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  1. #1

    Default Re: Europa Barbarorum 2.02 is released!

    1.defender trait bug is still there

    ______________________________
    2.colony build option bug

    After several hours in my bosporan campaign I'm afraid the 2.02b colony system is not working properly.
    I can't spend any colony points I have despite owning metropolis. Instead, I found the building options disappearing after I refresh the building panel by adding a building to the queue or reopening the panel.

    In the script it says:
    if I_EventCounter ecBosporanColonistsOn <= 1
    set_event_counter ecBosporanColonistsOn 1
    wait 1
    set_event_counter ecBosporanColonistsOn 0
    end_if
    same for all 9 greek factions at every endturn, and m2tw ultimate document 2.0 says "wait"'s unit is in seconds.
    It didn't take 9 seconds for every AI's turn to finish which means "wait" does not pause AI's turns. This monitor's scope is actually across multiple factions' turn and overlapping with itself. I can't spend any colony points after several seconds passed in my turn because the option is turned off by this monitor which started in previous AI's endturn and ended during my turn.

    Maybe all "wait 1" should be changed to "wait 0.1" (or don't use wait at all because it's too dangerous).
    ________________________________
    Ok, I'm pretty sure the bug is there.

    Start a pergamon campaign and destroy the colony, you should see the colony build option. Go to next turn and immediately open the build panel the build option might be still there, wait several seconds and refresh the panel the option is gone. You can repeat it by going to the next turn.
    Last edited by QWE_asd; 05-21-2015 at 08:34.

  2. #2
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QWE_asd View Post
    defender trait bug is still there
    Traits more generally are a bigger piece of work than we could manage in the last few days picking up various bits and pieces. For a completely cleaned up EDCT, that will probably have to wait for the summer release.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  3. #3
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    I spotted an error in the withdrawal of assistance part of the code - the Seleukids get nothing and KH get double.
    Last edited by QuintusSertorius; 05-21-2015 at 14:56.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  4. #4

    Default Re: Europa Barbarorum 2.02 is released!

    Can you check the new colony system bug as stated in my previous reply?

  5. #5
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QWE_asd View Post
    colony build option bug

    After several hours in my bosporan campaign I'm afraid the 2.02b colony system is not working properly.
    I can't spend any colony points I have despite owning metropolis. Instead, I found the building options disappearing after I refresh the building panel by adding a building to the queue or reopening the panel.

    In the script it says:
    if I_EventCounter ecBosporanColonistsOn <= 1
    set_event_counter ecBosporanColonistsOn 1
    wait 1
    set_event_counter ecBosporanColonistsOn 0
    end_if
    same for all 9 greek factions at every endturn, and m2tw ultimate document 2.0 says "wait"'s unit is in seconds.
    It didn't take 9 seconds for every AI's turn to finish which means "wait" does not pause AI's turns. This monitor's scope is actually across multiple factions' turn and overlapping with itself. I can't spend any colony points after several seconds passed in my turn because the option is turned off by this monitor which started in previous AI's endturn and ended during my turn.

    Maybe all "wait 1" should be changed to "wait 0.1" (or don't use wait at all because it's too dangerous).
    ________________________________
    Ok, I'm pretty sure the bug is there.

    Start a pergamon campaign and destroy the colony, you should see the colony build option. Go to next turn and immediately open the build panel the build option might be still there, wait several seconds and refresh the panel the option is gone. You can repeat it by going to the next turn.
    Strange, I started a game as Makedonia when testing it. They start with colony points, I can build a military colony in Demetrias, which builds. The message stops appearing after that and the building builds.

    I'm starting to wonder if we need a simpler method of handling colonies, it's been troublesome in every iteration since it first appeared.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  6. #6

    Default Re: Europa Barbarorum 2.02 is released!

    You can see the option and build it because it's the first turn. The bug happens after first turn.
    And the overlapping window for Makedonia is 1 second, which is not very noticeable.
    Try pergamon (8 seconds overlapping window) and bosporan (9 seconds overlapping window)

  7. #7
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QWE_asd View Post
    You can see the option and build it because it's the first turn. The bug happens after first turn.
    And the overlapping window for Makedonia is 1 second, which is not very noticeable.
    Try pergamon (8 seconds overlapping window) and bosporan (9 seconds overlapping window)
    Would you be able to test if changing the wait to 0.1 solves it?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  8. #8
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    I'm going to have to look at the campaign script again; I think a rewrite of all the colonist systems, into something simple enough for the AI to use, is in order. Sorry anyone who was hoping this was it.

    Still, feedback on the battle mechanics and general movement of CAI would be good.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  9. #9
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Alright, I've put up 2.02c, sorry to anyone who's gotten well into a campaign, but it's not savegame compatible. For the time being, I've reverted to the old colony point script, which should be functional, after a fashion. That might be "unlimited colony points", and the AI can't use it, but it's better than none.

    In the meantime, I'm going to try to come up with a new system that doesn't rely on button clicks and different scripts for player and AI.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  10. #10

    Default Re: Europa Barbarorum 2.02 is released!

    I've found a temporary fix to the colony system in 2.02b:
    change all wait 1 to wait 0.1
    and do:
    monitor_event FactionTurnStart FactionType f_pergamon
    wait 2 ;make sure there is no leftover monitors from previous turn
    if I_CompareCounter PergamonColonyPoints > 0
    set_event_counter ecPergamonColonistsOn 1
    end_if
    end_monitor
    to all 9 factions.
    ____________
    However, something else is confusing me:
    when I try to replace
    monitor_event FactionTurnEnd
    if I_EventCounter ecMakedoniaColonistsOn <= 1 ; the event is off or on
    set_event_counter ecMakedoniaColonistsOn 1 ; enabling the event counter to allow construction to continue
    wait 0.1 ; stop processing this monitor for x.x seconds
    set_event_counter ecMakedoniaColonistsOn 0 ; disable\reset the event_counter for the next round, if colonypoints counter is > 0 then this will be set back to 1 at faction turnstart
    end_if

    with:
    monitor_event FactionTurnEnd
    if FactionType f_makedonia and not FactionIsLocal ; the event is off or on
    set_event_counter ecMakedoniaColonistsOn 1 ; enabling the event counter to allow construction to continue
    wait 0.1 ; stop processing this monitor for x.x seconds
    set_event_counter ecMakedoniaColonistsOn 0 ; disable\reset the event_counter for the next round, if colonypoints counter is > 0 then this will be set back to 1 at faction turnstart
    end_if
    end_monitor

    the colony system breaks at turn 1, which doesn't make any sense to me because they are endturn monitors and no endturn has happened at turn 1.

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