Got a question about the Massiliotes Hoplitai. Are they supposed to start off with swords then switch to spears for close combat? Cause I'm thinking the opposite would work better. Is sword to spear a mistake/bug?
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Got a question about the Massiliotes Hoplitai. Are they supposed to start off with swords then switch to spears for close combat? Cause I'm thinking the opposite would work better. Is sword to spear a mistake/bug?
For attack: ALT + right click your target; you'll get spears first now. This is a known issue (for instance Hypaspistai encouter the same thing), IIRC there is some trouble with fixing this one.
Quote:
Originally Posted by Tellos Athenaios
Ok. Thanks.
When playing as the Casse I cannot recruit the Calawre, regardless of MIC levels. Were they changed to be, say, a unit created by the 1st or 2nd Celtic Reforms?
Yes they are Reform units, it is the second celtic reform ( you can look in the faq for the date)Quote:
When playing as the Casse I cannot recruit the Calawre, regardless of MIC levels. Were they changed to be, say, a unit created by the 1st or 2nd Celtic Reforms?
Bugs from my Saka campaign, still in 0.81a:
1. "Shardhar's camp" has the "WARNING! This baseline description should never appear on screen!" message.
2. I can't build a "great altar of Ssandramata"
3. Five out of my eight FMs have "Lover of Beauty" trait. It was worse about ten years earlier when I had two members who had "Connoisseur", four with "Lover of Beauty" and one without. Were steppe nomads really obsessed with art?
I'll report more as I find.
The officer of the Enoci Curoas doesn't have a weapon (shield in one hand, nothing in the other hand)
Now this is a well known fact: Enoci Curoas officer is the only EB character who's strictly against any kind of violence =)Quote:
Originally Posted by Roy1991
Oh, one more thing: in my case Eb081a.v2 installation crashes immediately after unpacking.
Minime's mourning.
8 hours later: managed to fix it somehow =)
Weird, the trait is pretty rare unless you get a jeweler ancillary. Is this the case?Quote:
Originally Posted by Thaatu
No, I believe. I haven't seen such ancillary. I'm still hanging out in the steppes and haven't taken any "civilized" settlements, so the traits can't be of that origin.Quote:
Originally Posted by BozosLiveHere
Another bug, which I believe has been mentioned before: The Saka great altar of fun (I don't remember the name, but if I would, I still couldn't spell it) gives a +21 morale bonus. Now I'm a little torn weather I should build it or not...
Edit: The forager trait isn't working, is it? It says in its description that pillaging tiles gives you some sweet cash...
Eb081a.v2 edu small bug:
Illyrioi Thorakitai (Illyrian Heavy Spearmen) amount is once again 100 instead of 80.
I'm at a loss about your problems with Aesthetic then. The chances of the trait being triggered for everything except jeweller are pretty slim (< 5%).Quote:
Originally Posted by Thaatu
You get 300 mnai for devastating a tile if you are Sweboz, Saka or Sauromatae.
Another suspected one for 0.81a: Some Ptolemaioi basic farms don't seem to give any benefits because the government types 2&3 already give farming_level 1.
Can't recruit Voinu as the Sauromatae in the designed provinces in Arkatreides' unit cards. They seem to be factionals for the Sauro as they appear on the website and on the unit cards.
EDIT: I was wrong they are regionals but the problem is I can't set up an allied government in the 2 provinces.(Gelonus and Gordu-Neuriji)
Good point. They need removing from those govt buildings.Quote:
Originally Posted by Thaatu
I don't if it is bug but in my correct campaign it Bactria i bin able to recruit
Nizakahar Ayrudzi (Armenian Skirmisher Cavalry) in the some region around Bactria.
A couple of minor Roman bugs:
1) I believe the type I government needs to give a +10 happiness bonus to public order. Presently the untyped bonus does not take effect. I noticed that the type II description had one untyped +5 bonus and one +5 happiness bonus, so I suspect that this is a known issue that wasn't quite dealt with yet. Not a big deal, +10 is trivial at this stage in my campaign.
As a semi-related point, the -1% growth on the type I govt. appears to count as a building bonus, so (a) I'm not completely sure it takes full effect, depending on the city, and (b) I have noticed that building a granary afterwards does not increase population growth, though it does allow you to build higher level granaries which do take effect. This sounds sort of like that Ptolemy govt./farm interaction posted earlier. But this may well be working as designed - high end granaries increase trade nicely, so it's perfectly worthwhile (in the long run) to go ahead and pay for a precursor building which does nothing by itself.
2) There's something funny about Rome's port and/or overseas trade mechanics. I built the high-end port that allows six trade fleets. Ever since I began construction the little shaded icons have been there telling me that soon I will have a few hundred more trade income. The problem is that the port has been complete for ~20-some turns now, and I'm still not getting that income. Looking at the trade details screen Rome appears to have three incoming trade routes and three outgoing trade routes, the same as it had quite early in the campaign with a much smaller port.
Come to think of it, Bononia also has some odd trade icons, though in this case they're perpetually in the flashing "you're about to lose this income" state. I have no idea why - at first I thought it was rebels (there were some of those annoying naked gauls hiding in some trees, it turned out) but that's been dealt with years ago. As long as I'm getting my money, I guess it doesn't really matter, though. ~:)
Happiness negatives can only cancel out bonuses. So if you have no buildings giving bonuses, the negatives do nothing. Once you build a building, then the original negatives will simply cancel out the new bonuses. This is just the way the game engine works.Quote:
Originally Posted by jhhowell
Also, high end granaries give negative trade bonuses. Any effect on trade will read as a possitive bonus in game, but it is and is supposed to be a negative bonuse. This is just the way the game engine works with these bonuses.
Er...why? :inquisitive:Quote:
Originally Posted by MarcusAureliusAntoninus
Because grain that is grown in that settlement is being stored not sold.
And the settlement is probably importing it from the outside if the local harvest is not enough, adding some expenses.Quote:
Originally Posted by MarcusAureliusAntoninus
Oh yeah! :oops:Quote:
Originally Posted by MarcusAureliusAntoninus
If the grain can't be stored, because of a non-existant granary, they would have to import much more grain, imho.Quote:
Originally Posted by Thaatu
I always wondered if a farming upgrade like Georgia Polyphoros (sp?) also adds to your farming income.
And where are the bonuses from Ousidions and Kleroi listed? Under farming income or trade income?
From my understanding, increase in farming level gives +0.5% growth and an increase in farming income.
:oops: I should have paid closer attention to my trade income... And granaries are indestructible, too. ~:doh:Quote:
Originally Posted by MarcusAureliusAntoninus
Might I suggest, in addition to fixing the building description, that the cost be greatly reduced? I can hardly imagine any situation where I'd find the high end granary worthwhile now that I know what it does - it effectively costs 8000+X/turn, where X varies from a few tens of mnai to over a hundred, depending on the city. Over several hundred turns, that's an enormous price to pay for +0.5% growth. A construction cost of 1000, maybe up to 2000, would make it a more interesting trade-off, in my opinion.
Apparently, Kingdoms is going to have a moddable Famine disaster, and so if EB2 uses that, I suppose you'll need Granaries then.Quote:
Originally Posted by jhhowell
The build cost is 6400 mnai and the 0.5% growth gives its own in tax revenues. The trade penalty depends largely on the settlement as a city like Alexandria would probably get (with all the highest trade buildings) something like a 100 mnai penalty, while an inland settlement with bad roads would get a penalty of maybe 5. It would be great if the silos were destructable.Quote:
Originally Posted by jhhowell
Not sure if this has already been mentioned - don't have time to read through 7 pages right now.
Lusitanian generals still have the vanilla skin. (the same as the vanilla Briton general's skin)
I have star a new campaign it Potus and i have found the government buildings most by bug.
Nomos Basilikos Pontikos:
Public order bonus 10%
Moral bonus to troops +1
Population growt bonus -1%
Satrapeia Persike:
Public order bonus 5%
Moral bonus to troops +1
Population growt bonus -5%
Satrapeia Philellenike:
Public order bonus 5%
Experience Bonus to troosps +1
Increase in tradeabel goods
Public order bonus -5%
Nomos Symmachos:
Increase in tradeabel goods
Experience Bonus to troosps +1
Moral bonus to troops +-1
Public order bonus -10%
I recently noticed that the elephant upgrade bug is still present in EB (I originally saw it in a vanilla Seleucid campaign some time ago). Not sure there's anything to be done about it though.
The bug in question is that sometimes elephants get impossible upgrades. I saw a unit of Ptolemaic elephants with a gold weapon upgrade, then my spy flipped Meroe to rebels and the new garrison included three elephant units with bronze weapon upgrades and silver armor upgrades.
Spawned units get randomly assigned weapon and armour upgrades, its not a bug its part of the game and we cannot change it.Quote:
Originally Posted by jhhowell
Foot
Komatai Hippeis have a spear for their secondary weapon but the description says it should be a falx...
This may already have been brought up, and if it has I sincerely apologize, but I notice the UI card for Punic Citizen Levies is missing for the eleutheroi.
One of the Getai units have the wrong description all together. Is that the Hippeis? :shrug:
The missing card for the Carth rebels was noticed in the bug testing no too long ago. I think it was noted and maybe fixed...
The following shot was taken just east of Veldideno, Raetia. The town itself has to be up on top of the rock I guess:
https://img413.imageshack.us/img413/...ldidenorw5.jpg
Triarii do not have a secondary weapon even though they are shown as wearing a gladius...
Spear units were having trouble using their spears when they had swords. (A spear unit would keep using swords and never use their spear.) In the end, a good many units had their sword secondary weapon removed so that they would be forced to weild their spears.
I think there's a little bug in the 'Summer campaigning restricted' trait. I recently had a character in southern Spain have restrictions, which I thought was normal, but when he moved to central Gaul a few years later, he still got the summer campaigning restricted trait (in addition to the winter restrictions). Made him a bit of an immobile guy, year round.
Have him end a turn in a town.
Nope, doesn't work.Quote:
Originally Posted by MarcusAureliusAntoninus
I took a look at that town, and although it is high up on a ridge, it looks nothing like that screenshot from what I can see. Maybe there is something weird going on from that direction. You'd have to specify the exact cursor coordinates so we could figure out where it is.
Yes Sir, it was the next tile to the right of the town.
Hmm... If you coud do the following: have your cursor on the spot in the campaign map; press the <~> key; typepress <enter> and see what the actual coordinates are?Quote:
show_cursorstat
The coordinates are as follows: 90, 160.
Numidian Skirmishers have an armor rating of 2 but are shown as only wearing a tunic. Leves also have only a tunic but have an armor rating of 1.
Every piece of armor and what it is made out of effects armor. The Numidians must have bracers, or better shoes or something. Either that or their tunic is made out of leather in stead of cloth...
Whoops...nevermind. The Numidians I was looking at had had an armor upgrade.Quote:
Originally Posted by MarcusAureliusAntoninus
What's the reason behind giving armor values to clothing and shoes? Doesn't this mean that units that only have clothes are able to get an armor upgrade? EB is the only mod that I've seen that does that. Is it to make the battles longer? I guess it balances out if its done consistently...
For one thing: you prevent every missile that hits the mark from killing a soldier immediately... ? :juggle:
A few with pics!
Molossian Roman? Notice his name, meaning he wasn't bribed or anything. A bug or just highly improbable?
Probably a really old one, but anyway.
His father may have been bribed. He kept the culture trait but was given a full Roman name on birth.Quote:
Originally Posted by Thaatu
I think the next one has been fixed.
I think I may have figured out why the AI spams javelin units for some factions!!
The descr_strat file helps control AI building and recruiting personalities (fortified henry, balanced ceasar, etc). From reading posts from CA regarding game mechanics I gather that descr_strat uses what is listed under 'class' in the EDU for recruiting as described in this post...
https://forums.totalwar.org/vb/showp...62&postcount=1
Now in EB, javelin units have 'skirmish' listed for their class. AFAIK, the only valid class options are light, heavy, missile or spearmen. It looks like the AI may think its recruiting infantry because the class tag doesnt have 'missile' listed for those units. This also explains why ctrl-I will select javelin units as well as infantry and why javelin units are positioned as infantry when using the group formations buttons. I have changed the class to missile and it seems to take care of these two issues.
Is there something I'm missing regarding this?
I'm not sure if this is the correct thread to keep posting on this issue. If not please move...
I've run a test campaign to check my theory in the previous post and the results are promising.
I changed the class of all javelin units from skirmish to missile and AI armies are no longer spamming javelin units. KH and the Maks have always given me problems with that and its no longer happening.
The Romanii are also making very well balanced stacks! No more all Italian Allies/Triarri armies.
Also, when using the group formation buttons the units are now properly placed as missile units and not infantry
Ah, here it is. :grin: I hope you get an answer on this within a day or two here mcantu. Thanks for your interest mate!
It looks like many (all?) javelin armed cavalry units also have the invalid 'skirmish' tag. I have changed them all to 'missile' and am testing to see what effects it has
Use caution with that, for most javelin armed cavalry units are in fact light cavalry, not skirmishers. You don't want Numidian or Thracian cavalry start acting like horse archers.
Must have been spotted already, but just to be sure, the Seleukid temple_of_forge_awesome_temple_romans_julii is translated as "Large Temple of Hermes" instead of Mithras.
The temple_of_fertility_pantheon costs twice as much as the other wonderous temples? Bug or feature?
Yeh, I have the same problem. THe problem is with the spear's clipping.Quote:
Originally Posted by galathas
When running, the soldiers hold the spears vertically, so half the spear is clipped and fuses with the ground texture. They have the same spear, it just passes into the ground when they hold it certain ways
I noticed the same thing with Epirus. It only seems to happen in the city centers (maybe the ancient Greeks had flubber town plazas).Quote:
Originally Posted by Centurio Nixalsverdrus
Spoiler Alert, click show to read:
I turned off the phalanx option and the phalangitai stopped the bouncing so it seems using their swords while in phalanx mode in the city center creates an irresistable urge to do acrobatics. ~D
I also found a slight graphical error which I am not sure if EB causes but thought I would point out as it allows me to advance the theory that the aliens that built the pyramids also continued their visits up until the 2nd century bc. :egypt:
Spoiler Alert, click show to read:
Please accept my accolades for a mod well done, I just wanted to share a few bugs that seemed quite humorous to me. :2thumbsup:
Spot the odd one:
https://img165.imageshack.us/img165/...goilidsvu1.jpg
In Axum, the starting eleutheroi unit.
I'm assuming you're talking about the negro? He's part of another unit. Look at the unit cards and you'll see you have both kinds.
Actually I'm talking about the Irish drunkards in Nubia.
Model sharing issue, IIRC. The Goidilic Hammer men share a model with the Aithiopion Agema...
BTW I just noticed in that pic that that negro has big gold earrings and gold arm-bracelet things. As you say in your site that you want to get rid of "'Mummy Returns' Egyptians dressed in gold" (or words to that effect), why have this unit with gold earrings and arm-bracelets?
While I'm not sure why, I think there's a difference between "dressed in gold" and modestly ornamented. I haven't played vanilla in ages so I can't remember how they looked there.
Does that mean that all the eleutheroi Ethiopians look Goidilics, or is it just a single case?Quote:
Originally Posted by Tellos Athenaios
I don't think that the rebels can recruit Aithiopion Agema in the next release. Since it is a model sharing thing, the rebels can only get Aithiopion Agema or the heavy Goidilic guys, not both.
The rebels don't recruit Aithiopion Agema in this version either, two cities in the middle east happen to start with them. You can edit them out by going to the folder
EB\Data\world\maps\campaign\imperial_campaign
Opening the descr_strat text, searching for agema, then replacing the unit with another unit, so Axum should look like this:
Instead of how it used it look with a unit of Agema.Code:; City: Axum
; Region: Diamat
; --------------------
character, sub_faction saba, Nawfim, named character, command 0, influence 0, management 0, subterfuge 0, age 20, , x 221, y 6
traits ImmobileRebel 1
army
unit african elephant bush exp 1 armour 0 weapon_lvl 0
unit arabian infantry ethiopian spearmen exp 2 armour 0 weapon_lvl 0
unit arabian infantry ethiopian spearmen exp 2 armour 0 weapon_lvl 0
unit arabian infantry ethiopian spearmen exp 3 armour 0 weapon_lvl 0
unit arabian skirmisher tribal levies exp 2 armour 0 weapon_lvl 0
unit arabian skirmisher tribal levies exp 1 armour 0 weapon_lvl 0
The other city with them is Ptolemais Theron.
Just to remove some of the confusion: this bug is fixed as a side effect of the Aithiopion Agema getting scrapped altogether in future releases...
The acrobatic Phalangites fighting with swords may be because possibly the Iberian swordsman animation is used?? I think they jump around a bit in vanilla, or maybe the oppossing Phalanx's mass is set to high??
Irish drunkards in Ethiopia, a distinct possibility, along with Russian and other Slavic and former Soviet-bloc 'tourists', not to mention wandering USA'ers and other western types besides the local imbibers of the magical Egyptian elixir now known as beer and/or ale.
Chris
No, it has something to do with a new bug introduced in RTW 1.5; when EB was still a proper beta (0.74), and based on RTW 1.2 this bug did not exist. And this bug exists not just in EB...
Oh, thanx for telling me there is another bug in the latest version of RTW. Makes a lot of sense for CA to have released the latest version of a game with jumping bean bug in it. I didn't know that but have seen it a couple of times and was wondering about it.
Chris
i looked for this problem on the threads and couldnt find it, but i would have thought someone wuold have noticed by now so maybe its jsut my computer...
when i am defending Memphis in siege i noticed that "THE SKY IS FALLING THE SKY IS FALLING!
http://madmatg.googlepages.com/bluesky.JPG
A couple miscellaneous problems; MAA told me I should post these here.
* The druidic training triggers - the ones that increment GallicDruid and CasseDruid - are all kinds of messed up. They're designed to have a certain percent chance of incrementing every turn the character stays in a settlement with a temple of fun or governors, with a higher chance if the character has higher vit and int. Unfortunately the triggers to check for int and vit levels are... well, messed up (sometimes they have things like requiring int to be both above 4 and below 3, for example). Also, Casse characters of ethnicities that can start with the training trait (Aedui and Biturige) are set up to start with the GallicDruid trait instead of CasseDruid, which may be intended as I believe both those ethnicities are Gallic. The increment sections are sort of tangled; here's my cleaned-up version of the GallicDruid fun temple section (all four sections are functionally identical, down to the problems).
Spoiler Alert, click show to read:
* The descriptions of the Dorkim Kdosim and Hoplitai Indohellenikoi say "traditional phalanx in the Spartan style" and "non-Makedonian phalanx", but they both have the phalanx attribute. Should probably be changed to pseudoshieldwall.
Further bulletins as events warrant.
Thanks, fixed the druid training. Someone else will probably know what to do with the phalanx units :2thumbsup:.
First of all, you're not some Celt from a Comic book are you? ~;)Quote:
Originally Posted by madmatg
Secondly: it's a known issue which has very, very little to do with EB and very, very much to do with RTW + Video Settings.
Happens with certain farmland as well. :shrug:
oh ok thanks tellos
Actually, the farmlands should be fixed, thanks to snevets.
But they aren't yet in the public release, are they?
It seems so long ago that happened, but I guess you are right, it probably isn't in the public release...Quote:
Originally Posted by Tellos Athenaios