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Thread: EBBI Multiplayer exe?

  1. #1

    Default EBBI Multiplayer exe?

    I'm just wondering what's the mutiplayer exe, or script, that's needed to play EB with BI? Is it a separate .exe or just a script admendment?

  2. #2
    EB Support Guy Senior Member XSamatan's Avatar
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    Default Re: EBBI Multiplayer exe?

    Using this will give you access to factional troops in a custom battle IIRC. Due to engine limitations the edu used for campaigns displays many regional troops, not what a player would expect if he starts a custom battle.

    XSamatan

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  3. #3

    Default Re: EBBI Multiplayer exe?

    Yeah I know, but since vanilla EB has a "EB Multiplayer" that makes custom battles work, I was wondering if anyone had done a similar one for EB BI.

  4. #4
    EB Support Guy Senior Member XSamatan's Avatar
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    Default Re: EBBI Multiplayer exe?

    You are able to access the multiplayer edu by copying it from \EB\mp game edu backup into \EB\data. Maksimus included an updated version for BI with his mod.

    XSamatan

    1.2 fixes - Updated regularly. Latest news from 2009-02-01.
    EB FAQ --- Tech help important thread list --- Frequent issues and solutions

  5. #5

    Default Re: EBBI Multiplayer exe?

    Huh, interesting. Works but it seems that units with shield wall don't have them. They must be using vanilla eb's stats. Any idea how to fix?

  6. #6
    RABO! Member Brave Brave Sir Robin's Avatar
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    Default Re: EBBI Multiplayer exe?

    Add it in manually
    It's actually not that hard assuming you are minimally familiar with the edu.
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  7. #7
    ‘Abdü’l-Mecīd-i evvel Member Kival's Avatar
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    Default Re: EBBI Multiplayer exe?

    Quote Originally Posted by Brave Brave Sir Robin View Post
    Add it in manually
    It's actually not that hard assuming you are minimally familiar with the edu.
    Changing something for a lot of units actually is pretty annoying and frustrating because it costs so much time and is very boring all the time.

    ‘Abdü’l-Mecīd-i evvel

  8. #8
    RABO! Member Brave Brave Sir Robin's Avatar
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    Default Re: EBBI Multiplayer exe?

    Quote Originally Posted by Kival View Post
    Changing something for a lot of units actually is pretty annoying and frustrating because it costs so much time and is very boring all the time.
    If you are familiar with the edu and have about 50-100 units to change, it shouldn't take much longer than half an hour. It only took me half an hour to do the Saka and that involved balancing costs and stats. This is only adding in one special ability which is a copy and paste job.
    From Frontline for fixing siege towers of death
    x30 From mikepettytw for showing how to edit in game text.
    From Brennus for wit.

  9. #9

    Default Re: EBBI Multiplayer exe?

    Well, I've done as you said and edited it (the mp export_descr_unit file). Here it is for anyone else who wants it.

    I've done what Ferromancer did and edited the individual spacings of all the units that needed them. Let me know if anything is wrong.

    On a random note, how come wedge formation isn't used in EB?
    Attached Files Attached Files

  10. #10
    ‘Abdü’l-Mecīd-i evvel Member Kival's Avatar
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    Default Re: EBBI Multiplayer exe?

    Quote Originally Posted by Brave Brave Sir Robin View Post
    If you are familiar with the edu and have about 50-100 units to change, it shouldn't take much longer than half an hour. It only took me half an hour to do the Saka and that involved balancing costs and stats. This is only adding in one special ability which is a copy and paste job.
    Hm, if you already know which units to change: Yeah, but for this job here, you have to check for every unit if it should get the special ability.

    ‘Abdü’l-Mecīd-i evvel

  11. #11

    Default Re: EBBI Multiplayer exe?

    Quote Originally Posted by Kival View Post
    Hm, if you already know which units to change: Yeah, but for this job here, you have to check for every unit if it should get the special ability.
    It wasn't too bad. I followed Ferromancer's guidelines and did it for all units with the Highly Trained or Disciplined qualifiers that had large shields (I checked his originals and those were deemed to be units with a shield value of 3 or higher). Basically just a ctrl+F job and ctrl+v for shield_wall. Then I went back and ctrl+f all units with shield_wall and edited their spacings, matching up against the values already set by the campaign units file from Ferromancer. The only reason I did that was for campagin/custom battle consistency.

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