Results 1 to 30 of 238

Thread: Europa Barbarorum 2.08e is released!

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,501

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QWE_asd View Post
    So we are done with colony system for 2.02 testing?
    I think so; I've restored the old one for how.
    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


  2. #2

    Default Re: Europa Barbarorum 2.02 is released!

    AI is passive, most(90%) of the rebel towns are still there after 100th turn. AI refuse to attack rebel town even with multiple stacks of army.Playing M/M.

  3. #3
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
    Join Date
    May 2005
    Location
    Fortress of the Mountains
    Posts
    11,441

    Default Re: Europa Barbarorum 2.02 is released!

    I managed to go around it somehow by saving the game every turn before clicking on the End Turn button, but sometimes CTDs still occur.

    They only occur when the factions are "loading" their own turn movements. (after End Turn button)
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  4. #4
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,501

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QWE_asd View Post
    AI is passive, most(90%) of the rebel towns are still there after 100th turn. AI refuse to attack rebel town even with multiple stacks of army.Playing M/M.
    Keeping a particular eye on CAI feedback. Keep it coming. Which faction are you playing, and which other factions are you observing?

    Quote Originally Posted by edyzmedieval View Post
    I managed to go around it somehow by saving the game every turn before clicking on the End Turn button, but sometimes CTDs still occur.

    They only occur when the factions are "loading" their own turn movements. (after End Turn button)
    That sounds like a possible installation problem - does it do that with a clean installation of 2.01?
    Last edited by QuintusSertorius; 05-22-2015 at 23:23.
    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


  5. #5
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
    Join Date
    May 2005
    Location
    Fortress of the Mountains
    Posts
    11,441

    Default Re: Europa Barbarorum 2.02 is released!

    Yes, it actually did, but rarely. I started a test Romani for 2.01, and I got a CTD on turn 12. Then again on turn 33.

    It's just on End Turn, that's it, nothing else. Battles work fine, campmap works fine.
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  6. #6

    Default Re: Europa Barbarorum 2.02 is released!

    I'm playing parthia, attacked seleukeia on turn 1. Took the eastern half of it, faced little to no resistance.
    After I asked for peace, seleukeia never tries to retake its lands even though my border cities only have one garrison, and it always leaves its border defendless.
    This happens to all AI factions, baktria lost marakanda to rebels and never bother to take it back despite having 3 stacks of field army.
    Rome took taras and stopped there as in every campaign I played since 2.02 is out. I don't think AI has attacked any rebel city. Most 1 settlement factions are still 1 settlement.

    I think the problem is at the beginning the AI think it's too weak to attack the rebel town, when the AI built up its army it went bankrupt and become passive.
    Click image for larger version. 

Name:	medieval2 2015-05-22 19-25-08-06.jpg 
Views:	263 
Size:	661.5 KB 
ID:	15477
    Last edited by QWE_asd; 05-23-2015 at 05:31.

  7. #7

    Default Re: Europa Barbarorum 2.02 is released!

    Hello there EB2 team. Thanks for your efforts in the new release. I have a couple of points to raise. Apologies if this is repeat material. Please also note, this is only after approximately ten turns.

    In each iteration of EB2 there has been a problem with AI path-finding/stack merging for the Carthaginian armies at Lilibeo. Here is a picture.

    https://i.imgur.com/rH7lhHr.jpg

    It seems as if the two armies are trying to merge and then board the ship (which keeps close to the coast), but is unable to do so. Instead, the two armies keep moving past each other along that narrow strip of coast.

    Another point. Armies tend to move in and out of small settlements multiple times after each turn. Here is a picture

    https://i.imgur.com/6XNyaJ3.jpg

    This Epirote army moved in and out of the minor settle four times on the last turn. Could this be rationalised as raiding? Also, as you can see, I have an army waiting at the border, so not sure if this is defensive behaviour.

    Another point, which is most pleasing to see, is the abundance of diplomatic activity. Only after a short time, I have been asked for alliances by both the Aedui tribe and the Nabataens. Here is a picture.

    https://i.imgur.com/k1z5FQq.jpg

    This is great work.

    I'm afraid I am a slow player, but I will shall post further observations as I continue. If there is anything specific you wish for me to look for on this Roman campaign, let me know.

    Cheers, Charlie

  8. #8
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,501

    Default Re: Europa Barbarorum 2.02 is released!

    Thanks for pointing out the particular problem with Lilibeo.

    The minor settlement bug, as the behaviour you're witnessing is called, is known. We're looking for a way to fix that. Campaign AI is going to be tweaked again, as is the economic assistance script.

    Good to see lots of diplomatic activity - as a note for 2.02c, diplomats are much easier to come by than they were.
    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
    State of Mind Member z3n's Avatar
    Join Date
    Apr 2015
    Posts
    4,302

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by charlieh View Post
    Hello there EB2 team. Thanks for your efforts in the new release. I have a couple of points to raise. Apologies if this is repeat material. Please also note, this is only after approximately ten turns.

    In each iteration of EB2 there has been a problem with AI path-finding/stack merging for the Carthaginian armies at Lilibeo. Here is a picture.

    https://i.imgur.com/rH7lhHr.jpg

    It seems as if the two armies are trying to merge and then board the ship (which keeps close to the coast), but is unable to do so. Instead, the two armies keep moving past each other along that narrow strip of coast.

    Another point. Armies tend to move in and out of small settlements multiple times after each turn. Here is a picture

    https://i.imgur.com/6XNyaJ3.jpg

    This Epirote army moved in and out of the minor settle four times on the last turn. Could this be rationalised as raiding? Also, as you can see, I have an army waiting at the border, so not sure if this is defensive behaviour.

    Another point, which is most pleasing to see, is the abundance of diplomatic activity. Only after a short time, I have been asked for alliances by both the Aedui tribe and the Nabataens. Here is a picture.

    https://i.imgur.com/k1z5FQq.jpg

    This is great work.

    I'm afraid I am a slow player, but I will shall post further observations as I continue. If there is anything specific you wish for me to look for on this Roman campaign, let me know.

    Cheers, Charlie
    Thanks for this, I always wanted to know whether that implementation of aedui/nabataens being more willing for an alliance with rome would work as I intended.

    As to moving in and out of the minor fort- I believe it's due to the default CAI within the executable itself conflicting with the xml decision entries. XML takes precedence over the default CAI and eventually overrides it. According to a fellow team member- in any mod with permanent forts this problem happens at times happening until the army runs out of movement points, so be thankful it only happens four times. (joke) :)

    The carthaginian army there I have marked myself, nonetheless thank you for reporting it every report like that is useful - as it is a problem the team will address in the future (my cohort a skilled mapper will attack the remaining CAI pathfinding problems through map improvements to the best of his ability).

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO