Celtic = 1
and not FactionType britons
and SettlementBuildingExists >= temple_of_fun_temple
and AgentType = family
and Trait NaturalIntelligence > 2
and Trait NaturalIntelligence < 5
and Trait NaturalEnergy > 4

Affects GallicDruid 1 Chance 15

;------------------------------------------
Trigger GallicDruid_fun_temple_high_int_low_vit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage > 75
and Trait Celtic = 1
and not FactionType britons
and SettlementBuildingExists >= temple_of_fun_temple
and AgentType = family
and Trait NaturalIntelligence > 4
and Trait NaturalEnergy < 3

Affects GallicDruid 1 Chance 10

;------------------------------------------
Trigger GallicDruid_fun_temple_high_int_mid_vit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage > 75
and Trait Celtic = 1
and not FactionType britons
and SettlementBuildingExists >= temple_of_fun_temple
and AgentType = family
and Trait NaturalIntelligence > 4
and Trait NaturalEnergy < 5
and Trait NaturalEnergy > 2

Affects GallicDruid 1 Chance 15

;------------------------------------------
Trigger GallicDruid_fun_temple_high_int_high_vit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage > 75
and Trait Celtic = 1
and not FactionType britons
and SettlementBuildingExists >= temple_of_fun_temple
and AgentType = family
and Trait NaturalIntelligence = 5
and Trait NaturalEnergy = 5

Affects GallicDruid 1 Chance 25

;------------------------------------------
Trigger GallicDruid_fun_temple_very_high_int_high_vit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage > 75
and Trait Celtic = 1
and not FactionType britons
and SettlementBuildingExists >= temple_of_fun_temple
and AgentType = family
and Trait NaturalIntelligence = 6
and Trait NaturalEnergy = 5

Affects GallicDruid 1 Chance 35

;------------------------------------------
Trigger GallicDruid_fun_temple_high_int_very_high_vit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage > 75
and Trait Celtic = 1
and not FactionType britons
and SettlementBuildingExists >= temple_of_fun_temple
and AgentType = family
and Trait NaturalIntelligence = 5
and Trait NaturalEnergy = 6

Affects GallicDruid 1 Chance 35

;------------------------------------------
Trigger GallicDruid_fun_temple_very_high_int_very_high_vit
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage > 75
and Trait Celtic = 1
and not FactionType britons
and SettlementBuildingExists >= temple_of_fun_temple
and AgentType = family
and Trait NaturalIntelligence = 6
and Trait NaturalEnergy = 6

Affects GallicDruid 1 Chance 50
* The descriptions of the Dorkim Kdosim and Hoplitai Indohellenikoi say "traditional phalanx in the Spartan style" and "non-Makedonian phalanx", but they both have the phalanx attribute. Should probably be changed to pseudoshieldwall.

Further bulletins as events warrant.

bovi
09-26-2007, 07:44
Thanks, fixed the druid training. Someone else will probably know what to do with the phalanx units :2thumbsup:.

Tellos Athenaios
09-26-2007, 22:34
when i am defending Memphis in siege i noticed that "THE SKY IS FALLING THE SKY IS FALLING!

First of all, you're not some Celt from a Comic book are you? ~;)
Secondly: it's a known issue which has very, very little to do with EB and very, very much to do with RTW + Video Settings.

Happens with certain farmland as well. :shrug:

madmatg
09-26-2007, 23:02
oh ok thanks tellos

MarcusAureliusAntoninus
09-27-2007, 01:51
Actually, the farmlands should be fixed, thanks to snevets.

Tellos Athenaios
09-27-2007, 13:33
But they aren't yet in the public release, are they?

MarcusAureliusAntoninus
09-27-2007, 19:03
But they aren't yet in the public release, are they?
It seems so long ago that happened, but I guess you are right, it probably isn't in the public release...

mirmorix
09-28-2007, 11:57
I dont know that this was writen before -when i played as aedui /havent experience with this with other nations/ - I besieged massalia and on the last turn when they must attack the game crash always down so i must a turn before attack myself to prevent this.