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Thread: EB v1.1 released!

  1. #301

    Default Re: EB v1.1 released!

    Quote Originally Posted by soibean
    I have a question for the trivial script and whatever other ones I missed out there:
    Do we need to activate these separately or outside of EB or does it just activate when we click on the advisor?
    What do they do?
    First of all a clear distinction needs to be made:

    1) Trivial Script - something to configure your EB with.
    2) The EB Background Script - that thing which you activate each time you play; in order to actually play EB and not RTW with additional units and GFX...

    You run (1) by using the shortcuts the installer will generate for you:
    Play Singleplayer; Play Multiplayer or Configuration. The latter will allow you to adjust some settings first before entering EB; the other two will directly take you into EB. Singleplayer is the campaign mode; Multiplayer is the (what's in a name) custom battle mode.

    The Trivial script basically automates the management of your shortcuts to EB as well as switching export_descr_units.txt files and map.rwm files to give you a user friendly way of playing EB without having to do all the switching etc. manually yourself.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  2. #302
    Bopa Member Incongruous's Avatar
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    Default Re: EB v1.1 released!

    I have noticed with some of the Macedonian units I have used, that the recordings of their speech (like when they announce their name to you) skip a bit or repeat a bit.
    Is this known or just my sound card?

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  3. #303

    Default Re: EB v1.1 released!

    Ludens

    Simple I syn, about buildings, and ask about temples in seleucids in general.
    Maybe The Second Temple like the buildings (judean's wall, rostra in Rome) in Invasio Barbarorum?
    And seleucid has recognize new kingdom. Them troops was broken light infantry an cavalry hasidim's.

    This script mustn't attachmen to year

    When the diadoh destroyed Temple = rebellion.
    destroyed Temple (for seleucids)= many dinaries at exchequer?

  4. #304
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: EB v1.1 released!

    Quote Originally Posted by Marteze
    Maybe The Second Temple like the buildings (judean's wall, rostra in Rome) in Invasio Barbarorum?
    And seleucid has recognize new kingdom. Them troops was broken light infantry an cavalry hasidim's.

    This script mustn't attachmen to year

    When the diadoh destroyed Temple = rebellion.
    destroyed Temple (for seleucids)= many dinaries at exchequer?
    Please read Tellos Athenaois' post:
    Quote Originally Posted by Tellos Athenaois
    If you mean the second temple of Jerusalem; again no. There will be no Maccabean revolt and/or associated script in any near future release of EB for a number of simple reasons:
    1) If you want it fully dynamic et all; why them? There've been much more important; and much more far-reaching revolts throughout the EB time frame for many factions. And then, if we did them all or something akin to generic revolt scripts for each faction (or close to) -- the mod would become much, much heavier.

    2) If you don't want it fully dynamic; then it would be against the philosophy of EB to include it. It's a highly 'dynamic' event -- it would not make sense for it to happen if the prerequisites for such an event simply were not there. An example of such prerequisites would be AI/player oppresion of Jewish religion but most of all the tax level maintained by the AI/player in Ioudaia. Governments/governors is another factor to take into account.

    If both levels had been low, no such revolt would ever have occured...

    With EB we aim to give you the 'board' and the 'pieces' and let you work out how history could've happened. Within the limits of the RTW engine, of course -- but that's another matter altogether.
    Looking for a good read? Visit the Library!

  5. #305

    Default Re: EB v1.1 released!

    How I may change the stat cost column in export descr unit?

  6. #306
    EB annoying hornet Member bovi's Avatar
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    Default Re: EB v1.1 released!

    Just edit it. There's a good explanation of each field at the top of the file.

    Having problems getting EB2 to run? Try these solutions.
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  7. #307

    Default Re: EB v1.1 released!

    May you create Ancillaries for Oddysey and Illiad volumens (books) at the export_descr_ancillaries

  8. #308

    Default Re: EB v1.1 released!

    No, I very much doubt it. Mainly because in the Greek world it wasn't really special to *know* those stories (or large parts thereof) by heart. Actually the one thing the Greeks probably learned by heart were those stories as it was the material with which the Greek language was taught at schools; as well as the fact that there were or used to be public contests in reciting parts of these works...


    ... We very much do consider, and at times proceed, to quote or play to these (among others) sources for the Voicemods. Heck there's one line in the prebattle speeches about a general not wishing to see the enemy fleeing the field; instead looking forward to see him impaled by dusk... Guess what line it would correspond to in the Illiad?
    Last edited by Tellos Athenaios; 05-03-2008 at 23:18.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  9. #309

    Default Re: EB v1.1 released!

    Whill be a celtic karniks voise (sound) in mod? Like roman tubus
    Last edited by Marteze; 05-04-2008 at 13:11.

  10. #310

    Default Re: EB v1.1 released!

    I'm not entirely clear on what you meant there *but* we've got voicemods for both cultures. However if you were wondering about musical signs in battle to accompany the orders; no as of now we do not have those (yet).
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  11. #311

    Default Re: EB v1.1 released!

    Quote Originally Posted by Marteze
    Whill be a celtic karniks voise (sound) in mod? Like roman tubus
    Carnyx. Yes, the famous celtic "tubus". I don't know, but our soundmen are cooking some exciting stuff all the time. Maybe this will be one of them.


    You like EB? Buy CA games.

  12. #312
    Member Member Cyclops's Avatar
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    Default Re: EB v1.1 released!

    Just back from an overseas trip and I downloaded EB 1.1 two weeks ago. It has been an absolute joy to use.

    I fired up a Hayasdan campaign on M battle/VH campaign and as of 230 BC I am upgrading to second level mines throughout Asia Minor in preparation for rebuilding the Achaemenid Empire. I have 2 level 5 MICs for the cataphracts and I expect to be Shah-in-Shah by about 200 BC.

    The battles have been satisfying, with the AS sending big (but just barely managable) stacks for a series of battles at Karkiotherta (sp?) as well as cunning probes around the flanks of my kingdom. I regrefully terminated Pontus and shoved the Ptolemai back to Cyprus.

    Each foe has given a fair account of themselves with the glittering AS elites, hardy Ptolly stacks and a terrifying Prince's army (4 FM's and about 4 more cav) in the final battle for the Pontian capital.

    The unit roster is dazzling, with a spectrum of nicely differentiated units on offer. I feel I've been very lucky with the Armenians but its a testament to the game balance that I've managed to fight through to a winning position without resorting to exploits like the fort/diplomat defense, or HA seiges.

    This mod just gets better and better.
    From Hax, Nachtmeister & Subotan

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  13. #313

    Default Re: EB v1.1 released!

    Hei, I'm playing a game with Makedonia on medium/medium, but now it seems too easy, but I don't want to begin the game again with a harder difficulty. How can I change the difficulty for a saved game or make the AI more aggressive or just give it more money maybe?

  14. #314

    Default Re: EB v1.1 released!

    Servus Manner,

    JUST initiated Marian reforms in my 1.0 game! Damn...this looks to good not to go to!

    Would love to hear more from people who are playing 1.1 now!

    Thanks

    PP

  15. #315

    Default Re: EB v1.1 released!

    Last version that I had, prior to 1.1, was 0.81a. Bravo to all improvements!
    Only thing that bothers me is the interface in battle screen.
    Is there a way to reverse to vanilla style, or 0.81a version?

  16. #316
    I is da bestest at grammar Member Strategos Alexandros's Avatar
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    Default Re: EB v1.1 released!

    In your RTW folder click the EB preferences link and deselect minimal UI
    - my first balloon, from Mouzafphaerre
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    Modo Egredior
    https://www.perseus.tufts.edu/cgi-bi...ookup=Plb.+toc <- read this!
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    When it's not worth dying for?"

  17. #317

    Default Re: EB v1.1 released!

    Though you might want to try using F5; F7 and F6 (the last one repeatedly) to remove GUI elements obscuring your sight... Only the cursor has to remain.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  18. #318
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: EB v1.1 released!

    is this playable on multiplayer?
    I was once alive, but then a girl came and took out my ticker.

    my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).

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  19. #319

    Default New Units in EB 1.1

    I'm so damn curious to know what those new units in v1.1 are!

    To make the preview even more appealing than it is now, I want to suggest, that you replace the simple listing of the new units by links to the according trading card style unit description.

    I think that would render it a lot easier to learn about the new units! =)

    ------------

    Besides that: Thank you for all the hours you spent to create this wonderful game and keep on the excellent work!

  20. #320

    Default Re: EB v1.1 released!

    Marian Schmarian- what is the current download time on this puppy? Time to switch over!

    pp

  21. #321

    Default Re: EB v1.1 released!

    amazing!

  22. #322
    Guest Boyar Son's Avatar
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    Default Re: EB v1.1 released!

    Hi

    I'm sorry to be a 0mFgn00bkIng here, but will I need 1.0 freshly installed? then asume this EB patch is like any other, and just download and apply?

  23. #323

    Default Re: EB v1.1 released!

    You need a clean install of RTW 1.5 (and/or BI and Alexander if you want, although you don't need them) - this is the full mod; there is no 1.0 -> 1.1 patch.

  24. #324

    Default Re: EB v1.1 released!

    I was wondering, how many hours in total have been spent by the team to get to this point? (EB II excluded) That must be a many good thousands of hours, surely?

    Thanks!

  25. #325

    Default Re: EB v1.1 released!

    Not sure if this is the best place to post this but couldnt find a suggestions thread anywhere.
    Having played through a couple of games of EB1.1 I find myself wondering if it would be possible to have some military ranks added to be based on the command ability of a general while in the field. When governors are in a city they become attuned so would it be possible to have a similar system so that a general in the field with his army who gains a higher command rating increases in ranks until such time as he enters a city.
    I.E for the Romani have Junior Military Tribune, Senior Military Tribune, Prefect, Legate, General for instance and also when a Consul enters the field after he has served his year have a trait of proconsular general with an influence increase maybe.

  26. #326
    EB annoying hornet Member bovi's Avatar
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    Default Re: EB v1.1 released!

    Quote Originally Posted by reaperwolf
    Not sure if this is the best place to post this but couldnt find a suggestions thread anywhere.
    Having played through a couple of games of EB1.1 I find myself wondering if it would be possible to have some military ranks added to be based on the command ability of a general while in the field. When governors are in a city they become attuned so would it be possible to have a similar system so that a general in the field with his army who gains a higher command rating increases in ranks until such time as he enters a city.
    I.E for the Romani have Junior Military Tribune, Senior Military Tribune, Prefect, Legate, General for instance and also when a Consul enters the field after he has served his year have a trait of proconsular general with an influence increase maybe.
    While not entirely a counterpoint to the attuned governor, there is the Warmonger set of traits that to a certain degree represents his comfortableness with the soldiers (it's the counterpoint to the Supervisor set, however).

    Quote Originally Posted by Swordmaster
    I was wondering, how many hours in total have been spent by the team to get to this point? (EB II excluded) That must be a many good thousands of hours, surely?

    Thanks!
    Absolutely. I think we are at a couple thousand hours even with EB I excluded, actually . It's hard to gauge the hours though, as we don't report them, and many tasks aren't really represented in the game files either. There have been some 20-60 people working on the mod at any given time however, and it's been many years now since RTW was released. Add to that the time spent before that was released. It's a lot.
    Last edited by bovi; 05-25-2008 at 19:56.

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  27. #327

    Default downloads not downloading!

    I cant get the downloads to work. They download to a certain point. about 2% of the file and then say complete. Then I get a message saying they are corrupt. Any ideas?

    thanks for your help


    PP

  28. #328

    Default Re: EB v1.1 released!

    Quote Originally Posted by bovi
    I think we are at a couple thousand hours even with EB I excluded, actually . It's hard to gauge the hours though, as we don't report them, and many tasks aren't really represented in the game files either. There have been some 20-60 people working on the mod at any given time however, and it's been many years now since RTW was released. Add to that the time spent before that was released. It's a lot.
    And the results are thereafter!
    Best mod ever!


  29. #329
    EB annoying hornet Member bovi's Avatar
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    Default Re: downloads not downloading!

    Quote Originally Posted by PrimusPilus
    I cant get the downloads to work. They download to a certain point. about 2% of the file and then say complete. Then I get a message saying they are corrupt. Any ideas?

    thanks for your help


    PP
    You should use either a torrent or ED2K client for downloading when your regular downloads get cut off like that.

    Having problems getting EB2 to run? Try these solutions.
    ================
    I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
    ================
    I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking

  30. #330

    Default EB v1.1 released!

    Thanks for the tip. I hope it works.

    PP

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