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
For northern Arabian cities (Bosra,...) a lonchophoroi like unit could be used, as they were a popular unittype in the later game. Other arab cities, well I guess the Saby'n citizen cavalry unit is the next best thing. Though possibly the Saby'n noble infantry could be used as well.
Okay,
how do I assign the Arabian bodyguard unit as a gov4 recruitable unit?
Last edited by bovi; 02-15-2009 at 00:02.
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
Followed the instructions above and still doesn't work for me.
Extract of my EDB.txt file ....
; ------------------------------- RECRUITABLE GENERALS-----------------------
recruit "african general numidian nobles" 0 requires factions { gauls, scythia, romans_brutii, britons, dacia, thrace, romans_scipii, spain, greek_cities, macedon, parthia, carthage, numidia, egypt, seleucid, pontus, armenia, romans_julii, germans, saba, } and hidden_resource SW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
; Gerrha(Gerrhaia_Arabia)
recruit "african general numidian nobles" 0 requires factions { gauls, scythia, romans_brutii, britons, dacia, thrace, romans_scipii, spain, greek_cities, macedon, parthia, carthage, numidia, egypt, seleucid, pontus, armenia, romans_julii, germans, saba, } and hidden_resource EA and hidden_resource E and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
; Terhazza(Eremos)
recruit "african general numidian nobles" 0 requires factions { gauls, scythia, romans_brutii, britons, dacia, thrace, romans_scipii, spain, greek_cities, macedon, parthia, carthage, numidia, egypt, seleucid, pontus, armenia, romans_julii, germans, saba, } and hidden_resource SW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
; Augila_settlement(Augila)
recruit "african general numidian nobles" 0 requires factions { gauls, scythia, romans_brutii, britons, dacia, thrace, romans_scipii, spain, greek_cities, macedon, parthia, carthage, numidia, egypt, seleucid, pontus, armenia, romans_julii, germans, saba, } and hidden_resource SW and hidden_resource A and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8................
Puzzled....anyone shed any light?
Also tried rebuilding Type 4 govt from scratch.....is it not save game compatable?
From validation tool....
Changed file: .\eb\data\descr_model_battle.txt (expected checksum 62d3d0f9b2618ec123ffb7245dca012c, got c9610c6b5b59b2bcf6433a1fb657de80)
Changed file: .\eb\data\export_descr_buildings.txt (expected checksum 9cb8429b70bc7d1ffea8dff2204de65d, got edd557e92ad13a48a886ab458d012554)
Changed file: .\eb\data\scripts\show_me\ebbs_script.txt (expected checksum 0d80ca932253456f44c501775624cc3e, got 89019077da877d2941e784e1d131a09c)
Changed file: .\ebchecklist.txt (expected checksum 7913b820b101fe190d4355157cc0c529, got 84a725d5e2806a753130821d33f770b0)
Running alex with the supplied hak.
Also now have an undying family.....oldest member 105, next 102....think my game is frelled!
(I don't know, if you're sill interested in an answer, but for everyone, who encounters the same problem)
There are two possible positions to enter your text. One ist for the nomads and another ist for the gov IV buildings. The second one is needed to allow the recruitment of generals in gov IV buildings, but I'd recommend to copy the lines in both passages.
But I've an additional question, how or where is it defined, that a unit is a general for recruitment. I.e. I want to make an Arabian General Unit with the same skin and stats as the Sabean Medium Cavalry, what do I've to do for that?
PS: Sorry for my bad english, I'm german.
Last edited by Kival; 12-11-2009 at 19:46.
‘Abdü’l-Mecīd-i evvel
Your English is fine. If you do not understand my English, kann ich das ganze aber auch per PM auf Deutsch an dich senden.
To add the attribute "general" to a unit, open the "export_descr_unit.txt" and add to the line "attributes" this "general_unit".
like this:Be sure, that if you use the trivial script to launch EB, you have to change the file found here:attributes sea_faring, hide_forest, general_unit, no_custom
Rome - Total War\EB\sp game edu backup\
XSamatan
1.2 fixes - Updated regularly. Latest news from 2009-02-01.
EB FAQ --- Tech help important thread list --- Frequent issues and solutions
Thx, no problem to understand (written) english, only to use it myself ;-).
Thank you very much, I will see, if i'm able to do that ^^.To add the attribute "general" to a unit, open the "export_descr_unit.txt" and add to the line "attributes" this "general_unit".
like this:
Be sure, that if you use the trivial script to launch EB, you have to change the file found here:
Rome - Total War\EB\sp game edu backup\
XSamatan
‘Abdü’l-Mecīd-i evvel
I did not mentioned it, but you are making a backup before changing anything, do you?!
XSamatan
1.2 fixes - Updated regularly. Latest news from 2009-02-01.
EB FAQ --- Tech help important thread list --- Frequent issues and solutions
Bookmarks