View Full Version : Europa Barbarorum FAQ
Aemilius Paulus
09-29-2008, 23:19
If I control at least 90 territories during the Camillian Era (I own more than 90 territories in my current Camillian Romani campaign), do I advance to the Marian Military Era right after reaching the Polybian Reforms?
After all, MarcusAureliusAntonius does say that there are two ways to attain the Marian reforms, 1. the first one with a certain kind of FM, certain date, as well as some other conditions and 2. the second one where you just have to own 90 territories with no other requirements, meaning that just as soon as you reach 242 BC you get the Polybian Reforms and right the next turn, having 90 territories and already in the Polybian military era, you get the MArian Reforms.
Anyone? :candle:
MarcusAureliusAntoninus
09-30-2008, 18:15
Anyone? :candle:
If you have 90 provinces then yes you'll get the Marians immediately after you get the Polybian.
marko.sraka
09-30-2008, 19:55
:help::help::help::help:
There is no better or more historical accurate game than EB for RTW. Once you played it, you can not return to original RTW. The time and dedication put into this game is unexplainable.
I am playing as SPQR for more than a month now and am trying to follow history as accuratly as I can. I am in year 218BC and noticed, that I still cant have polibian era units. I have conquered cities I should and have upgraded the barraks. On forum I read, that I should also activate background script everx time I load the game. That I almoust never did, as I didnt see the importance of it.
Does that mean, that I will never be able to have polibian or even marian units in my game? :oops:
Can anyone please help me? I spent soo much time playing this game and am still so enthusiastic about it, but if my units dont evolve, there is no sense in playing on.
Is there really no other way to activate polibian era?
Will I have to start the game anew?
You must activate the script whenever you play. The reason you have not got nor ever will get the reforms is because you did not activate the script. You will need to restart your campaign and play with the script activated every time.
Foot
theoldbelgian
10-29-2008, 15:25
what happens when you have a already fully upgraded barracks when you gain the reforms?
will you need to destroy the barracks and start over from scratch?
No, a new level above the highest level will open up and you can upgrade to that which will give you the new troops.
Foot
theoldbelgian
10-29-2008, 21:58
another thing is it true that in order for the script to deactivate you have to quit to desktop?
I once saw it on the forum and thought mmh maybe that should have been mentioned somewhere before
No, its not exactly that. The values that are set the first time you start the script in a RomeTW.exe session stay set until you close the application down so you cannot, in the same game session, start or load campaigns from two or more different factions. Crazy things happen.
Foot
theoldbelgian
10-29-2008, 22:16
so what you are saying is that I shouldn't close down to desktop but also that I cannot load an auto save par example while still busy with a campaign
Mediolanicus
10-29-2008, 22:26
Another Belgian living by the banks of the Scaldis, I see.
You should close down to desktop when you want to (re)load a different campaign than the one you were playing.
Don't do that and then things will start to get messy.
If you reload the campaign that you are playing, you should be fine.
theoldbelgian
10-29-2008, 22:32
okay thanks that should be everything I need
btw I am gonna steal a litle bit your location hope you don't mind
theoldbelgian
10-29-2008, 23:21
sorry butt i have a curious mood today.
how do you activate the hugest number of men in 1 unit?
Options > Video Options > unit size set to Huge.
Foot
Tellos Athenaios
10-29-2008, 23:39
There's this item called "Options" with a sub item called "Video Options" which brings up a menu with a checkbox named "Advanced options" (or somehting to that effect). From there it should self-explanatory.
you should tell us about what an aar is in definition and what aar stands for. I have read some of them but i dont wuite understand.
And why vanilla-rome is called vanilla rome. I think many people are wondering about that when they use the word.
Why should we tell you. This is the EB FAQ not the RTW FAQ. AAR stands for After Action Report (a quick search on google would have discovered that). RTW is known as vanilla because vanilla is traditionally the original ice-cream flavour, and so becomes synonmous with "original" for other things, in this case original RTW. Again this is a FAQ for EB not for the TW forum communities. Lets keep it focused on what this forum is about, huh?
Foot
SwissBarbar
10-30-2008, 19:04
why is the FAQ not fixed on the top of the forum anyway?
MarcusAureliusAntoninus
10-30-2008, 19:08
why is the FAQ not fixed on the top of the forum anyway?
It used to be.
Now it is linked to in a different stickied thread.
Im playing as the arverni but I dont understand the reforms (I destroyed the Aedui btw)
It says:
-Casse, Arverni, and Aedui must build at least 4 (forum)(L3 Market) collectively
Time of Soldiers
Spoiler Alert, click show to read:
-Casse, Arverni, and Aedui must build at least 6 (forum)(L3 Market) collectively
-Casse, Arverni, and Aedui must build at least 4 Large Cities collectively
-Casse, Arverni, and Aedui must build at least 6 Large Temples ('awesome' level)(L3 Temple) collectively
Does that mean if I have 4 cities with L3 markets the reform will happen (what is the name of the L3 market btw?) or does the Casse also need 4 L3 markets?
What will change because of this reform?
And about time of soldiers: Do I need all 3 the things to get a reform and what will this reform do?
MarcusAureliusAntoninus
11-07-2008, 02:29
The celtic reforms require there to be a total of 4 markets, etc. Each faction isn't required to do every requirement themselves.
Both reforms change what units you can recruit. Mostly, you get better units and heavier units.
As I said I play with the Arverni, I just got the message about the reform (time of tribesmen) but I dont see any differnce.
I can recruit the same soldiers I dont see any new ones ...
I just saw that I have to upgrade my MIC (its the barracks righ?) but I have cities where it already is at its max, do I have to destroy it and rebuild it?
And do I have to update the MIC in every city?
MarcusAureliusAntoninus
11-09-2008, 21:34
You should be able to upgrade your MICs from the highest old level to the highest new level. You'll have to do it in all your cities.
ilDuce68
11-25-2008, 06:21
Armavir is super developed and several steps BEYOND the market, roads, garrison & sanitation yet I still cannot upgrade to Type1 govt. This makes me sad. Please help.
I've also developed Type3 govt in all the nearby cities (Karka, Ani-Kamah, Kotias, Trapezous etc) as well and nothing...
chenkai11
11-25-2008, 06:37
See any homeland marker yet? Destroy your level 3 gov't building then you can building the level 1.
johnhughthom
11-25-2008, 16:46
If Armavir is well developed the homeland marker may not show up as RTW can only show so many building cards, and the expansion marker doesn't go away as the script can't destroy buildings.
ilDuce68
11-25-2008, 20:16
No Homeland Marker ever appeared. Yes, I tried destroying the Level 3 and nothing happens. I pacify and then only have level 3 and 4 choices again.
Too many buildings huh? Should I destroy a few and see if the marker pops up? Maybe I should just start over. Damn, I had 3 great kids...
Too many buildings huh? Should I destroy a few and see if the marker pops up?
I doubt that will work. Just checking the obvious: did you activate the script every time you loaded the game?
ilDuce68
11-26-2008, 00:09
Oh-oh. Activate a script? :help:
Ja just take a look at the advisor popping up when you start/load a game
ilDuce68
11-26-2008, 17:55
Maybe this script thing is the issue as I just noticed that the sewer I recently built says, "warning this script should not be here."
How do I activate this script thing? I checked when I loaded the game and couldn't figure it out. I'm sorry for posting so much. Can't believe I've been playing wrong for so long.
everyone
11-26-2008, 18:04
I also see the weird "WARNING" description of the sewer construction's completion but I suppose that's just some things that were unfinished or something, or it's similar to the description of the "Victory" building in Garama/Tuat
and the script is loaded by clicking "show me how" on the advisor portrait when you click on a city upon loading. and I just noticed that a quote on a loading screen from the EB Team regarding the advisor and activating the script:
"Have you remembered to enable the ===>EB SCRIPT<=== yet? If not, listen to your good advisor and click "Show me how" when he asks you to, or you won't get the real EB experience! The advisor may pop up at other times too, but unlike Vanilla RTW, in EB he always has something important to tell you. Ignore him at your peril ;). You may want to check the EB FAQ at https://forums.totalwar.org/vb/showthread.php?t=84854"
There is no description for Hayasdan for the first level of sanitization. However, there is a catchall description, which isn't working because there is another catchall warning right above it. If you search out "Sanitization" in EB/data/text/descr_buildings.txt, you can delete the first of these. To be precise, delete these lines:
{sanitize} Sanitization
{sanitize_desc} WARNING! This baseline description should never appear on screen!
{sanitize_desc_short} WARNING! This baseline short description should never appear on screen!
Cute Wolf
11-27-2008, 12:01
Stupid question I know, bu I'm just curious... Why the elephants don't instantly die if I hit them with stones (large one from my one talent siege engine, not from slings)... in my campaign, I throw stones on these beasts and they don't die at all, only run amok...
They have several hitpoints. Artillery only drains one hitpoint I think, as all other strikes.
i've been playin this game for a while and yup i've had all the slow loading and stuff and little stutters but the game still played well and never crashed once. now as i've got further into my game whenever i click the turn button the game always crashes. it might by chance complete the turn and i'l make my moves etc and then wen i click the turn button it will crash again
i dont understand why this is happenin now??
i play this on my laptop but dont know the spec from the top my head. i wasnt expectin it to work so well on the laptop but the more i've got further into it its doing this.
any1 got a idea wot it could be???
ilDuce68
12-02-2008, 03:19
Hey, activated the script and finally got the Hayasdan reforms to work. Cool stuff, thanks guys but now the next important question regarding my victory conditions:
1) the advisor's list of what I should conquer differs from what's shaded in blue on my map, which one should I obey?
2) my advisor also says I should "raid" certain provinces? What exactly consititutes a raid?
Finally I keep reading on these boards that I should heed everything my advisor says but he never pops up and says nothing beyond my victory conditions, am I missing something?
Just expand where it seems natural. You'll get the right ones soon enough.
Raiding a city means having taken it at some point. You don't need to keep it.
The advisor can also talk of certain missions depending on your faction, as well as scripted declarations of war if certain free cities are threatened.
MarcusAureliusAntoninus
12-17-2008, 23:18
LMS's post moved to new thread in bug report subforum:
https://forums.totalwar.org/vb/showthread.php?t=110595
What do the celt's reforms do?
What do the celt's reforms do?
Change the units you have available for recruitment.
Βελισάριος
01-28-2009, 08:27
I'm just curious about a little something.
I've been reading some of the AARs on the forum (loved the Makedonian ones), and I have kind of an idea about what these things are.
But my questions are: What does AAR stand for? Who does them (seems like anyone)? What's the point/idea behind the concept? And maybe a little explanation as to what they are would be welcome.
SwissBarbar
01-28-2009, 09:11
AAR means After Action Report or After Action Review. It's done by everyone who has the time and nerves to make up an idea, write all that text and taking screenshots.
The point behind the concept is, to share one's experiences with other EB-Players. Some AAR's are interactive and the readers can guide the writer. Othere are just like reports or tales told by witnesses of the happenings, that are being written about. (Read the new AAR with the rhyming bard, very good idea!)
You know, EB is not only about just pumping units and conquering the world - of course unless this is, what makes the most fun to you - but it's about Roleplaying Characters, Civil Wars and destenies of Empires. No one will ever play f.e. a makedonian Campaign the way you do. And you will never play an Arverni Campaign the way I play it. That's the reason, why we share those stories and epic tales with each other. Would be a shame, if they'd just be played and forgotten forever, wouldn't it?
Any AAR is welcome, for we like to read the stories of others. Maybe you should give it a try? Since you've read several AAR you surely have an idea how this could look like. If you made up sth. entirely new - the more imaginative the better.
Βελισάριος
01-28-2009, 17:32
Thank you kindly.
And yes, I will write an AAR. But I want to write one that hasn't been done before. I've already read two Makedon ones and that's the campaign I'm currently running.
All factions have AARs. Just make your own story and it will be unique.
Βελισάριος
01-29-2009, 03:39
I guess I was just looking for one that wasn't popular. I found it though, for the faction I had in mind.
It's interesting.
At the ATB forums they're talking about using the Scythian language instead of Ossetian which I heard is used in unit and building names in EB1, here's a link: ATB forums (http://atbdevs.forumotion.com/misceleanous-f5/scythian-sarmatian-language-reconstruction-t98.htm).
Edit: This belongs in the EBII forum:wall:.
a question: shouldn't the latest version be 1.2? I was under the impression that that was the latest version, allbeit a mega-patch.
anubis88
02-13-2009, 11:50
Hi everyone... I just have a quick question... Which are the level 3 markets that you need for the Gallic reforms? the one that cost 3k mnai, or the ones that are 6k? becouse i built 5 of the 3k which should be level 3 since they are the third ones that are available... or am i wrong?:dizzy2:
just want to know what must i do to stand a chance against the romans:beam:
SwissBarbar
02-13-2009, 13:35
It's the one called "Dauerdanoch", the greatest one
SirRethcir
03-07-2009, 11:57
Is there an up-to-date full version of the EB Recruitment Viewer?
The stand-alone version is for EB1.0 and the bundled version is missing unit cards.
I'm playing as the Sweboz and there are a couple of mistakes concerning MIC levels.
Is there an up-to-date full version of the EB Recruitment Viewer?
The stand-alone version is for EB1.0 and the bundled version is missing unit cards.
I'm playing as the Sweboz and there are a couple of mistakes concerning MIC levels.
no, IIRC there isn't any.
MarcusAureliusAntoninus
03-08-2009, 00:42
The one that comes with the v1.1 installer is updated to v1.1 and there were almost no changes to recruitment areas in the v1.2 patch.
The one that comes with the v1.1 installer is updated to v1.1 and there were almost no changes to recruitment areas in the v1.2 patch.
This is not quite true, depending on the interpretation of "almost no". But with Arkatreides gone, there will be no updated unit cards unless someone takes up the project of making them all in a new system.
The stand-alone version is for EB1.0 and the bundled version is missing unit cards.
You can easily copy the units card from one into the appropriate folder of the other. However, keep in mind that the unit cards also are outdated.
SirRethcir
03-08-2009, 20:59
You can easily copy the units card from one into the appropriate folder of the other. However, keep in mind that the unit cards also are outdated.
I thought so.
Thanks for the answers!
Darth Stalin
04-06-2009, 09:57
Two quick and simple questions:
1. Why there are Roman Veterans in Marian Period, but there are no Veterans recruitable during Augustan Period (i.e. age of the Epire)? I have some thoughts but I'm not sure, if they're correct...
2. What for is the attribute "Electability" in export_descr_ancillaries.txt file? (in Roman offices - governors mostly).
seienchin
04-12-2009, 04:56
Two quick and simple questions:
1. Why there are Roman Veterans in Marian Period, but there are no Veterans recruitable during Augustan Period (i.e. age of the Epire)? I have some thoughts but I'm not sure, if they're correct...
2. What for is the attribute "Electability" in export_descr_ancillaries.txt file? (in Roman offices - governors mostly).
1. They should be recruitable in Italy. Afaik they are just the same veteran units. The Antesignani dont change either.
2. I dont know, but maybe it has to do with the Province governour ancillary.:book:
bakerboy1990
04-15-2009, 21:30
ok this mod is driving me crazy, ive come close to smashing my pc up im so annoyed, heres the situation, i installed rtm gold to C:/users/dennis/saved games. rtm works fine..... but when i install eb 1.1 to c:/users/dennis/saved games/data ( when i installed rtw to the saved games file there was no sub folder called rome total war or the creative arts assembley, all i get is data and BI) in theory this should work as all the files are in the rtw data folder. This is a report from the trivia script
21:15:17: XMLScriptParser: Couldn't load file: script.xml
21:15:17: Error Parsing file: script.xml
21:15:17: Row: 0 Description: Failed to open file
And when i try to play EB singleplayer via the folder (same message happens on the start menu to) i get this error
Execution of command "RomeTW.exe -mod:eb -show_err" failed
(error 2: the system could not find the file specified.)
i had this mod working a few months ago but it doesnt work anymore, ive tryed everything recommended, some please help
i am on vista btw
Mediolanicus
04-16-2009, 17:04
Don't install in data. EB needs that data to work.
Install EB to c:/users/dennis/saved games
When you've got Data(, BI) and EB in the same folder, then you're good to go.
bakerboy1990
04-17-2009, 16:34
i tryed just yesterday in c:/users/dennis/saved games and i still get that error, ive tryed the program files with no luck and then in just in the c drive, all the ways i try and it doesnt work, i even uninstalled my new drivers, still the same error
Pan-Caucasus Empire Reform
Part1:
-Upgrade Armavir to a Large Town
-Build in Armavir a (market), (roads), (town_garrison)(L1 law), and (sanitize)(L1 health).
= (Homeland resource will appear in Armavir)
Part 2:
-Build a Type1 government in Armavir
= (Improved government resources will appear around the Caucasus region)
Part 3:
-Build Type3 or better governments in these cities (Armavir, Karkathiokerta, Ani-Kamah, Phraaspa, Kotais, Trapezous, Kabalaka, Mtskheta)
= (Subjugation resources will appear in Amaseia and Mazaka)
I'm confused here, it's telling me to upgrade Armavir into a large town but Armavir already starts as a large town. And what level of Market do I need, bacause Armavir already has the second level of markets.
d'Arthez
05-06-2009, 23:28
It should be small city (6000 people, the government building that comes with that). If memory serves, it should be a large market (6130 Mnai).
It should be small city (6000 people, the government building that comes with that). If memory serves, it should be a large market (6130 Mnai).
I have the pan-caucasian reform now, but I didn't have to upgrade to a minor city.
I think they might be outdated.
MarcusAureliusAntoninus
05-08-2009, 03:16
I'm confused here, it's telling me to upgrade Armavir into a large town but Armavir already starts as a large town. And what level of Market do I need, bacause Armavir already has the second level of markets.
When I wrote the FAQ section on the Hayasdan reforms, I just directly translated what the script said. Some of those things in the script may be unnecessary in the game because you don't have to do anything but are still a requirement in how the script was written.
JinandJuice
05-28-2009, 08:55
Couple of questions:
1. How come Generals gain stars so difficultly? My 50 year old general hired who started at the age of 20 only has 5 stars. I look at rival nations' generals at age 30 with 8 stars.
2. Reinforcements with a general always seems to be on automatic, regardless of what you put in the check box that says to automatically command this army. On the other hand, reinforcements without a general can't be on automatic control. Why is this so?
3. I don't exactly know how the man of the hour works. It seems that during the first 20 years of the game if I win a decisive battle in a 19/20 stack army without a general, I get a chance to get a free family member. But 40 years later I try this and no man of the hour option comes up. Does this have something to do with the number of family members?
4. It seems that there's a difference between a phalanx unit and a hoplite unit. A phalanx unit seems to have 21 foot sarissas and has the phalanx/non phalanx option. Hoplites seem to have 8 foot overhand spears without the phalanx/non phalanx option. Why did EB make this so?
d'Arthez
05-28-2009, 10:20
1. AI generals get 'freebie' command stars. This is to because:
a) autocalcs are slightly more favorable to them --> thus having a chance of defeating Eleutheroi settlements
b) that the Eleutheroi are represented at a proper strength, and not just falling for the first attack
c) command stars have a limited effect on morale. This is to make up for tactical ineptitude of AI.
2. Depends on stack sizes. You can have more than 20 units under control at the same time. Also notice the lovely bug, that once you check army composition on a battle scroll, it 'ticks' the box of reinforcements being controlled by the AI. Very annoying minor bug.
3. Is dependent on the number of Family Members you already have, in relation to the number of territories. If you conquer a decent number of settlements, without getting more Family Members, you may get men of the hour again.
1. some of your Generals will get massive boosts of traits like cavalry commander or seen the elephant, atm i have a Pahlav FM with 5 normal stars and 14 stars wen attacking Hellens with a certain amout of cavalry :D
4. well phalangites wielded 6 m long sarrissas whereas Hoplites wielded the much shorter Dory the hoplite phalanx better represented with a shieldwall/very dense formation there are some minimods that deal with the problems of hoplite warfare.
in other words: because it's more realisic :P
JinandJuice
05-28-2009, 18:49
Waitaminute you're saying that I can have command of more than 20 units in 1 stack? ...How come I was not aware of this before?? As far as I know, if I transport a 21st unit into the 20 unit stack, the exchange units window would come up. Or am I misinterpreting something?
I don't think checking the army composition has to do with re-ticking the controlled by AI option, but I'll recheck it. Thanks.
d'Arthez
05-28-2009, 19:05
Waitaminute you're saying that I can have command of more than 20 units in 1 stack? ...How come I was not aware of this before?? As far as I know, if I transport a 21st unit into the 20 unit stack, the exchange units window would come up. Or am I misinterpreting something?
I think you are misrepresenting something.
1) you can control max. 20 units at the same time.
So if you have attack with two stacks (of 15 units + 7 units) units involved in battle, you can ONLY get control of a second stack of 7 units, once two units of that 15 stack have been killed or have withdrawn from the battlefield.
2) You can have more than 20 units on the battlefield, but not under human control.
JinandJuice
05-28-2009, 20:06
Yeah that's what I figured as well. Thanks for clearing things up.
2. Reinforcements with a general always seems to be on automatic, regardless of what you put in the check box that says to automatically command this army. On the other hand, reinforcements without a general can't be on automatic control. Why is this so?
The check box is bugged, but there is a workaround (see this post (https://forums.totalwar.org/vb/showpost.php?p=1005619&postcount=30)) For some reason, captains are not allowed to control reinforcements, so that's why you cannot set a captain-led army under automatic control.
1. Do Ethnicity Traits affect how efficient a FM governs a Province?(or affects it in any way)
I usually let FMs govern their "home city" for RP reasons(I doubted an Athenian would have much influence in Sparta eg.)
2. where can I find a Map/guide to where which Tribe lived for different civs(mainly Pahlava tho and mainly those without special units -> for Daha and Saka, i've got a faint idea where they could come from, tho they don't make good governers anyway :D)
I could manage connecting the KH and Sweboz Regions/ethnicities as I am fairly aquainted with both but I am absolutely lost when figuring out Zandig eg.
3. Why Is the Province NEXT to the Saka starting Province called Gava-Saka? I thought Gava- ... was similar to Gawjam as not beeing a city or a specific Settlement but a district. not the same word but similar meaning.
that would lead to the conclusion that Gava-Saka means "district of the saka" which seems funny when Saka start outside of it :D or did the saka migrate there right at the beginning of the Timeframe which would make it logical to call it Gava Saka^^.
PS: I'm not suggesting changing it just want to know the reason :D
Knight of Heaven
06-07-2009, 16:31
i tryed just yesterday in c:/users/dennis/saved games and i still get that error, ive tryed the program files with no luck and then in just in the c drive, all the ways i try and it doesnt work, i even uninstalled my new drivers, still the same error
Man have you uninstal gold before do that again??' becouse if you install EB in Rome gold data, then the game is all diferent,its what i recomend you need to uninstal rome gold, and next delete all folders manual, from rome if any left.
Then install rome again. once is done you need to instal EB on the rome total war folder. Mine looks like this C:\Program Files\Activision\Rome - Total War
then it should be fine
Are you sure you dont have c:/users/dennis/saved games/Activision/Rome - Total War???????
rome total war gold? anyway you need to uninstall rome vanilla and install it again. and install Eb properly, abot your drivers, to update your graphic drivers you need to go to site of your graphic card.
1. Do Ethnicity Traits affect how efficient a FM governs a Province?
2. where can I find a Map/guide to where which Tribe lived for different civs
3. Why Is the Province NEXT to the Saka starting Province called Gava-Saka?
1. Yes, especially for the KH. Spartans and Cretans governing type II provinces or other characters governing type I provinces will get a major penalty for management after a few turns. I also think they become more prone to developing bad traits.
2. Not sure. I think that for the Pahlava it doesn't matter since they are nomads anyway. Just pay attention to the description of their ethnicity traits.
3. The Saka faction is the Saka Rauka, just one of several Saka tribes or confederacies.
thanks for the super quick reply I'd thought my post had been fogotten as I entered it just before the Forum "crash" :D
1. so ethnicity is only important for the government-type, but not the region as such so an athenian can govern Athens as good as any other city with a Lvl 2 gov?
2. hmm ok I'll just stick to giving medians and persians good posts. tho I still would like to put the Zand into their provinces aswell(the text suggest's so) and I can only find the Zand of the 18th century on the internet :D
3. ah good to know, I'd better read more discriptions of the saka(rauka) :D, so they are even more similar to the germanics than i thought ^^
still does Gava mean something similar to Gau?
1. Do Ethnicity Traits affect how efficient a FM governs a Province?(or affects it in any way)
I usually let FMs govern their "home city" for RP reasons(I doubted an Athenian would have much influence in Sparta eg.)
2. where can I find a Map/guide to where which Tribe lived for different civs(mainly Pahlava tho and mainly those without special units -> for Daha and Saka, i've got a faint idea where they could come from, tho they don't make good governers anyway :D)
I could manage connecting the KH and Sweboz Regions/ethnicities as I am fairly aquainted with both but I am absolutely lost when figuring out Zandig eg.
3. Why Is the Province NEXT to the Saka starting Province called Gava-Saka? I thought Gava- ... was similar to Gawjam as not beeing a city or a specific Settlement but a district. not the same word but similar meaning.
that would lead to the conclusion that Gava-Saka means "district of the saka" which seems funny when Saka start outside of it :D or did the saka migrate there right at the beginning of the Timeframe which would make it logical to call it Gava Saka^^.
PS: I'm not suggesting changing it just want to know the reason :D
Regarding your second point, there is an interesting post from EB's twitter page:
"Making some historical map on ethnicties. - Moros7:31 AM Jun 5th from web"
When we will see this, and if it is for use only within the team - who knows.
1) It's possible there are region-specific triggers, but I have never noticed them. An Athenian may be slightly better at governing Athens than a Rhodian, all other things being equal, but the difference is going to be small.
I cannot answer your other questions.
Could someone tell me if EB is completely mod foldered? I seem to recall in the earlier versions it did change a couple of vanilla files. I"m thinking of adding a backup folder with the vanilla game...
JinandJuice
06-12-2009, 08:35
It is completely individual, as far as I know.
Persian Reforms, what faction do they affect? I do not understand. What I know as being persia is owned by Arche Seleukeia or Pahlava.
Mediolanicus
06-18-2009, 10:27
I suppose you mean the reform for Hayasdan? Read the FAQ for the requirements.
Yes, at the start of the game Archè Seleukeia indeed owns Persia, but it is up to you to conquer it...
24680kong
06-24-2009, 21:25
Sorry I am new here but I just gotta know. If I download Europa Barbarorum will I not be able to play the original Rome Total War?
EB is entirely mod-foldered. That means that it doesn't not replace any vanilla files. You will then still be able to use vanilla RTW and play EB from the same copy of RTW on your HDD.
Foot
24680kong
06-24-2009, 22:58
EB is entirely mod-foldered. That means that it doesn't not replace any vanilla files. You will then still be able to use vanilla RTW and play EB from the same copy of RTW on your HDD.
Foot
thank you
Alexandros_III
06-28-2009, 20:59
Is there a list of faction signatures anywhere?
A Very Super Market
06-28-2009, 21:13
They are on the site. Here.
https://www.europabarbarorum.com/downloads_artwork.html
Or do you mean the team's stuff?
Alexandros_III
06-28-2009, 21:16
I mean like the ones I'm using right now, that I stole from people.
Aemilius Paulus
06-29-2009, 05:58
I mean like the ones I'm using right now, that I stole from people.
Those? Here (https://forums.totalwar.org/vb/showthread.php?t=113007). One of the EBII previews, I believe the February one, had them.
Are the Hayasdan reforms bugged?
Part1:
-Upgrade Armavir to a Large Town
-Build in Armavir a (market), (roads), (town_garrison)(L1 law), and (sanitize)(L1 health).
= (Homeland resource will appear in Armavir)
Cause I got part one without upgrading Armavir to a large town.
Edit: Is Armavir already a large town? If so why is that "Upgrade armavir to a large town" even in there
MarcusAureliusAntoninus
07-02-2009, 22:17
Because the script says that Armavir must be large town. When I wrote that part of the FAQ I was translating what the script said and didn't check if it was necessary or not (in the script or FAQ).
Andy1984
07-16-2009, 00:35
I'm not sure where to put this question, so here it goes:
I've noticed some of my cities already have 24 buildings in them, while I didn't build the Augures-line yet (due to other culture's buildings). Are there only 24 building places per settlement available, or are there more? Because I've never seen a settlement with more buildings. If I order such a new building, will I be able to construct it or will it result in ctd's?
I ask this because playing all these turns to find out myself takes quite some time. At this moment I have close to five battles each turn...
thanks in advance,
Andy
MarcusAureliusAntoninus
07-16-2009, 10:21
You can build more buildings that you can see in a settlement. You can only scroll down so far, but you can keep adding buildings to the list. If you want to see a building, you'll have to tear out one that you can see to more the hidden one up the list, though.
Teleklos Archelaou
07-16-2009, 12:24
It's also possible that one of the other faction variants of the same building exists in the town. Is it a tavern for celts? I forget, but that could be why you aren't seeing it as an option.
Andy1984
07-16-2009, 21:55
Thanks alot Marcus Aurelius Antonius.
@Teleklos Archelaou: I believe it was a former greek (Taras?) city where I first noticed I already had 24 buildings, which had already a festival, perhaps a monument, as well as some other buildings (including my own era markers, regional and factional barracks,...). I realized with Ptolemeans taking over former AS, Pontos and Hayasdan territory, chances would be pretty big there would be other provinces with 24 buildings in it before I arrive there. In the mean time, one of my spies noticed Alexandria had already 25 buildings in it, which equally answers my question.
ps: I don't like to tear down other buildings because they might give me some extra retinues. Some variations in all these Roman cities would be nice.
kind regards,
Andy
Companion Cavalry
07-19-2009, 06:36
How can I edit the city files for a faction to determine what its cities look like?
As in Roman, Eastern Greek, Western Greek, etc.
MarcusAureliusAntoninus
07-19-2009, 22:55
That would be the descr_cultures.txt for the strat map models. Battlemap appearance is much more difficult to alter and I believe is scattered in many files.
Companion Cavalry
07-31-2009, 04:11
Two questions:
Why do the Ptolemaioi not have the subjugation resource available in many of their starting regions?
How can I edit the date in a campaign?
Mediolanicus
07-31-2009, 08:00
Two questions:
Why do the Ptolemaioi not have the subjugation resource available in many of their starting regions?
How can I edit the date in a campaign?
1. Because those are homeland and expansion regions?
2. during a campaign, impossible.
before a campaign --> descr_strat: though you will have to alter the script then to get 4tpy.
Companion Cavalry
07-31-2009, 18:50
2. during a campaign, impossible.
before a campaign --> descr_strat: though you will have to alter the script then to get 4tpy.
Thanks :2thumbsup:
As for the Ptolemaioi question, try starting up a campaign you'll see what I mean. You can't even build type II governments in many of your starting cities. Which all, interestingly enough, have subjugation resources when you're playing as the AS or Romaioi barbaroi.
Mediolanicus
07-31-2009, 19:28
Thanks :2thumbsup:
As for the Ptolemaioi question, try starting up a campaign you'll see what I mean. You can't even build type II governments in many of your starting cities. Which all, interestingly enough, have subjugation resources when you're playing as the AS or Romaioi barbaroi.
Don't load campaign games for different faction without closing and restarting EB.
The script only recognizes onbe faction per session.
1. you load with Romani --> Romani markers
2. you load Ptolies without closing --> Romani markers
MarcusAureliusAntoninus
07-31-2009, 22:01
For different factions, the governments may mean something slightly different. For the Ptolemaioi, there are very few Type1 and Type2 regions. The Ptolemaioi Type3 is the most common government type by design.
Companion Cavalry
08-03-2009, 07:54
Another technical question, how can one adjust the frequency and magnitude of eleutheroi spawns?
MarcusAureliusAntoninus
08-03-2009, 21:47
It is in the strat file in the maps folders. Although it is opposite of what you would think. I think setting it to 00 give yo tons.
Companion Cavalry
08-06-2009, 20:09
Say I manually modded Seleukeia & Babylon to be Makedonia homeland provinces.
Would I be able to recruit Hetairoi from those two regions?
A Very Super Market
08-06-2009, 20:38
You would be able to build a Type I government there, but you need to edit the recruitment files to allow Makedonians to be able to recruit Hetairoi.
Companion Cavalry
08-06-2009, 20:44
Where can they be found?
MarcusAureliusAntoninus
08-06-2009, 21:54
Actually, in the case of Hetairoi in Mesopotamia for Makedonia, you don't need to alter any recruitment files. All Hetairoi recruitment zones are shared by all factions that can get them. The only thing stopping Makedonia for getting Hetairoi in regions where AS can get them is government type.
A Very Super Market
08-07-2009, 17:54
Well, I think he means to ask if building a Type I in say.... Sardinia will allow him to recruit Hetairoi there. Then, he has to change the recruitment zones, right?
MarcusAureliusAntoninus
08-08-2009, 21:53
Yes. The Makedones can recruit Hetairoi in Pella, Demetrias, Antiocheia, Alexandreia, Babylon, and Seleukeia, IIRC. Even if they cannot get the level of MIC required to train Hetairoi, they are still available on that unreachable MIC. Anywhere else and you'll have to mod the EDB recruitment code.
Companion Cavalry
08-10-2009, 01:27
I was reading your AAR Marcus, and I'm wondering: How does one implement new units and recruitment zones?
MarcusAureliusAntoninus
08-12-2009, 07:31
I was reading your AAR Marcus, and I'm wondering: How does one implement new units and recruitment zones?
New units aren't savegame compatible, but altering existing ones is. As for recruitment zones, you'll have to write new code for the complex system of hidden_resources in EB and add them to the EDB.
The many steps to getting an altered unit to work are a little complex the first time you do it. I just explained it and here is a portion of a recent PM I sent about getting an altered version of the Roman Eastern Auxilia to work for Hayasdan:
Getting it to work may take a while. The easiest way to get them to work (and only savegame compatible way) is to just change an existing unit. I would suggest using the Eastern Auxilia unit slot and just changing it. It is extremely hard for the Romans to get to the Imperial Era, so you won't have to worry about conflict even if the Romans are still around.
Copy and save a copy of any altered files in case of errors.
You'll need to put the file in the "...eb/data/models_unit/textures/roman/" folder. Then go into the descr_model_battle text and find the section for the Eastern Auxilia. Add a line under the entry under the others like it that says:
texture romans_scipii, eb/data/models_unit/textures/roman/ebroman_infantry_eastern_auxilia_forgus_macedon.tga
Then copy the "seleucid" line for the sprites and paste the copy just below it, changing where is says "seleucid," to "romans_scipii,". That should do it for the DMB.
Then go to the export_descr_units.txt and find the entry for the "roman_infantry_eastern_auxilia". Alter the stats to whatever you want, but they will be pretty appropriate for the unit unless you want it to be elite. You may want to alter the number of men per unit, though. But, what you have come here to do is alter the ownership line. Alter it so it says:
ownership seleucid, romans_scipii
Recruitment is much more complex and is in the export_descr_buildings.txt. The easiest way to add recruitment is to find a unit with similar recruitment ranges you want in the RecruitmentViewer and then find that unit in the EDB (such as the Hai Nizagamartik). Then copy the recruitment lines you find for you faction in the EDB. Paste them (I find in a different text file works best) and then alter them so that the unit name is of the unit you are adding ("roman infantry eastern auxilia"). Then go back to the EDB, find your factional barracks (I'm not sure but I think it is barracks "H1"), then scroll down to the fourth block of code under that barracks tree and add your altered code. Add the code to the next (fifth) block of code as well.
Finally, go to the text folder and unit file and alter the texts for the "Eastern Auxilia" to whatever you want the name and details to be.
That should put the unit in. I'm sure I missed something so feel free to ask any questions.
MAA
Small (and probably stupid) query with regards to the Marian reforms does the general have to have at least three command stars or is two enough?
JinandJuice
08-19-2009, 23:34
So I think I got the polybian reforms (March of Time in the event box), but my recruitment selection is still exactly the same. I'm pretty sure I fulfill the requirements (242bc, held patavium and mediolanum). What's going on?
V.T. Marvin
08-20-2009, 10:42
March of Time is something completely different and actually has no effect on the Romans. It changes the bodyguards of certain eastern factions and allows Macedon and KH to recruit reformed phalanxes.
For Polybian reforms you need not only Patavium and Mediolanum, but two cities in Sicily as well!
And IIRC you need also to build a next tier of your factional barracks.
JinandJuice
08-20-2009, 11:21
Ah, thank you for the response. I actually wasn't planning to war against Carthage...but fortunately for me, they just declared war!
WinsingtonIII
08-28-2009, 16:53
Just a quick question. I downloaded the Hayasdan Reform guide from here: https://www.europabarbarorum.com/downloads_guides.html and it gives some different directions from the the directions in the FAQ. In the FAQ, there is talk about Amaesia and Mazaka in the Pan-Caucasian reforms, but in the downloaded guide, there is no mention of these settlements being part of the Pan-Caucasian reforms. I have been following the downloaded guide in my Hai campaign, and as I am about to move to take Persepolis and Susa and start the Orontid reforms, I'm just wondering, have I actually completed the Pan-Caucasians yet? I don't hold Amaesia or Mazaka because it never mentioned them in the downloadable guide. Clearly one of these documents is outdated; the question is, which one?
MarcusAureliusAntoninus
08-29-2009, 07:57
What I wrote in the FAQ I read directly out of the EBBS_script.txt (part of the reason it is so confusing to read), and I don't think the Hayasdan reform script has changed since it was first made.
spartanman
10-17-2009, 19:42
OK, I tried installing EB. It wanted to install in the default Activision C/programfiles/activision/rometotalwar spot. But, when i installed RTW and BI it installed in c/programfiles/thecreativeassembly instead of activision. So what i did was install it to the C/programfiles/thecreativeassembly.
But once i started regular rome total war, it started as the same, and there were no changes whatsoever to the game. please help. :( :help:
The General
10-17-2009, 22:06
OK, I tried installing EB. It wanted to install in the default Activision C/programfiles/activision/rometotalwar spot. But, when i installed RTW and BI it installed in c/programfiles/thecreativeassembly instead of activision. So what i did was install it to the C/programfiles/thecreativeassembly.
But once i started regular rome total war, it started as the same, and there were no changes whatsoever to the game. please help. :( :help:
EB installs into a separate folder, so you are able to play vanilla R:TW should you choose to do so. In order to start EB, you need to use a separate EB launcher, which you should find in your R:TW root folder.
reaperwolf
11-19-2009, 16:31
I finally have managed to take my 90th settlement after many many hours of gameplay. I have checked everything else and have 45 type 2 settlements and have fought alot more than the 400 battles. The year is now 95bc and have had 90 settlements for 4years. I had already had a general who wished to make the reforms and became Augustus and now have the Caesar's as well. However the Augustan Reforms for the Numbered Legions hasn't happened yet and after so many hours of gameplay I'm a little upset by this as I had been looking forward to it for quite a while. can you suggest why this hasn't worked or anything I can do to force it to happen now I have all the requirements.
Playing as the romans I just entered the Polybian era.
So I can only recruit my roman units in Italy. Is it the smartest thing to establish a lvl 3 or 4 government in the other places? That way I can recruit the best units, right?
JinandJuice
12-02-2009, 23:27
This is probably the best guide for Roman settlement types.
https://forums.totalwar.org/vb/showthread.php?t=93896
Ionut Alex
12-11-2009, 18:42
Hello guys I hope I've posted in the right spot cause I have a question about the Romans
for the first reform you must build new military structures to activate it or else the settlements in which new military structures were not build you will still have the Polybian Reform as active
dose this rule apply for the next reforms as well?
I am sorry if I have posted a question that was asked before but I couldn't find an answer
Thanks for the help
How can I build Latifundia?
So far I only have one city in Italy where I can build one. Do I need a specific building?
anubis88
12-13-2009, 12:45
IIRC for latifundia you have to build first the land grant (costs 5000mnai, and ist built in 1 turn),
then you get another building, which is similar for all the factions, it costs around 2800 mnai and is built in 6 turns (again IIRC), and after that you can build a latifundia
Ionut Alex
12-18-2009, 10:47
anubis can you answer my question too please :D
anubis88
12-18-2009, 11:13
I can't answer you from experience, since i've never played a Romani campaign that long.....
But IIRC it was said that all the reforms of the romans follow the same pace.
Which means, you must upgrade your barracks after every reform.
Again, i'm not sure
Skullheadhq
12-18-2009, 19:00
I can't answer you from experience, since i've never played a Romani campaign that long.....
But IIRC it was said that all the reforms of the romans follow the same pace.
Which means, you must upgrade your barracks after every reform.
Again, i'm not sure
You need to build a new barrack, not upgrade the old
anubis88
12-18-2009, 19:22
Yeah, that's what i meant. But it's ment as sort of an uprgrade isn't it?
Ionut Alex
12-19-2009, 01:11
ok that was all I needed to know thank you guys
All the Best
Swedish Conqueror
01-14-2010, 22:06
Hi all,
A small recruitment question:
I am playing EB 1.2 as Romani. According to the recruitment viewer, having the first regional barracks (MIC 26 level 1) in Aemilia/Bononia should allow me to recruit Celtic Levy Spearmen. However, I can't, why?
And a related question:
What is MIC 21? As Romani, the level 2 allows me to recruit Native Egyptian Infantry.
JinandJuice
01-15-2010, 00:29
You might be looking at it wrong...for the Romani, the recruitment viewer says that you can't recruit any celtic ANYTHING if a region is level 1 or 2.
IIRC the Celtic levy unit was placed to a higher MIC level because the Roman A.I. tended to spam them. Are you using the RV from the website or the one that was downloaded with the mod? The latter is more up-to-date.
Skullheadhq
01-15-2010, 14:38
IIRC the Celtic levy unit was placed to a higher MIC level because the Roman A.I. tended to spam them.
They still do most of the time, of course mixed with Illyrian :wall:
Swedish Conqueror
01-15-2010, 18:40
IIRC the Celtic levy unit was placed to a higher MIC level because the Roman A.I. tended to spam them. Are you using the RV from the website or the one that was downloaded with the mod? The latter is more up-to-date.
Ah, I thought the one from the website was the latest one.
This also answered my question about MIC 21, since that one has apparently disappeared in the new version of Recruitment Viewer.
Macilrille
01-21-2010, 12:27
I have never succeeded in getting the Sweboz reforms, so this time I made sure the following was in order at 190 BC. In fact it has been in order since 225-ish BC.
At least 190BC,
-A (forum)(L3 Market) built in these provinces: Kimbriolandam, Swebolandam, Rugolandam, Herusklandam, Habukolandam, Mrog Actagone (previously Hattolandam)
- (army_barracks_U1)(L4 Regional MIC) in one of these provinces: Luvarottea, Sarmiszegethusa, Burdava, Eburonum, Vindobona, Iuvavoaeta, Veldideno, Aventicos, Vindelicoppidos, Vienna
It is now 189 BC and there is no reform. Do I have to demolish the MIC and rebuild it or?
No, the Sweboz reforms are not tied to the barracks. The new units will simply appear in the recruitment screen. I haven't played the Sweboz, so I am not sure how it should work.
Dyabedes of Aphrodisias
01-25-2010, 05:57
I have never succeeded in getting the Sweboz reforms, so this time I made sure the following was in order at 190 BC. In fact it has been in order since 225-ish BC.
At least 190BC,
-A (forum)(L3 Market) built in these provinces: Kimbriolandam, Swebolandam, Rugolandam, Herusklandam, Habukolandam, Mrog Actagone (previously Hattolandam)
- (army_barracks_U1)(L4 Regional MIC) in one of these provinces: Luvarottea, Sarmiszegethusa, Burdava, Eburonum, Vindobona, Iuvavoaeta, Veldideno, Aventicos, Vindelicoppidos, Vienna
It is now 189 BC and there is no reform. Do I have to demolish the MIC and rebuild it or?
It's possible to not notice you've gotten the reforms. That's what happened to me. The only thing that changes is that Germanic Heavy Infantry and Germanic Heavy Cavalry appear in the recruitment choices in your homeland provinces (with the highest MIC of course). Nothing else spectacular happens, just those two units.
Macilrille
01-26-2010, 00:36
That was my initial thought as well. No they are not there :-(
I used the console to create some and paid for them by giving my allies the Mnai they would have cost (approximated).
Fluvius Camillus
01-28-2010, 00:43
That was my initial thought as well. No they are not there :-(
I used the console to create some and paid for them by giving my allies the Mnai they would have cost (approximated).
Did you activate the script?:clown::clown:
Macilrille
01-28-2010, 11:17
Come on Fluvius, you know I am an old hand at EB ;-)
athanaric
01-30-2010, 03:23
It may be that you have to wait a few turns, perhaps more than one game year. In the meantime, you can rejoice at this wonderful sight:
https://img690.imageshack.us/img690/9412/swbozbattleresults.jpg (https://img690.imageshack.us/i/swbozbattleresults.jpg/)
Something tells me this is just the unit you want :laugh4:
Macilrille
01-30-2010, 14:40
It is now 180 BC and still no reform, I suspect it will not happen, so I still use the console to create them, then pay for them by giving allies or neutrals money.
And no it is not that one, it is the German Bodyguard infantry and heavy cavalry. The infantry I already had a few of almost from start for many of the Eleutherui that pops up contain a few of them. If your economy is in order, you can bribe them and thus gain those leet units before their time.
Edited to add there are pics in my albums.
Fluvius Camillus
02-15-2010, 22:08
Hello! I have read through this thread for more explanation about the Seleukid Kataphraktoi reform, however some final things are not clear.
What is a large army? Do I have to think in unit number or unit groups? Does the composition matter anything?
Thanks in advance!
~Fluvius
anubis88
02-15-2010, 23:37
I'm not sure what a large army is, but i think i read it's more then 10 unit slots. I can also tell you that your enemy doesn't need to have cataphracts, since the sript can't recognise them, they only need to have a few units of cavalry.
I always got the reforms naturally, just by fighting the battles that happeneded by themselves, so it's not really complicated to get them
Fluvius Camillus
02-16-2010, 19:26
I'm not sure what a large army is, but i think i read it's more then 10 unit slots. I can also tell you that your enemy doesn't need to have cataphracts, since the sript can't recognise them, they only need to have a few units of cavalry.
I always got the reforms naturally, just by fighting the battles that happeneded by themselves, so it's not really complicated to get them
That they did not recognize cata's is something I did read here some pages back. I hope that around 10 slots works, because it doesn't come naturally to me, the moments I lose are very rare~D
~Fluvius
So as the Macedonians I've conquered Antiocheia and I can't train Companion calvary or Hypaspists there. Buildings are upgraded. Any fixes or ideas why?
XSamatan
03-11-2010, 23:14
Welcome to the forum!
You build the highest possible government? Not quite sure if lvl1 is available for the mac down there, but at least lvl2.
XSamatan
Just wondering if anyone has tested the 'increased cash gained from looting' traits as I am not noticing any difference between a general with no bonuses vs a nomad general with 20-30%+ looting gains when enslaving towns with similar numbers of inhabitants. Seems like the amount gained is always about 75% of the number of people enslaved.
can't say for sure but I've once had a gerneral with like + >100% loot bonus (with KH :D ) and I remembered that he always made an awfull lot of money whereas he mostly conquered settlements in Gaul and the alps. just as an Impression.
my favorite FM sofar^^.
Just wondering if anyone has tested the 'increased cash gained from looting' traits as I am not noticing any difference between a general with no bonuses vs a nomad general with 20-30%+ looting gains when enslaving towns with similar numbers of inhabitants. Seems like the amount gained is always about 75% of the number of people enslaved.
It works. Earlier I wasn't sure, too, but I got tons of mnai in a sweboz campaign with some family members with lots of cash-gaining-bonus (Alex.exe).
Im using rtw.exe, not sure if it would be different. but anyway, my saka general is now at +50% loot gains so the next time i have a decent sized city to enslave ill see if it improves.
currently rampaging through the east and approaching babylon :)
Victor_Tadeu
04-21-2010, 02:15
Someone can tell me what some units descriptions means?
I mean... what is a "Hardy" or "Superior" unit? "Hardy" means that the unit has more stamina and "Superior" means he is better in combat?
Only "Sapping ability" units can dig under the walls, correct?
Where can I found the descriptions of this abilities?
XSamatan
04-21-2010, 09:49
I would search the Internet, can't give you a specific link or similar.
BTW: Those that you mentioned are IIRC the right meaning.
XSamatan
Fluvius Camillus
04-21-2010, 10:44
Im using rtw.exe, not sure if it would be different. but anyway, my saka general is now at +50% loot gains so the next time i have a decent sized city to enslave ill see if it improves.
currently rampaging through the east and approaching babylon :)
If the city is easy to take, you can test it.
1. Save your game before you attack.
2. Walk your FMs away from your army (so that a captain now leads the army)
3. Take the city and write down how much you loot.
4. Reload.
5. Attack the city with your bonus FM.
6. Check if you earn more.
If the city is well defended you probably don't want to it twice, so pick an easy one for this test.
Hope that helps!
~Fluvius
Victor_Tadeu
04-21-2010, 17:33
Reform problem?
I'm playing as romans and it's 241 BC, I already hold Segesta, Mediolanum, Patavium, Bononia, Lilibeo, Messana and Syracuse but nothing happens!
Should I wait more? The reforms randomly takes places in the next seasons?
The EB Faq says:
-At least year 242
-Hold 2 of these cities (Segesta, Mediolanum, Patavium, Bononia)
-Hold 2 of these cities (Lilibeo, Messana, Syracuse)
This had being change?
Fluvius Camillus
04-21-2010, 17:58
Did you activate the script?
And... you need to upgrade your barracks if you want them of course.
Usually an advisor tells you that they happened, but it can be that you missed it.
~Fluvius
anubis88
04-21-2010, 19:06
You may also try to wait a few years, but if it takes more then 3 years, answer Fluvius's questions
Victor_Tadeu
04-21-2010, 20:11
Did you activate the script?
And... you need to upgrade your barracks if you want them of course.
Usually an advisor tells you that they happened, but it can be that you missed it.
~Fluvius
Yes, the script is actived. I always active it when I load a saved game.
The advisor told me nothing so far. But anyway, how could I upgrade the barracks when the reforms happen? Is a construction like upgrade? Roma has the best barracks and did not show anything like an upgrade on the construction grid. Should I demolish the old barracks?!
I'll wait three years to see if something happens.
I will back to tell what happens.
anubis88
04-21-2010, 20:45
You will be able to build a new barrack, no matter what level you have the Camillian on
Victor_Tadeu
04-21-2010, 22:50
Well... nothing happens... no reforms even after three years.
Any suggestions?
TWConqueror
04-22-2010, 20:54
Will EB work alongside Rome Total Realism?
anubis88
04-22-2010, 22:54
yep, both are modfoldered
Victor_Tadeu
04-22-2010, 23:08
The reform finally happened.
I need a detailed answer of what happens, if i use BI.exe
anubis88
04-27-2010, 17:17
Nothing happens...
Some say the AI is smarter, i use it, and the only difference i see, is that the AI does naval invasions... Also you can use additional features, that are unique to BI, like swiming and night battles
Cute Wolf
04-28-2010, 08:50
Nothing happens...
Some say the AI is smarter, i use it, and the only difference i see, is that the AI does naval invasions... Also you can use additional features, that are unique to BI, like swiming and night battles
don't forget the shieldwall for hoplites... they are the most accurate "hoplite phalanx" formations available...
I need a detailed answer of what happens, if i use BI.exe
EB for BI is an unofficial submod and not supported by the team. You are better of asking in the submod forum. Or better still: do a forum search, as this question has been asked and aswered several times.
Is trading with Sauromatae as Haysadan acceptable? I am sadly ignorant and only know that Hayasdan did not expand north and am wondering if i should use force diplomacy.
anubis88
05-06-2010, 15:39
You don't need to use force diplomacy to get trade rights... If they are not at war with you, than i see no reason why you should accept trade right with everyone you can
I need to find out whether Hayasdan were trading with Sauromatae, that`s what!
And what happens if i do not blitz roman lands and play defensively? Do they spam even more units than they would if i held Arretium?
Are Romani the only faction that unleashes the fury of the whole mercenary pool?
When i can recruit Arjos as Arverni?
Why are eyes of an Armenian Early General kinda strange?
Why am i so annoying? :(
Perhaps you should start your own thread. This is not the place for specific questions.
Madoushi
09-05-2010, 23:26
Could you guys consider renaming the .exes?
If I'm not careful about renaming the file as I'm d/ling it, it tends to want to save is as EB1.1 [1] instead of EB1.1.exe, thinking it is a .1 file and thus not letting me open it or rename it.
Steforian
09-07-2010, 18:45
If you destroy the Aedui faction as the Arveni before you get the 'path of bondsmen' reform, would it be impossible to get that reform now since you had they had to build 4 forums collectively? and will this stop you from getting the next reform as well?
no it wont, if you have 4 forums or the casse have 2 forums and you hae 2 forumsyou'll get the reform, the other celts are not nececary for the reforms, they just help as their buildings count towards it
Could you guys consider renaming the .exes?
If I'm not careful about renaming the file as I'm d/ling it, it tends to want to save is as EB1.1 [1] instead of EB1.1.exe, thinking it is a .1 file and thus not letting me open it or rename it.
We could not rename the exe file without changing all of the download links, including all the ones hosted by others (actually we don't host it ourselves at all, except for torrent). However, to avoid the problem that you mention, you can fix this for yourself:
Open Windows Explorer.
On the menu, choose Tools => Folder options => View.
Uncheck all the checkmarks for items starting with "Hide" - particularly "Hide extensions for known file types".
Could you add some information about the 'enslaved/exterminated own people' trait into the FAQ? I encountered it some time back, and googling it didn't help much. I eventually found it in EBBS_Script.txt under scripts. That said, I don't think I'm the only one who has encountered this, and it might be good to put it in there before someone else gets hit with a -3/-5 Influence penalty. :smiley:
Carthage: 1
-At least year 235BC
-Build at least 5 (L5 regional MIC)(royal_barracks_V1) in these cities (Lepki, Garama, Adrumeto, Kirtan, Ippone, Tuat, Siga, Lixus, Sala, Gader, Mastia, Sucum-Murgi, Baikor, Arsé, Oxtraca, Numantia, Emporion, Tyde, Pallantia, Vellika, Tolosa, Massalia, Segesta, Arretium, Ariminum, Roma, Capua, Arpi, Taras, Rhegion)
-Hold 3 of these cities (Tolosa, Massalia, Segesta, Arretium, Ariminum, Roma, Capua, Arpi, Taras, Emporion, Arse, Mastia, Gader)
OR
-Wait until 200BC
Are those up-to-date requirements? Because I have more than 5 barracks and regional barracks in that cities above. And I hold Tolosa, Massalia, Segesta...etc. And the year is 224 BC. But reforms did not take place.
Those are for the regionals units, ie you need to build gov IV in those cities and build the top local barracks...
Is not last regional barrack avaliable in gov III? :dizzy2:
Nope, the system goes as follows:
Gov I: factional V, regional II
Gov II: factional IV, regional III
Gov III: factional III, regional IV
Gov IV: factional II, regional V
I wrote it on TWC forum but noone answer after few hours which is somehow strange for me... maybe here someone would be nice to answer me? Here's my problem:
"I have a noob question - I play Makedonia and recently I've conquered Ambrakia, which still has Epeirote government I-type(western greek), not even damaged. Should I destroy it and establish macedonian one or leave that as it is? I'm totally confused now, in Sparte and Athenai KH's governments were damaged, so I just destroyed them and build mine, but in Ambrakia is different. Maybe because it's macedonian homeland? Help me guys :)"
Destroy it, is always best to build your own gov...
I know some factions share barracks, you can save and repair those, as for gov I'm not sure if it's the same...
I've always replaced it, also to roleplay the change of suzerainty...
OK, thank you, possibly it's some kind of bug... But if someone knows why that government wasn't damaged, I'd gladly read about it.
Uh, now so many turns to build I-type gov't...
Think wasn't damaged for some kind of culture sharing, but I can't be sure, gov I was 10 turns iirc...
Hi,
I am a student of history at a German university and currently writing on a paper about modding cultures in historic strategy games (especially the Total War series)... which is way I am keen to get in touch with someone of the mod developers. Feel free to ask if you want further informations...:)
XSamatan
10-10-2011, 23:36
Check your PMs.
XSamatan
I'm playing as Seleucids, and a few ingame decades I helped Carthage by transfering their quite large armies from Africa to Iberia, where they were loosing badly do Lusitans. They defeated them, and pushed them to one settlement, even expanding into Gaul. Later, I got a land border with them and they started sending full stacks to Cyrenaica regulary. I just moved them back. However, some time ago stacks stopped coming. I turned fow off and checked them. They had no large armies in Africa and Lusitans were making a comeback in Iberia.
I checked their ships, and they had almost three fullstacks on them, just standing near the shore. Since then more than 10 turns passed but those armies are still on ships. Lusitans have meanwhile conquered all but three Carthagian cities, and one of them is being besieged. Why won't they disembark all those troops? Can I help them somehow?
On a brighter side, they showed some remarkable intelligence in this campaign. When Lusitan reconquest started they were at war with KH, who had Emporion and Massylia in the theater. When Lusitans made some serious inroads, even gaining a border with KH, Carthage and Greeks made truce. A few turns later they became allies. Quite intelligent for AI.
I'm playing on M/M, year is 162bc.
XSamatan
10-22-2011, 14:40
It is still only an Ai, and the RTW Ai had always problems with naval maneuvers. We can't change the Ai since it is hardcoded into the engine. Switching to BI or ALEX will improve this a bit. Ai factions can sometimes just go braindead, especially if they are being attacked from multiple directions.
XSamatan
How do I know on what exe file I'm playing? I'm using vanilla EB, is that BI exe?
Anyway, I hope they'll somehow manage to disembark those troops. They are right next to the shore.
TheLastDays
10-22-2011, 16:16
Do you have the Rome TW expansion "Barbarian Invasion"? That includes the bi.exe
There's a nice mod that makes it really easy to play EB on BI, you can find it here (http://freeformatics.com/index.php?main_page=product_info&products_id=1).
It also adds things like shield wall, night fighter abilities, warcry, removes giant trees and does other things. Thankfully most of this can be deactivated and you can choose to only install the use of the BI.exe. You still need to have the expansion "Barbarian Invasion" installed!
BI helps a lot with the naval AI, they actually do pretty much with is, naval invasions are rather frequent and most problems the AI has with navies seem to have been solved for BI.
I have, I even thought BI was needed to play EB. So with normal install you get vanilla exe?
I assume this mod is not save game compatible?
TheLastDays
10-22-2011, 19:09
I think it is savegame compatible, it only makes changes that would otherwise be savegame compatible, as far as I know.
Yes, if your play EB as it's normally installed, you use RTW.exe
Keep in mind that EB was designed and balanced for use without abilities like shieldwall, warcry, etc. Having units with those abilities my break the battle balance. I still really like the idea of having hoplites with shieldwall, basically because the clustered up hoplites just don't "feel real", and certain units, where the unit description talks about a shieldwall (i.e. Milnaht, Helveti Phalanx), but, imo, this mod gives the ability to way too many units, like Hastati, or even assault infantry like the Thureophoroi. I might experiment with reinstalling this mod with shieldwall and then removing it from most units. Shouldn't be too hard, right?
In Seleucid victory conditions trait that FL's get, it says Ptolomaic attack on Kyrene will be considered an act of war. Does that have any real meaning in game, if not why was it put there?
XSamatan
11-07-2011, 11:47
If you are at peace with the Ptolomaic Empire and they attack Cyrene you will be automatically set to war.
Background:
Cyrene and AS had some sort of alliance at the beginning of EB's timeframe, read about the First Syrian War and Magas of Cyrene.
XSamatan
Really? I didn't know such things are possible within RTW engine. Great job EB team. :yes:
Can I create units for my faction through console if they belong to another faction? Specifically, I would like to create Armenian Armored Horse-Archers for AS, but I'm not sure if this is a good idea.
P.S. Is this a good thread for asking questions? There isn't an Ask your questions here sticky, and I don't want to open new threads all the time.
I am pretty sure that's not possible: there will be no skin assigned for that unit-faction combination. It may also cause problems if the unit shares its model with another unit of that faction.
Feel free to start your own questions-thread.
Cyrillus Jerikho
11-18-2011, 18:03
hey guys/girls,
im a EB newbie and i have few questions regarding some of the Roman buildings.
after checking the browser tree found in the MOD installation, i still didnt find the use for Auxilia Detectu Regionis/Copiis Regionis. The in-game description does not clear it out.
can some one direct me to the building guide that will explain it?
thanks!
Well it's basically your alternative barrack(or MIC as we call it). Here you train regional units. In italy itself you will find fairly few of them but in celtic territory(for instance) you can recruit celtic troops from here. In order to fully upgrade your regional MIC(tho it's not with it that often) you need a lvl 4 government, in order to fully upgrade your normal MIC(where you train roman troops) you need a level 1 government. check the fist post for governments.
Just one question: is it a sure thing that an EB hotseat wouldn't work? I heard EB scripts make it impossible for hotseat script to work, but is there some way around it? I guess the main problem is 4 turns per year. Please help me if you have some information, I would love to play EB campaign with someone.
Lysimachos
02-10-2012, 14:46
Just one question: is it a sure thing that an EB hotseat wouldn't work? I heard EB scripts make it impossible for hotseat script to work, but is there some way around it? I guess the main problem is 4 turns per year. Please help me if you have some information, I would love to play EB campaign with someone.
The main problem are the markers for faction expansion. When starting a campaign, the script places in each region a marker for "homeland available", "subjugation available" or "allies available". These are for each faction different, but it's not possible to change them every time a player ends his turn, so all players except for one would end up with mixed-up homeland and expansion regions.
Ok, thanks for answer.
Do you know if things will stay the same in EB2?
Lysimachos
02-11-2012, 11:14
Ok, thanks for answer.
Do you know if things will stay the same in EB2?
I have no idea how the gouvernment system will work in EB2 and what possibilities scripting M2TW offers. You should visit the EB2 board and ask again there.
I have a question that seemingly cannot be answered. Google searching has not rendered anything fruitful.
Every time I bribe a Eleutheroi settlement, and pay the required money to give to the general in charge of it, everything appears to be fine. When I end my turn, and the next one comes up, the person who I bribed seemingly dies a "heroic death", and the settlement goes to rebellious. If anyone can answer as to why this might be happening, I would appreciate it. I am playing 1.2 if that helps.
XSamatan
02-13-2012, 12:26
Welcome to the forum!
This is no bug, the starting governors are immobile. The point of the higher rebel movement in the city after the (mostly) high-leveled governor died is a game mechanic. Have some troops ready to strengthen the garrison.
XSamatan
Welcome to the forum!
This is no bug, the starting governors are immobile. The point of the higher rebel movement in the city after the (mostly) high-leveled governor died is a game mechanic. Have some troops ready to strengthen the garrison.
XSamatan
Yes, I figured that would be the issue with the public order hit. I'm more confused as to what makes the governor die (while still in the city, I didn't take him out) instantly, once I end my turn.
d'Arthez
02-13-2012, 22:37
I believe that is done via traits.
RexGetorum
04-09-2012, 21:37
i have acomplished all the requirements for the Marian Reforms, i'm in 168ad, I have a general that is Popularis, Plebeivs, Has 6 stars command, maximum influience he is a consular. But i don't get the reforms, what shoul i do?
this is the guy, it would be a shame for the guy to die of old age , since i'm playing this blasted campain for the whole week :)
http://s18.postimage.org/v6kel9mq1/consul.jpg
d'Arthez
04-10-2012, 00:51
Do you have the prerequisite Latifunda in Italy? Not sure if the province of Latium counts towards that one.
You could always temporarily mod the EBBS_script to get the reforms. Instead of owning 90 settlements, you could lower the number to 60. I think you are on 70 or so judging by the map.
XSamatan
04-10-2012, 15:16
-At least the year 172BC
-Have more than 6 Latifundia built in Italy
-Hold at least 45 settlements
-Fight more than 250 battles
-Have a character that is:
Sharp/Charismatic/Vigorous
Popularis
Consul or Ex-Consul
Has Influence > 2
Has Command > 2
Did you achieve all this?
XSamatan
Hey guys can you help me out i got RTW gold edition from the app store and i have copied the EB on the folder and i am able to open it but when i go to campaign it just says that i "have to select from the list" and it brings me back to the same page again. Also the weird thing is that i can play in continue campaign but i cannot open the campaign .... also the battles don't work.. If you guys could help that would be great. Thanks
Hi, I´m new to the Forum, playing this Mod for half a year now and first of all I want to say you did a really great job!
Looking forward to EB 2 allready more then for Rome II.
But yeah I have a question as well. Looked in the Forum quite some time if somebody asked it before but couldn´t find it.
Started a game with the Qarthadast-Hadast and was looking how to get my military reform. Actually in the FAQ at the first Page it asks me to build 5 L5 regional MICs at specific Provinces. My first question is:
Why are there some provinces listed in which I can´t build any units with the MICs at all? Doesn´t make a lot of sense to me.
But the more important question is: When I get the Reform, to build the new Units I have to upgrade the MIC. But with lvl 5 MICs I can´t upgrade them at all. So do I really have to raze my lvl 5 MICs and build new one to get the new troops? I really hope that I simply understand something wrong ´cause else it sounds pretty... strange... to me.
Also do already my lvl 3 MC´s show a "Enable or disable reformed units (+-1=disables): +-1" which means ... ?
Thanks for any (helpfull) comment.
The level 5 regional ones are those for local troops. That means you are going to need level 4 government to build them...
Usually, once constructions are done and my provinces have reached a certain infrastructure, I role-play that it has grown into a province and "destroy" the government building, to replace it with a level 2 one if possible...
That way you can have better factional barracks, but still be able to recruit the local troops :)
To recap, you don't need to destroy the regional lvl 5 barracks, five of them, in the provinces listed, are just required to trigger the reform, after that you can train the new units in any settlement and you can also upgrade your gov building in the regions, you used to get the reform...
As for the message, I think it's just internal script, meaning that the building allows the reform to take place: + being active, - inactive. Most likely it's just some redundant text, unless it's necessary for it to being there (I'm no modder :P)...
Why Romani has Arretium and Ariminum in 272BC? According to this map from Wiki it had not these cities in 272BC:
https://upload.wikimedia.org/wikipedia/commons/4/4a/Roman_conquest_of_Italy.PNG
Is it wrong?
Also, TW: Rome II shows that Rome has Southern Italy before taking Arretium and Ariminum:
http://wiki.totalwar.com/images/3/37/Romefactionbannermap.jpeg
Arretium, as a military base/outpost, was established in the late 4th century BC. The thing is, in the early stages of the republic, it never really was an overnight take over...
Bases and colonies were established, sometimes these very acts were the cause for wars: it was "organic" so to speak, other areas like samnium, rebelled one year, then back in the latin league and then independent again etc...
I guess that map was done considering the incorporation of whole areas, until the last episode of resistance or something...
Giving all of southern Italy to Roma in 272 BC, is already a stretch.
A meant the regions actually, not only Arretium and Ariminum. Which region was taken by Romans (and allies) first: north or south Italy?
Both? :P
One could say that what really triggered the surplus of resources, was the capture of Veii...
North, south, center? Does it matter? Romani fought on all of those sides, sometimes against a united coalition, while expanding wherever possible...
Livius wrote that in 280 BC, the Ager Gallicus was conquered. Dentatus just subjugated the Sabines in the previous years and in the mean time, Romani defeated the Brettioi and Leukanoi...
The last event triggered the call for help to Pyrros: really they went inch by inch, battle by battle in every direction of Italy from Roma...
The idea of commissioning a Consul (and later Proconsul, because the logistics for a year term were unattainable) with powers for a specific region (Provincia), was something that developed with the Punic Wars. Before Optimates and leading figures, pushed for specific areas (the Fabii, iirc, but I'm probably not; were the ones who advocated for annexing Sicilia, needless to say they got filthy rich in the process) or the Senatus simply sent forces where they were needed and at the same time...
How it evolved and how quickly, depended on the campaign...
Titus Marcellus Scato
02-14-2013, 15:21
Why Romani has Arretium and Ariminum in 272BC?
I tend to agree, these two towns should be rebel-held in 272 BC, not Roman. Although both towns should have very weak garrisons, only three or four units, because the Etruscans, Senones and Piceni had suffered a massive defeat by Rome eleven years earlier at the Battle of Lake Vadimo, from which they never recovered. They were so weak that they preferred to remain at peace with Rome even after Pyrrhus had defeated the Romans in two major battles, and they refused the Epirote kings offers of alliance. The Romans mopped them up in 268-264 BC with comparatively little effort.
My generals' command points don't increase. Why?
The Command star gain was drastically decreaced by the EB team, mainly because of the 4Turns per year, which means your generals would be "done" in half the time. There may be other reasons like personal preference or balance ideals... just like other mods disable cheating, autoresolve or costom battles.
Let your generals fight some more battles you'll eventually get Command star traits, also lots of traits give command in specific situations, which does not show in the statistic.
IIRC there also is a mod somewhere here that increaces your Command star gain.
PS: found this: https://forums.totalwar.org/vb/showthread.php?98407-Some-trait-changes-(command-stars-cursus-honorum)
To add, also keep in mind the general's traits: he could be a born governor and poor soldier or have any other kind of trait, detrimental to command.
If you keep it in a city, he might've gained attuned governor or other bureaucratic traits, that iirc dropped the stars quite a bit, but I recall very apt generals, quickly recovering from that...
Bottom line, in EB not all family members were born to be generals :)
Yes, the EB team made gaining command stars more difficult. Not everyone can become a great general merely by fighting a lot of battles.
The most important factors are the primary personality traits. Highly-intelligent characters will gain command traits more quickly, and can reach higher levels. Ditto for charismatic characters and the leadership traits. IIRC vigour also helps, and may affect traits like logistic ability. (Perhaps superfluously: there are six levels of every personality trait, but the character-scroll only shows the broad trend. The level can often be deduced from how quickly a character gains other traits, though.)
Another factor that is often overlooked are the battle-odds. Fighting battles where the odds are against you is more likely to gain you command-stars. There used to be a trait in a character's scroll that kept track of these things. It's not longer visible, but I am pretty sure it still works this way.
(A.I. characters get bonus command stars to make up for their incompetence, so don't worry if they have more command than you.)
Influence and administration stars increase pretty fast but I saw 3 stars of command point at most on my best general who fought 30-40 battles. I play EB for years.
And your command star gain has ... decreaced?
Personally I had quite some luck with my generals thus far, apart from a few "never to gain command stars"-blokes I usually have one 5 star general running around, pretty sure they seldom surpass the 20 battles threshhold.
Try the Mod in my last post when you start your next campaign, I've heard it's quite good.
d'Arthez
02-15-2013, 19:18
Battle odds are really important. If you can win a lot of battles where the odds are heavily stacked against you you gain them quite quickly. I usually have no problems reaching 3-4 stars with most characters, provided the odds are bad enough. Also some characters have a few negative Command traits. So even when you gain command stars to trait you still have to offset the negatives before you'll gain any effect.
Also don't start a siege / fight and then pull out.
Some factions are a lot easier to gain command stars with than others. Also some battle tactics (and this is on a very generic level, since the trait system cannot pickup on the minute details of the troops employed and all that) are more useful to gain command stars.
Babylon Badness
02-18-2013, 22:01
Hi,
I'm relatively new to this forum, having only posted once before. I love EB and have playied it to death for a few years now, but can never seem to find anyone online.
There is usually like 2 battles and everyones playing 1.5 BI. Does anyone still play this mod online, and if so are you looking for someone to play with?
d'Arthez
02-18-2013, 22:47
EB is still being played online.
https://forums.totalwar.org/vb/showthread.php?128476-EB-Online might help you.
Brave Brave Sir Robin
02-18-2013, 23:55
Hi,
I'm relatively new to this forum, having only posted once before. I love EB and have playied it to death for a few years now, but can never seem to find anyone online.
There is usually like 2 battles and everyones playing 1.5 BI. Does anyone still play this mod online, and if so are you looking for someone to play with?
Yeah if you join the hamachi network you will hopefully be able to find some players. This is a slower point of the year but usually there are players online.
Towers of large stone walls have bug. Units can't enter it. Is there any solution?
http://i.imagebanana.com/img/m551kmzb/TowerBug.jpg
Select the unit and just double click few times, where you want them to go. They will proceed in groups and eventually the whole unit will make it...
Select the unit and just double click few times, where you want them to go. They will proceed in groups and eventually the whole unit will make it...
It is AI army, I am defender.
Send an expendable or fast moving unit to "touch" them and they should resume climbing the stairs...
Hey all people.
Just one question which i can not get a answer thru my play sesions and experience.
I do play quite long now but newer actually was thinking about this :
How do units get experience point ?
under which conditions ? I mean not generally -when you win or so answer.
And one more thing as well - conected with above question - can you make one unit to get experience every battle if you focus enough use him in some special way os something ?
btw - best game which i ever played so far from TW series. And all best for artist and people who make this fantastic mood.
sorry for my english i hope i made clear my questions.
d'Arthez
03-24-2013, 09:20
How do units get experience point ?
under which conditions ? I mean not generally -when you win or so answer.
And one more thing as well - conected with above question - can you make one unit to get experience every battle if you focus enough use him in some special way os something ?.
How most units get experience points is simply by killing many opponents. Quality of the opponents matters. Higher quality troops seem to give more experience, than lower quality units (probably based on price of the unit). There seems to be a bit of variance in when you acquire experience. This may well be due to what effectively amounts to randomness.
Winning itself does nothing / virtually nothing. The exception is the general, who of course stands a chance to pick up a few useful traits and ancilliaries.
Routing units don't give much experience. Probably due to the fact that they won't fight back.
Progression seems to slow down. It is much harder to go from 3 silver chevrons to a gold chevron than from no experience to a bronze chevron.
Also note that it seems that individual soldiers gain experience, and that is why it is possible for a unit to lose experience in battle (happens most often when a unit is decimated). Thus the amount of chevrons you see is more or less an average.
If you want to use an exploit, use archers and slingers on "Arcade Battle" settings. That way they have unlimited ammo, so they can do some happy hunting. If you use an inexperienced unit, and kill about 2000 troops for about 4 chevrons of experience.
What d'Arthez said is corrent, I'd like to add that in my experience, suffering very few casualties also helps (for the specific unit you're trying to get exp). At the same time, when a certain unit has so few men (on huge setting, something like 20-30 men), they get exp quite easily, but soon as you retrain it, the new men even the unit exp out, to a lower chevron.
So all in all, the best way is to kill a lot and lose none :P
Though tbh, experienced units are so OPed, it takes the fun out of it...
thanks for answer.
Bit disapointed with game mechanics i though that there is more than just per kill stuf.
d'Arthez - I'm not gonna play arcade silly it will be, i were thinking actualy about going more hardcore as possible, anyway thanks for info.
xploring
03-28-2013, 15:40
I am new to both RTW and EB. Read somewhere that EB is harder than RTW, so should I start with RTW to learn to ropes before playing EB? or is that a waste of time? I played Shogun and MTW many years ago.
Kralizec
03-28-2013, 16:07
If you played MTW you should be fine, especially if you used the higher difficulty settings.
I personally do not recommend playing regular RTW. I switched early on to another mod (RTR) and then to EB once it came out. I never felt inclined to play regular RTW again.
The biggest challenge for new EB players would be the economy and the starting position. You might want to start out with one of the "easier" factions like Rome, Qarthadast (Carthage) or the Ptolemaioi (the new Egyptian faction, which uses a Greek style army). Financially, these three seem to have the best starting position - most of the other ones need some work at the beginning to become solvent.
It is advisable to play a tutorial campaign in R:TW, though, in order to get used to the new interface. EB can be a bit overwhelming the first time you play it. I agree that the standard R:TW campaign is too easy to pose much of a challenge for an experienced M:TW player.
moisesjns
05-13-2013, 22:02
Hi all just dropped by to ask if the AI on Alex.exe is suppose to be so friendly towards each other? I mean even towards me the Ai never wants to go to war. well except for the damn seleucids ha. If anyone is wondering what faction im playing it is the Lusotan and i have the jrsy mega mod for AI added with EB 1.2. Just asking on here instead of there thread to see if your AI is fighting a lot because i think thats how they use to be.
Almagesto
05-18-2013, 23:06
So... can anyone tell me how to UNINSTALL BE? I've been trying to go to the links aforementioned, but they are all gone (i.e. 404 not found). I'm using Windows 7, btw. Thanks :)
use the EB uninstaller?
OR just deleting the EB folder works as well. The only thing left on your pc should be the icons in your main RTW folder. But you can remove those manually as well.
bisthebis
07-17-2013, 12:41
Hi !
Can someone tell me how do "Trade Route Scout Parties" work ?
I don't see any effect int the description, and sometimes, it increases my trade income, but not always.
Is it more sophisticated than a simple trade bonus ?
V.T. Marvin
07-20-2013, 18:28
I am afraid it is not. They are just pre-requisite to more advanced trade route buildings that do provide regular trade income bonus.
IIRC the scout parties do give population growth bonus to Sauromatae, which comes quite handy.
bisthebis
08-09-2013, 17:46
I see. Thank you. Who can build next levels ? As Seleucids/Bactrians, I can't buy advanced trade routes, excepted with client state. As nomadic, I can build them (i Know there are more levels with nomadism than with pastoralism) but not everywhere
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