Welcome to the forum!
You build the highest possible government? Not quite sure if lvl1 is available for the mac down there, but at least lvl2.
XSamatan
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Welcome to the forum!
You build the highest possible government? Not quite sure if lvl1 is available for the mac down there, but at least lvl2.
XSamatan
Just wondering if anyone has tested the 'increased cash gained from looting' traits as I am not noticing any difference between a general with no bonuses vs a nomad general with 20-30%+ looting gains when enslaving towns with similar numbers of inhabitants. Seems like the amount gained is always about 75% of the number of people enslaved.
can't say for sure but I've once had a gerneral with like + >100% loot bonus (with KH :D ) and I remembered that he always made an awfull lot of money whereas he mostly conquered settlements in Gaul and the alps. just as an Impression.
my favorite FM sofar^^.
Im using rtw.exe, not sure if it would be different. but anyway, my saka general is now at +50% loot gains so the next time i have a decent sized city to enslave ill see if it improves.
currently rampaging through the east and approaching babylon :)
Someone can tell me what some units descriptions means?
I mean... what is a "Hardy" or "Superior" unit? "Hardy" means that the unit has more stamina and "Superior" means he is better in combat?
Only "Sapping ability" units can dig under the walls, correct?
Where can I found the descriptions of this abilities?
I would search the Internet, can't give you a specific link or similar.
BTW: Those that you mentioned are IIRC the right meaning.
XSamatan
If the city is easy to take, you can test it.
1. Save your game before you attack.
2. Walk your FMs away from your army (so that a captain now leads the army)
3. Take the city and write down how much you loot.
4. Reload.
5. Attack the city with your bonus FM.
6. Check if you earn more.
If the city is well defended you probably don't want to it twice, so pick an easy one for this test.
Hope that helps!
~Fluvius
Reform problem?
I'm playing as romans and it's 241 BC, I already hold Segesta, Mediolanum, Patavium, Bononia, Lilibeo, Messana and Syracuse but nothing happens!
Should I wait more? The reforms randomly takes places in the next seasons?
The EB Faq says:
-At least year 242
-Hold 2 of these cities (Segesta, Mediolanum, Patavium, Bononia)
-Hold 2 of these cities (Lilibeo, Messana, Syracuse)
This had being change?
Did you activate the script?
And... you need to upgrade your barracks if you want them of course.
Usually an advisor tells you that they happened, but it can be that you missed it.
~Fluvius
You may also try to wait a few years, but if it takes more then 3 years, answer Fluvius's questions
Yes, the script is actived. I always active it when I load a saved game.
The advisor told me nothing so far. But anyway, how could I upgrade the barracks when the reforms happen? Is a construction like upgrade? Roma has the best barracks and did not show anything like an upgrade on the construction grid. Should I demolish the old barracks?!
I'll wait three years to see if something happens.
I will back to tell what happens.
You will be able to build a new barrack, no matter what level you have the Camillian on
Well... nothing happens... no reforms even after three years.
Any suggestions?
Will EB work alongside Rome Total Realism?
yep, both are modfoldered
The reform finally happened.
I need a detailed answer of what happens, if i use BI.exe
Nothing happens...
Some say the AI is smarter, i use it, and the only difference i see, is that the AI does naval invasions... Also you can use additional features, that are unique to BI, like swiming and night battles
Is trading with Sauromatae as Haysadan acceptable? I am sadly ignorant and only know that Hayasdan did not expand north and am wondering if i should use force diplomacy.
You don't need to use force diplomacy to get trade rights... If they are not at war with you, than i see no reason why you should accept trade right with everyone you can
I need to find out whether Hayasdan were trading with Sauromatae, that`s what!
And what happens if i do not blitz roman lands and play defensively? Do they spam even more units than they would if i held Arretium?
Are Romani the only faction that unleashes the fury of the whole mercenary pool?
When i can recruit Arjos as Arverni?
Why are eyes of an Armenian Early General kinda strange?
Why am i so annoying? :(
Perhaps you should start your own thread. This is not the place for specific questions.
Could you guys consider renaming the .exes?
If I'm not careful about renaming the file as I'm d/ling it, it tends to want to save is as EB1.1 [1] instead of EB1.1.exe, thinking it is a .1 file and thus not letting me open it or rename it.
If you destroy the Aedui faction as the Arveni before you get the 'path of bondsmen' reform, would it be impossible to get that reform now since you had they had to build 4 forums collectively? and will this stop you from getting the next reform as well?
no it wont, if you have 4 forums or the casse have 2 forums and you hae 2 forumsyou'll get the reform, the other celts are not nececary for the reforms, they just help as their buildings count towards it
We could not rename the exe file without changing all of the download links, including all the ones hosted by others (actually we don't host it ourselves at all, except for torrent). However, to avoid the problem that you mention, you can fix this for yourself:
Open Windows Explorer.
On the menu, choose Tools => Folder options => View.
Uncheck all the checkmarks for items starting with "Hide" - particularly "Hide extensions for known file types".
Could you add some information about the 'enslaved/exterminated own people' trait into the FAQ? I encountered it some time back, and googling it didn't help much. I eventually found it in EBBS_Script.txt under scripts. That said, I don't think I'm the only one who has encountered this, and it might be good to put it in there before someone else gets hit with a -3/-5 Influence penalty. :smiley:
Those are for the regionals units, ie you need to build gov IV in those cities and build the top local barracks...
Is not last regional barrack avaliable in gov III? :dizzy2:
Nope, the system goes as follows:
Gov I: factional V, regional II
Gov II: factional IV, regional III
Gov III: factional III, regional IV
Gov IV: factional II, regional V
Thank you very much.
I wrote it on TWC forum but noone answer after few hours which is somehow strange for me... maybe here someone would be nice to answer me? Here's my problem:
"I have a noob question - I play Makedonia and recently I've conquered Ambrakia, which still has Epeirote government I-type(western greek), not even damaged. Should I destroy it and establish macedonian one or leave that as it is? I'm totally confused now, in Sparte and Athenai KH's governments were damaged, so I just destroyed them and build mine, but in Ambrakia is different. Maybe because it's macedonian homeland? Help me guys :)"
Destroy it, is always best to build your own gov...
I know some factions share barracks, you can save and repair those, as for gov I'm not sure if it's the same...
I've always replaced it, also to roleplay the change of suzerainty...
OK, thank you, possibly it's some kind of bug... But if someone knows why that government wasn't damaged, I'd gladly read about it.
Uh, now so many turns to build I-type gov't...
Think wasn't damaged for some kind of culture sharing, but I can't be sure, gov I was 10 turns iirc...
Hi,
I am a student of history at a German university and currently writing on a paper about modding cultures in historic strategy games (especially the Total War series)... which is way I am keen to get in touch with someone of the mod developers. Feel free to ask if you want further informations...:)
Check your PMs.
XSamatan
I'm playing as Seleucids, and a few ingame decades I helped Carthage by transfering their quite large armies from Africa to Iberia, where they were loosing badly do Lusitans. They defeated them, and pushed them to one settlement, even expanding into Gaul. Later, I got a land border with them and they started sending full stacks to Cyrenaica regulary. I just moved them back. However, some time ago stacks stopped coming. I turned fow off and checked them. They had no large armies in Africa and Lusitans were making a comeback in Iberia.
I checked their ships, and they had almost three fullstacks on them, just standing near the shore. Since then more than 10 turns passed but those armies are still on ships. Lusitans have meanwhile conquered all but three Carthagian cities, and one of them is being besieged. Why won't they disembark all those troops? Can I help them somehow?
On a brighter side, they showed some remarkable intelligence in this campaign. When Lusitan reconquest started they were at war with KH, who had Emporion and Massylia in the theater. When Lusitans made some serious inroads, even gaining a border with KH, Carthage and Greeks made truce. A few turns later they became allies. Quite intelligent for AI.
I'm playing on M/M, year is 162bc.
It is still only an Ai, and the RTW Ai had always problems with naval maneuvers. We can't change the Ai since it is hardcoded into the engine. Switching to BI or ALEX will improve this a bit. Ai factions can sometimes just go braindead, especially if they are being attacked from multiple directions.
XSamatan
How do I know on what exe file I'm playing? I'm using vanilla EB, is that BI exe?
Anyway, I hope they'll somehow manage to disembark those troops. They are right next to the shore.
Do you have the Rome TW expansion "Barbarian Invasion"? That includes the bi.exe
There's a nice mod that makes it really easy to play EB on BI, you can find it here.
It also adds things like shield wall, night fighter abilities, warcry, removes giant trees and does other things. Thankfully most of this can be deactivated and you can choose to only install the use of the BI.exe. You still need to have the expansion "Barbarian Invasion" installed!
BI helps a lot with the naval AI, they actually do pretty much with is, naval invasions are rather frequent and most problems the AI has with navies seem to have been solved for BI.
I have, I even thought BI was needed to play EB. So with normal install you get vanilla exe?
I assume this mod is not save game compatible?
I think it is savegame compatible, it only makes changes that would otherwise be savegame compatible, as far as I know.
Yes, if your play EB as it's normally installed, you use RTW.exe
Keep in mind that EB was designed and balanced for use without abilities like shieldwall, warcry, etc. Having units with those abilities my break the battle balance. I still really like the idea of having hoplites with shieldwall, basically because the clustered up hoplites just don't "feel real", and certain units, where the unit description talks about a shieldwall (i.e. Milnaht, Helveti Phalanx), but, imo, this mod gives the ability to way too many units, like Hastati, or even assault infantry like the Thureophoroi. I might experiment with reinstalling this mod with shieldwall and then removing it from most units. Shouldn't be too hard, right?
In Seleucid victory conditions trait that FL's get, it says Ptolomaic attack on Kyrene will be considered an act of war. Does that have any real meaning in game, if not why was it put there?
If you are at peace with the Ptolomaic Empire and they attack Cyrene you will be automatically set to war.
Background:
Cyrene and AS had some sort of alliance at the beginning of EB's timeframe, read about the First Syrian War and Magas of Cyrene.
XSamatan
Really? I didn't know such things are possible within RTW engine. Great job EB team. :yes:
Can I create units for my faction through console if they belong to another faction? Specifically, I would like to create Armenian Armored Horse-Archers for AS, but I'm not sure if this is a good idea.
P.S. Is this a good thread for asking questions? There isn't an Ask your questions here sticky, and I don't want to open new threads all the time.
I am pretty sure that's not possible: there will be no skin assigned for that unit-faction combination. It may also cause problems if the unit shares its model with another unit of that faction.
Feel free to start your own questions-thread.
hey guys/girls,
im a EB newbie and i have few questions regarding some of the Roman buildings.
after checking the browser tree found in the MOD installation, i still didnt find the use for Auxilia Detectu Regionis/Copiis Regionis. The in-game description does not clear it out.
can some one direct me to the building guide that will explain it?
thanks!
Well it's basically your alternative barrack(or MIC as we call it). Here you train regional units. In italy itself you will find fairly few of them but in celtic territory(for instance) you can recruit celtic troops from here. In order to fully upgrade your regional MIC(tho it's not with it that often) you need a lvl 4 government, in order to fully upgrade your normal MIC(where you train roman troops) you need a level 1 government. check the fist post for governments.
Just one question: is it a sure thing that an EB hotseat wouldn't work? I heard EB scripts make it impossible for hotseat script to work, but is there some way around it? I guess the main problem is 4 turns per year. Please help me if you have some information, I would love to play EB campaign with someone.
The main problem are the markers for faction expansion. When starting a campaign, the script places in each region a marker for "homeland available", "subjugation available" or "allies available". These are for each faction different, but it's not possible to change them every time a player ends his turn, so all players except for one would end up with mixed-up homeland and expansion regions.
Ok, thanks for answer.
Do you know if things will stay the same in EB2?
I have a question that seemingly cannot be answered. Google searching has not rendered anything fruitful.
Every time I bribe a Eleutheroi settlement, and pay the required money to give to the general in charge of it, everything appears to be fine. When I end my turn, and the next one comes up, the person who I bribed seemingly dies a "heroic death", and the settlement goes to rebellious. If anyone can answer as to why this might be happening, I would appreciate it. I am playing 1.2 if that helps.
Welcome to the forum!
This is no bug, the starting governors are immobile. The point of the higher rebel movement in the city after the (mostly) high-leveled governor died is a game mechanic. Have some troops ready to strengthen the garrison.
XSamatan
I believe that is done via traits.
i have acomplished all the requirements for the Marian Reforms, i'm in 168ad, I have a general that is Popularis, Plebeivs, Has 6 stars command, maximum influience he is a consular. But i don't get the reforms, what shoul i do?
this is the guy, it would be a shame for the guy to die of old age , since i'm playing this blasted campain for the whole week :)
http://s18.postimage.org/v6kel9mq1/consul.jpg
Do you have the prerequisite Latifunda in Italy? Not sure if the province of Latium counts towards that one.
You could always temporarily mod the EBBS_script to get the reforms. Instead of owning 90 settlements, you could lower the number to 60. I think you are on 70 or so judging by the map.
Did you achieve all this?Quote:
-At least the year 172BC
-Have more than 6 Latifundia built in Italy
-Hold at least 45 settlements
-Fight more than 250 battles
-Have a character that is:
Sharp/Charismatic/Vigorous
Popularis
Consul or Ex-Consul
Has Influence > 2
Has Command > 2
XSamatan
Hey guys can you help me out i got RTW gold edition from the app store and i have copied the EB on the folder and i am able to open it but when i go to campaign it just says that i "have to select from the list" and it brings me back to the same page again. Also the weird thing is that i can play in continue campaign but i cannot open the campaign .... also the battles don't work.. If you guys could help that would be great. Thanks
Hi, I´m new to the Forum, playing this Mod for half a year now and first of all I want to say you did a really great job!
Looking forward to EB 2 allready more then for Rome II.
But yeah I have a question as well. Looked in the Forum quite some time if somebody asked it before but couldn´t find it.
Started a game with the Qarthadast-Hadast and was looking how to get my military reform. Actually in the FAQ at the first Page it asks me to build 5 L5 regional MICs at specific Provinces. My first question is:
Why are there some provinces listed in which I can´t build any units with the MICs at all? Doesn´t make a lot of sense to me.
But the more important question is: When I get the Reform, to build the new Units I have to upgrade the MIC. But with lvl 5 MICs I can´t upgrade them at all. So do I really have to raze my lvl 5 MICs and build new one to get the new troops? I really hope that I simply understand something wrong ´cause else it sounds pretty... strange... to me.
Also do already my lvl 3 MC´s show a "Enable or disable reformed units (+-1=disables): +-1" which means ... ?
Thanks for any (helpfull) comment.
The level 5 regional ones are those for local troops. That means you are going to need level 4 government to build them...
Usually, once constructions are done and my provinces have reached a certain infrastructure, I role-play that it has grown into a province and "destroy" the government building, to replace it with a level 2 one if possible...
That way you can have better factional barracks, but still be able to recruit the local troops :)
To recap, you don't need to destroy the regional lvl 5 barracks, five of them, in the provinces listed, are just required to trigger the reform, after that you can train the new units in any settlement and you can also upgrade your gov building in the regions, you used to get the reform...
As for the message, I think it's just internal script, meaning that the building allows the reform to take place: + being active, - inactive. Most likely it's just some redundant text, unless it's necessary for it to being there (I'm no modder :P)...
Why Romani has Arretium and Ariminum in 272BC? According to this map from Wiki it had not these cities in 272BC:
Spoiler Alert, click show to read:
Is it wrong?
Also, TW: Rome II shows that Rome has Southern Italy before taking Arretium and Ariminum:
http://wiki.totalwar.com/images/3/37...bannermap.jpeg
Arretium, as a military base/outpost, was established in the late 4th century BC. The thing is, in the early stages of the republic, it never really was an overnight take over...
Bases and colonies were established, sometimes these very acts were the cause for wars: it was "organic" so to speak, other areas like samnium, rebelled one year, then back in the latin league and then independent again etc...
I guess that map was done considering the incorporation of whole areas, until the last episode of resistance or something...
Giving all of southern Italy to Roma in 272 BC, is already a stretch.
A meant the regions actually, not only Arretium and Ariminum. Which region was taken by Romans (and allies) first: north or south Italy?
Both? :P
One could say that what really triggered the surplus of resources, was the capture of Veii...
North, south, center? Does it matter? Romani fought on all of those sides, sometimes against a united coalition, while expanding wherever possible...
Livius wrote that in 280 BC, the Ager Gallicus was conquered. Dentatus just subjugated the Sabines in the previous years and in the mean time, Romani defeated the Brettioi and Leukanoi...
The last event triggered the call for help to Pyrros: really they went inch by inch, battle by battle in every direction of Italy from Roma...
The idea of commissioning a Consul (and later Proconsul, because the logistics for a year term were unattainable) with powers for a specific region (Provincia), was something that developed with the Punic Wars. Before Optimates and leading figures, pushed for specific areas (the Fabii, iirc, but I'm probably not; were the ones who advocated for annexing Sicilia, needless to say they got filthy rich in the process) or the Senatus simply sent forces where they were needed and at the same time...
How it evolved and how quickly, depended on the campaign...
I tend to agree, these two towns should be rebel-held in 272 BC, not Roman. Although both towns should have very weak garrisons, only three or four units, because the Etruscans, Senones and Piceni had suffered a massive defeat by Rome eleven years earlier at the Battle of Lake Vadimo, from which they never recovered. They were so weak that they preferred to remain at peace with Rome even after Pyrrhus had defeated the Romans in two major battles, and they refused the Epirote kings offers of alliance. The Romans mopped them up in 268-264 BC with comparatively little effort.
My generals' command points don't increase. Why?
The Command star gain was drastically decreaced by the EB team, mainly because of the 4Turns per year, which means your generals would be "done" in half the time. There may be other reasons like personal preference or balance ideals... just like other mods disable cheating, autoresolve or costom battles.
Let your generals fight some more battles you'll eventually get Command star traits, also lots of traits give command in specific situations, which does not show in the statistic.
IIRC there also is a mod somewhere here that increaces your Command star gain.
PS: found this: https://forums.totalwar.org/vb/showt...ursus-honorum)
To add, also keep in mind the general's traits: he could be a born governor and poor soldier or have any other kind of trait, detrimental to command.
If you keep it in a city, he might've gained attuned governor or other bureaucratic traits, that iirc dropped the stars quite a bit, but I recall very apt generals, quickly recovering from that...
Bottom line, in EB not all family members were born to be generals :)
Yes, the EB team made gaining command stars more difficult. Not everyone can become a great general merely by fighting a lot of battles.
The most important factors are the primary personality traits. Highly-intelligent characters will gain command traits more quickly, and can reach higher levels. Ditto for charismatic characters and the leadership traits. IIRC vigour also helps, and may affect traits like logistic ability. (Perhaps superfluously: there are six levels of every personality trait, but the character-scroll only shows the broad trend. The level can often be deduced from how quickly a character gains other traits, though.)
Another factor that is often overlooked are the battle-odds. Fighting battles where the odds are against you is more likely to gain you command-stars. There used to be a trait in a character's scroll that kept track of these things. It's not longer visible, but I am pretty sure it still works this way.
(A.I. characters get bonus command stars to make up for their incompetence, so don't worry if they have more command than you.)
Influence and administration stars increase pretty fast but I saw 3 stars of command point at most on my best general who fought 30-40 battles. I play EB for years.
And your command star gain has ... decreaced?
Personally I had quite some luck with my generals thus far, apart from a few "never to gain command stars"-blokes I usually have one 5 star general running around, pretty sure they seldom surpass the 20 battles threshhold.
Try the Mod in my last post when you start your next campaign, I've heard it's quite good.
Battle odds are really important. If you can win a lot of battles where the odds are heavily stacked against you you gain them quite quickly. I usually have no problems reaching 3-4 stars with most characters, provided the odds are bad enough. Also some characters have a few negative Command traits. So even when you gain command stars to trait you still have to offset the negatives before you'll gain any effect.
Also don't start a siege / fight and then pull out.
Some factions are a lot easier to gain command stars with than others. Also some battle tactics (and this is on a very generic level, since the trait system cannot pickup on the minute details of the troops employed and all that) are more useful to gain command stars.