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  1. #1

    Default Re: Arabian Adventure - Bug's

    Quote Originally Posted by bovi View Post
    Are you saying that the graphic is switched around only occasionally? That's really weird.
    Agreed. Thought I was crazy until I noticed it more than once. I'll attempt to see whether it is dependant on the faction I'm encountering. I can't imagine there's any differentiation though.

    Quote Originally Posted by bovi View Post
    We've had reports of new family members starting out as starving, but they should quickly get supplied when in a town and not lose them again. Could you try to save the game before each end turn, and when it happens again, give us the savegame directly before it happens?
    Will do, I'll keep you updated.


    Quote Originally Posted by bovi View Post
    At the top of mods/EBII/data/battle_config.xml are global lethality ratios. You can fairly easily experiment with these to find the combat pace you prefer.
    I will do further testing with other factions and unit combinations before I play around with the lethality ratio's etc. Regardless of my play style; I feel that these battles with the unit combinations I'm encountering would press the patience of even the most stalwart player, given the sheer amount of time taken to inflict casualties. So if the issue is merely balancing certain units, I would prefer to give you this knowledge for global changes rather than bastardising my personal game.


    Quote Originally Posted by bovi View Post
    There is a cinematic for this? I don't think I've ever seen it. I don't know how we'd disable it for only certain settlements, unfortunately.
    It's a battlefield 'cinematic' which at the start of the battle, zooms in on the gates of the city as they swing open to indicate that the spy has infiltrated the settlement and opened the gates for the attackers. So in the case of this nomad settlement, it zooms in on where the gates should be. Understandable that disabling it for certain settlements wouldn't be an option, but is this 'cinematic' required at all? The battle deployment screen will let you know prior to the battle if your spy has managed to open the gates. Do we need another reminder on the battlefield? Thinking out loud.

    Cheers for the responses gents, I'll try the other suggestions you have in mind including the new AI.

  2. #2
    Member Member Arkay's Avatar
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    Default Re: Arabian Adventure - Bug's

    @bovi Sure, I just need to know the settlement level.

  3. #3
    EB annoying hornet Member bovi's Avatar
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    Default Re: Arabian Adventure - Bug's

    @Bannath, could you provide the settlement level? If you're not sure, tell us which all buildings are present in the settlement and we'll work it out from those.

    You may be able to get rid of the gate event thing by adding this line under [game] in your mods/EBII/EBII.cfg file:
    event_cutscenes = 0

    Remember to mark it read only afterwards.

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  4. #4

    Default Re: Arabian Adventure - Bug's

    Don't know if it's a bug, but while other nations rest and raise armys during winter (get additional recruitment slots), should'nt Saaba gain those during summer if possible? Don't know if this is allready the case or should be with Sauromatae and other steppe folks?!

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