View Full Version : Europa Barbarorum FAQ
MarcusAureliusAntoninus
05-08-2007, 02:29
Europa Barbarorum FAQ
I General
What is Europa Barbarorum?
What is the principle scope and focus for EB from an organizational standpoint?
Is your mod all about barbarians?
Then why do you call yourselves "Europa Barbarorum?"
Who all works on EB and who does what?
Do you have a homepage?
Where can I download Europa Barbarorum?
Which is the current version of EB?
How do I install EB?
I have RTW gold edition. Does this work with EB?
Will you be moving to/supporting BI?
Where can i find the old EB Faction Previews?
Will I be able to mod EB, such as inserting my own skins?
Considering the breadth of the mod, is EB going to produce a detailed (more akin to a manual than a readme) supporting text document?
What is this language mod I've been hearing about?
I have modding skills and I want to help you guys. who should I talk to?
May I use material from EB for my own mod?
II Historic
I've never heard of unit/faction/name X. I can't find it online. Where did you find it?
Why are the Gauls called Aedui / Arverni and the Germans called Sweboz?
What are mnai?
Why did you add so many provinces to area X, which was of lesser importance?
I think you should have more provinces in densely populated areas, why didn't you do this?
Why does faction X have province Y? Why doesn't faction X have province Z?
Where is the Lorica Segmentata?
Where are the "Imitation Legionaries"?
Why doesn't Koinon Hellenon's hoplites use the phalanx formation.
Why can't I build ships in my ports?
Why can't I build any ships in the Caspian area?
III Bugs
I have had a CTD (crash to desktop), what do I do?
After i unistalled RTW, i can't get it to reinstall again, what can i do?
I loaded a game in EB and all of my Government buildings have been destroyed (all red). What happened?
Why does EB run so slow?
EB freezes on the initial load screen.
IV Gameplay
What is the "campaign script" and how do I load it?
What is the date range of EB?
As the Romans, why can't I build factional MICs in X area.
What does MIC mean?
Which factions have reforms, and when do they take place?
I just got reforms but I didn't get new units.
Which is the recommend difficult setting for Europa Barbarorum?
Do you have improved the AI in any way?
Have you changed the distribution of wealth any?
Why do I always go into debt in the first few turns of playing EB?
How does the new recruitment system work?
What is the difference between regional and factional MICs?
Where should I put Type1&2 and where should I put Type3&4?
Are 0-turn buildtimes for certain units being considered?
Will you be changing the campaign victory conditions?
How to gain long lasting peace or alliances in EB/RTW.
How to fight Gesetae, and why are they so damn tough?
Why are slingers so strong?
Will certain rebels, in places like Numidia, Illyria, India etc. be much stronger than others to represent the left out factions?
Why can't I recruit any units in X area?
Can I reach Terhazza/Sahara?
In custom battles or multiplayer the unit selection is missing units.
Why is the map funny on the south end of Greece?
I General
Q: What is Europa Barbarorum?
A: Europa Barbarorum is a total convertion for Rome: Total War, that tries to make the most historically accurate mod within the borders of the hardcoded limits.
Q: What do you see as the principle scope and focus for EB from an organizational standpoint?
A: This is somewhat difficult to answer. As an organization, EB is dedicated to providing an entertaining, historically accurate gaming experience. Inside of EB are numerous divisions; one for each faction, for the economic system, for the naval system, for siege warfare, for music, for voices, for the map, and so on. We divide the work among our members as best as possible, to try and ensure coverage over every aspect of RTW. I suppose the most concise answer would be: Our primary focus is to research every aspect of RTW to determine if we can improve it in terms of historical accuracy, realism, and gameplay, and to implement what we have found into a complete package for your gaming pleasure.
Q: Is your mod all about barbarians?
A: No, our mod seeks to recreate, as accurately as possible, the classical world as depicted within R:TW at the time of campaign start. This includes all factions, and we have modders working on every area.
Q: Then why do you call yourselves "Europa Barbarorum?"
A: The project was born a long time ago in a galaxy far far away, when the thought was that the team could provide as much historical information as possible to help CA portray the barbarian factions as more than just a bunch of drooling, naked neanderthals. When it seemed clear that CA wasn't accepting outside help, the team became determined to turn this research into a mod. The purpose of the mod expanded to include accuracy for all factions, but the name has become part of our identity.
Q: Who all works on EB and who does what?
A: See the current "EB - New Workgroups and Members list" (https://forums.totalwar.org/vb/showthread.php?t=74167) thread.
Q: Do you have a Homepage?
A: Yes, www.europabarbarorum.org, there you find lots of information about the different factions of Europa Barbarorum, Wallpapers and the downloads
Q: Where can I download Europa Barbarorum?
A: You find the Europa Barbarorum download, if you follow this link (https://www.europabarbarorum.org/ebcomwww/downloads_mod.html).
Q: Which is the current version of EB?
A: The current version of EB is "v1.2". It requires that you install EB 1.1 first, then patch it up.
Q: How do I install EB?
A: Follow this guide: A guide to install EB, screenshots provided (https://forums.totalwar.org/vb/showthread.php?t=80270)
Q: I have RTW gold edition. Does this work with EB?
A: Yes
Q: Will you be moving to/supporting BI?
A: No, EB is still an RTW project, and will be released for RTW 1.5. It is easy to play EB on BI (v1.6). Here is a guide on how to make EB work with BI (https://forums.totalwar.org/vb/showpost.php?p=1433613&postcount=85), but this is not supported by the EB team.
Q: Where can i find the old EB Faction Previews?
A: You can find all of the "Countdown to open Beta..." and following Previews ones in this thread:
All the previews in one thread! (https://forums.totalwar.org/vb/showthread.php?t=51037)
For older Previews you can look into this one
The Lost Art Of Keeping Of Secret (https://forums.totalwar.org/vb/showthread.php?t=44442)
and this one
The Lost Art Of Keeping A Secret, Redux
(https://forums.totalwar.org/vb/showthread.php?t=46101&pp=30)
Q: Will I be able to mod EB, such as inserting my own skins?
A: Yes, though it will be much more difficult. EB will be using up to the province, faction, unit, model, building, and every other conceivable limit. In addition, each EB model is brand new and not based on vanilla. So you cannot use your existing skins on EB models, they will have to be changed.
Q: Considering the breadth of the mod, is EB going to produce a detailed (more akin to a manual than a readme) supporting text document?
A: EB is in the process of creating a detailed manual.
Q: What is this language mod I've been hearing about?
A: EB has replaced the in battle audio files so that units speak in their ancient tongue. Currently there is a Ancient Greek, a Latin, and a Celtic voicemod in EB. There will be more implimented in the future releases of EB. (Currently some voicemods are being used as placeholders for some factions who didn't actually speak that language.)
Q: I have modding skills and I want to help you guys. who should I talk to?
A: Ask tk-421 what he needs. he is the recruiting coordinator and he has a thread over here (https://forums.totalwar.org/vb/showthread.php?t=66937).
Q: May I use material from EB for my own mod?
A: See the "EB Loaning Policies" (https://forums.totalwar.org/vb/showthread.php?t=81789) thread.
II Historic
Q: I've never heard of unit/faction/name X. I can't find it online. Where did you find it?
A: Most of our sources are primary archaeological and textual evidence. We have people reading and examining this evidence in period languages. We consider secondary evidence as well. However, many of our sources are found in places that only academics will be able to access, and a few have not even been published yet. Our goal is to be as accurate as possible, not to please those who want to be able to find what we describe on Google.
Q: Why are the Gauls called Aedui / Arverni and the Germans called Sweboz?
A: In Europa Barbarorum, all factions are named as they named themselves in history. The Celts living in what is today France, never called themselves “Gauls”. They were in fact no united nation, they were a mixture of different Tribes.
The Aedui were one of the major tribes (ruling complete Gaul for a short time), who were opposed by the Arverni Federation. (For more Details please read “Gaius Julius Caesar: De Bello Gallico”)
The Sweboz were one of the bigger Germanic tribes, who possibly were able to unite all tribes (proudly represented by the Eleutheroi).
The same applies for Getai, Casse and Sauromatae.
Q: What are mnai?
A: In EB the Rome TW currency Denarii is replaced by the more historically accurate mnai or minae. A mnai is 1/60 of a talent (Greek: talanton). The talent was once a Babylonian weight unit, and varied much over time and in the places it was used. In the 3rd century BC contracts between Rome and Qart Hadasht, the Attic/Euböic talent is used, which amounted approximately 27 kg. During the EB timeframe there were two major types of currency systems in use in the Mediterranean region:
Attic
6 obols = 1 drachma
100 drachmae = 1 mnai
60 mnai = 1 Talent
Qart Hadasht / Ptolemaic Egypt
60 shiqlu = 1 mnai
60 mnai = 1 Talent
Q: Why did you add so many provinces to area X, which was of lesser importance?
A: Due to the limits on province number, not all cities that are wanted can be added to EB. The area might be unimportant to your faction, but it was important to some faction. EB seeks to represent all cultures (including "barbarians") equally.
Q: I think you should have more provinces in densely populated areas, why didn't you do this?
A: See above.
Q: Why does faction X have province Y? Why doesn't faction X have province Z?
A: Factions will be given starting positions that are true to history.
Q: Where is the Lorica Segmentata?
A: Lorica Segmentata wasn't used until several years in AD. This places Lorica Segmentata out of the EB time frame and to include it would be ahistorical.
Q: Where are the "Imitation Legionaries"?
A: "Imitation Legionaries" are military units that fight in the "Roman" fashion. Inthat they wore chainmail and threw a javalin weapon before charging for melee combat. This style of combat developed independenly in the east and when Roman writers witnessed it they described it as "Imitation Legionaries".
Q: Why doesn't Koinon Hellenon's hoplites use the phalanx formation.
A: The overhand hoplite formation represents the "classical hoplites". This type of combat was used before the sarissa phalanx and relies on pushing. Because of the required flexiblity, animation, and speed, the EB team has opted to make the "classical hoplite" the way it is.
Q: Why can't I build ships in my ports?
A: EB has restricted military ship construction to places that have good shipyard harbours and the resources to build large quality ships. Updated map here (https://forums.totalwar.org/vb/showthread.php?t=102719).
Q:Why can't I build any ships in the Caspian area?
A:Because historically the area was more an amalgam of mercantile and commercial interest as well as adding to the fact that the northernly reaches were sparsely populated steppes, which further diminished the competitive factors and rather bolstered local enterprises. While there was certainly a local industry for building transporters and such to a lesser extent, and some scant trade by sea, no Parthian city in the area supported any significant port, and there was no economically competitive nor significant factor in the northern reaches, thus as a consequence there is no reason to expand any industry of transporters beyond local needs, let alone vessels of war or to drastically change economical prospects that historically remained the same for several centuries. Out of all the great waters, the Caspian Sea, beyond rich stocks of fish (The famed Persian sturgeon), and in spite of rich coastal areas, in particular the fertile Albania and well-watered Hyrcania famed for her dense forests, clearly did not carry the same potential as the Black Sea or the Persian Gulf. Add to the the fact that the Sarmatians to the north did not share the same taste for commercial enterprise as the Parthians to the south. Hence, the Caspian area is not very lucrative at all in matter of trade. You can still build sizeable places of trade, but not beyond the possibilities for expansion, let alone a base for a navy.
III Bugs
Q: I have had a CTD (crash to desktop), what do I do?
A: Please report your bug following this guide (https://forums.totalwar.org/vb/showthread.php?t=83728).
Q: After i unistalled RTW, i can't get it to reinstall again, what can i do?
A: This is (in most cases) caused by some entries in the registry, telling the RTW install Program that RTW is already installed/patched.
helpfull links (thanks to Foot):
a) step by step instruction how to delete regestrie entries from my PC (https://forums.totalwar.org/vb/showpo...03&postcount=1)
b) step by step instruction using Reg Cleaner (http://www.twcenter.net/forums/showp...47&postcount=2)
c) using install shield (http://www.twcenter.net/forums/showp...9&postcount=35)
d) small clean programm (http://www.twcenter.net/forums/showp...6&postcount=32)
Q: I loaded a game in EB and all of my Government buildings have been destroyed (all red). What happened?
A: If you start a campaign with faction 'A', activate the script and then quit to the main menu and reload a previous save game of a faction other than faction 'A', your government buildings will be damaged as soon as you activate the script again. This is hardcoded into RTW, and there's nothing we can do to fix it. You can avoid the "bug" by shutting down RTW completely and restarting if you want to play a different save game with a different faction (reloading save games from your current campaign is not a problem).
Q: Why does EB run so slow?
A: EB contains much more information and detail than the original RTW. EB pushes many of the engine's capibilities to the max. Make sure you don't have any other programs running while playing EB. A guide to "Making EB Run Faster" (https://forums.totalwar.org/vb/showthread.php?t=75948) can be found here (https://forums.totalwar.org/vb/showthread.php?t=75948).
Q: EB freezes on the initial load screen.
A: It hasn't frozen it is just loading. Give it time. To speed up see above.
IV Gameplay
Q: What is the "campaign script" and how do I load it?
A: The campaign script is the way EB mods much of the game to introduce new features and gameplay like seasons and stuff. Loading the campaign script is easy. As soon as you start a campaign, and every time after that when you load that game click on any one of your cities. An advisor will pop up telling you to click the "show me how" button. Do this. Now the advisor can be closed if it doesn't do so automatically. Advice does NOT need to be turned on for this to work.
Q: What is the date range of EB?
A: EB starts in 272BC and ends in AD14.
Q: As the Romans, why can't I build factional MICs in X area.
A: The Romans can only build factional MICs in areas that contain Roman units. The area expands based on the reform level (see below). During the Camilian Era, you can build factional MICs in your starting cities plus Segesta. During the Polybian Era, you can build factional MICs in "Homeland" regions (Italy). During the Marian & Avgvstan Eras, you can build factional MICs everywhere, but have limited recruitment, based on the area.
Q: What does MIC mean?
A: MIC stands for Military-Industrial Complex, and is the most common way that forum members refer to the buildings in EB that enable you to recruit soldiers. Other names for the same include "barracks", and both are often prefixed by local/regional/allied or native/factional. Another FAQ entry points to the differences between these.
Q: Which factions have reforms, and when do they take place?
A: There are 9 factions which have unique reforms:
Celts (Aedui/Arverni/Casse): 2
Time of Bondsmen
-Casse, Arverni, and Aedui must build at least 5 (forum)(L3 Market) collectively
Time of Soldiers
-Casse, Arverni, and Aedui must build at least 9 (forum)(L3 Market) collectively
-Casse, Arverni, and Aedui must build at least 5 Large Cities collectively
-Casse, Arverni, and Aedui must build at least 5 Large Temples ('awesome' level)(L3 Temple) collectively
Saka: 1
-You must hold Baktra, Marakanda, Alexandreia Eschate, Antiocheia Margiane, Alexandria Ariana or Taksashila for 4 consecutive winters.
Romans: 3
Polybian
The Polybian Reforms happen due to a change in equiptment and tactics that were adopted or adapted due to wars with Carthage and Celts.
-At least year 242
-Hold 2 of these cities (Segesta, Mediolanum, Patavium, Bononia)
-Hold 2 of these cities (Lilibeo, Messana, Syracuse)
OR
-Wait until 210BC
(You get the new units only after upgrading your MICs.)
Marian
The Marian Reforms mark a shift between citizen soldiers and professional soldiers from any class who are supplied their equiptment by the state. These reforms will occur when you have a large empire with a lack of landed citizens to fill the growing need for soldiers. If at this point there is a man willing to make the changes to the military system, the reforms will take place.
-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
OR
-Conquer 90 settlements.
Augustan
If a man with the drive arises in the Republic, willing to overthrow the Senate, give him the chance and these reforms will take place. (These reforms are not inevitable and are based on whether such a character arrises.)
-At least year 125BC
-Hold 90 settlements
-Have at least 45 type2 settlements
-Fight 400 battles
-Have a general that is:
Sharp/Charismatic/Vigorous
At least Skilled Bureaucrat
At least Arrogans
At least Expert Recruiter
Can't be Selfless
(If these conditions are met, the general will receive a trait telling he wants to seize power. Make him the Faction Heir and as soon as he becomes the leader the reforms will happen.)
Seleucids: 1
Cataphract Reforms
-At least year 253BC
-Two different generals must loose a large battle (including a loss to the general's bodyguard) against a faction that uses cataphracts (Pahlav, Armenia, Baktria).
Hayasdan: 2
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)
Persian Reform
-Build Type3 governments in these cities (Arbela, Seleukeia, Babylon, Ekbatana, Charax, Susa, and Persepolis)
-Build (persiapart) in these cities (Susa and Persepolis)
= (Subjugation resources will appear in Susa, and Persepolis)
Western Expansion 2:
-Build Type3 governments and (persiapart) in these cities (Ekbatana, Seleukeia, Babylon, and Charax)
-Build (persiafull) in these cities (Susa and Persepolis)
= (Subjugation resources will appear in Ekbatana, Seleukeia, Babylon, and Charax)
Western Expansion 3:
-Build Type3 governments and (persiapart) in these cities (Palmyra, Edessa, and Arbela)
-Build (persiafull) in these cities (Ekbatana, Seleukeia, Babylon, Charax, Susa, and Persepolis)
= (Subjugation resources will appear in Palmyra, Edessa, and Arbela)
Western Expansion 4:
-Build Type3 governments and (persiapart) in these cities (Tarsos, Antiocheia, and Damaskos)
-Build (persiafull) in these cities (Palmyra, Edessa, Arbela, Ekbatana, Seleukeia, Babylon, Charax, Susa, and Persepolis)
= (Subjugation resources will appear in Tarsos, Antiocheia, and Damaskos)
Eastern Expansion 2a:
-Build Type3 governments and (persiapart) in these cities (Zadrakata, Apameia, and Gabai)
-Build (persiafull) in these cities (Susa and Persepolis)
= (Subjugation resources will appear in Zadrakata, Apameia, and Gabai)
Eastern Expansion 2b:
-Build Type3 governments and (persiapart) in these cities (Karmana and Gabai)
-Build (persiafull) in these cities (Susa and Persepolis)
= (Subjugation resources will appear in Karmana and Gabai)
Eastern Expansion 3a:
-Build Type3 governments and (persiapart) in these cities (Asaak, Hekatompylos, and Alexandreia-Ariane)
-Build (persiafull) in these cities (Zadrakata, Apameia, Gabai, Karmana, Susa, and Persepolis)
= (Subjugation resources will appear in Asaak, Hekatompylos, and Alexndreia-Ariane)
Eastern Expansion 3b:
-Build Type3 governments and (persiapart) in these cities (Pura, Alexandropolis, Prophthasia, and Alexandreia-Ariane)
-Build (persiafull) in these cities (Zadrakata, Apameia, Gabai, Karmana, Susa, and Persepolis)
= (Subjugation resources will appear in Pura, Alexandropolis, Prophthasia, and Alexandreia-Ariane)
Eastern Expasion 4:
-Build Type3 governments and (persiapart) in these cities (Baktra, Antiocheia-Margiane, and Kophen)
-Build (persiafull) in these cities (Pura, Alexandropolis, Prophthasia, Alexandreia-Ariane, Zadrakata, Apameia, Gabai, Karmana, Susa, and Persepolis)
= (Subjugation resrouces will appear in Baktra, Antiocheia-Margiane, and Kophen)
If this isn't clear to you, see this guide: https://forums.totalwar.org/vb/showthread.php?109002-Pahlava-reform-guide
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
Sweboz: 1
Druhtitīdiz
The reforms for the Sweboz will occur when there is a well established trade system in Germania and the Sweboz have built up a military system in a province with metallurgical resources.
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
Pahlav: Reformed Government
The Pahlav reform isn't like the other reforms. Pahlav has a "reformed" government building that it buildable in Iran/Persia. Once you build up the infrastructure of the town, you are able to upgrade your nomadic government and reform your control of the region.
Other Reforms:
All other factional reform units are tied to the "March or Time" event (Vanilla Marian Reform) which requires the Romans to build a huge city in central Italy to trigger. This is just an arbitrary time delay.
Q: I just got reforms but I didn't get new units.
A: You have to upgrade your MIC in order to get new units.
Q: Which is the recommend difficult setting for Europa Barbarorum?
A: Europa Barbarorum is best played on Very Hard / Medium. The AI is aggressive (in particular the slave faction) but don’t get stat bonuses on the battlefield. If you want a real challenge try VH/VH but be aware enemy units on the battlefield are getting massive bonuses (afaik: +7 attack, +7 defence, and a huge morale boost), you could have your fullstack army is hacked to pieces by 5 units levies...
Q: Do you have improved the AI in any way?
A: No, the AI is completely hardcoded, and cannot be altered. Nevertheless the AI gets some assistance. The not perfect solution is that the AI factions are getting financial help via script, if their treasury is under a certain amount of mnai.
"You have brain, and the AI has money."
Q: Have you changed the distribution of wealth any?
A: Yes - provinces, resources, and trade have all had their values tweaked, and costs are much higher than they were. This is part of what we want your help for, to balance the economy, and other aspects of EB.
Q: Why do I always go into debt in the first few turns of playing EB?
A: The upkeep and recruitment costs of your army are extremely high, compared to vanilla rtw or other mods. This makes the start of each campaign very difficult. Generally you can choose between two tactics: disband your army, and begin building up your economy; or just begin to conquer provinces with your starting army, until your are out of debt.
There are starting guides for some factions (Sweboz (https://forums.totalwar.org/vb/showthread.php?t=58719), Baktria (https://forums.totalwar.org/vb/showthread.php?t=58562), Koinon Hellenon (https://forums.totalwar.org/vb/showthread.php?t=58561), Casse (https://forums.totalwar.org/vb/showthread.php?t=58560), Karthadast (https://forums.totalwar.org/vb/showthread.php?t=58559), Rome (https://forums.totalwar.org/vb/showthread.php?t=58557)) which bring you through the critical first turns. In the EB Gameplay Guides (https://forums.totalwar.org/vb/forumdisplay.php?f=128) Subforum are fan made guides for other factions, too.
Q: How does the new recruitment system work?
Q: What is the difference between regional and factional MICs?
Q: Where should I put Type1&2 and where should I put Type3&4?
A: The EB governments are explained here (https://forums.totalwar.org/vb/showthread.php?t=58666), the EB MIC system is explained here (https://forums.totalwar.org/vb/showthread.php?t=73928), and the nomad system explained here (https://forums.totalwar.org/vb/showthread.php?t=74103).
Q: Are 0-turn buildtimes for certain units being considered?
A: The idea has been discussed and rejected.
Q: Will you be changing the campaign victory conditions?
A: Each faction has new unique victory conditions. To view victory conditions, there is a map in the faction details scroll.
Q: How to gain long lasting peace or alliances in EB/RTW.
A: The campaign AI was always a diffcult thing in RTW, and the main thing (not the only) that influences it is money. If you have an alliance with another faction (for example your are playing Karthadast and your Ally is Rome) you have always to fear that they attack you out of no reason (as it often happens). To make the Alliance lasting you have to make gifts to them. The best way to do this are tributes. Giving them small amounts (100 - 500 or whatever you can afford ) of money every turn make them stay friendly is working well. And after some time Your Ally will offering Gifts (money) to you too.
Q: How to fight Gesetae, and why are they so damn tough?
A: In short: Gesetae are highly skilled, battle hardened veterans, taking drugs that make them feel no pain, and you best fight them with javelins. More detailed description here (https://forums.totalwar.org/vb/showthread.php?t=58846).
Q: Why are slingers so strong?
A: Slingers have the AP attribute to represent the power of the lead bullets that they used. Slingers can be more effective against armored units and were historically. Due to the fact that the AI doesn't spam slingers, the EB team has decided to keep their stats the way they are.
Q: Will certain rebels, in places like Numidia, Illyria, India etc. be much stronger than others to represent the left out factions?
A: Certain areas will be more difficult to take than others. Rebels in EB do not represent generic 'rebels' but lesser factions and tribes that didn't make it into EB due to the faction limit.
Q: Why can't I recruit any units in X area?
A: Not all regionals are finished being made. In future versions of EB there will be more regionals to plug those holes. Don't expect more than levies in most areas, though. Most populations were unwilling to serve in their occupier's military.
Q: Can I reach Terhazza/Sahara?
A: No. Terhazza/Sahara is unreachable without cheating. It is a desolate desert and not worth owning. Besides, the EB script places nonsensical buildings in Terhazza to track the progress of your game.
Q: In custom battles or multiplayer the unit selection is missing units.
A: All of the regionals cause a problem for the custom battle / multiplayer list. There is a special EDU for custom battles / multiplayer in the "...Rome- Total War\EB\mp custom game edu" folder. Rename your campaign EDU then place the EDU from that folder into the "...Rome - Total War\EB\Data" folder. When you want to play a campaign again, switch back to your original EDU. EB v1.1 now comes with the trivial script, which will automatically switch the files for you. To play custom battles or multiplayer battles with all of your factional units, run the "Play Multiplayer" option of the trivial script.
Q: Why is the map funny on the south end of Greece?
A: This is Cape Tainaron, which is only accessible by sea. This was a famous mercenary hub in ancient times, and you can recruit many mercenaries here which would normally be a lot farther off in the three different spots. The weird map is a side effect of our implementation, where we add a spot from three different mercenary pools in this location.
MarcusAureliusAntoninus
05-08-2007, 02:30
Old FAQ for reference:
https://forums.totalwar.org/vb/showthread.php?t=63634
Please ask new/unrelated questions in a new thread...
He has to be or have been a consul. He should get elected to that position eventually. I think the more influence the better chance he has.
Foot
BozosLiveHere
05-09-2007, 03:25
Not really. He needs at least 5 Influence to be considered for the position though. He also needs to reach Ex-Praetor.
Warmaster Horus
05-09-2007, 18:56
I think you'd have to remove the counter for "reformator".
What I'd recommend is to "arrange for the reforms to happen" - cheating in other words. You'd have to give_trait "character name" "Consul" in the Console. Of course, if you don't want to cheat don't do that, and an EB scripter ought to come soon.
I'd suggest opening the beginning column of text so that it's more spaced, or every other one bolded, or something, so it's not a giant box of text. It's ugly to look at, and one gets rather lost looking through it at times.
Ofcourse I don't want to use cheat. I waited for weeks till I reached 172-170BC and everyones know it is a real pain in EB to reach this point ,But it seems I don't have no other choice:oops:
Regarding the editing of the Script file ,Can you please explain more? Because I'm not familiar with this file:help:
Thanks beforehand
Can we move this discussion to its own thread, its cluttering up the FAQ unnecessarily.
Foot
does EB work on Vista? anyone tried it yet? i read there was a poblem with running LTC (for M2TW) on it.
MarcusAureliusAntoninus
05-15-2007, 09:00
If RTW works on Vista then EB shouldn't have any problems.
If RTW works on Vista then EB shouldn't have any problems.
thanks. i tried M2TW itself and no problems there, but havent got my RTW CD-ROM on me at the moment...
has anyone managed to run RTW, EB on Vista?
Mister V
05-16-2007, 12:54
Hello everybody.
Dropped in to say two things:
First, RTW and EB do work on Vista, but I'm experiencing very noticeable slowdowns (especially in loading times), noticed that it was better to turn off the Aero sceme before starting a game.
Second - a question...how come my generals suck so much? I don't think I'll ever be able to get Marian reforms in 175, and at this rate I'm not even dreaming of Imperials :inquisitive:
What I get is a bunch of useless good-for-nothings. Yes, they can have plenty of influence and management (in some cases), but all in all for my 25 family members I've got only two people with two Command stars, that's all. My faction leader, having fought Gauls around 20 times has two stars still...Is there a way to change that, or is it just the random hand of fate? Am I doomed to utter degeneration?..
(And, no, this question isn't really answered in the Traits FAQ, since why should the Uncharismatic trait slow down the advance of abilities such as Tactitian? My best general has only Good Tactician despite being Sharp)
MarcusAureliusAntoninus
05-16-2007, 20:52
Well, as stated, Command Stars aren't really that important in EB. Look for traits that give troop moral, those are more important to show who is a good general.
To get a really good general, take someone who it S/C/V and have him educated a couple years, then send him off to war. He should get a bunch of good traits and even a few Command Stars.
The fact that he's sharp doesn't mean he's a genius, but he might be. There are three levels of sharp and three levels of dull, you can only tell from the trait list which of the two he belongs to, not his exact level. Also, there is chance involved in gaining most command star traits. Educate your favourite general and have him fight hard fights and he'll likely come around, but there's no guarantee.
BTW Marcus, some small typos:
Q: What is Europa Barbarorum?
A: Europa Barbarorum is a total conversation for Rome: Total War, that tries try’s to make the most
Historical accurate mod within the borders of the hardcoded limits.
MarcusAureliusAntoninus
05-18-2007, 20:44
BTW Marcus, some small typos:
Not my fault, that's from like two or three FAQs ago... :clown:
Suprisingly, I find the Rate commanders gain Star's to be perfect.
(Suprising because I use to think them rediculas)
I guess it has just grown on me, but what I do is send my Consul to fight with half a stack verse whatever I need/want to add to the Republic, he Tends to fight 3/4 stacks-full stacks, and he doesn't gain a Star per battle, but rather after several, I suppose this would represent the fact that just because you won one battle doesn't make you a master strategist, even if it is a heroic victory, It doesnt mean it was because of your general's tactical know-how, The soldier's may have been grizzled, experienced soldiers who knew how to fight and kill, while the enemy could have been fresh leves, farmers, blacksmiths, sheep herders who have no desire or motivation to fight, anyone can make an army of grizzled soldiers beat a group of leves, now of course this is not always true, in some extreme cases, but still.:juggle2:
Im running the lastest version of EB on vista - Im getting weird slowdown when attmpting to scroll on the strat map, it stutterrs, and clicking on the minimap takes a good couple of minutes to 'take you there'. Anyone got any suggestions?, sorry to post here but this is the only topic where people have metioned vista according to my search.
You're better off creating your own thread.
Mister V
05-29-2007, 09:09
I've got a solution for you, al-Din - turn off the Aero scheme (use Vista Basic for example) before starting the game. Helps me a little, because I've got little stutters and all myself.
My question, about diplomacy:
I'll try to explain this as clearly as I can.
Now, there's a block of countries I want to ally myself to (and then convince them to attack the Arche). Those countries are: Pontos, Hayasdan, Baktria.
We have all got common allies: As'Sab'ynwal'jau (sp? :skull: ) and the Getai. I am at war only with Seleukeia, and none of these countries are allied to it.
The problem is, the "Alliance" option is there only with Hayasdan. With Baktria and Pontos, I cannot ally myself because this option is simply not in the list! What's up with that? :inquisitive:
(Oh and, could someone point me to a guide on how to play EB on BI? Since there's no link in the FAQ)
you may find those countries are protectorates or puppets of the Seleukids, until the seleukid empire breakup, so they cant negotiate alliances yet - a quick reply - not sure if its a correct one
MarcusAureliusAntoninus
05-29-2007, 20:30
I've got a solution for you, al-Din - turn off the Aero scheme (use Vista Basic for example) before starting the game. Helps me a little, because I've got little stutters and all myself.
My question, about diplomacy:
I'll try to explain this as clearly as I can.
Now, there's a block of countries I want to ally myself to (and then convince them to attack the Arche). Those countries are: Pontos, Hayasdan, Baktria.
We have all got common allies: As'Sab'ynwal'jau (sp? :skull: ) and the Getai. I am at war only with Seleukeia, and none of these countries are allied to it.
The problem is, the "Alliance" option is there only with Hayasdan. With Baktria and Pontos, I cannot ally myself because this option is simply not in the list! What's up with that? :inquisitive:
(Oh and, could someone point me to a guide on how to play EB on BI? Since there's no link in the FAQ)
If you cannot get an alliance, that means that you are either at war with one of their allies/protector/protectorate, as said. Or at some point you were at war with their ally and their ally was destroyed. If it is the later, then you can never be allied to that faction, ever.
And, when I was making the FAQ, I couldn't find the in depth BI guide, so I didn't add a link. If someone finds the in depth one, I'll add the link.
To my surprise through a series of ceasefires with different factions alliances and war declarations I managed (unintentionally) to get the Getai to break off their alliance with Hayasdan which I destroyed about 60-70 years before that. And allied myself to the Getai.
So it's possible it just happens very rarely I believe.
Magister Militum Titus Pullo
05-30-2007, 17:47
I've just begun playing as the Arverni nation. I have conquered the Aedui republic, and subsumed the nearest Gallic-themed eleutheroi tribes, therefore effectively unifying Gaul. When do the Celtic military reforms set in? I don't wish to go further until I have the Neitos and Solduras at my disposal.
I've just begun playing as the Arverni nation. I have conquered the Aedui republic, and subsumed the nearest Gallic-themed eleutheroi tribes, therefore effectively unifying Gaul. When do the Celtic military reforms set in? I don't wish to go further until I have the Neitos and Solduras at my disposal.
Um, read the FAQ. Why ask this question in the FAQ thread if it has already been answered in the FAQ?
Foot
The following entry is outdated and should be removed. The referenced thread concerns version 0.7.3.
Q: What is the "neutered trait file", and where can i find it?
A: The "neutered trait file" is the EB trait file with all triggers removed, so your Generals aren't able to get traits. It can be used to control if certain errors (for example the reinforcement CTD) are caused by traits. You can download it here
Magister Militum Titus Pullo
05-30-2007, 20:34
Um, read the FAQ. Why ask this question in the FAQ thread if it has already been answered in the FAQ?
Foot
Ummm, because I just rushed in, scanned the thread ever so briefly, obviously missing the spoiler, and posed my question. Thats why.
MarcusAureliusAntoninus
05-30-2007, 23:03
The following entry is outdated and should be removed. The referenced thread concerns version 0.7.3.
Done.
Darth Stalin
06-04-2007, 15:53
One question:
in which file is the cost of a camp stored?
In vanilla to build a camp I had to pay 500 denari; in EB the cost is 0. However, where ist the data stored that sets the cost of camp-building?
MarcusAureliusAntoninus
06-05-2007, 00:18
One question:
in which file is the cost of a camp stored?
In vanilla to build a camp I had to pay 500 denari; in EB the cost is 0. However, where ist the data stored that sets the cost of camp-building?
'descr_cultures' file.
Yangtzee14
06-19-2007, 07:41
Hi!
I have a question to Polybian reform.
I read this: "You get the new units after upgrading your Mic's."
What is "Mic"???
Thanks.
gran_guitarra
06-19-2007, 07:47
Hey, guys.
I am having a slight problem with the Polybian Reforms. According to the FAQ I just need to hold two of the four settlements in Northern Italy and two of the three Sicilian settlements.
In my game I currently hold all the Italian Settlements except Mediolanum, along with the coast opposite Italy up to Epidamnos, Alalia, and Karali. Even so, I am still not getting the Polybian Reforms, or the option to upgrade my MIC's.
I have a few Characters which are sharp/charismatic/vigorous, but none of them have the requisite command (though with the Legion, Alae, and Mercenary army I have ready to kick Macedonian behoockey it shouldn't be a problem (especially as the Makedonians hold everything except the Peloponesus and the cities I hold). I have one character (besieging Pella) who has two Command Stars and two Influence, and the traits Vanquisher of Makedonians/Carthaginians.
The above was to explain my current situation in-game. It is currently 241 B.C., and I am about to begin a campaign of destruction against the Makedonians and Koinon Hellenon. I am hoping that at least part-way through that campaign I will be able to bring in my polybian Principes/Hastati/Equites to aid my Triarii (Camillan), Extraordinarii, and Mercs (which are mostly Hellenic, except for an Alae composed of Lucanians and Samnites).
MarcusAureliusAntoninus
06-19-2007, 08:40
Yangtzee14, MIC (military industrial complex) is the name for the building that replaced barracks, archery ranges, and stables. Simply put, it is the barracks.
gran_guitarra, you have Sicily? And, have you activated the script every time you start a new game and every time you load a saved game?
Hey, guys.
I am having a slight problem with the Polybian Reforms. According to the FAQ I just need to hold two of the four settlements in Northern Italy and two of the three Sicilian settlements.
In my game I currently hold all the Italian Settlements except Mediolanum, along with the coast opposite Italy up to Epidamnos, Alalia, and Karali. Even so, I am still not getting the Polybian Reforms, or the option to upgrade my MIC's.
I have a few Characters which are sharp/charismatic/vigorous, but none of them have the requisite command (though with the Legion, Alae, and Mercenary army I have ready to kick Macedonian behoockey it shouldn't be a problem (especially as the Makedonians hold everything except the Peloponesus and the cities I hold). I have one character (besieging Pella) who has two Command Stars and two Influence, and the traits Vanquisher of Makedonians/Carthaginians.
The above was to explain my current situation in-game. It is currently 241 B.C., and I am about to begin a campaign of destruction against the Makedonians and Koinon Hellenon. I am hoping that at least part-way through that campaign I will be able to bring in my polybian Principes/Hastati/Equites to aid my Triarii (Camillan), Extraordinarii, and Mercs (which are mostly Hellenic, except for an Alae composed of Lucanians and Samnites).
Have you been running the script? Check your cities for the Polybian marker. If you have it you will see an option in your build menu to upgrade your MICs, do it and you will get polybian troops. If you don't have and you have achieved all the conditions you have not been running the script for a lot of the time or at all. You will likely need to restart your game and read the FAQ before starting a new campaign.
Foot
Yangtzee14
06-20-2007, 01:41
Hi!
I have a new problem.
By starting a new campaign (with the romans) i click the "show me button" and the date change from 272 BC to 14 AD. What is the problem??? :help:
d'Arthez
06-20-2007, 05:05
Hi!
I have a new problem.
By starting a new campaign (with the romans) i click the "show me button" and the date change from 272 BC to 14 AD. What is the problem??? :help:
Script did not activate fully. Just click another city, and the advisor will pop up again. Click "show me button" , and the date should be correct.
sgt_rico
06-20-2007, 09:56
Hi and thanx first of all. I used only to play total realism but now i'm just in another world full of wonders with barbarorum.
I just have a question about skins and music. I used to play with unrealistic spartan hoplites skin and really love it (sorry:embarassed: ), i just wonder how i could replace skins in this mod?
Same goes for the music if i could put my own music files, it would just be so perfect.
gran_guitarra
06-21-2007, 05:32
Yes, I activate the Script every single time I play, and I always make sure by clicking another city. I rarely play more than one turn without the Script, and those times its because I saved in another faction's turn because of a battle.
I have checked and there is no option to upgrade to Polybian MICs, and my cities still say, Camillan Military Era.
I have all fo Sicily, Karali, Ajaccio, all of Northern Italy except Mediolanum, and the Coast opposite Eastern Italy.
MarcusAureliusAntoninus
06-21-2007, 05:36
Well, that shouldn't be. If you have all of Italy and Sicily and it is past 242BC then you should have it. Maybe play another year or so and see if the script is just late due to midenemyturn battles. (Btw, the Camilian building won't go away, there will just be a Polybian one at the end of your building list as well.)
gran_guitarra
06-22-2007, 23:34
Great, I got the f***ing Polybian Reforms (no announcement though), but they gave me a CTD.
For some reason the only two units of Camillan Triarii I had had blank unit cards, and when I ordered them to move the CTD happened.
Sorry I cannot send you the save file, but I had to delete them all, since the CTD affected all my save games for some random reason, and my browser would not access the forums.
I ended up deleting them all and starting over, though this seems to have worked quite fine.
Anyway, you were right Marcus, it apperently slowed down because of the enemy turns without the script on.
Sorry to bother you.
No need for profanity. Oh yes, an EB CTD will screw up all your savegames, block your browser from the forum, delete all picture files on your hard drive and put sugar in your gasoline.
Hey guys i downloaded EB .81 and whenever i load a custom battle or a campaign the first seconds my computer freezes.
I've been lead to 2 reasons
1. Computer does not recgonize Direct X though i doubt this.
2. The reagistry.
Please help i really want to play this mod i think its the greatest i ve seen out of all of them in its feild of Rome total war and having these errors just pisses me off.:help:
Please visit the tech help subforum.
Teleklos Archelaou
07-13-2007, 14:26
For filing in the FAQ potentially (just posted this in an unstuck thread below - so it will disappear below in time):
De Nominibus: As for faction naming in general, it's very difficult to come up with a single system. We sometimes use a "people's name" (like Romani, Aedui, Lusotannan, Getai, Sauromatae, Saka Rauka, Sweboz), sometimes the name of the land/kingdom (like Makedonia, Epeiros, Baktria, Pontos), sometimes the name of the dynasty that is in control of the area (like Ptolemaioi), sometimes the name of a political entity that controls the area (like Arche Seleukeia, Koinon Hellenon). One is not always clearly superior to the other. We fought over Pontos' name for quite a while - longer than any other one I remember. Sometimes one "format" ("peoples" vs. "land" vs. "political entity" vs. "dynasty") is much better than others though. In our opinion, Makedones or Antigonidai are worse than just Makedonia, but Ptolemaioi is better than Aigyptos. It's pretty easy when dealing with ethnic groups or tribes, but harder with regional kingdoms where there is some flux in ruling groups. Each name was discussed quite a bit and voted on (or had unanimous consent). We're pretty happy with the results. There are some that could be really close to other ones, and some that were clearly easy to pick. I think we've shown also that we are willing to reconsider when we have something that really is much more accurate, even though it's not a fun thing to do to go back and change it all. We've done it with the Carthaginian faction, twice!
Pius Curus
07-26-2007, 11:47
:help:
Hi folks,
I have one question. How is the best play of EB. There is written in the FAQ gameplay answers - Very hard/Medium. It means: Very hard (battles)/ Medium (strategy map) or is my meaning wrog?:wall:
Thank you for advice!
Vh campaign map, Medium battles.
Foot
Hello everyone. I hope I#m posting at the right place, i'm even not sure wether i'm really having a problem or not. It just seems like local mics are totally useless for lusitanians. I made numantia my capital, using type 1 gouvernment. after building all mic (factional/local) i can build 2 types of iberian (not lusitanian) standard weakling infantry:wall: . on the other hand, even in my type 3/4 gouvernments, im building iberian units in my standard barracks, not the local ones. Could this be a bug or did i just get something totally wrong?
By the way: where and how do i recruit iberian scutari and those iberian cataphractoi?
Swordmaster
07-26-2007, 15:23
The local mics probably have nothing if anything at all to offer in your homeland provinces. I haven't played Lusotannan yet, but I guess there won't be much in the Iberian peninsula. You'll get heavier units at higher-level factional mics, but don't expect very many of them. The Lusitanians were adept at skirmisher/ambush stuff and their light infantry is excellent at it.
Iberian units you can train on the east coast in your factional mics. Check this thread (https://forums.totalwar.org/vb/showthread.php?t=80557) for some handy stuff.
Teleklos Archelaou
07-26-2007, 15:32
Yeah, for some factions we call local MIC's "Local Non-native Barracks" or some variant of that. They really won't do much for your homelands, that's why it's very bad judgement to ally with your homeland territories. Build type1 or 2 govts in them, and ally with them "furiners" where you can't get your good faction troops.
So i just need 90 settlements regardless of year for Marian reforms?
No, the year still counts for the requirement of 90 settlements.
Foot
Another question: What about the elephants? With Arche Seleukeia, i didn't find a single place where i was able to recruit elephants in the beginning (actually i tried looking for them with cheating, building up several factional and regional mics in 1st turn in Syrian and mesopatamian areas - yes i would have started a new game afterwards). On the other hand Epirotes can build them in greece. Wouldn't it be a nice idea to re-introduce those tuffy little elephants on the campaign map, just to show where they might be recruitable? Or a hint where i might look it up?
Eriklos, planless traveller from the land of stupid questions
Swordmaster
07-31-2007, 14:51
Another question: What about the elephants? With Arche Seleukeia, i didn't find a single place where i was able to recruit elephants in the beginning
In Baktra, a city which is rightfully yours. Before you've conquered that, you probably won't be able to afford them expensive bastards anyway.
Teleklos Archelaou
07-31-2007, 17:28
That may or may not change, but I'll say we are thinking about it right now also (elephant recruitment).
Krusader
07-31-2007, 17:41
Actually, Seleukids will get Indian Elephants in Syria in next release.
Ok, thanks for the quick answers.
Actually I just started a game with epirotes. Armored Elephants in greece, hehehe. Hope the romans make it round in time.
Pius Curus
08-01-2007, 07:08
Salute,
I have two questions:
1. Why is EB best played on VERY HARD on the strategic map?
2. How can I make (force) another fraction to became my PROTECTORATE?
Thank you very much for your answers!
EB is best played on the difficulty of your choice. The AI performs marginally better on VH, which is why we recommend it.
The force diplomacy mod can make a faction your protectorate, search the forum for it. There's absolutely nothing that can make them stay your protectorate though; they'll attack you soon enough.
I Am Herenow
08-01-2007, 08:51
What does getting a Protectorate actually DO (both in Vanilla and EB)? Do you get to choose what buildings they build etc.?
Also, what happens if someone become your Protectorate (i.e. they own you)?
MarcusAureliusAntoninus
08-01-2007, 09:09
A protectorate is just an alliance with trade rights and military access (both ways [which seem odd to me, if I subdue someone I should be able to march on their lands but I don't want them on mine]). The AI is less inclined to break the alliance/protectorate state also. There is a thing about them paying a hidden tribute to you for being your protectorate, but I have heard it is bugged and both sides lose money with it.
I've never been a protectorate, myself. I used to think you would lose the campaign if you accepted. I now assume you just are forced into the same situation the AI is in and you can break it at your wim.
I Am Herenow
08-01-2007, 09:27
Interesting - in BI once as Alemanni WRE asked me to become a Protectorate (i.e. go under them, not vice versa) but I refused :(
I'll try to get one and report back to you.
I played SPQR once and was constantly attacked by Sweboz along my upper Danube border. I didn't wanted to destroy them so I used a force diplomacy minimod and made them my protectorate. Next turn I received a 70 k income from diplomacy. Next turn it was considerably lower and finally settled at about 5k a turn - can't say that i was unhappy and they stopped their attacks for a very long time. Another time I tried the same with Carthage, but they didnt gave me any income. I'm almost sure that they were in the red all the time because when they attacked me they had huge treasury and recruited a lot of mercs and other units next turn - propably too many and it crippled their income.
I read somewhere that the income you get from a protectorate is related to it's income.
Swordmaster
08-01-2007, 10:39
It really depends on the situation. I've only had two protectorates up till now. One were the Arverni, and the turn after the agreement was signed it gave me 2,000,000 income from tribute :dizzy2: They never broke it, I did instead after 50 years or so to wipe them out. The other time as the Casse I got the Aedui on their knees, but they gave me zilch money and broke it quickly.
BozosLiveHere
08-01-2007, 17:10
Protectorates also pay some hefty tributes to their masters every turn. IIRC it's listed in the diplomacy line of your financial report.
Tellos Athenaios
08-01-2007, 17:34
That is, if said protectorates make profit. If not, first thing they'll cut is the tribute.
Conqueror
08-01-2007, 20:43
As has been told, don't expect to get rich out of protectorates (although the big lump of money you get on the first turn is nice... assuming the faction was a rich one). It can be a good thing to have them though, if only for the fact that you won't have to fight as many battles every turn and you're actually able to have long lasting trade agreements with your neighbors. It's also a useful option for adding far-off territories to your kingdom: the protectorate faction doesn't suffer nearly as bad from distance to capital and, in many cases, from culture penalty. Thus the vassal can have much easier time keeping the lands under control than you might.
Yet another way to make use of a protectorate is to place them as a buffer zone between your faction and a strong enemy. You just need to help them out a bit by capturing all the border provinces and giving those to them. That way it'll be your protectorate that'll have to endure all the land-devastation and sieges, while your own provinces will be left untouched. You can ensure that the protectorate doesn't lose the buffer zone by placing some units next to their towns. If they are attacked, you'll have the option to join battles as reinforcements.
It is true that the protectorates can disobey and turn on you. You can try to guard against this by the same means as you can prolong alliances. The most important thing is to keep watch who your protectorates are allied with. If such factions declare war on you, the protectorate will almost surely use the opportunity to defect.
The Persian Cataphract
08-09-2007, 14:35
Here is an answer to the query "Why can't I build any ships in the Caspian area?":
Because historically the area was more an amalgam of mercantile and commercial interest as well as adding to the fact that the northernly reaches were sparsely populated steppes, which further diminished the competitive factors and rather bolstered local enterprises. While there was certainly a local industry for building transporters and such to a lesser extent, and some scant trade by sea, no Parthian city in the area supported any significant port, and there was no economically competitive nor significant factor in the northern reaches, thus as a consequence there is no reason to expand any industry of transporters beyond local needs, let alone vessels of war or to drastically change economical prospects that historically remained the same for several centuries. Out of all the great waters, the Caspian Sea, beyond rich stocks of fish (The famed Persian sturgeon), and in spite of rich coastal areas, in particular the fertile Albania and well-watered Hyrcania famed for her dense forests, clearly did not carry the same potential as the Black Sea or the Persian Gulf. Add to the the fact that the Sarmatians to the north did not share the same taste for commercial enterprise as the Parthians to the south. Hence, the Caspian area is not very lucrative at all in matter of trade. You can still build sizeable places of trade, but not beyond the possibilities for expansion, let alone a base for a navy.
Bootsiuv
09-02-2007, 02:34
I just wanted to note that you guys say 4 factions get reforms, but that really isn't the case as far as I know.
The Romani's three is one set.
The Celtic's two is another set.
The Seleukids Kataphraktoi is another set.
The Saka Rauka's Hellenic one is another.
And now(well, not quite now), there will be the hayasdan's 3 reforms.
So....7 Factions will eventually get reforms, but six do already, not 4. Anyways, you left out the Seleukid Reforms completely in the FAQ. I know I've heard there bugged, but I just wanted to mention that. :)
MarcusAureliusAntoninus
09-02-2007, 02:55
The vanilla marian reform trigger isn't really a reform like the rest. It is a placeholder anyways.
Hayasdan reforms aren't in the current build. If we posted thing about future builds, we would get questios like, "I conquered all of the area around Armenia, why didn't anything change?" from people who don't know it is info about the next release.
Bootsiuv
09-03-2007, 18:39
The vanilla marian reform trigger isn't really a reform like the rest. It is a placeholder anyways.
Hayasdan reforms aren't in the current build. If we posted thing about future builds, we would get questios like, "I conquered all of the area around Armenia, why didn't anything change?" from people who don't know it is info about the next release.
I see. Word.:2thumbsup:
Can Romans participate in the Olympic games if they capture Olympia? and if so, do they do it the same way that Hellenic factions participate ie. general announces a willingness to compete etc?
BozosLiveHere
09-13-2007, 17:49
No.
Bootsiuv
09-14-2007, 23:46
@I am Herenow
You can choose to become a protectorate, without losing. As MAA said, you can break it on a whim, but often, the stupid AI will attack you the same turn as you agree to it.
I've never noticed any significant mnai loss (well, technically, denarii loss, as I haven't done it in EB yet) when I was someone's protectorate, so I'm uncertain if that works right.
Just in case you were still curious.
I Am Herenow
09-15-2007, 07:06
Cool :beam:
As Parthia I became a protectorate of Bactria for a turn, until I noticed my income dropped from about 3000 to exactly zero. I broke it by telling them via a diplomat that our alliance was over. It doesn't even immediately result in war.
Dark_horse_spirit
09-26-2007, 17:59
I have installed and reinstalled EBv2 the latest. When I try and load the game it says that it can not load Mount type crested horse, something about 6142 column 85, Then it crashes to desk top. I have read the faq but there does not appear to be anything relevant to this....
DHP
MarcusAureliusAntoninus
09-26-2007, 18:18
I have installed and reinstalled EBv2 the latest. When I try and load the game it says that it can not load Mount type crested horse, something about 6142 column 85, Then it crashes to desk top. I have read the faq but there does not appear to be anything relevant to this....
DHP
Make a new thread with a bug report in the bug report subforum.
i have all the prerequisites for building arenas in sparta and korinthos, but i cant. is this intended?, i have double checked all pre-reqs, everything is there but theres no option.
MarcusAureliusAntoninus
09-28-2007, 21:16
i have all the prerequisites for building arenas in sparta and korinthos, but i cant. is this intended?, i have double checked all pre-reqs, everything is there but theres no option.
As the Romans? Those towns probably have Gymnasiums, which are in the same building tree. You have to tear them down before you can build Roman Arenas.
As the Romans? Those towns probably have Gymnasiums, which are in the same building tree. You have to tear them down before you can build Roman Arenas.
thanks man, thats what the problem was.
so where is the new faq?
it would be great if there was a new faq, because of the reforms and generals etc.
MarcusAureliusAntoninus
10-13-2007, 02:45
so where is the new faq?
it would be great if there was a new faq, because of the reforms and generals etc.
It shall come...
Legatus Legionis
10-13-2007, 11:18
Does the KI expand historically? Eg if i play Averni would i be save from the Romans until around 50BC when Caesar marchs in?
I ask this because in the first 20 years of my Romani campaign i noticed some small province changing in the area of Syria and the Sinai Peninsula between Arche Seleukia and the Ptolemaioi which looked like the Syrian Wars.
No they don't expand historically, their priorities for invasion are set by the Ai and we have no control over them.
Foot
nevermind, i didnt realise my question was answered elsewhere.
What new units are accessible after the Sweboz reform?
blitzkrieg80
10-15-2007, 16:50
new Sweboz Reform units:
Marhathegnoz (Germanic Heavy Cavalry)
Thegnoz Drugule (Germanic Heavy Infantry) [previously known as Gastiz]
huh only 2 new units with the reform?
sgsandor
10-15-2007, 21:46
What about the new reforms for 1.0?
Dan The Great
10-16-2007, 00:24
Could you show the current reforms and the Yeuzhi invasion triggers please?
Naughteous Maximus
10-18-2007, 19:29
:help:
I had no problems at all with v.81a v2. For v1.0, I deleted everything and reinstalled R:TW, then patches 1.3 and 1.5. I downloaded v1.0 from Filefront.
I followed the instuctions as instructed but when I launched a game, the EB intro screen would appear, after a few moments, the screen would go black, the music from R:TW would start for a moment then stop. The EB music would then kick in while the screen remained black. After 4-5 minutes, the loading bar would appear, and when loaded, the EB settings page would appear with the world map merged some what together and the screen would be stuttering. I tried setting my options to the lowest settings but the same thing happened. I thought that it might just be the intro part and might not affect the game itself. When I started an actual game, screen went black again then I had a CTD. I have no idea what is causing it since I had no problems at all playing the previous version.:thumbsdown:
MarcusAureliusAntoninus
10-18-2007, 23:49
:help:
I had no problems at all with v.81a v2. For v1.0, I deleted everything and reinstalled R:TW, then patches 1.3 and 1.5. I downloaded v1.0 from Filefront.
I followed the instuctions as instructed but when I launched a game, the EB intro screen would appear, after a few moments, the screen would go black, the music from R:TW would start for a moment then stop. The EB music would then kick in while the screen remained black. After 4-5 minutes, the loading bar would appear, and when loaded, the EB settings page would appear with the world map merged some what together and the screen would be stuttering. I tried setting my options to the lowest settings but the same thing happened. I thought that it might just be the intro part and might not affect the game itself. When I started an actual game, screen went black again then I had a CTD. I have no idea what is causing it since I had no problems at all playing the previous version.:thumbsdown:
Please make a new thread in the bugreport subforum.
MarcusAureliusAntoninus
10-20-2007, 00:20
Ok, the FAQ has finally been updated with the v1.0 reforms. If you find an error or typo, let me know.
Q: Which is the current version of EB?
A: The current version of EB is "v0.81a v2"
~:rolleyes:
Intelligent/Charismatic/Vigorous
Isn't it Sharp/Charismatic/Vigorous?
Can't be Selfless
There isn't a trait which says that the character can't be selfless =(
So what trait do I need for the Augustan reform?
MarcusAureliusAntoninus
11-04-2007, 05:48
Thanks, I made the version and 'sharp' changes. I completely forgot the version number was listed in the faq. :sweatdrop:
Ancyrean
11-06-2007, 04:41
Not selfless = selfish.
Just to clarify, so now "can't be selfless" means "can't be selfish"? :dizzy2:
"Not selfless" = "selfish"
"Can not be selfless" = "Can not be not selfish" => must be selfish :dizzy2:
"Not selfless" = "selfish"
"Can not be selfless" = "Can not be not selfish" => must be selfish :dizzy2:
Damn, now I'm confused xD
So I need a character with the trait "Selfish"? Or somethink like "Selfish/Pessimistic/Disloyal"? Or "Egoistic"? Or another trait? ~:confused:
Gah.
;------------------------------------------
Trigger General_Becomes_Highly_Ambitious
WhenToTest CharacterTurnEnd
Condition FactionType seleucid
and Trait ICERating > 7 ==>Sharp/Charismatic/Vigorous
and Trait MarianControl > 0 ==>Marian reform in effect
and Trait GoodAdministrator > 1 ==>duh
and Trait Superbus > 1 ==>At least Arrogans, possibly Superbus
and Trait Augustus < 1 ==>Not currently Augustus
and Trait AugustusControl < 1 ==>Augustan reform not in effect
and Trait GoodRecruiter > 1 ==>duh
and Trait Selflessness < 4 ==>Selfish/whatever/whatever
Affects Augustus 1 Chance 100
Ancyrean
11-06-2007, 17:41
OK, so would that mean the correct entry in the Marian Reforms section in the FAQ should read:
"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
Selfish
Popularis
Consul or Ex-Consul
Has Influence > 2
Has Command > 2
OR
-Conquer 90 settlements."
On a seperate note, I'm pretty positive that on EB 0.82 I played a Romani campaign where I blitzed my way into having more than 90 regions under my control by the early 200s BC and I got the Marian reforms at that point, several decades before the prescribed 172 BC.
Is this still the case in 1.0 or do we have to wait now until 172 BC even if we had 90+ regions?
MarcusAureliusAntoninus
11-06-2007, 20:05
On a seperate note, I'm pretty positive that on EB 0.82 I played a Romani campaign where I blitzed my way into having more than 90 regions under my control by the early 200s BC and I got the Marian reforms at that point, several decades before the prescribed 172 BC.
Is this still the case in 1.0 or do we have to wait now until 172 BC even if we had 90+ regions?
Did you have the citymod on in 082? Because I changed some of the reforms in that. Neither EB v1.0 or the new citymod has early reforms.
OK, so would that mean the correct entry in the Marian Reforms section in the FAQ should read:
No. The selfishness is for the Augustan reform. Read it again, it's as clear as I can manage.
Ancyrean
11-07-2007, 04:24
Did you have the citymod on in 082? Because I changed some of the reforms in that. Neither EB v1.0 or the new citymod has early reforms.
I guess I didn't have the citymod. It's been a while since I played that campaign but as far as I remember I only had the CTD fixes which were available at the time. Do you mean that in fact EB 0.8x didn't have any facility for having the Marians before 172 BC through owning more than 90+ regions before that date, that there must be some other factor involved in my case which should be eluding me now?
I'm asking this in relation to Foot's earlier remark in this thread (that in EB 1.0 you have to wait till 172 BC regardless of whichever alternative option you meet to get the Marian reforms), so as to understand whether the conditions for the Marians changed from 0.8x.
Ancyrean
11-07-2007, 04:30
No. The selfishness is for the Augustan reform. Read it again, it's as clear as I can manage.
I'm sorry, I confused it there :oops:
May I correct my previous post by quoting the requirements for the Augustan reforms as follows, in light of your explanations?:
-At least year 125BC
-Hold 90 settlements
-Have at least 45 type2 settlements
-Fight 400 battles
-Have a general that is:
Sharp/Charismatic/Vigorous
Selfish
At least Skilled Bureaucrat
At least Arrogans
At least Expert Recruiter
(If these conditions are met, the general will receive a trait telling he wants to seize power. Make him the Faction Heir and as soon as he becomes the leader the reforms will happen.)
Also, one of the requirements for the Marian reforms is "Fight more than 250 battles", as it is "Fight 400 battles" for the Augustan. IIRC, the faction overview screen shows both "battles won" and "battles lost". So I take it that we have to sum up these two stats to see where we stand in terms of the requirements regarding fighting the necessary number of battles.
MarcusAureliusAntoninus
11-07-2007, 07:36
I guess I didn't have the citymod. It's been a while since I played that campaign but as far as I remember I only had the CTD fixes which were available at the time. Do you mean that in fact EB 0.8x didn't have any facility for having the Marians before 172 BC through owning more than 90+ regions before that date, that there must be some other factor involved in my case which should be eluding me now?
I'm asking this in relation to Foot's earlier remark in this thread (that in EB 1.0 you have to wait till 172 BC regardless of whichever alternative option you meet to get the Marian reforms), so as to understand whether the conditions for the Marians changed from 0.8x.
Oh, the 90 settlement thing. Yes that does not have a date requirement, in 0.8x or 1.0.
Ancyrean
11-08-2007, 12:12
Oh, the 90 settlement thing. Yes that does not have a date requirement, in 0.8x or 1.0.
I'm so happy to hear that, because that's at least a way to bypass the Popularis-Consul attribute triggers for the Marians :2thumbsup:
cyberVIP
11-09-2007, 06:58
Salut!
Wanna get correct list of provinces where 'Pahlavanig' goverment can be build by Pahlava. Have some?
cheers
davidchandlee
11-09-2007, 12:13
Hi everybody. I don't know how to start a new thread or how to find my old posts, but I am wondering if someone would sell me a disc of the EB mod, it sounds so good! However I am on dialup and downloading isn't feasible. Can anyone help?:help:
Chandlee, perhaps you have a friend with a better internet connection? Otherwise, your local library, workplace or school should have internet access you can borrow. Bring a 1GB USB memory stick to transfer it to your own computer and you should be set.
Hello there im playing the roman faction and i have a reform problem
its 242 BC it has reached the year in history event but i still get no new units or a message. i have control of atleast 2 citys in northern italy and sicly as a matter of fact i have owned the region before 242 bc but nothing has happened. My only thing that i am not sure is that do i need at least 2 CITIES (L3) in order to get the reform?
by the way i was wondering why do ship upkeeps have to be expensive can they only be expensive if a faction has no excess to the lumber good on the map it has a description that clearly explains why and the only reason why i see it be expensive is if you lacked wood.
To gain access to the reform units, you must destroy your old MICs, which should be 100% damaged anyway, and build new ones.
MarcusAureliusAntoninus
11-10-2007, 21:02
You never have to destroy your MICs, just upgrade them. With the Marian Reforms, your old MICs become worthless and can be destroy, but you never have to.
TWFanatic
11-11-2007, 01:52
Just destroy and build new ones up to the point where you were previously using process_cq. Add money using show_err to make sure you have the same money as before. That way, you don't have to upgrade your MIC and get the reforms immediately.
Q: Why are slingers so strong?
A: Slingers have the AP attribute to represent the power of the lead bullets that they used. Slingers can be more effective against armored units and were historically. Due to the fact that the AI doesn't spam slingers, the EB team has decided to keep their stats the way they are.
This is not true. The EB team has heeded the countless threads on this issue and lowered the stats of many slinger units.
MarcusAureliusAntoninus
11-11-2007, 02:01
The main complaint on slingers is that the AP unbalances them. The team has decided to keep the AP stat. And other than making them have a looser formation, they really haven't changed much.
TWFanatic
11-11-2007, 02:06
The main complaint on slingers is that the AP unbalances them. The team has decided to keep the AP stat. And other than making them have a looser formation, they really haven't changed much.
The looser formation was something else I was curious about...I'm sure there is a good reason for it, I was just curious what it was.
MarcusAureliusAntoninus
11-11-2007, 02:24
Well, to swing a long strip of leather around your head, you need extra room so that you don't hit the guy next to you. Side effects of this is the fact that you can't easily field large numbers of them anymore.
russia almighty
11-11-2007, 06:27
What is the magical turn # for the second celtic reforms ?
Ancyrean
11-16-2007, 05:58
Just to briefly return to our discussion above, wouldn't it be clearer if the entry in the first page for the Augustan reforms says that the character has to be "Selfish", instead of that he "Can't be selfless", as in my post #107?
pezhetairoi
11-20-2007, 10:12
A question: Vanilla marian reforms are required for many of the reforms of other factions, correct? And this is only achieved when an Italian city becomes Huge, correct? What happens then if I've conquered all Italia as the Arverni and can only build up to the Acobutagic (large city) level? Does that mean I'll never get my Time of Soldiers?
MarcusAureliusAntoninus
11-20-2007, 20:33
That does mean that the Vanilla Marian Reforms will never happen, but Time of Soldiers isn't tied to it. I don't think barbarians have anything tied to it (maybe a bodyguard, but I don't think so).
pezhetairoi
11-22-2007, 13:39
Oh. But what if we're playing other factions? As far as I could see from the bug reports subforum, the KH are dependent on it for their phalangitai, are they not? Aren't the Baktrians too, for their hetairoi kataphraktoi? Or is that the EB Marians both cases are dependent on...
MarcusAureliusAntoninus
11-22-2007, 20:59
Oh. But what if we're playing other factions? As far as I could see from the bug reports subforum, the KH are dependent on it for their phalangitai, are they not? Aren't the Baktrians too, for their hetairoi kataphraktoi? Or is that the EB Marians both cases are dependent on...
If you are playing (lets say) Baktria and the Arverni conquer all of Italy before a huge city is built, then yes you will not get the Hetairoi Kataphractoi bodyguard (unless a 'civilized' nation like Epieros conquers Italy from the Arverni later). You can, if you want, go into the descr_regions, add the "italy" hidden_resource to a town that is or is about to become a huge_city, (then delete the map.rwm), and you will trigger all of the reformed units with that city.
pezhetairoi
11-23-2007, 13:39
Well, that is quite the solution. Shall remember it for the next time i play a dependent faction. Out of curiosity, which factions are dependent?
Divine Wind
11-25-2007, 00:30
Hello all.
Really enjoying EB 1.0 at the moment, however I can't seem to get the Polybian reforms event to happen.
Romans: 3
Polybian
The Polybian Reforms happen due to a change in equiptment and tactics that were adopted or adapted due to wars with Carthage and Celts.
Spoiler Alert, click show to read:
-At least year 242
-Hold 2 of these cities (Segesta, Mediolanum, Patavium, Bononia)
-Hold 2 of these cities (Lilibeo, Messana, Syracuse)
OR
-Wait until 210BC
(You get the new units only after upgrading your MICs.)
I've done all the above, and I'm now at 180BC. Any suggestions? Oh and what does MICs stand for?
Many thanks.
You need to start the background script.
MIC = Military Industrial Complex.
Carthage: 1
Spoiler Alert, click show to read:
-At least year 235BC
-Build at leaset 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 unitl 200BC
Royal barracks ??
I have as foreign barracks Citadel
And as Homeland barracks Integrated
as highest barracks that i can build do i miss something i'm in 215 bc right now and still doesn't have the reforms yet but i'm not sure that i have 5 of them each yet
ps note the typo's
Thank You
Hatchet-of-Sweboz
11-28-2007, 19:17
This helped me out alot, great mod all of you! :laugh4:
Carthage: 1
Spoiler Alert, click show to read:
-At least year 235BC
-Build at leaset 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 unitl 200BC
Royal barracks ??
I have as foreign barracks Citadel
And as Homeland barracks Integrated
as highest barracks that i can build do i miss something i'm in 215 bc right now and still doesn't have the reforms yet but i'm not sure that i have 5 of them each yet
ps note the typo's
Thank You
Answer: you need a type 4 government in these city's to be able to build them
:freak: :inquisitive: Sorry for the lazy question before yes i know i answered my own Q
What are the requirements for the Pahlava reforms?
MarcusAureliusAntoninus
12-17-2007, 23:23
What are the requirements for the Pahlava reforms?
Nothing. They can just build 'reformed governments' in certain places that makes them shift from nomadic to 'civilized'.
Teleklos Archelaou
12-18-2007, 02:19
That's true Marcus, but they also must have certain buildings before they can get them. I'm in a rush, but it's a market level building I believe, plus something else. But there are building requirements (plus being in certain places only). The nomad .jpg that has the flowchart is around here somewhere and answers all those questions.
FaviusMaximus
12-20-2007, 19:45
Hello! Well firstly i have to say that it is a great job with EB down! It is really good! Personally, i m from Greece and i have to say that the Greek factions are perfectly done!
But with the Romans, i have a problem. I reached the year 240 and the Reform of Polibius didnt even came. I have taken Segesta, Bononia, Syracuse and Messana and developed almost all the Barracks buildings but yet nothing is done. It is that until the 242 comes the Polibian Reform, or from the 242 it is probably one other year that comes??
I m asking because i have reached till the 101 BC only with Hastati of Camillian era...:help: :help: :help: please... :embarassed:
MarcusAureliusAntoninus
12-20-2007, 20:30
First of all, have you activated the script every time you start a game or load a savegame? (Click on a town, click on the advisor's picture, click "Show Me How" button.) If not, you should start a new game and always remember to activate the script since the game doesn't work correctly without it.
If you have activated the script, check your towns. There may be "Polybian Era" buildings added to the building lists in Italy. If so, you have to upgrade your MIC (barracks) in every town one level to get new units.
FaviusMaximus
12-21-2007, 09:07
Well i didnt know that i have to activate the svript... But why is that if i may ask?? I mean, i have downloaded the LOTR-TW and it was needed there too.... Maybe this is the problem.... Thanks a lot again... :2thumbsup:
Roma Victor Erit Contra Militibus Hostis....
MarcusAureliusAntoninus
12-21-2007, 09:45
Unfortunately, there is no way to automatically activate the script in RTW. In order to get all of the bonuses in gameplay that a script gives, we have to make all the fans manually activate the script every time they start a new game or load a saved game.
In M2TW, the script can run on its own, so in EB2 you won't have to worry about starting the script.
I Am Herenow
12-21-2007, 11:37
Incidentally, could you guys get the advisors to tell players about EB-ish things (in 2.0, if not 1.1) e.g. exactly what to do to get the next level of Hayasdan reforms, how MICs work, how Type IVs work etc. I know they already tell you about stuff like going to war with the AI if you invade certain Eleutheroi cities, or about FMs' progress in the Agoge, but it would be nice to have all the EB help in-game as well as on PDFs.
This should all be adjustable by the level of advice you set at the start of a campaign, of course.
CeltiberoAsdrúbal
01-11-2008, 09:35
Great and impressive mod.
I am playing with SPQR faction and I am in 238 bc. I have got polybian reform.
Some opinions:
I like rebels armies in the cities don´t leave from the wall in the campaings like other mods. This makes its defense are stronger, and interesting and historical playing.
I think AI Vanilla (BI) in the campaings is a little (or more) stupid for naval human invasions. I think AI armies are moving to peripherical provinces, but AI don´t think periphery is the coast. For instance, if I want to invade Carthage and other carthaginian cities from Italy before historical time, it´s very easy for human roman player. Maybe it could be a "help to history" script for humans who benefit from stupid vanilla ai: For instance, if human disembark troops in Africa, some armies around african coasts and cities could appear.
I think maybe spearman-hoplite-triarii power in the battle is too much againts cavalry and infantry. This makes these units can be preferred by all human players, and the legions composition aren´t historical. In the game the most efective legions would be only triarii units (this efect is bigger againts hoplites greeks units). Is it possible to make some script advantages for human if he wants to be historical (moral efects, traits, etc)????
It would be wonderful if there were some ai naval invasions from some factions like other mods. This would produce human had to maintain some troops near the dangerous coast (for intance in SPQR campaing in Sicily).
I like much EB system for traits and ancillaries with moral, command and movements effects. Great EV voices systems in battlefields. I like this mod combines economical development of a faction with interesting military actions. I don´t see any CTDs or important bugs or lags. 4 tpy for me perfect.
I am playing a EB human roman campaing based in history. First military actions againts epirots in Italy, later againts Carthage in Sicily and Corcega, later againts rebels in northern Italy and Dalmacy in Balcanic lands, and later againt Karthhadism in Iberia (Second historical war punic). Maybe it wourld be good there were some guides script which make or favour to human to decide more historical movements (freedom but historical-guides scripts).
Tobolight
01-13-2008, 00:49
I am playing a saka campaign and I was wondering if I will ever get past "Becoming Indo-Saka" or is the becoming stage was the final phase in the reform?
Theodotos I
01-14-2008, 18:51
Okay, this is a private little question of my own that I've not seen elsewhere. (Or maybe I've just not had the time to look in the right places.) I just finished a Baktrian campaign, slugging my way all the way to about 190 BC. I've conquered all the provinces on my list, destroyed the Pahlava and the Saka Rauka, none of my cities are beseiged. Everything seems to be as it should be. And nothing's happening. Are there any little victory screens in EB, even anything as simplistic as RTW's? Or are you just supposed to know when it's over. I'm not exactly sure, but if someone out there knows the answer, could you please tell me. I'd appreciate it.:wall:
MarcusAureliusAntoninus
01-14-2008, 23:21
Complete all the objectives on the map in the faction screen, in game (including any 'raiding' objectives), then wait a turn or two and you'll get the victory picture/screen.
Theodotos I
01-16-2008, 18:05
Thanks for the input. I clicked End Turn, waited three or four minutes and the victory screen came up at the start of the next turn. Probably just should have done that first instead of wasting other people's time with a stupid question, but I was used to the RTW screens coming up immediately. Thanks anyway and next time I'll check before I ask.:shame:
Why are names spelt with V's?
Hey guys, love the mod, quick question, on how to get carthage reforms, it says you need level 5 royal baracks in those cities, does this mean the highest level ofbaracks for your factional units, or for foreign natives?
Hey guys, love the mod, quick question, on how to get carthage reforms, it says you need level 5 royal baracks in those cities, does this mean the highest level ofbaracks for your factional units, or for foreign natives?
They mean for the foreign natives (gov 4)
With the factional you can't get royal barracks
see also post#131 in this thread and above
MarcusAureliusAntoninus
01-18-2008, 04:18
Why are names spelt with V's?
Because the "U" character hadn't been invented yet, at this point in time. Both the "V" and the "U" were written as "V".
Achilles the last
01-19-2008, 01:55
I heard a rumor that the saba faction has reforms, is it true?
if it isn't then it would be a good idea
Theodotos I
01-19-2008, 16:41
Okay, I'm back with another question, hopefully a little more intelligent than the last one(but thanks anyway, MAA). Playing as the Getai, I see in the victory conditions that the Koganoion must be built in addition to all provinces held and raided. Now, is this just another spelling of the holy mountain Kogaionon in Sarmizthegusa (which I hold), or is this something I actually have to build? If so, where? I can't find it in the build trees for the Getai. Once again, thanks for any help whatsoever. Great mod!:2thumbsup:
MoROmeTe
01-20-2008, 11:13
Yup, it is the holy mountain in Sarmiszegetusa... and building trees are somewhere in the EB directory in your RTW directory.
Theodotos I
01-23-2008, 19:49
Thanks for the answer. I couldn't find it listed in the Build Trees, so I figured I just had to own it. I'll have won just as soon as I get done fighting these blasted Noricii.
Imperial Fist
02-04-2008, 19:37
Hey guys, do the getai get any reforms? Not that they need any with their troops, but it would be nice to know.
MarcusAureliusAntoninus
02-04-2008, 23:26
Hey guys, do the getai get any reforms? Not that they need any with their troops, but it would be nice to know.
Unfortunately for the Getai, no.
MoROmeTe
02-08-2008, 11:07
I would not say "unfortunately" after all they have, with both factional and regional troops, one of the best and most diverse roosters in all of EB 1.0, from nice horse archers to tough heavy phalanxes...
Theodotos I
02-11-2008, 17:49
I hate to beat a dead horse, but there's one thing that just doesn't seem clear to me. I've read all about the Pahlava reforms, and how they don't have really any prerequisites, nor are they really "reforms", but in my current Pahlava campaign, I've conquered Persepolis and several other very "civilized" towns. There's no Reformed Pastoralism in sight. All I get is the regulars, which means all I can recruit is the old Pantodopoi and a few levy hoplites. No horsemen, no Parthian Thureophoroi, nothing else. What am I doing wrong? What cities do I need to conquer? Help!
And thanks ahead of time. It's a great mod.
Nikaïa's tyrannos
02-11-2008, 19:40
In fact, to have acces to the reformed pastoralism (and then to the Parthian Reformed Gvt) you need to build a lot of buildings which are required to unlock those ones. Here is the quote from the unofficial EB manual (still WIP):
Unlike the other nomads, the Parthians can settle in their Homeland regions. To achieve this you first need to build the Reformed Pastoralism building.
It is unlocked after building Military Occupation, Migration, Pastoralism, at least Warlord's Horse Herds, Settled Community and Nomad Market (the upgrade of Merchant). Once Reformed Pastoralism built you need to build Advanced Settlement and Settled Aristocracy to unlock the Parthian Reformed Government.
Plz take note that is just my interpretation of the building tree I still need to test it in game before saying it is 100% sure.
A quick question about Triumphs:
I have a general with the Imperator, Conqueror of Carthago, and Prospective Triumphus traits and the descriptions seem to all point to one another, but I'm wondering if I still need to wait for an upgrade of the Prospective Triumphus to something more.
Do I?
Snite
Theodotos I
02-13-2008, 18:43
In fact, to have acces to the reformed pastoralism (and then to the Parthian Reformed Gvt) you need to build a lot of buildings which are required to unlock those ones. Here is the quote from the unofficial EB manual (still WIP):
Plz take note that is just my interpretation of the building tree I still need to test it in game before saying it is 100% sure.
Exactly right, you can go ahead and put it in the manual if you want. I tested it last night. Thanks a lot for the input.
MarcusAureliusAntoninus
02-14-2008, 00:53
A quick question about Triumphs:
I have a general with the Imperator, Conqueror of Carthago, and Prospective Triumphus traits and the descriptions seem to all point to one another, but I'm wondering if I still need to wait for an upgrade of the Prospective Triumphus to something more.
Do I?
Snite
He has everything needed to get a Triumph, all he needs is for the Senate to approve it. Wait a couple turns and the trait should change and he can go back to Roma and get his Triumph (just don't enter the city until the Triumph trait says you should).
Thanks Marcus, I appreciate the help.
Snite
Spartan198
03-08-2008, 03:15
This may have been answered already,but please forgive me for not wanting to read through two years of posts for it.
Will EB work beside other mods already installed?
I hope I'm posting in the right place...
MarcusAureliusAntoninus
03-08-2008, 03:45
This may have been answered already,but please forgive me for not wanting to read through two years of posts for it.
Will EB work beside other mods already installed?
I hope I'm posting in the right place...
EB works out of the "-mod" folder, so it does not replace any vanilla files. It does reference some vanilla files, however.
EB will work perfectly along-side mods that are also in a -mod folder, such as FATW and, IIRC, TIC. EB may work along many other mods even if not in the -mod folder, but there is a chance that those mods will change a file that EB references, thus not allowing EB to work.
It is sometimes hard to tell...
blacksnail
03-08-2008, 10:35
Marcus, could we get something in here about the "ancient Greek looks weird" topic that keeps coming up?
MarcusAureliusAntoninus
03-08-2008, 10:41
Marcus, could we get something in here about the "ancient Greek looks weird" topic that keeps coming up?
I was thinking about what to write but between the fact I'm not an expert in the area and it is a volatile subject, I hadn't written anything yet. If someone else knows what to say, I'd appreciate it and copy/paste it into the FAQ...
Otherwise, I'll try to add something later.
Spartan198
03-08-2008, 15:01
EB works out of the "-mod" folder, so it does not replace any vanilla files. It does reference some vanilla files, however.
EB will work perfectly along-side mods that are also in a -mod folder, such as FATW and, IIRC, TIC. EB may work along many other mods even if not in the -mod folder, but there is a chance that those mods will change a file that EB references, thus not allowing EB to work.
It is sometimes hard to tell...
Thanks,Marcus. :2thumbsup:
Achilles the last
03-24-2008, 13:05
I have a problem when starting EB, there is a message which comes up saying "Error: Filename doesn't exist: eb/data/animations/engine/ballista/ballista_idle.CAS"
Please remedy this problem, I would like to play eb badly.
MarcusAureliusAntoninus
03-24-2008, 20:38
I have a problem when starting EB, there is a message which comes up saying "Error: Filename doesn't exist: eb/data/animations/engine/ballista/ballista_idle.CAS"
Please remedy this problem, I would like to play eb badly.
Please start a thread in the bugreport subforum, though only after checking the stickied threads in that subforum and trying out some of the suggestions, therein.
hey guys i don't know if this sounds dumb or not but how come i stop getting the "year in history" messages after 210bc or so
Because there are no more
Maybe in the next build
Gaius Valerius
03-30-2008, 11:20
Macedonian Phalanx reform..
I love Macedon. I love them most of all because their awesome reformed phalanx. Thing is, I've played 3 games now with Macedon on 1.0, and I've only gotten reformed unit in 1 event... :help:
Requirement was vanilla reform? This meant a huge city (upgraded and all I suppose) in Italy. So far I've had huge cities in Italy all the time but only once I got the unit. So what am I doing wrong? I'll outline the 3 games in short.
1st) I decided to take out Rome before it came a threat, thus launching an full scale invasion of Italy. Finally I had subdued it all, destroying the Romani. I colonised all of Italy and had many, many huge cities.
No reform came however.
2nd) I decided not to screw around with Romani on this one. I sticked to Greek peninsula, Thrace, Balkan and Western Minor Asia.
I got reform.
3rd) This game was going great, I decided not to do anything untill I got reforms to keep it interesting. I confined my empire to Greece and western Minor Asia. I did invade Southern Italy, conquered Tarente from Epirotes, and took also in a small war with Rome Rhegion and Messana. At the time the Epirotes had conquered Capua and the city next to it, with no help from me, I didn't intervene in any Italic politics afterwards, apart from capturing Segesta and Patavium from rebels, as I wanted some northern colonies for Gaul and Ligurian units.
Huge city finally developped (Rome seems kinda unaware of where to expand to...) in Rome (used spies to keep track). No reform... :wall:
What am I doing wrong in game 1 & 3?
Thx, GV
MarcusAureliusAntoninus
03-30-2008, 22:00
Apparently, the reform only comes if a Roman faction builds the city. This is new info and I didn't realize this before. So, you'll have to let the Romans build a huge city. Beyond that, it will only work with Arpi, Capua, Arretium, or Ariminum being upgraded.
Gaius Valerius
03-30-2008, 23:06
Well recently the Romani upgraded Rome to a huge city. Nothing happened though, and I'm talking about I think pretty much a year and a half later. Anyways, Epirotes captured Rome now, but I hope it will still happen in time :2thumbsup:
MarcusAureliusAntoninus
03-31-2008, 00:19
Rome won't trigger the reform.
...it will only work with Arpi, Capua, Arretium, or Ariminum...
Gaius Valerius
03-31-2008, 13:27
Ah those bastards!!! Guess I'll just conquer Capua and stuff and upgrade it myself! :2thumbsup:
MarcusAureliusAntoninus
03-31-2008, 21:00
That won't do it either.
...the reform only comes if a Roman faction builds the city...
Viper2009
04-01-2008, 02:17
Hi, after reading through all 6 pages of this forum i couldn't find anything on the problem i have so i was hoping someone here could help me. ok so hers the problem when i play as the romans and i conquer a new province i cant build my factions mic but i can build the mic for the regional troops so i was wondering is there anything i can do to fix this or does this belong in the bug report forum? sorry but any help will be greatly appreciated thanks
MarcusAureliusAntoninus
04-01-2008, 05:45
Hi, after reading through all 6 pages of this forum i couldn't find anything on the problem i have so i was hoping someone here could help me. ok so hers the problem when i play as the romans and i conquer a new province i cant build my factions mic but i can build the mic for the regional troops so i was wondering is there anything i can do to fix this or does this belong in the bug report forum? sorry but any help will be greatly appreciated thanks
You can only build Roman factional MICs in certain areas, which are based on the reform level (see the first post in this thread for details) and require Type1 governments before the Marian reform.
Viper2009
04-01-2008, 06:14
cool thanks for the help
Revenant
04-10-2008, 16:12
Are the stats of Cohors Evocata still the same as of Cohors Reformata in EB 1.1, like it was in EB 1.0?
QuintusSertorius
04-13-2008, 10:55
Could we get brief descriptions of what the reforms do, along with how you get them in the first page? For example I can see the conditions of how to get the Saka reforms but what do they do? I mean specifically in terms of how do they change the unit roster. Do they get heavier horse? Better infantry?
SaberHRE
04-13-2008, 11:24
IIRC, the Saka reforms give the Saka Rauka access to indian units. To see which units just go to the EB webpage and check out units. I think they include all the indo-greek hoplites and indo-iranian cavalry and indian elephants.
QuintusSertorius
04-13-2008, 13:27
I mean a short descriptor for each faction. For example I know that the Polybian reform for the Romans means you lose leves and rorarii and get velites instead, your equites are improved slightly, and your hastati, principes and triarii all get better armour and improved morale (along with the former getting better swords). Marian reform means you lose pretty much all of the above, replaced with standardised principes-like troops.
Leviathan DarklyCute
04-13-2008, 14:37
Yeah I agree aswell. would like to know what units I lose when I have reforms
I got a question in a PM about what MIC stands for, and I realized it wasn't part of the FAQ. Perhaps we could add this?
Q: What does MIC mean?
A: MIC stands for Military-Industrial Complex, and is the most common way that forum members refer to the buildings in EB that enable you to recruit soldiers. Other names for the same include "barracks", and both are often prefixed by local/regional/allied or native/factional. Another FAQ entry points to the differences between these.
blacksnail
04-25-2008, 21:01
Probably more descriptive than "The word 'MIC' is something that breaks the versimilitude of your EB game about as much as the existence of head hurlers. It was originally internal EB team shorthand for 'barracks' that spilled out into the public forum. If you ever see a reference to a 'MIC' within the EB game itself, please alert us in our EB Bug Reports & Technical Help sub-forum so we can remove it immediately."
Though I take no position on the issue. :beam:
I Am Herenow
04-25-2008, 22:24
MIC is something that breaks the versimilitude of your EB game about as much as the existence of head hurlers.
Do you mean the name "MIC" or the actual things in-game (which would presumably mean that there should be separate barracks, stables etc.)?
blacksnail
04-25-2008, 23:27
The former. Nice catch!
I Am Herenow
04-26-2008, 08:49
OK, just checking! :beam:
I suppose it's just easier to use "MIC", "Oppida" etc. when referring to them instead of looking up their names for all the factions.
Olaf The Great
04-28-2008, 00:51
A question, didn't the names of Sweboz cities change from when this FAQ was made? As none of those cities seem to exist, they were all replaced with stuff like "Gawjam-Silencos" or Sweboztaztaradaldaktamn(or something..) with hundreds of accent marks. So it seems the cities I am look to build markets have been changed to something else.
Puupertti Ruma
04-28-2008, 15:39
A question, didn't the names of Sweboz cities change from when this FAQ was made? As none of those cities seem to exist, they were all replaced with stuff like "Gawjam-Silencos" or Sweboztaztaradaldaktamn(or something..) with hundreds of accent marks. So it seems the cities I am look to build markets have been changed to something else.
The names in the FAQ refer to the names of regions in the game and all of them are in the game and up to date. The name of the region can be seen in game by right-clicking terrain inside the said region while not having a unit selected, or by hovering your mouse over the region on the minimap. So, if the FAQ says you have to have Habukolandam, you in other words have to have the city Gawjam-Habukoz, which translates to "Camp of the Habukos".
DeathEmperor
04-30-2008, 10:59
I've been searching through the forum for the past hour and haven't found anything so far so I decided to ask about the Seleukid Reform in 1.1 in here.
In my Seleukid campaign in 1.0 I didn't do any of the criteria to get the reform, but then for some reason later in my campaign (I think it was 220 bc but my memory is fuzzy) I was suddenly able to recruit Hellenikoi Kataphractoi. Now during my first campaign in 1.1 with the Seleukids I waited till 236 bc before sending two general-led armies to fight the Pahlava (whose armies had katapracts and noble katapracts) and lost to them in auto-calculated battles but I didn't get the reform or "intrigued by kataphracts" trait with either of my generals :embarassed:
Should I have fought on the battle map and lost to the Pahlava on purpose, lost more men in battle (I lost 700-80 men in both) or do my armies have to be full stacks or have certain units in them? ~:(
Any tips or suggestions would be greatly appreciated.
What level of "selfishness" is "Can't be selfless"? And in which file "selfishness" has been defined?
Thanks
Can't be selfless = Must be selfish. It's part of the 6 basic traits, so see the EDCT.
naydenivanov
06-05-2008, 08:15
Hello,
I'm playing with saka, and have completed all conditions to trigger the reform. But new units didn't appear. What I need to do?
Fondor_Yards
06-05-2008, 08:36
Need to build an allied government, instead of nomadism or pastoralism, then you can make the barracks that will give you your new units.
Cartaphilus
06-05-2008, 22:41
I don't know if this is the right place to post it, but I want to know why Rome can build type II governments in what is now Poland, Denmark, etc (if the recruitment viewer doesn't lie).
This is incredible, when romans never crossed the Elba, and thay have no real plans for doing that.
One might suppose the EB Romani team would have their reasons for doing this. Possibly because the Romans incorporated the various Celtic people with great success and IIRC made a serious attempt at doing the same with the Germans (until Teutoburger forrest, that is). However, I too admit I am not sure why this was included.
But I think that this a very weak reason for that.
I hope that you will change this, guys.
MarcusAureliusAntoninus
06-05-2008, 23:11
Roman Type2 areas do not represent where they historically ruled. They represent what they could have integrated into the Roman Empire were to have ever conquered it.
Cartaphilus
06-06-2008, 07:49
Roman Type2 areas do not represent where they historically ruled. They represent what they could have integrated into the Roman Empire were to have ever conquered it.
But they never did it.
I think is too easy for the romani.
And Rome would have "integrated" all the world in the same way, if they had had the opportunity. Your argument could be used for Ireland or even for China too.
And remember:
Type II govs description talks about "romaniced" provinces.
Type III about "lightly romaniced" ones (provincia romaniensis).
Why would Tuat or Garama be lightly romaniced (or a client kingdom) and Poland full romaniced? It makes no sense at all.
MarcusAureliusAntoninus
06-06-2008, 09:40
Remember this isn't about recreating history, so what happened historically is a moot point. The Romani team has decided that if conquered, Germania could have been Romanized such as Gaul was.
The Romani Type2 areas are actually smaller then they used to be. In v0.7x they had the ability to build Type2's in all places but the steppe (and maybe Arabia, IIRC). The Romani Type2 areas were reduced to better balance them against other factions (gameplay balance).
Cartaphilus
06-06-2008, 12:14
I'm sorry but you don't convince me.
And I will never build type II gov in a province that any roman army had "visited".
:no:
I try to play the game as historic or real as possible, I know that there are lots of players that prefer other ways to play it, but I believe that it's more funny doing the things as I do.
Obviously you can leave the game as it is now (it's great), but please think about what I suggested.
Another question about romaniced provinces: In fact the north of Spain was lightly romaniced, the Basque Country and the mountains of Cantabria and Asturias were never fully romaniced. There I always build Type III gov. to emulate this.
Nobody forces you how to play a game.
It's completely up to you if you want to use some kind of "house rules" making the game historical for you. Even if having a historical EB-game seems kinda impossible to me, regarding the RTW-engine...but as said, that's your matter of concern.:yes:
Cartaphilus
07-01-2008, 12:36
Is there some sort of limitation about the marriages (of the daughters, I mean) and adoptions per turn?
In every turn they only happen once. We have now only one marriage or adoption per turn.
Is there a possibility to increase that?
MarcusAureliusAntoninus
07-01-2008, 21:32
Nope. There can only be 0-1 adoption/marriage event per turn.
Cartaphilus
07-02-2008, 21:22
Thank you for the answer.
I need more fresh generals in my current campaign. :whip:
Europa Barbarorum FAQ
[QUOTE]Q: In custom battles or multiplayer the unit selection is missing units.
A: All of the regionals cause a problem for the custom battle / multiplayer list. There is a special EDU for custom battles / multiplayer in the "...Rome- Total War\EB\mp custom game edu" folder. Rename your campaign EDU then place the EDU from that folder into the "...Rome - Total War\EB\Data" folder. When you want to play a campaign again, switch back to your original EDU. EB v1.1 now comes with the trivial script, which will automatically switch the files for you. To play custom battles or multiplayer battles with all of your factional units, run the "Play Multiplayer" option of the trivial script.
I have tried to run EB v1.1 "Play Multiplayer" option in order to play custom battles with all faction troops, but the game allways crashes while loading the battle!!
Any possible solutions??
Have you installed the 1.1 fixes from the EB Bugs forum? If not I might suggest reinstalling. Does it crash in campaign mode when you load a battle? I assume not.
Foot
No I haven't. Can you give me a link?
And by the way, no the game dosn't normally crash while loading battles in campaign mode, but the campaign mode eventually allways crashes after some hours of play. Maybe this problem can be fixed as well?
DaCrAzYmOfO
07-03-2008, 21:53
What exactly does the trivial script do? If it has already been mentioned may I have a link to where it explains its function?
Strategos Alexandros
07-04-2008, 17:20
No I haven't. Can you give me a link?
And by the way, no the game dosn't normally crash while loading battles in campaign mode, but the campaign mode eventually allways crashes after some hours of play. Maybe this problem can be fixed as well?
The fixes are stickied in the Bug reports and technical help subforum. Crashing after a few hours of play is most likely the RTW memory leak. The only way to fix it is to reboot every so often or buy some more RAM.
Tristrem
07-23-2008, 23:00
I have a few questions, and I didn't feel like starting a new thread.
First, I was wondering if anyone could post the stats for all of the late/ elite Cataphracts? I'm looking for the following ones:
Grivpanvar (Parthian Late Armored Elite Cataphracts)
Sahigan Pahr (Parthian Late Bodyguards)
Ysaninu Aysiramj� (Saka Cataphracts)
Sahiya Hadabara (Saka Late Cataphract)
and the Hetairoi Kataphraktoi
I'm somewhat obsessed with comparing the unit's stats, and I want to know how all of these compare.
I want to know this because I want to start a campiagn as an eastern faction, but want to see how the late units compare.
Also I had one other question.
To get the Hellenikoi Kataphraktoi (Hellenic Cataphracts), the AS has to get the reform, by losing some big battles to Parthia, or the Bactrians. Bactria also has access to this unit, but I don't know how they get it. Is it available without reforms? Is it tied to the AS getting their reform, and only after they get it, does Bactria get it? If that is the case, can I simply just beat the AS in some large battles to encourage the reforms? Or, is there some sort of reform that Bactria has to perform to get them?
I want to know this in case I end up playing as Bactria.
Oh and one more, are the Hetairoi Kataphraktoi the Bactrian late bodyguard, or are they a trainable unit? And if they are the bodyguards, are they still trainable from the MIC?
p.s. Any screenshots of those units i mentioned would be awesome, I'd like to see what they actually look like on the battlefield!
Why not post a new thread instead of replying to a random one? Anyway, use the Unit Documentation to compare units.
Tristrem
07-24-2008, 01:31
where can i find that, the unit documentation?
Che Roriniho
07-24-2008, 09:48
Question. How does one become a member, and what are the benefits?
An EB member or a forum member? The former you get by working for the EB team, and nets you access to the EB development forum as well as a whole lot of work to do. The latter is described in the Guild FAQ (https://forums.totalwar.org/vb/showthread.php?t=45416).
Che Roriniho
07-24-2008, 23:17
An EB member or a forum member? The former you get by working for the EB team, and nets you access to the EB development forum as well as a whole lot of work to do. The latter is described in the Guild FAQ (https://forums.totalwar.org/vb/showthread.php?t=45416).
The former. Where does one start on their quest to become an EB member? I've Pm'ed a few people offering help, but am yet to get a reply.
where can i find that, the unit documentation?
<your RTW folder>/extras/eb_documentation.exe, if I'm not mistaken.
The former. Where does one start on their quest to become an EB member? I've Pm'ed a few people offering help, but am yet to get a reply.
If you want to apply, MarcusAureliusAntoninus is the man to PM. There are several other routes to become a member.
* Be a skilled modeler or skinner. We need all these we can get and very many have joined in short order.
* Be a skilled scripter, traiter or programmer. These are not in such a high demand at this time.
* Be creative and start an unofficial mod project. If members notice that you are skilled in some area and we need people there, you are likely to be contacted.
* Start a project to make some sort of documentation for EB. JMRC and Arkatreides joined this way, with their building trees and unit cards, respectively.
* Find a solution to some CTD that has been haunting us. We're running out of these, but I joined this way. I'm sure there will be some more instability come EB2 :sweatdrop:.
* Become a beta tester. We pay a lot more attention to people doing beta testing for us and many become members at the end of a beta testing run. Then again, it's unlikely that we will need many for a while. Also to become a beta tester you will need to build a decent reputation by being around the forum and behaving well to gain our confidence, making this possibly the longest path.
* Be a knowledgeable historian and prove your knowledge in discussion.
For all paths, don't be abrasive or you'll cause some existing member to veto your admittance. Unfortunately, we have had several potential recruits that obviously know their stuff but couldn't be made members. We value team stability very highly as people leaving in a huff has proven extremely damaging and destroyed productivity for weeks and months.
Che Roriniho
07-25-2008, 13:22
<your RTW folder>/extras/eb_documentation.exe, if I'm not mistaken.
If you want to apply, MarcusAureliusAntoninus is the man to PM. There are several other routes to become a member.
* Be a skilled modeler or skinner. We need all these we can get and very many have joined in short order.
* Be a skilled scripter, traiter or programmer. These are not in such a high demand at this time.
* Be creative and start an unofficial mod project. If members notice that you are skilled in some area and we need people there, you are likely to be contacted.
* Start a project to make some sort of documentation for EB. JMRC and Arkatreides joined this way, with their building trees and unit cards, respectively.
* Find a solution to some CTD that has been haunting us. We're running out of these, but I joined this way. I'm sure there will be some more instability come EB2 :sweatdrop:.
* Become a beta tester. We pay a lot more attention to people doing beta testing for us and many become members at the end of a beta testing run. Then again, it's unlikely that we will need many for a while. Also to become a beta tester you will need to build a decent reputation by being around the forum and behaving well to gain our confidence, making this possibly the longest path.
* Be a knowledgeable historian and prove your knowledge in discussion.
For all paths, don't be abrasive or you'll cause some existing member to veto your admittance. Unfortunately, we have had several potential recruits that obviously know their stuff but couldn't be made members. We value team stability very highly as people leaving in a huff has proven extremely damaging and destroyed productivity for weeks and months.
Cheers bovi. Might do the 3rd (I've got some idea's), or the first (need practice)
strategos roma
08-23-2008, 14:55
How do I create units using cheats?:help:
edit: nm, I saw the new sticky.
socal_infidel
08-23-2008, 15:20
How do I create units using cheats?:help:
create_unit CITY NAME "UNIT NAME" amount exp/armour/weapon OR create_unit "CHARACTER NAME" "UNIT NAME" amount exp/armour/weapon
e.g. create_unit Sardis "hellenistic infantry hoplitai" 4 0 0 0
e.g. create_unit "Captain Demetrios" "hellenistic infantry hoplitai" 4 0 0 0
Is this thing going to get an update? I think a lot of the Reform cities have been renamed and it's confusing.
Which cities? I cannot find any after a quick glance. If you find a problem with the FAQ posting details would help us fix it faster.
Foot
MarcusAureliusAntoninus
08-26-2008, 05:42
Some of the names are not cities but the regions. I believe the Sweboz reforms section is the only section that references regions, though.
Immanuel
08-26-2008, 08:45
Hey all, what's all this talk of running the game on different exe's? I'd like to try out the BI variant, but the default appears to be RTW vanilla. How do I change it? Thanks!
See the unofficial mods forum.
Which cities? I cannot find any after a quick glance. If you find a problem with the FAQ posting details would help us fix it faster.
Foot
Some of the names are not cities but the regions. I believe the Sweboz reforms section is the only section that references regions, though.
I was referring to the Sweboz reforms. Could that be changed to show the city names? I don't see how region names are practical to the average player. They sure confuse the hell out of me.
If you want to know the name of the province you just need to right-click on the land in question and it comes up with the province name amongst other details.
Foot
If you want to know the name of the province you just need to right-click on the land in question and it comes up with the province name amongst other details.
Foot
This effin game takes a lifetime to master. Thanks Foot.
Its really helpful for planning where to have a battle (when you are defending at least) as you will be able to tell the sort of terrain you will find on the battlemap in more detail than you would if you just looked at the map.
Foot
Hey all, I am playing the Konion Hellenon Campaign and have reached year 200 bc. my question now is: what do I have to do/until when do I have to wait that I can recuit "Koinon Hellenon Phalangitai" I have read something about certain reforms civs go through but nothing for the "Greeks" appart from the general statement: "which requires the Romans to build a huge city in central Italy to trigger. This is just an arbitrary time delay.", is this what gives me those Pikemen?
btw: very very great mod, I'm more than Impressed!
Yes, the KH phalangites are triggered by the "March of Time" event, which is simply the renamed Marian reforms from vanilla. They are triggered by the Romans upgrading one of their starting towns (except Rome) to a huge city.
Hey all, I am playing the Konion Hellenon Campaign and have reached year 200 bc. my question now is: what do I have to do/until when do I have to wait that I can recuit "Koinon Hellenon Phalangitai" I have read something about certain reforms civs go through but nothing for the "Greeks" appart from the general statement: "which requires the Romans to build a huge city in central Italy to trigger. This is just an arbitrary time delay.", is this what gives me those Pikemen?
btw: very very great mod, I'm more than Impressed!
I had the same question. The Romani do indeed have to have a city of huge size or higher. It can't be Rome. I suggest Capua. Use add_population Capua and process_cq Capua if you want to get it by cheating. If the Romani are out of central Italy.... well help them get back in.
It can't be Rome
It can be Rome, just fyi.
Thanks,
are there any other things triggered which concern the Konion Hellenon. because, well, they are out of central italy and, well I won't let them back in XD. well I guess I will have to settle with hoplites and mercenary phalangites^^, I'm no particular fan of phalangites anyway^^
btw: is there a search tool in this forum?^^
There is no other way of triggering the reforms, so I guess you are out of luck. I guess it's realistic: why would you need to reform your military if things are going your way? Military reforms, especially when the military was closely interwoven with the social structure, were never easy.
The KH do not get any other reforms. They do have a couple of scripts causing them to go to war with factions attacking several neutral cities, but I guess you will have noticed these by now.
Search tool can be found on the top bar, or the top right of the thread index of a forum.
Ahh, many thanks.
Well I can live with it, better no regular phalangites than a roman central italy XD
AntiochosMegas
09-20-2008, 15:36
I hope is the right place to post it.
I play with AS and I know that you can recruit Katphraktoi after losing two large battles to factions having Kataphracts already.
Now I am around 210 BC and I recreate the Antiochos III campaign in Eastern provinces, I have already biiten hard Pahlava, I tried to get Kataphraktoi by recruiting a poor army (Pantodapoi, a mercenary Pezetairoi unit, some archers, archers/spearmen about 15 units) with an Uncharismatic general who moved and sieged Hecatompylos, a Parthian army arrived and attacked me (they have more than a full stack army in total), my army toatlly destroyed and general get killed.
After few turns I send another weak army to Hecatompylos, with general, this time a bit stronger one 17 units of a bit better troops, finally I ended waiting until Hecatompuylos surrender, I marched them to Asaak, where I get attcked by Phlavans in forest on the way to city, they have almost all remaing forces available(they have only Asaak and the north town in steppe) almost 13-14 units , I played really shitty just to lose battle, the general get killed again and waited for next turn to get my heavy Kataphraktoi but nothing happened...I did something wrong? :help:
Is needed larger battles?Generals must be resqued?I don't know, can you help me?Also is there any way to force reforms in my current campaign other than the well known?
thanx in advance...
Um, killing your generals doesn't allow them to go "ooh, those lovely shiny horsemen in armour look cool!". You need to lose, but your general needs to be around to see it.
Foot
Basically, two of your generals need to get the "Intrigued by Cataphracts" trait. They get this by fighting an army of Pahlava, Armenia or Baktria (but not Saka?) and losing the battle as well as a large percentage of their bodyguard. Unfortunately,the engine cannot detect the presence or absence of cataphracts on the battlefield, so all that is required for the enemy armies is that they consist of 60% cavalry, of any kind.
Aemilius Paulus
09-21-2008, 00:59
Isn't it possible to just go to the export_desc_unit and modify the recruitment? That's much easier. However, it is not save-game compatible, isn't it?
AntiochosMegas
09-22-2008, 13:28
Thanx a lot for help! I will try to lose without the death of my generals, a weak army will work I think.
When you mean large battle do you mean more than 10 units for both armies? Are there any special traits that the character must have before,just to take the "intrigued by Cataphracts" trait?
SeverusV
09-28-2008, 22:12
Do I must have script activited to play EB . When I play EB without a script a turn take 10 seconds but when I ACTIVATE the script the turn is from 1,2 or even 4 minutes . Can someone help me with this ? And the second question do I have fight with Carthaginians to gain Marian reform ? Thanks for the help . Have a nice day
Yes you must have the script activated to play EB.
The full requirements for all reforms are on the first page of this thread. If it doesn't say you must fight the carthaginians you do not have to fight the carthaginians.
Foot
SeverusV
09-28-2008, 23:33
but you don't understand with the script I have to wait 3 to 4 minutes to end turn that is a lot of time man . Can I somehow lower this time ? I am very IMPATIENT. 10 turns take 30-40 minutes I don't want to waste so much time . But to gain Polybian or Markus reforms do I have to have script on all the time or in some year for example 100 BC or something like that . Thanks for the help really . Have a nice day
Yes, you have to have the script on to get any of the reforms. In fact most of the game is held within the script so playing without it means you are not playing EB.
Foot
Aemilius Paulus
09-29-2008, 00:55
Couple of Romani questions:
When the Romani get the Polybian Reforms, can they still train Camillian units if they haven't upgraded to Polybian MICs?
If I control at least 90 territories during the Camillian Era (I own more than 90 territories in my current 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.
So does this mean that right after the Polybian reforms (I am on the brink of them) I will immediately advance to the Marian Military Era? You don't have to upgrade your MICs to get Marian units, do you? Does this also mean that I will not really have time to train the Polybian units? Can you train Camillian units in the MArian Era if you haven't built the new MICs?
Sorry for asking so many questions, I am just rather confused right now.
I am a big fan of Camillian units, especially the Triarii, and I would rather not have the reforms. Marian units aren't bad either and I do sort of like them, but the Polybian units just seem like a downgrade compared to the Camillian soldiers. One last question: can you train Camillian units in one city and Marian in another if one city has the old MICs and another has the new ones?
SeverusV
09-29-2008, 00:58
maybe but the turns take normal amount of time . Medieval II is quicker on my PC compare to EB . Is there any solution to the turn length or no . Have a nice day Thanks for the answers
Upgrading your computer can help. Increasing the amount of RAM can help, but I found upgrading my graphics card helped far more. You can also cut out the "client ruler" part of the script. Do a search for client rulers on this forum and you'll find details on how to do that.
When you reach the Polybian reforms you have to manually upgrade the barracks to set them up on the new "polybian track" of the barracks building complex. This is entirely voluntary and you don't have to do it upon reaching the polybian reforms (or you can do it some provinces and not others). If you are building new barracks from scratch after the polybian reforms then you won't be able to choose the "camillian track" of the barracks building complex, so only the polybian troops will be available in those provinces.
The Marian reforms work differently and once you hit them you will no longer be able to recruit camillian or polybian troops as those barracks will be constantly damaged by the script every turn. In their place Marian barracks are spawned to the appropriate level. You are meant to tear down the camillian/polybian barracks. So no you cannot recruit camillian troops alongside marian troops.
Foot
Aemilius Paulus
09-29-2008, 01:47
Couple of Romani questions:
If I control at least 90 territories during the Camillian Era (I own more than 90 territories in my current 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.
What about this?
SeverusV
09-29-2008, 01:51
I have 1,5 GB Ram and GeForce 6600
Hmm, I upgraded to the 6600 when I first started playing and that dropped my turn times down to a minute or so. You should also make sure you have no other background programs running while you play. You could also play at a lower resolution (if you are able to) and turn of campaign map shadows.
Foot
Hi,
didn't someone say a while back that you could delete the 'puppet rulers' section from the script and it would speed up the moves as long as you didnt use type 4 governments ?.... or something like that...
cheers,
Pobs
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.