Sigh. I think they need a little more work.
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Sorry, no -- for what it's worth (probably not much I know) I've only fought the Eleutheroi around the southern part of the Arabian Peninnsula, and the town of Axum in Africa. Checking unit descriptions is something that I do often especially with so many unit updates and it was so sudden I didn't even realize what happened right off.
There's a placeholder for Segesta or it's a bug ? Do you need somebody to write it ?
Hello all.
First to all thank you for this great work! You are my heroes.
Have only played initial campaigns for aedui and pritanoi on M/M and I have these comments:
Arveni initial province has not description.
Loading times are really short! was expecting 1 minute or more but my laptop takes 20-30 sec at campaign start and 10-15 sec in AI turns.
Had 2 CTD, one going first to setup a custom battle and then clicking grand campaign, the second one clicking faction simbols before starting a new campaign, both of which I had seen with Med II and other mods before.
Stonehenge is in the wrong province, should be west from current province ( according to google maps at least) :).
Battles do take long, no too much but longer than EB 1, specially sieges, I even lost a siege battle because of the timer to 15 spear retainers, having killed 1000 enemies and with 1000 soldiers of mine alive.
Some pritanoi units ( foot general bodyguards, some retainers) do not reflect their armor stats in the model, they look too unarmored.
Spearmen seem a little overpowered (as other have said)
Chariots are perfect, not overpowered tanks nor paper units, just good skirmishers and enemy lines distruptors.
Unrest is in deed low, I conquered the 2 southern brithish provinces, built the military ocupation , high taxes and only needed 2 units if one was a general (or 3 if not) to have more than 100% happiness.
Hope this will be helpful.
Also what is the recommended difficult settings?
Regards.
Why almost all the infantry and cavalry units have throwing spears or javelins? I think it's pretty annoying always having to use alt+click to order my infantry to melee attack :P
Did really the spearmen and falanges throw javelins on ancient wars?
So Hello,
I must say i love Europa Barbarorum. I have been playing mods for total war series many years now. Fluid install for EB2 was very refreshing. But i must say that this is good for beta version( as a first release )
First off all, i played few campaigns very hard/ very hard and i can say that AI is completely dumb and unresponsive. Even rebels ( eleutheroi ) WILL NOT attack your almost undefended settlement. The AI wages war on themselves, but they DO NOT touch you. Example is my Britons campaign where i have 140 turns into the game and nobody attacks me. Even if you attack first some random faction, they DO NOT defend their settlement. My Nabateans campaign is the same 100 turns in, and no response, I attack Ptolemais and they refuse to fight me. For me seems like Rome 2 scenario at their first release. AI is very passive regarding the players side. Sure they wage war on themselves- yes. But they do not attack YOU. And if you look how germanian( sweboz ) faction reacts to the full flag surrounding settlements at their campaign start, you will obviously see that the AI is afraid to attack full flag settlements of rebels and players alike, hence if you had 1 squad of units into your settlement, they still do not attack..
When i saw the 2.7 GB download, i understood that this is far from full game(mod) release. I must say some factions and some units are more full, others may not be designed that good, for example the Baltic faction ( lugioni or so ) If you see their unit roster, you will not see much, and some units are terribly designed too, for example those skirmisher levies, they look awful compared to hellenes skirmishers. Talking about skirmishers, their use in this mod is really terrible. For spearmen you did very good job hastening or so their jav throw speed, so they loose a lot quicker. For skirmishers you did not the same thing. And for that they seem like cannon fodder. They do not loose their missiles quick enough, look at the Third age Total war mod, they made skirmishers very useful with less missiles but very good sinchronisnized and methodical throw speed with all unit models throwing at the same time.
To add more, saw some faction reform bits and pieces, but not done yet. Some unit upkeep costs not logical and so on. I hope mod will be better with time. and wish you good luck. And i love the history you written, not every province got description, but it is ok, and for ending i wanted to ask you what are your plans for next patch releases/steps? Because this game is only 50 % done in my opinion. Do not be mad at me guys, i love what you do. Just wanted to write my true opinions about the release( ofc its beta).
Have a good day ;)
P.s mod sometimes crashes to the dekstop with no reason/message. it can crash from campaign or custom battle alike.
Wait when you conquer another culture city, you will see the real unrest. you conquered only british villages that have same culture as you, try conquering hellenes city or so ;)
Also try the new campaign AI
If you don't like it you should consider playing in another timeframe (no offense) because yes, it was very commonly used. Especially in the western half of the map. One of the advantage was to make the schields of the opponent unusable.
But you know, most of them just throw a couple of javelins and then charge, you don't have to systematically alt-click :-) Only if you don't want them to theriow anything.
Hello again. I just wanted to say the economy seems to be a lot easier to manage than it was in EB1. It may be my memory playing tricks as it has been a few years since I have played it but I did like it to be harder to raise funds.
Did anyone else think that or is it just me? Also the CAI, which I know is still in development as is everything else, could be more aggressive to me.
Thanks
Noticed another great touch: I'm playing as Epiros, and defending one of my northern cities with an almost-all-Illyrian army of levies, and I get Barbarian battle music instead of Greek. It's the little things like this... (I love the Barbarian and Roman battle musics which sound like actual battle music, not so much the Greek which sounds more like a soundtrack.)
I just want to share a small anecdote. I have been playing as Pontos on M/M and am seventy turns in with my only inter-faction wars being two brief quarrels with KH and Pergamon. I have thus spent 90% of the game militarily interacting with the eleutheroi of northern Anatolia and I am *still* having a blast.
Note: part of the reason for this is that I am expanding to former Seleukid territories that have rebelled. What a familiar tale. ^^
10 turns into Bosporan campaign (H/H, new CAI v2). Had fun battles. Enjoyed my liminal position. Got a couple of cities. Diplomated a bit. Learned a bit of history. Started feeling the vibe of the faction. It's awesome. Look forwards to many more turns.
As an EB 1 vet, the little settlement fort things are a wonderful idea, allowing you to keep a standing army while mobilising properly is still dead expensive. The individual province descriptions are also a thing of beauty. The rest I will comment on when more informed.
в модефикации eb 1 у фалангистов были мечи а в eb 2 их нет почему?
потому что в M2TW когда фаланги с мечами трогают врага, они уронят пики.
Простите, что я плохо говорю по-русски.
So I could spend my first couple of hours with EB2 today and can now provide my first impressions :bow:
I started a brief campaign as Ptolemaioi on H/M, I am not sure whether I was using the new AI or not since I had briefly started a game before installing it, but without deleting the map.rwm in between. I also installed one of the quicker battle submods, for increased lethality. I have played now a bit more than 40 turns in a mildly aggressive playing style, conquering Damaskos and now heading for a campaign to capture Sardis.
Since the 2 posts above were about Phalangitai, I will start my comment with them. They have certainly changed a lot, in my eyes it is a major improvement over EB1.2 that the phalanx is not the static square anymore it used to be. Instead, the formation can bend, be disrupted etc... I really like, how the EB team has managed to overcome the aweful performance of the original MTW2 pikemen. However, this came at a price as they lack the dagger. Even in EB1.2 Phalangitai were not exactly effective when fighting on walls or in closed quarters, but the sheer numbers, good morale, high pushing power and decent armour of Pezhetairoi/Klerouchoi Phalangitai meant that they could at least be of some use in sieges. In EB2, there seems to be only one use for pikemen: Being the anvil in pitched battles. Thanks to their formation, they take little causualties, but they do not cause any amongst their enemies in turn. In fact, I felt like someone had taken the points from their sarrisae, as I watched two units of Phalangitai fight each other for about 20 mins (on 6x speed!) on the city square of damaskos. Another unit was unable to take out the enemy general, I had to throw my own general's BG cav into the fight in order to finally kill theirs. But I guess this is something that I can easily fix myself, by changing some stats.
Another thing I have noticed, is the somewhat lower overall level of morale, compared to EB1.2. It is not as low as in MTW2 vanilla, but I have never seen a Hoplite unit routing from a fight on walls after taking little more than 50 per cent causualties, not being encircled, while they actually won the fight. Again, something that can easily be tweaked by changing the stat files.
What also caused trouble for me was the enhanced graphics mod, as it caused the loading times to become endless, despite switching it off in menu and campaign map as recommended. In battle, it just blurred my view. I guess I will have to give another try after reading a bit more about recommended settings and see whether it still causes hobbles my game experience.
I love the new culture system, since it gives way more flexibility and choices when it comes to empire building. Especially playing as the Ptollies, I can literally feel how important the degree of hellenisation was for the Eastern successors since only hellenised provinces can be developed and only hellen colonists can provide me the loyal troops my kingdom needs. I think this system really overcomes the somewhat static system of EB1, in which for instance the Ptolemies were never able to raise Hetairoi in Antiocheia (unless capturing the city with a developed MIC), simply because it was only a type 2 region, regardless whether it was under their control. I hope this also somewhat fixes the yellow fever/silver death, since the 2 cannot anymore spam Klerouchoi phalangitai from every single city under their control. Instead of just building one rather abstract building, the player now truly has to develop his provinces, with certain governments requiring certain civic structures and cultures. That adds a lot of immersion to the game and it is a great mechanism, especially since the "empire building" of EB1.2 was always a bit less developed than I would have liked it to be. Great job, really a MAJOR improvement! :2thumbsup:
Also, the PSFs add to the same effect: In peacetime, the army can disperse and the the klerouchoi can work at their estates. When the king wishes to campaign, he has to gather them first - and pay, since it is not cheap to keep an army in the field! Another detail which illustrates how much thought has gone into the recruitment/army management system of this mod are the increased number of recruitment slots in winter season. All in all, I think EB2 does a great job in that section!
As announced, one thing that is lacking yet is the enormous number of regional and factional units one could raise in EB1.2. That system will possibly even more profit from the new culture system... after all, one can only raise Parthian archers if there are Parthians to recruit!
After all, this unfinished mod done by enthusiasts seems to be more finished on many aspects than many "finished games" thrown onto the market for 50+ euros at release, then delivering the lacking units etc. as DLCs. :bow:
PS: After reading the whole text I just wrote, it sounds a bit harsh to me, since it contains so much criticism... but I know you guys have been working hard on this and this can be seen in every detail of the game! :2thumbsup:
PSS: Wow, that is a long text. I hope someone reads it to the end :D
Hi there, first of all thanks for the release! I was really surprised by it. Been waiting for years and when I saw the twitter post I was so grateful.. started downloading, reinstalled M2TW and everything worked from the start. Installed the new CAI right away. First campaign was Sweboz but after 15-20 turns I had ctd after allmost every turn. Can't possibly tell the reason for it yet. After that I started campaigns for some of my other favourites but only to have a look at their starting positions and troops. Now I restarted a new Sweboz campaign but so far only until turn 8 or so..
Disbanding my horse troops right away helped alot to get out of the red. I have to say I like the pace of the battles alot. Any spear units fighting against each other wrestle for inches of ground with very low casualties. When they tire out and some unit is avaiable like archers or skirmishers that have no more ammo they fall into their sides or back. Sometimes thats just enough to break enemy morale and when they start to run you have to decide to either follow them and kill as much of them in the process until they are driven off the map or have your units help with the rest of the battle. If you leave them running they will come back but you can deal with them with your troops beeing more coherent. I think this is a good representation of warfare at that time where its about breaking the enemy formations rather than killing them all off (Hannibals deeds where exceptional thats why the became historical).
Since I started that campaign twice and attacked the same settlement twice (just south of my starting position) I can say the following:
(With battle timer enabled) The first time I had much higher casualties really pushing into the settlement which I have to say was not stupidly defended by AI. The second time I was much more hesitant trying to use every advantage of having multiple units going against the enemy and have those involved before letting rest. Casualties were much lower (still 50%) but time was running out and just seconds before the time was out the last of them was killed. Very exciting!!
Bowmen could use just a bit more ammo for my taste and javelins could do a bit more killing at least from the back. Havent tried the slinger units yet but I guess they should be more usefull than bowman at that timeframe (except specialists like kretan bowman).
I am very happy having now two new and interesting neighbors in vicinity so sweboz is not as lonely now. Haven't found the family tree yet, maybe because I didn't play for a long time but could imagine it's a design choice. Loved the news that my faction leader gained authority (wich was almost nil at the start) just because he was holding onto power for an amount of time which is not easy within those tribes :). Great roleplaying little thingies! The tribal system in general is great! Noticed that my faction leader has all kinds of good battle traits but still had zero star ranking.. although that was in my first camaign have to check that out again. But I like that characters from tribes that are more administrative do better as gouvernors..
Looked like those guys in southeren arabian peninsula can build ships now - big improvement!! They could use some more units though I hope thats work in progress or just because they need some builings..
Oh well I have to play a lot more before writing here I guess-sorry for the long text full of assumptions.
Again thanks for the nice work. Thanks for developers and all the people in the forums who contributet with knowledge and pics and so on for example at the wonders project. All those years of waiting were not wasted-not at all. I'm looking forward for the mod beeing fleshed out.
I don't need to read more history - I'm playing EB again!!
P.S. In battle I once noticed a guy beeing midget sized dancing around for a couple minutes should I see that again I'll screenshot him..
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Ok after another session I realized why there is no family tree for sweboz and most likely for some other factions.-->Ok next time I'll read bug forum first :) -->and will try windowed mode now instead..
Getting more interesting with every turn now :)
I have found that with the "Positive Traits" submod by Goth the situation improves quite a bit - but for certain factions only.
As the Romans for example I have never had a Praetor/Propraetor/Consul/Proconsul defecting anymore, since all of them have at least 5 points of loyalty. If I move armies around I always assign a family member who is at least Praetor. And the armies who are out to conquer usually stay 5 turns + outside cities because I always starve out garrisons. I simply can't storm cities due to the new combat system and the better BAI. :embarassed:)
I didn't play a prolonged campaign with them yet, though (just unified Italy from Rhegion to Medilanon, turn 82), so maybe it's different in later stages.
With the Aedui on the other hand I can have only one army in the field, and it has to be led by the faction leader. I have about 20 family members in that campaign, plenty of them had 4, 5 or even 6 points of loyalty when they were adopted. But within a few years they all drop down to one or at best 2 points. And none of them gave me a hint about why it happens. Maybe I'm just blind, but I read their trait descriptions (the usually have 0 or 1 ancillary only, so not that much to read in that part, hehe) several times and didn't find anything that would explain that. So I'm as clueless as probably everyone else about it. The traits and ancillary files didn't enlighten me either. ~:confused:
The campaigns are still very playable, though (and fun, especially with the Aedui I had recently a lot of fun unifying Gaul, just because their units are so beautiful). They're just slow. Which is not a bad thing in any case. If anything I'd just like to see the possibility to have a few more commanders with a bit of loyalty, so that I can have field armies defending my borders (Ilibarri/Tolosa/Massalia/Medilanon and the Rhine). At the moment I have to put a full stack in each of the border cities to defend against the bloody Qart-Hadashtim which continue to attack Massalia and Tolosa and the Boii who attack the provinces just north of the Alps.
Having large walls (awesome sight by the way!) doesn't help as much as I hoped since the range of celtic slingers and archers has been cut down so severly (and the damage they deal, as well, although I already raised the hit rates to 0.30, don't want to go higher because the casualties started to really grow already with this change).
I'm pondering about giving the celtic slingers their EB I range of 160+ again (since other slingers got a way better range too, compared to EB i - Shepherd Slingers and Balearic Slingers have 190 for example).
I would also like to ask if there really is no possibility anymore to raise faction and regional troops at the same time in a given province anymore. As the Aedui I can build either the Confederation chain (or better, that government is available in all of Gaul and most of Britain right from the moment I conquer the settlement) or the "Allied" chain. And therefore I either have the complete Aedui factional roster available or (in Massalai for example) hellenic troops. I miss the often mentioned new government complex options, as it stands I am able to build a gov I or a gov III (speaking in EB I terms) in any given city, and that's it. I can't help the feeling to simply play the whole "government" part of the game wrong. :no:
Related to that: I suppose that the availability of regional troops will be reconsidered for all factions once there are more units available?
At the moment every faction has the same regional troops in any given province as far as I saw, and that feels a bit odd. Understandable of course, given the number of missing units, but still a bit . . . well, odd. ~;)
Unrelated: Settlements grow much too fast still for my liking. In the mentioned Aedui Campaign (turn ~170) Gergovia, Bibracte, Massalia, Uiennos and Uesontio already have the largest walls and are nearing the last construcable building.
[Hm, I shouldn't have started writing this before I have to leave to work . . . a longer, more detailed post will be added once I get home again. ~;) ]
Spent a few hours playing various campaigns (Kart Hadast, Pergamon, Takshishilia) and a few things jumped out at me:
First the problems:
1) something is up with unit stats. I'm not sure if the numbers mean nothing or if they mean more or less what they meant in EB I, but they're off. For instance, the charge bonus on the Akkadian Infantry (mercenaries) is about 30, while for most cavalry units it's under 10.
2) archers and javelins are more or less useless now. In EB I they were a mainstay of my army, usually about 1/4 to 1/2 of the army (esp against lightly armored troops). In EB II, my archers can't even kill half a dozen unarmored enemies before running out of arrows.
3) lethality is a bit low. I like realism as much as the next person, but 90 minute battles are a bit much. I know there is a mod for that, but I don't know where to find the mod files (not mod savvy)
4) trade by sea seems significantly nerfed. Trade in general seems nerfed. My poor Kart Hadast campaign saw me with 1-2 units in each city and one half stack army barely pulling in 5000 mnai per turn while having trade agreements all over the place. In EB I, I would be pulling in 10-20k and have a nice economy going by turn 50-75.
5) Peragmon seems overpowered for its size. I was able to take almost all of anatolia within 75 turns and my revenues are between 10-30k per turn depending on how many armies I have going. That's the kind of economy Kart Hadast should have given its historical significance and position.
6) the AI is either too timid (the Seleucids and Egyptians let me take their cities in anatolia without a single counter-attack) or too hell-bent insane on destroying you (the Lustoann and new celtiberian faction for Kart-Hadast). I'm not sure if there's a way to rebalance this or if it's just hard-coded.
7) Diplomacy is still awful although people do actually ally with me. I'm thinking diplomacy is hardcoded and that's why we get the forced diplomacy mini-mod.
8) the cultures thing is confusing and so is the government types. I'm not sure what each will allow you to do (i.e. oligarchy vs. democracy) in terms of development of a city (unit recruitment seems fairly straightforward).
9) character traits are nerfy. My top general gets 2 stars after winning every single battle then gets fat and lazy and loses them five turns down the line. Again, I know there's a mod for this, but I wouldn't even know where to find the file to edit for this.
Now the good stuff:
All that aside, the mod is awesome.
For being the beta release, it's very polished.
Seems that a lot of the descriptions could be dropped from EB I directly into EB II, if that's possible.
The Indus cities look incredible and I'm very happy to see that elephants are actual tanks now as opposed to being death fodder and backfiring like in EB I.
The mining, industry, and farming income almost makes up for the nerfed trade if you can focus on those areas.
Not sure what the small towns are supposed to do (or if it's not implemented), but having static forts in territory adds some strategic depth as the AI likes to hole up in them after I take their cities.
The scripting for the Mauryan empire's punishment was brutal, but awesome. The only thing is that the stacks were way off in the Himalayas and striking at nothing then suddenly (with the same strike animation) attacking my cities. I was hosed since my army was in the field trying to engage the stacks in the alps.
All the new factions look very interesting and I'm looking forward to trying them out. I especially like the Bosphoran kingdom and Maessylia (though I imagine having to fight Kart Hadast with mostly skirmishers will be awful given their low kill ratio).
Thanks for the awesome mod. And thanks for EB I. I've logged more hours on that game than probably any five other games in my life combined.
the low charge bonus for some cavalry has to do with the way they use their spears (and it should be ~11, not under 10: add it to the attack, and you get the total charge). other cavalry have the higher charge bonus, and on top of that the ap and power_charge attribute.
as to the akkadians: that is on purpose, and you'll find it with almost every hoplite style army (I suspect you'll realize the intent there). might have to lower though if it proves too strong. let me know: This is still in the testing stage, and I do have a backup value in case it is too high (in this case, around 11).
https://forums.totalwar.org/vb/showt...or-EB-2-0-0%29Quote:
2) archers and javelins are more or less useless now. In EB I they were a mainstay of my army, usually about 1/4 to 1/2 of the army (esp against lightly armored troops). In EB II, my archers can't even kill half a dozen unarmored enemies before running out of arrows.
3) lethality is a bit low. I like realism as much as the next person, but 90 minute battles are a bit much. I know there is a mod for that, but I don't know where to find the mod files (not mod savvy)
yeah, I agree: it might have worked a bit too well in this department on the original settings :clown:
Love the game but it's highly unstable on my current rig. Will not play until patched. Strategic map is stable, but trying to enter a real time battle mode causes crashes to the desktop. The crash rate is like 50%, if not worse...
Not for me.Quote:
The crash rate is like 50%, if not worse...
hello to all .. due to work commitments, and sea, I have not had much time to play and I have not written just my opinion ...
your work was superb, extreme care in details, beautiful unit, beautiful animation, and it's really convincing way in which the new factions have integrated the balance of the campaign! one of the things that surprised me most was how the fact that the minor settlements provide 1 free upkeep unit, has revolutionized their strategic utility and roleplayng in the game
I played the first version of vanilla, 100 turns with saba, vh / vh,
then 80 turns with Pergamon, vh / vh, with the second version of the CAI, faster battles, and positive characters.
now I'm playing a Roman campaign, using the AI piter, the BAI, positive characters, fastest battle, but I've only played a few turns and a few battles.
# I will speak only of the campaign with Pergamon (the saba was less convincing)
do not take it as a wild critical to your work, but as a starting point to improve a game that I love, but I would love more;)
here's what I do not like:
1) economic management too easy
2) battles too easy (in clashes at par my losses are about one tenth of those of the enemy)
3) system of agents unnerving (for spies is impossible to enter enemy cities, and each round had to cope with two assassins attempts against my FM, from ptolemaics) edit. and each turn i kill the 2 assassins with mine!
4) enemy factions too passive
5) some units have an upkeep cost too high in relation to their effectiveness
6) morale too low
i also hope in future, in a chavalry charge a little more effective!!!
sorry for my english
PS no encountered ctd!
edit: i suggest, for increase the difficult and the realism (simulating the high cost of a war campaign), one script like in bellum crucis, that generate an another special upkeep cost for each army in enemy territory (600 mnai/turn), and one special upkeep for each army sieging (2000mnai/turn)
This is not usual for most people, you should open a thread in the bug reports section so that we can try to help you figure out what is wrong. For your initial post I would try to make it crash again and then paste your log file into the post (your log file being in C:\(wherever you installed M2TW)\mods\EBII\logs\log.txt
I like that you have not changed too many things, you have simply added more (even if the game is incomplete with reforms and other bells and whistles). You have fully captured the essence of the original game. I have only played about 100 turns with the British faction, I wanted to watch the AI unhindered by human distractions.
Here are some of my observations:
Benefactors always start off starving.
Even without a family tree, I do wish I could select/change faction heir at my leisure.
I do not think disbanding my armies puts them back in the population of the cities (this may be a me2 thing though)
Early British armies are very weak and population growth is slow. I am assuming I will get better troops at some point but it may take a while, and while this may stop me from unrealistically conquering an empire easily, I fear that AI controlled Briton will be easy to steamroll with a mainland army be it whatever faction (I have spied most of the worlds armies and they are all vastly superior thus far).
Many diplomats conglomerate at the English channel and walk back and forth as though they are trying to figure out how to get to Briton.
Briton seems to be missing one or two cities. Eremos is the region in south Ireland and also the uppermost part of the Briton and I can find no cities in either province with that name (I found only one city in Ireland).
Hayasdan makes more of an attempt to expand their homelands and expand south, unlike eb1 where they blitz north.
There are ample naval invasions. Carthage has made two into Spain but both times could not pull off long term occupation. Rome has set up a base of operation in Thermon. Saba invaded Axum. I wonder too, if someday someone decides to invade the little paradise up north.
I am hoping, if it is possible, we can see a return of the Isle of Darkness training. Also, most of the unique buildings in Briton offer no bonuses (at least not in description). I would also love to see the return of unique troops for Ireland and the various regions of Briton.
I am still getting used to ME2 battles. I think the troops sometimes respond slowly and the battles are very long. I have appreciated the faster battles mod. Also (and this is more of an ME2 problem) I am sad I may have to bring back the ugly green arrows for in rtw games your troops still light up when you select them and here they do not making it difficult to understand what is going on, especially at the center of town.
I love that every province has a write up.
I am still ignorant of all the nuances of recruiting but I feel like there will be less spamming and perhaps a deeper campaign can be enjoyed.
I am watching Rome's legions and while I still see some armies of randomly selected troops, I am seeing a decent amount of armies that, to some degree, can pass as a roman legion (this may be to the different recruitment system which I am thinking may be superior). Same goes for Makedonia and Epeiros whom both (along with Rome) were guilty of putting up some very unrealistic/historically inaccurate armies in EB1. This should lead to better battles.
I have only had one CTD and that was on the faction screen menu. I had my game freeze once during end turn, I went back one turn, it happened again, then I went back a few more turns and it did not happen again. The only other times I had problems with when I alt/tab (windowed mode does not always seem to work).
It would have been easy for me to be disappointed as I was never a big fan of ME2 (always felt like a clunky version of rtw with better graphics) and my excitement of this release has somewhat subsided the last few years. I am not disappointed. Thanks.
So now I am wondering if you have worked out a preliminary release date for EB3? I hear Khelvan is currently dismantling Rome 2 as we speak. Just kidding.
The Eremos region is a "wasteland" region that incorporates parts of the map that are either uninhabited/very sparsely populated, ungovernable, or of very Little importance during our timeframe. Thus, apart from parts of Ireland and Caledonia, this also includes the Arabian and Saharan deserts, the Horn of Africa and Finland/Scandinavian inland. The capital of the province is Therazza, which is imposible to reach, and located deep in the Saharan desert.
The crash on the faction selection screen is a known M2TW bug, that occur in most mods that have many factions and a dynamic map on the faction selection screen. It occurs if one clicks too many faction Icons in one session. It can be avoided by going back to the main menue within regular intervals in looking at the factions. This bug should really be in the "known bugs" section, @Kull, if it is not already there, due to its pervasive nature.
I would have posted my impressions of EB2 earlier, but I've only just gotten around to finally playing the beloved mod I waited so long for. Let me start by offering my thanks and congratulations to the EB2 team for their fantastic work. EB was, for me, was one of those few gaming experience that actually shaped me as a person growing up. Thanks to EB I acquired my taste for the wonderful world of history - a hobby and passion that has enriched more than just my vacations; it gives me unique perspective on modern life that most people don't experience. EB2 shows amazing promise to be just as brilliant as its prequel. In this post I'll limit my feedback to ONLY the stuff that I feel I've tested/played enough in order to critique, which is mostly the battles on the battle map. Alright, on to the game!
version:
- current EB2 release
- graphics enhancement mod installed
- improved CAI
- improved BAI
The first part of the gameplay I noticed was the slow pacing. I love this for the simple fact that it gives the player time to devise and execute thought-through tactical manoeuvres, instead of the manic 3 minute victories of vanilla M2TW. The pacing makes it much more enjoyable to play in generalcam, which has been my preferred way of playing EB2 so far. In depth tactical decision making, maximum immersion, nail biting 45 minute long battles. Many people are calling out to speed up the killrate. In this post I'd like to come out as a SUPPORTER of the current battle pacing, due to the reasons listed in this paragraph. Please don't speed it up (too much)!
In the graphics department, all I can say is gosh, wow! My jaw dropped to the floor when I first laid eyes on the beautiful units and buildings. The graphics really make the battles come alive, they suck you in to the gameplay experience and make you forget that you're playing a computer game. Whoever designed these models and textures really did a fantastic job.
About the AI: I'm an enthusiastic role-player when it comes to Total War games. I always try my hardest to avoid gamey techniques that maximize the kill/death ratio and play silly tricks on the AI. The battle AI seems to have gotten a lot harder to outsmart compared to vanilla M2TW and RTW. It uses good formations, logically defends walls and generally doesn't bug out as much. Realistic enemy behaviour makes it a lot easier to get a good roleplay going.
The AI behaviour of the units themselves seems to be bugged, however. The unit behaviour of skirmishers and cavalry is plagued by some very annoying quirks. Skirmishers often refuse to throw their javelins, and require constant player intervention to 'correct' buggy behaviour. Also, horsemen charges look awful: when charging an enemy, the whole unit suddenly stops in its tracks right when it reaches the enemy line instead of penetrating a couple of ranks. This behaviour was part of the original game but seems to have gotten worse in EB2.
And lastly, I'd like to say something about balance. Allow me to state that I am NOT one of those 'eternal complainers' who constantly complain on the internet about units being too weak/overpowered. I never blame the video game when I lose. Developers think very consciously about the roles each unit is designed to fill, and certain units being stronger than others is just part of their vision of how they see their own game. I try to respect that and play the game how the devs meant for it to be played. I know that good balancing is always hard to achieve on first release. But in this game, skirmishers and horse archers are so weak as to be entirely useless on the battlefield. Tactically relying on skirmishers is impossible because their arrows/bullets/javelins simply don't cause enough damage to the enemy. I sincerely hope future releases will take care of this imbalance. Please keep in mind that it doesn't come easy for me to complain about stuff 'being OP/nerfed' on the internet; this is literally the first time in my life I've ever complained about stuff like this in a forum post.
In closing, thanks again for the wonderful work on this mod. It has all the promise to have all the qualities EB had and more, not least being the amazing graphics and improved AI. I haven't had the timer to really get into the strategic campaign side of things, but it's definitely on the menu. Also, this is just down to me and my PC setup but EB2 seems much more stable now than EB1 ever was. Don't even have to wait 30 seconds after a battle to go back to the campaign map, which is GREAT! The only issue I've had was the shared.txt bug, which was easily solved.
This is just amazing. What a good job !! It's simply great and I must confess that I switched from Rome II to EB II without any regret at all. I'm using the disc installation (Steam sucks) and it's working fine and fast except that I have to use Kingdoms. The system refuses MTWII. Not a big deal. I'm playing a campaign for a day now and it works perfectly. However it's impossible to play the tutorial. The screen freezes. And also, giving One Point experience to ships equipped with canons might not be a good idea :-)
Again, congratulations and thank you
Glad to hear that you are enjoying EB2.
Docus: there is a partial fix for the skirmisher problems. You can find it in this thread.
Candiano: actually, there is no tutorial. The team just forgot to remove the tutorial from the menu, hence the crash :shrug: . And what do you mean with "ships with canons"?
Me again. Installed on a much older PC but WinXP and had not a single crash now in my Sweboz campaign after 150 turns. Even Alt-Tabbing diddn't cause much problems (in fullscreen) except ones when pics and colors got messed up. Took me almost 100 turns to understand the camp vs town thing not because I didn't read in game texts but because I thought of them beeing placeholders, the nomad buildings I mean.
After that I could imagine how my tribal society was settling and transforming, but before I guess I was irritated by descriptions like for caravan routes which were depicting steppe plains. Thats why I thought they were more like beeing missplaced. Hope this makes sense?!
I was a bit afraid after conquering what I would call my good starting position, because I thought the campaign could become too easy. But when I realised what needed to be done and build for a good economy I thought of raiding some towns for money. So I send out spys to get a better idea of what was going on around me. Well from that point on I was kind of overwhelmed with everything going on and didn't know what to do first - which is the best thing ever happened to me in a TW-game.
The Boii capital I wanted to raid was allready taken by my Lugioni allies, Roman armys were allready patrolling north of the alps, the gallo-celtics were closing in on my western border.. I had slept in my dark forests for too long.
Turned my raiding party to the last very big settlement controlled by rebells which bribed them away from me after a short siege. (Its now a stronghold defended by 2 full army stacks and samller patrols good buffer though )
Build another one to raid Britain wich was cut off after landing there by a pirate fleet. Now british troops are coming after me with their gallic allies, familly members are beeing assasinated, a plague decimated half of my capitals population and every turn I have to carefully think about wether to raise more troops or finally transform that gouvernment so that I don't need to be afraid of rebellions in my backyard..
Ok before this turns into an AAR, just wanted to tell how much I like it. Again pace of battle is just right for me except lethality for javelins and archers, wich makes some of the factions unplayable for me like: Numidieans, Sauromatae and Saka and Saaba so every faction that relies heavily on them. (don't have too much problems with skirmishers not throwing spears-just that they don't kill anything)
Again thx so much for this gem, looking forward for first patch allready ;) keep up the good work!
I'm using the more aggressive campaign AI, the skirmisher fix and a custom kill ratio (the middle ground between the unofficial fix and the mod's vanilla settings) and I'm enjoying the mod immensely. It's surprisingly stable for the first release - I've had no CTDs during the first ~55 turns in my Romani game so far. The mod is also very immersive, just as EBI was. The AI is better than in RTW, but obviously it needs some work and I'm sure that it will become better in the future.
Some battle balancing is needed, too. With the kill ratio change and the skirmisher fix the projectiles are ok-ish, but cavalry charges are extremely weak in terms of casualties they inflict, even when the enemy is charged from behind. The morale effect is just right, though :). The elephant units needs a buff, too. It's good that they are easy to kill by skirmishers, but they just don't have enough of a punch when they trample the soldiers, which shouldn't be the case. Also, while I'm glad that the phalangites are no longer invulnerable when they are attacked from the front, I think that the damage they inflict is too low.
I autocalc most sieges, because IMO they take too much time, involve annoying pathfinding issues and are rather boring, but it's typical for TW games, so nothing new here and not really the mod's fault. The good thing about this is that the game becomes a bit more challenging, because the casualties are usually higher in the autocalced battles than in the manually played ones, although sometimes I use the auto_win command when the garrison is pathetically weak and the outcome is a foregone conclusion.
The mod was well worth the wait :). Cheers.
EDIT: BTW, I think that the number of movement points on the campaign map should be a little bit higher. It takes too long to move units and leaders around, which is both annoying and unrealistic, considering that 1 turn is 3 months. I understand that fully accurate values could be very unbalancing due to the turn-based nature of the game and the AI's response time, but still, current values are too low IMO.
Could you please explain where to change kill ratio if possible for javelins and arrows because I could only find accuracy and range numbers, it's the first time I'm actually looking into these files.
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Ok took a look into the descr_projectile and a tutorial I found: http://www.twcenter.net/forums/showt...Projectile-txt
What I dont understand is why there are two values for accuracy:
;accuracy_vs_units 0.035
accuracy_vs_units 0.09
and wich value actually increases kill ratio? Also how are things regarding beeing shot in the back or beeing hit from right side as opposed to left side if target yields a shield?
If someone could provide a quick fix for arrows and javelins I'd appreciate a lot!
P.s. Are there certain special archer units that have composite bows - I mean not really but coresponding to this file just have better bows? And how does it relate to the ingame description of missile attack beeing 2 or 3?
I changed the same file which was changed here - https://forums.totalwar.org/vb/showt...or-EB-2-0-0%29 . I'm using 0.29 for melee and 0.33 for missiles.
Great thx alot will try changing missiles only as I like melee the way it is. I suppose javelins and arrows are handled both under missiles here.
Totally different question: Would it be possible to delay the question for a backup heir for a couple or at least one turn? As I dont know right at the start wich would be the best candidate (usually better traits go along a higher age and other factors).
Anyway thx for the battle_config solution! Will try around a bit and start a new campaign with one of the factions I had to neglect before!
P.S. Do you have the 0.33 value for infantry, cavalry and elephants or are you using different values for each?
I'm using 0.4 for elephants, because they have a higher value in the vanilla version of the mod, too, so I guess there is a reason for that.
Well about ships; I'm now playing Epeiros. I just conquered Thermon. I must chose between "Allied Democratic State" and "Allied Oligarchic State" When you right clic on one of the two options you open a window explaining the difference between the two solutions. It says (ao) quote Experience bonus for ships with cannons recruited : +1 unquote. :stare:
By the way, I switched to Epeiros because I've been stopped in my Romani campaign that refuses to open either of the saves I made : not from quick save, not from a save with a name I gave, not from the automatic save. Has this bug been reported to you yet ?
Anyway : great game that will improve with time. Regards
Well just wait a "few" hundred years :book2:Quote:
It says (ao) quote Experience bonus for ships with cannons recruited : +1 unquote.
Never had that.Quote:
not from a save with a name I gave, not from the automatic save. Has this bug been reported to you yet ?
A couple weird things I've noticed is pirate ships spawning I'm very small lakes causing storms that last for many turns. Lost a faction leader to it.
As Pontus I get a lot of births and adoptions for leaders but as Pergamum I barely got any and those I did get had a lot lower loyalty.
As Pontus when one of of family members died and made the province of Sophene or Gazaka ai controlled the ai was able to build a military colony allowing the recruiting of Greek units in both. I am sure that option wasn't there when I had a family member in it. WAD?
Also the Pontus faction leader has the VC trait even if I am playing a short campaign.
My excitement at seeing that this was actually out is still at max. I can not help but smile every time I glance at the EB2 icon on my desktop. As far as gameplay goes, I've been reading far to much, and have only made it about twenty turns in. I did notice the trait and javelin issues, but they have already been reported and I have nothing else to add. Except a "well done" and an emphatic "thank you".
Why are the factions colored uniformly on the minimap? It looks horrific. EB1 showed you the topography of the map, and it came out looking totally natural.
Oddly..I was just thinking how much I like the 'washed out' colour scheme of the minimap with fow on.
Is there any way to mod this in myself?
Same here! :laugh4:
There's an unofficial fix for the javelins, also cav and spears at the twcenter, courtesy of QuintusSertorius.
EDIT:
http://www.twcenter.net/forums/showt...1#post14136914
EDIT2: Hadn't seen it, it's here as well!
https://forums.totalwar.org/vb/showt...post2053619610
And an official fix for most annoying trait issues : https://forums.totalwar.org/vb/showt...rait-mechanics.:yes:
That you.
I have been playing this for two days now, and I have to say I love it. I was about to go back to SS but kinda stumbled upon EB2 without any kind of expectations and decided to install that instead.
1) At first the battles seemed sluggish, but it turns out that it actually feels better this way... M2TW and even SS are more dynamic, fast and "gamey" I guess, where as this feels more realistic (even with combat making casualties more slowly and cav charges being more balanced). I like the idea of battles being more about morale than bloodletting, which seems to be the case in EB2.
2) Routers cannot be picked off as easily, which seems to shift the focus of battles somewhat from dominating the field with cavalry into this careful forming and reforming of lines and not chasing after carelessly.
3) The javelins don't seem to work on offense as well as in f.ex. SS, but again I feel that this is just causing me to play the game in a different manner. The only annoying thing about this at the moment is when a unit gets stuck on "reload" and cannot properly defend itself in melee.
4) I love the walls of text and the depth in which everything is described. Hopefully a future version has every description in it's place.
5) Graphics are great, although sometimes the battle animations are a bit glitchy. I don't mind. The only real visual problem ATM (at least with the Ardui) is that sometimes agents and settlements are hard to see from other terrain on the campaign map (during the green seasons).
6) The most important thing: This is the first time in a few years that I've played a game that has made me go "just... one... more... turn" after playing for over 12h. This mod is brilliant!
sorry i didnt know where to post,
when this mod will be complete and out of beta?
Unfortunately that is a question we cannot answer s we do not know ourselves. I know it is not a satisfactory response, but when you are dealing with a team composed entirely of volunteers who communicate almost exclusively via the internet, you cannot make any certified commitments.
Both 2) and 3) are due to be fixed in the next release; cavalry are too slow and javelineers don't work at all. Please see the unofficial hotfix which resolves both.
As KH, I don't think I'm seeing generals coming of age, although I do see wives of generals dying. Does this mean KH can only get new generals through adoption and "Man of the hour", please?
In one battle during AI turn relieving a city besieged by me, about 7K Getai vs. my <3K Hellenes, upon victory, something got stucked - game didn't crash, menu was working, but general was just smashing the sword against the city, but capture screen would not open. Also all armies stayed alive, when I replayed the battle after loading again (enemy took some more turns to attack), it ended normally. I suppose this isn't too helpful, but not sure I can give more details.
Game crashes from time to time, especially scrolling through menus. Not too bad though.
As KH, state of the hoplites is such that it's much easier to switch to phalanx asap. And of course best way to fight the phalanx is not to fight the phalanx but rout it.
I notice there is some hotfix for cavalry, not sure if it includes also units reforming to relatively narrow columns quite often.
I haven't grasped the colonization, although I ask about that in separate thread.
EDIT:
Also, BOII are on flight, they apparently have most money of all, but only one army with four units and no settlement. I think they are static now for lot of turns.
Loving the new mod thus far! I made an account just to post and say great job guys!
I think I will start a new campaign as Pergammon today...
I've been playing the game for a couple of weeks by now. Started a with Boii, and have so far got somewhere around turn 160-200, give or take 20 turns. Yeah, I'm not that a methodical player. Anyway, I thought I could share some impressions here.
First of all, the mod is visually stunning. It looks downright beautiful even on lower-than-medium settings, and isn't ugly on the lowest settings either, which is what I've had to use. Got to scale the unit size down for the next campaign. Variance in appearances within a single unit is especially nice, being rich and plentiful and doing a good job in representing the non-standardized nature of equipment and weaponry in armies of the era. Having seen a little of Rome II, I could say EB2 could be on par with it graphics-wise, so good job there. :2thumbsup:
Gameplay seems to have improved from the earlier also, and I like most of the design choices you have made here. Boii started the campaign actually making money instead of losing it, which would have been unthinkable for a landlocked Central European faction in first EB. I also like how recruitment is tied to the government type instead of two separate barrack-buildings whose maximum levels are determined by government type. It's also nice to be able to recruit elite units right from the start instead of waiting for several decades to have the barracks on high enough level. Recruitment pool mechanic is also adding new depth to the strategic level, since retraining and spamming a single type of unit is much harder. AI also seems to be smarter, but I can't be sure. Prices of the units also seem to correlate well with their usefulness, which is a nice change.
Battles work very differently from EB1, and are also harder. Their pace has also been reduced quite a lot. Units move slower, missiles have shorter range (I think) and AI works smarter and more aggressively, making several old tactics either useless or less effective and harder to execute. Units also die slower but break and regroup faster, making morale and maneuvering superior to brute force in almost every way. Cavalry is also less effective at charges but seems to have more staying power in melee, making the moral impact of their charges more important than the killing power. I like these changes since it makes decisions made on the strategic map more important, because players can no longer just fight their way through every tough situation they might face. Besides, you get used to it soon.
Mod has also been quite stable, and it has crashed only about two times. It also works faster than EB1, with battles, menus and campaign map loading more quickly. Props for that also. :2thumbsup:
There are some issues, though. The Boii faction colour, for example, is nigh-impossible to see from the faction ranking-scroll, and the same colour also makes it hard to see the strength of my armies from their banners. Siege battles also take extremely long time, especially when attacking, and that makes them annoying to play. I haven't also seen any change at all in the authority of my faction leaders no matter how many confederations I build, even though the building description says so, so that might be broken. I don't really understand much about authority anyway though, so it might just be my imagination. :shrug:
All in all, however, the mod's excellent. Keep up the good work!
I have a question : When were the Etruscans completely defeated in Italy and under Roman rule, as in what year near the starting timeframe of the mod?
And a suggestion : I REALLY recommend that for reform requirements scripts, the team removes criteria such as "fight x battles of over y units against z faction / regions" for everyone. It's so random, frustrating and extremely unlikely to happen like that due to the nature of Total War. Replace those with something more feasibly, like "own region x, y and z", or something less specific of the sort. @V.T. Marvin
Strange to be back playing EB and looking at these forums again after so long but thank you guys for working so hard on getting it released.
Having heard that EBII was out I ordered Medieval Total War II and played a long campaign as France which was fun. Then I tried EB 2.01 and sound effects didn't seem to work which may have been the gold 1.5 patch not installed correctly. So reinstalled everything but came with a securcom wrong disc message. And this came up even without EB installed. After a lot of trial and error and research, it seems that the Kingdom exe launcher was changed after I installed the 1.5 patch gold patch for MTW2 and this stopped Kingdoms from launching. So after installing and reinstalling a few times, I only had to replace Kingdoms.exe with an unprotected version and it worked fine for Kingdoms and EB2.01 with no wrong disc error.
Anyway love game and love how authentic it looks and feels, especially in contrast with the vanilla version. I've started with Koinon Hellenon faction. I have really enjoyed living out my fantasy bringing further glory for the Ancient Greeks. Military Conquest building with no description is the only problem I've encountered so far which I imagine with be in the updates. I love the detail; the look of the units; how the battles feel challenging on VH; and how generals and family members seem to me to be more relevant to how I play the game. There has been some initial confusion with minor settlements, colonies, reform conditions and such. But less so after reading here and playing the game. So much fun to be playing Europa Barbarorum again.
So, its about time for my first General Impressions also - ..i enjoyed the Game so much that i almost forget to give some feedback also. ..and as a Pc/software dummy, not able to help actively in the development of this great Mod, i can only at least try to give some back in form of feedback and not only quietly benefit from all the work from you peoples involved in this great great Mod.
Hope i do not write here to much of things already reported. And i dont add here things i already read about here or were already some additional mods/Patches are available.(like regarding the skirmishers and long-range Psiloi, Cavalry, or the FM Traits).
First of all for a (still) Beta Version this Game is marvelous!
The whole Game is unexpected really very stable! Even more than the final EB 1.2. I never had this after Battle CTD's only within about 80 seasons some 3 or 4 happenings on Strategy Map; when all of a sudden after clicking on some unit or diplomatic info or such, the fields for the accept/ok and exit/leave buttons are not shown - i.e. square fields of another colour or a cutout of some other Picture is shown there instead.
Right after that comes a message that EB2.01 would now be closed because of some error. An quite convenient announced CTD ;-). But since never a CTD took place right after a battle - never a long hard battle was in vain!
That is really great for a Beta version! (..i expected the other way around)
Great Work! :2thumbsup:
Of course the units and the Vegetation and Cities look awesome! ..so detailed - just great.
But regarding saturation and colours i find something had to be done for the next release: Tux already made a great Patch which solves most of the over saturation problem in vegetation (e.g. the poisonous green of the grass is gone there and he added interesting lighting) maybe still a bit more can be modified there - as also the trees are sometimes to over saturated green or not so natural green and quite often it is to dark.
The saturation of the units itself i find also a bit to much. I know, there is the Graphic Enhancement Mod for that - but i sadly cannot use it. (it works perfectly in Battle but strangely the Campaign map is sooo awfully slow with it - disabling it doesn't change anything - that the Game is actually unplayable with it) ..in my case some compatability problem of my graphic card. ...but since its not a to old one (2009 - GeForce 240GT - quite some time after M2TW came out) some better solution integrated in a future release would be great.
Another thing: compared to EB1 the shapes/outlines are definitely more sharp as in EB1. Like the Sarisses of the Soldiers or the sea-horizon. ..drawn like with a sharp pencil - while in EB1 it looked more realistic.
I already started a thread about if Antialiasing is recommended for EB2.01 or not. https://forums.totalwar.org/vb/showt...mmended-or-not
So i dont write all of this here down again.
But still after enabling Antialiasing - those straight lines looked better in my opinion in EB1.
The CAI: im a very slow player (also because of my time) so i can only report of my roughly 20 years campaing as Pergamon. ..with the CAI by default in the EB2.01 version.
Interesting naval invasions took place - even the Sauromatae and Getai use Fleets (maybe regarding Steppe-Factions this is a bit immoderate.)
So a Campaign is definitely more difficult for the player and varied. ..never boring! :yes:
But i have to add that those naval invasions sometimes are really planless. e.g. the Getai are my Allies now since about ten years but instead of further expanding (they own now three provinces) into their very homeland Transylvania with Sarmiszegetusa as Capital (sorry dont know now the ancient Province name) they come over to my Thraikia Chersonesos and Bithynia and even landing with Fleets in Bithynia. They were staying with quite large armies near Nikaia then again at Byzantion or were roaming around in Pergamon Provinces - without transgression messages. I still kept them as Ally as i thought as long as they do not attack me i dont bother... but its not very realistic.
Anyway after some time, they are meanwhile at war with the Sauromatae, they left Pergamon Territory and even moved further east onto Pontos and besieged Amaseia. Pontos of course fought them back. (Pontos still only owned their one homeland province and kept their quite large army only to protect it. That also because i buffed up the Ankyra Garrison quite in the beginning so in order that sometime when the Galatians will produce Units also outside of Ankyra i can buff this army up also and will be able to fight them two times in order to fulfil the Pergamon Reform requirements.
..im curious how this campaing will proceede.
but coming to the point again, yes its never boring but surprising and sometimes a bit unrealistic/immoderate.
Also another thing regarding the fleets: all other Factions (as mentioned even the Sauromatae) produce fleets - and not only one, but instead of merging the fleets (i only encounterd one time a fleet of two trireme fleets) all those fleets roam around as loners. ..ok, sometimes at critical points or times they come together so that they would reinforce themselves but still its not the same - also it looks weird - so much fleets (ships in display) - a bit crowded.
Of course as Player i merge my fleets to be strong enough - and at the time 254BC now - a fleet of three Trireme Fleets merged together is strong enough to prevail.
The Ai-Factions should be able to use this approach also.
When assaulting a Town: the Building Captured Message only show up when capturing a Gate. (dont know maybe thats a M2TW default thing?.) ..and strangely even after a Gate was secured the fire from the Gate-Towers still comes down on the Players army and not the other way around like in EB1. Strangely this (regarding the Gate-Towers) happens not always - in some Assaults they functioned then like in EB1.
Same with the other Towers - although my units running through them ..they were not beset with my own forces but still were firing on my units. ..and again: but this time i am not so definitely sure, this happens not always like this.
Unit Experience Points: they do not add to defence skill - only to the attack points, but after two more also the increase of them stops. i.e. i can have really tough 6 chevron Veteran Units but still they only have two or three points more in attack - and only there. no defence skill is increased.
Battle statistics: sometimes they are not shown full, i mean the detailed statistics, and they are then not able to scroll down. ..thats just a very minor thing but just i noticed it.
Some problem with the Gymnasion Mikron: the retraining of units does not work all the time. First i didnt know that compared to EB1, here it is not intended to be able to retrain (one or even more) and recruit a new unit within one season. But then i encountered a small kind of bug after construction of the Gymnasion Mikron: in the first seasons with it, fresh recruited units came out with no experience points added, so i had to retrain them. After a few seasons and since then, the fresh recruited ones came out as in EB1 with 1 chevron. But still when i retrain units (in my campaign mainly fresh units from other provinces without a Gymnasion), they come out in the next season randomly sometimes with the chevron or not.
Of course, all this is meant as feedback and not as bitching around, in case some of it will sound like it...english is also not my native tongue..
So finally: a big Thank you for all you developers and members of the team or anyone who is involved in developing this awesome mod!
:hail:
Kleitos
Can I put the "beehive" music back in and take the "Greek kebab house" music out?
Absolutely no other criticisms whatsoever. Well, the fact that my boys walk through walls sometimes, but then my boys are magic...
Hi, have played EBI since 0.something and enjoyed it a lot (a mod I always come back to).
And when I stumbled over EBII 2.01 I immediately dusted off MTWII and installed the game an mod.
Have put a lot of hours into the game already and can only give you the team the highest kudos for a beautiful and exciting mod.
Love the new factions (haven't played them all yet), they really give something to the game play (ex Ptolemaio don't blitz the hole of the eastern map anymore)
Things I have noticed during my game time in EBII:
In the diplomacy screen for some factions, when accepting an amount of mnai to pay, the accept and decline symbols have been swapped (Baktria and Bosporos)
In a Carthage game my starting ship unit (can't remember the name) ended up as a land unit when entering Cartago (got the save game if, if you are interested).
The aforementioned ship unit is described as a siege engine in its unit card.
In a game playing as Rome, I had 4 neutral Epiros army stacks standing around roman controlled Rhegion for over 50 turns as they tried to come over to Carthage controlled Messana. Really missed an option to expel the armies without going to total war with Epiros :laugh4:
I have noticed that the late Sweboz armies just sweeps the other ai factions off the map like flies. And when I attack a late Sweboz controlled city/camp whit 2 or 3 units in it whit a full army stack I loose around 45% to 60% on auto resolve. And in battle mode against the Sweboz the late german spearmen seem "almost" invincibly. So for me it seems like the late Sweboz are a bit overpowered.
Haven't played the Sweboz yet, so don't have the whole picture.
EBII seems slower paced than EBI, which I like. Love to build up my cities in my empire before releasing my legions/hordes on the known world.
So kudos too the EB team for a great mod and for all the hours they put into this greatest of mods :ave:
they're not: the stats are generally only slightly better than earlier versions of the Sweboz. The near invincibility I suspect is due to the generals: they have a nasty feature when fighting them (the things you learn about Germanic military culture :clown:).
if you want to reduce casualties and ease your life, I would suggest one of two possibilities:
1-hit the general's unit from its left flank (i.e. where the general is), and kill him. while you do that, hit the rest of the army hard--very hard. the combined effect of pressure and the loss of a general should send the regular units packing. then focus on the rest of the late general's bodyguard, and surround them and give them everything you got.
2-bring lots of missiles against the Sweboz: they are not well armored, so are vulnerable in the extreme.
either way, I find it fascinating that this mirrors what did happen historically (sort of): Germanic peoples did come to dominate central Europe culturally and politically, and later spilled across the Rhine and Danube.
About 2- ....missiles do not generally do damage in this version of the game... practically none in my experience. Practically the only thing that works in the tactical combat map is maneuvering. Again in my experience it is no use attacking a unit for the kill before it routes... effort is better placed attacking morale more than anything else.
Well, archers and slingers seem to have a lot of trouble doing damage as well, and they actually shoot at the enemy, provided they are in range. And have line of sight. And you micromanage them so they actually open fire instead of walking right into charging enemies.
Of course, no unit actually does much damage in a head on fight, unless you give them a lot of time. Winning quite often comes down to maneuvering in such away that you can do as much damage to their morale as possible, not actually killing enemies.
Their long range can't make them as deadly, archers against any armoured enemy won't be very effective, yeah, but slingers can do damage.
Dear developers,
I decided to start a Sweboz campaign for the first time a few days ago and I am compelled to say that the implementation of the culture constitutes pure brilliance!
The tribal migrations in particular, add a whole new level of immersion but strangely, no one ever commented on this feature on this forum as far as I know.
Having the migrations modelled that way already for the Sweboz, do you plan to implement them for the Celts and the Lugians as well? Could it be ahistorical to add tribal migrations for these factions given the fact that the Celts are much less nomadic in nature and Lugians did not really took part in migratory movements (I may be very wrong here) until the last centuries of the western Roman Empire?
Hats off gentlemen._
My unofficial fix is on the front page of this very forum.
I'm working with Ibrahim on the official EDU now, this amongst other things will be fixed in the next release, but also in a test release prior to that.
true, mostly Makedonia prevails in Hellas Proper. But take a look at this one:
Attachment 14801
Happened in my fifth Pergamon Campaign - i was delighted to see the Koinon Hellenon in that Situation. :yes: ...dont know how this happened - since most of Makedonias Armies remained i guess their Dynasty was wiped out in a major Assassin Attack.
Yeah I've seen Ep win once and in my Current Bosp. the KH just cleaned house and is the current ruler.
Ok then. Not exactly my first impressions, but, oh well.
I downloaded the original release of EBII a couple of days after it was put out in the world, however didn't really get enough time to play it (only 20-30 turns) but I did like the way it looked. After xmas I went for a fresh install of the 2.01 with the A.I. hotfix thingie and have, so far, played about 200 turns of the SPQR campaign on VH/M.
Likes
First: It looks wonderful, the battles are a joy to watch. The modeling on the units is really superb. Grats to all those involved with the skins.
Second: I love the adaptation of religion from MedII to politics in EBII. It makes it a serious challenge to keep cities that have no relation to your faction's politics from going crazy and rebelling (yes, I had a newly taken city with only 400+ housholds rebel with a garrison of over 2k, oh well. (note to self: Try not to instantly Romanise new cities and let them just be allied to start with))
Third: The number of unit types and quality is really nice. You can make up an army with lots of variation and there is gives you tactical flexibility.
Dislikes
First: The A.I. is still a problem. The factions just don't defend themselves. They will happily have 2 (or more) full stacks next to one of their cities and just watch it fall, no matter who the enemy is, me or another faction.
Second: I know of VH the A.I. gets a financial boost (as it does on any TW game) but, seeing Pergamon with 1 city and 6 full stack armies is a bit crazy. Especially as I own the entire of Italy and can just about afford 2 armies. I don't mind them having the stacks, if they actually bothered to use them(see above).
Third: There is no third.
I know it is still a work very much in progress and it is made by a bunch of dedicated people giving up their valuable free time and for that, I am eternally grateful. I have actually bought games from reputable companies that have more issues than this mod.
Keep up the great work and I happily and patiently wait for the next update.
I've been playing for a couple of days now - my first impressions were so good I've taken a day off work on Monday to get a bit of extra time in :no:
Good Stuff:
It works on my new Win 8.1 supercomputer - no seriously, full graphics, massive unit size and no lag whatsoever.. unbelievable!
*The units are outstanding and obviously the skins were a labour of love.
*The battles are quite incredible to watch, as all MTW2 battles were - credit where credit's due, for all their other issues the developers (Sega) did a great job on this one, and EB gives it a really unique take.
*The map is huge and I suspect that as with EB1 I could probably lose a lot of my life to this game. The fact that it is largely historically accurate is a really nice bonus.
* I haven't played long enough to be sure, however I suspect that the diplomacy is going to be incomparably better than EB1 which I know had hardcoded AI that was utterly miserable to deal with. Even vanilla MTW2 had better AI/Diplomacy than the best RTW mods sadly.
Not so good stuff
AI seems to be very defensive and passive so far, a bit too far to the other extreme than EB1 which had mindlessly homicidal AI (due to hardcoding I know). I have played a brief game as Rome and now my main campaign is Pergamon, in Rome I kicked the Eperiots out of Italic territory with nary any resistance, it was all defensive.
As Pergamon, my first two turns resulted in 2 new cities courtesy of the Ptolies, and once again no fightback. I haven't even had any of my ports besieged by their fleets.
I notice that even if the AI has a force inside a fort that could possibly relieve a besieged army, they don't ever seem to try against a player, they generally wait until the city has fallen and then march off into their nearest territory.
Anyhow, its great fun and I'm probably going to spend a lot of time playing it. I have to say, despite it not being the finished product I'm amazed at how stable it is in general. I'm getting a lot less CTD's than the final EB1 so far.
Looking forward to future updates!
Ok, so a bit of a retraction on my above notes.
I increased the campaign difficulty setting to 'difficult' (as recommended) and suddenly I'm seeing AI action. Outstanding!
Diplomacy is a bit funny though, in my Mak campaign I had KH down to only Rhodes with the FL inside the city, no troops and they still completely refused to become a vassal. Mebbe an army on the island would have helped.
On a positive note with regards to diplomacy, in my new Hard campaign with Pergamon I've had multiple requests from the Ptolemies for me to become their vassal.