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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Thoras View Post
    Hmm no clue if it is possible but if they spawn via script for the owner of the minor settlement(They die when it changes hands)-And don't make them recruitable and give them 0 movement points would that work?
    If you're going so far as to spawn them via script, you might as well just write a script to give the owner of the fort x amount of money per turn directly with no need for merchants. Though that is a little more cumbersome than it sounds at first, since M2TW doesn't have a function for checking the owner of a fort, so you'll have to check for coordinates instead.
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    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    I remember a while back people were complaining that Carthage had no free upkeep. Turns out it was a twofold problem; almost none of their roster had the attribute, but more fundamentally, they have no buildings which provide the slots. Looking into free upkeep right now, before releasing 2.02d.

    Elephants have changed formation, to make use of the special AI that applies to them, but it does mean they're now a blob rather than an ordered square. They still seem to do as they're supposed to, and hopefully that will mean they work in sieges. Not sure how they'll handle pathfinding inside settlements, though.

    I've finished the great recosting. Everything is now consistent with each other, based upon the same formula looking at status, equipment and training. Talking of elephants, African elephants have come down a little, so they're cheaper than Indian, since they're smaller and weaker. Elephants in general are still extortionate, though. :)

    Armour upgrades have also been implemented, for those units which already had skins for them.

    The importance of Makedonian Phalangitai has been reinforced still further - the mercenary phalanx uses weaker stats, though they are a little cheaper to hire than Phalangitai are to recruit.
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    Priest of Tanit Member Saigrin's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Toxotai Aithiopikoi do not open formations

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

    Quote Originally Posted by Saigrin View Post
    Toxotai Aithiopikoi do not open formations

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    Intentional; not all units have loose formations. They specifically don't.
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    Priest of Tanit Member Saigrin's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Oh thanks Quintus :D, I didn't knew it.

    One question, is more people experiencing the "lazyness" of the CAI, apart from "QWE_asd" and me? I mean, they only attack neighbors, if they do, and never risk their armies against rebels.
    Last edited by Saigrin; 06-02-2015 at 22:07.

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

    Quote Originally Posted by Saigrin View Post
    Oh thanks Quintus :D, I didn't knew it.

    One question, is more people experiencing the "lazyness" of the CAI, apart from "QWE_asd" and me? I mean, they only attack neighbors, if they do, and never risk their armies against rebels.
    Yes, we've updated and changed the CAI for 2.02d, which is coming soon.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
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    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Just doing some pre-release testing of what will now be called 2.03 given the myriad changes from 2.02c.

    Amongst the other things in there, it has Tux's text/UI legibility upgrades bundled in.
    Last edited by QuintusSertorius; 06-04-2015 at 23:59.
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    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Changelist for 2.03e - hopefully people have better luck with this than 2.03d:
    • Added Nisaya's government via script, instead of the descr_strat.
    • The version you are playing now displays on the main menu option to select a new Grand Campaign.
    • Fixed the Koinon Reform; now it will complete and you can choose not to build it on the first turn it becomes available.
    • Fixed the first announcement and 272BC for the Year in History pop-ups.
    • Sweboz migration building conversion switched back to 0.5 as originally intended. Also fixed the incorrect culture type in migration2.
    • Reset spy and assassin values to those used in 2.01.
    • Removed Anatolian Spearmen from far eastern garrisons.
    • Altered Carthaginian troops in the Roman civlib building - now only available in Africa/Sicily.
    • Updated Allied Democracy hellen1/hellen2 pools - they now have units pre-ThureosReform.
    • Rewritten siege BAI to deal with a crash-trigger.
    • Reworked hellen1 and hellen2 Allied Democracy pools - phalanxes aren't available in hellen2, which made one of the lines redundant.
    • Altered the age mechanics which were causing crashes on the Roman family tree.
    • Changed the descr_cultures to remove the Huge City bug. This also needs you to run a batch file to finish the job.


    Note you also need to run the batch file, though once you've done that, you won't need to do it again, unless you re-install 2.01.
    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


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

    Changelist for 2.03f:
    • Fixed Gandhara Reform - there was a faulty event_counter triggered by independence that the EDB couldn't read. Meaning the higher tier government buildings couldn't be unlocked. Also fixed the failure to spawn the third army, allowing the reform to be completed.
    • Yet again, addressed the Koinon Reform - this time it was always available as soon as you clicked end turn.
    • Removed the AI BOOST for KH in their government buildings - added a recruitment bonus for KH on the polis instead.
    • Added a helcol_one to Demetrias.
    • Changed costs for Arabian fleet.
    • Review of unit morale for consistency, a few have been increased or decreased by a point.
    • Increased Carthaginian forces in Spain slightly.


    Only a minor one for the most part, fixing two reform events and some small tweaks. z3n is on holiday, so no new CAI/BAI updates.

    I've also included my map.rwm in the zip, for anyone who can't get theirs to generate properly. If that's the case, then after copying over the data directory, open map.zip, go into [your M2TW directory]\mods\EBII\data\world\maps\base and drop it in there.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
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    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR

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  10. #10
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Changelist for 2.03g:
    • Tidied up Taksashila reform script.
    • Expanded the starting family tree for Saba, Pahlava, Pergamon and Bosporans - two more children; one male and one female.
    • Upgraded Sauromatae starting infrastructure.
    • Reviewed and altered starting armies and garrisons.
    • Updated the labelling of all the units in the EDU, so they're easier to match to what you see in the game. Saka and Sauromatae unit names have been amended.
    • Increased distance from capital penalty cap - can now reach -50% public order. Also raised the cap on unrest from 50% to 80%.
    • Fixed the ultra-fast conversion of saba_tribal and saba_royalgov buildings when the requisite temple was present.
    • Updated Pontos with a native recruitment pool like the other Hellenistic factions in pontos2, and removed AI Boost.
    • Turned the 10 Seleukid Generals back into Captains. Added some small Rebel forces in Gabiene, Karmania, Hyrkania and Characene - basically bandits who might keep the early Seleukid AI busy.


    What I'm particularly interested in is whether the Grey Death is addressed any with this change.

    z3n is back from holiday now, so in the coming week we should have some updates to CAI and other bits.
    Last edited by QuintusSertorius; 07-06-2015 at 00:08.
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  11. #11
    Member Member Coronatus's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    First of all, thank you Quintus for doing all the stuff to improve V 2.01. Especially thank you for re-integrating "Year in History" which is always nice to read and which I really missed in 2.01.

    Now some things I can report for 2.03f in comparison to 2.03d that I played previously:

    - Seleucids are THE force in the game; they quickly start finishing off the Ptolies in Minor Asia and Syria first (although the Ptolies are doing better especially in 2.03d related to earlier versions), then turn against Pergamon, who bravely try to defend but have no chance against 5, 6, sometimes 7 Seleucid full-stacks; tried to adress it myself by decreasing Seleucid money excessively, but failed - little to no impact on their power
    - Parthia and Pontos doing zero to nothing
    - Baktria growing but only in direction of Saka and China (they know for good reason why they don't mess up with the Arche!)
    - Gandhara expanding to Eastern (former Rebel) regions of Persia, then stopping at Seleucid border (we all know why!)
    - Bosphorans sometimes invading Hayasdan in earlier versions, now doing some little war on Sauromatae
    - Saba and Nabatu building up huge stocks of money, expanding quite well in Arabia, then finished by Arche (at least this is true for the Nabatu)
    - Hayasdan doing pretty well, expanding all over Armenia and Kappadokia; unfortunately the Seleucids turn the eyes right to them after killing Pergamon
    - Makedonia: no chance; stuck in the middle between Hellenes and Epeiros; in most of my games they are THE loser in Greece
    - Koinon Hellenon progressing quite well in Hellas but avoids invading Minor Asia
    - Epeiros without a chance in Italy but nail on the grave of Makedonia
    - Getai building up an imperium all over Thrace and neighbouring regions, doing quite fine
    - Boii have bad luck settling in the middle between Getai and Sweboz; get killed by either one of them mid-game
    - SPQR: in earlier versions I played (2.03c, d) they progressed quite well heading South; since 2.03f they are looking North again; in one game they finished the Boii somewhere in Southern Germany (!)
    - Carthage is one of the winners of the revised money script; doing quite well in Africa, maybe a bit too well (Numidians get crashed in early-game, always on the run)

    When having to decide between a weak and a strong Carthage I really prefer the later though. It adds a lot more depth to the game, since Roma is no longer the sole superpower in the West. Arche has to be stopped somehow but after reading the thread I'm coming to the conclusion that this gets already addressed. This was a lot better with 2.03c (or was it d?), when half of their empire instant-rebelled. The problem with them is, they are not only sending full-stack after full-stack but also win almost every battle against other AI-factions.
    Next thing I would emphasize is giving Baktria a Hellenistic Metropolis. When I was playing them it was really annoying that I had to create Allied States in every new acquired region being unable to increase Hellenistic "religion" effectively for turns.

    Last thing, I experienced CTDs in EVERY battle I fought personally on battle map. Don't know why. This happened only in v2.03f for me and didn't occur in one battle for the previous versions. CTD seemed to happen when AI troops started marching, irrespectively of the faction I was fighting with or on. 2.03g is currently installing. Will see how that works.

    Thank you so far. I hope I could contribute sth valuable.

    Coronatus


    Edit:
    Almost forgot: PLEASE do sth against the excessive spamming of assassins by Ptolies and Seleucids. When playing Baktria the Seleucids killed either Basileus or Kleronomos every turn (sometimes both of them). This happened also for me playing Pergamon, when I was spammed by both Arche and Ptolies. Choosing Makedonia, they "only" destroyed all my markets every turn, sending about 4-5 assassins to Greece every season. Maybe a tweak in decreasing their success chances for killing faction members and sabotage would be the right thing to do.
    Last edited by Coronatus; 07-06-2015 at 23:56.

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

    Quote Originally Posted by Coronatus View Post
    First of all, thank you Quintus for doing all the stuff to improve V 2.01. Especially thank you for re-integrating "Year in History" which is always nice to read and which I really missed in 2.01.

    Now some things I can report for 2.03f in comparison to 2.03d that I played previously:

    - Seleucids are THE force in the game; they quickly start finishing off the Ptolies in Minor Asia and Syria first (although the Ptolies are doing better especially in 2.03d related to earlier versions), then turn against Pergamon, who bravely try to defend but have no chance against 5, 6, sometimes 7 Seleucid full-stacks; tried to adress it myself by decreasing Seleucid money excessively, but failed - little to no impact on their power
    - Parthia and Pontos doing zero to nothing
    - Baktria growing but only in direction of Saka and China (they know for good reason why they don't mess up with the Arche!)
    - Gandhara expanding to Eastern (former Rebel) regions of Persia, then stopping at Seleucid border (we all know why!)
    - Bosphorans sometimes invading Hayasdan in earlier versions, now doing some little war on Sauromatae
    - Saba and Nabatu building up huge stocks of money, expanding quite well in Arabia, then finished by Arche (at least this is true for the Nabatu)
    - Hayasdan doing pretty well, expanding all over Armenia and Kappadokia; unfortunately the Seleucids turn the eyes right to them after killing Pergamon
    - Makedonia: no chance; stuck in the middle between Hellenes and Epeiros; in most of my games they are THE loser in Greece
    - Koinon Hellenon progressing quite well in Hellas but avoids invading Minor Asia
    - Epeiros without a chance in Italy but nail on the grave of Makedonia
    - Getai building up an imperium all over Thrace and neighbouring regions, doing quite fine
    - Boii have bad luck settling in the middle between Getai and Sweboz; get killed by either one of them mid-game
    - SPQR: in earlier versions I played (2.03c, d) they progressed quite well heading South; since 2.03f they are looking North again; in one game they finished the Boii somewhere in Southern Germany (!)
    - Carthage is one of the winners of the revised money script; doing quite well in Africa, maybe a bit too well (Numidians get crashed in early-game, always on the run)
    Always appreciate detailed feedback.

    Something to be aware of: trying to decrease AI faction money via the console won't have any impact. They are reset above negative by the script, because if they spiral into the red, they go passive. The lesser evil is making sure they can't go bankrupt.

    Quote Originally Posted by Coronatus View Post
    When having to decide between a weak and a strong Carthage I really prefer the later though. It adds a lot more depth to the game, since Roma is no longer the sole superpower in the West. Arche has to be stopped somehow but after reading the thread I'm coming to the conclusion that this gets already addressed. This was a lot better with 2.03c (or was it d?), when half of their empire instant-rebelled. The problem with them is, they are not only sending full-stack after full-stack but also win almost every battle against other AI-factions.
    The change that caused so much stability was me turning all their starting Captains into Generals. They're all back to Captains again as of 2.03g. Things should also be less stable with the alteration to distance penalty and turmoil cap.

    Quote Originally Posted by Coronatus View Post
    Next thing I would emphasize is giving Baktria a Hellenistic Metropolis. When I was playing them it was really annoying that I had to create Allied States in every new acquired region being unable to increase Hellenistic "religion" effectively for turns.
    Baktra doesn't have a Metropolis for good reason, because the Greek population density wasn't high enough in 272BC. The update to the independence script, granting bonus colony points, should alleviate this a little (two of the three will let you put a helcol_three in Baktra), but you can always change it yourself. Search the descr_strat for Baktra, and simply change the line with polis_two on it to polis_three.

    Quote Originally Posted by Coronatus View Post
    Last thing, I experienced CTDs in EVERY battle I fought personally on battle map. Don't know why. This happened only in v2.03f for me and didn't occur in one battle for the previous versions. CTD seemed to happen when AI troops started marching, irrespectively of the faction I was fighting with or on. 2.03g is currently installing. Will see how that works.

    Thank you so far. I hope I could contribute sth valuable.

    Coronatus
    I'll ask z3n to take a look. Do you have some error logs from the battle crashes? These help a great deal in terms of locating what's causing the instability.

    Quote Originally Posted by Coronatus View Post
    Edit:
    Almost forgot: PLEASE do sth against the excessive spamming of assassins by Ptolies and Seleucids. When playing Baktria the Seleucids killed either Basileus or Kleronomos every turn (sometimes both of them). This happened also for me playing Pergamon, when I was spammed by both Arche and Ptolies. Choosing Makedonia, they "only" destroyed all my markets every turn, sending about 4-5 assassins to Greece every season. Maybe a tweak in decreasing their success chances for killing faction members and sabotage would be the right thing to do.
    Limiting agents per faction is difficult. The reason those two have so many is that they have the higher-tier markets in a number of places. In 2.03h I'm dropping the maximum chance of success which should stop super-assassins a bit.
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    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  13. #13
    Member Member Coronatus's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QuintusSertorius View Post
    Always appreciate detailed feedback.

    Something to be aware of: trying to decrease AI faction money via the console won't have any impact. They are reset above negative by the script, because if they spiral into the red, they go passive. The lesser evil is making sure they can't go bankrupt.
    Thank you for replying so quickly!
    Well I changed it via script giving Arche a huge money penalty in king's purse when having more than 20 settlements but leaving a bonus when dropping below 15 settlements. Unfortunately they even grew above 25 settlements. (Of course I kind of deactivated the debt script for them.)

    Quote Originally Posted by QuintusSertorius View Post
    Baktra doesn't have a Metropolis for good reason, because the Greek population density wasn't high enough in 272BC. The update to the independence script, granting bonus colony points, should alleviate this a little (two of the three will let you put a helcol_three in Baktra), but you can always change it yourself. Search the descr_strat for Baktra, and simply change the line with polis_two on it to polis_three.
    Thank you for the hint!

    I will try 2.03g for now and see what will happen with it.

  14. #14
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Changelist for 2.03k:
    • Upgraded helcol in Ptolemais-Akko to helcol_two.
    • Roman provincial governorship implemented.
    • Spartan Agoge bug fixed.
    • Seleukid anti-trait bugs fixed.
    • Fixes of many antitraits and trigger issues. Not complete by any means, mind.
    • For those who use them, banners have been shrunk to be less intrusive.
    • Rebel armies added in Germany and Spain to slow early AI expansion. Changed Waldawa's garrison/commander to Balts, rather than Sauromatae.
    • Shortened charging distances and made a small tweak to the battle_config to improve cohesion.
    • Slight tweak to the recruit_priority_offset for elites to make them less recruited.
    • Rebel spawn rate increased.
    • Turned base spy chance back up, but multiplier for being in a settlement down.
    • Slight increase in Korinthos' garrison, and change of government from makedonia2 to makedonia5.
    • Another slight tweak to Baktrian and Hayasdan independence scripts - the indemnity should come the following year after a refusal of tribute, not immediately.
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  15. #15

    Default Re: Europa Barbarorum 2.02 is released!

    Greetings and many thanks for the improvements since 2.01.

    Playing as Boii I have to love the new campaign AI (and battle but change campaign AI change is more profound). First time I started campaign in 2.03h I was still thinking about stock medieval 2 total war AI. So ended in a bloody stalemate where me, Lugiones and Sweboz had only the strangth to fend off each other and no economy.
    The first time the enemies attacked a city with full stack when I dared move my stack out of range it was a real shock
    So ended up restarting and now playing much more serious than in the past, thanks to your wonderful effort.

    One thing that I noticed is the Londo Epatoi in 2.03h cannot fire their javelins easily because they skirmish just as they get in range. The range they started retreating was a bit too much with the new infantry speeds, they clearly had more than the necessary distance to flee.
    Can I suggest changing the forced skirmish distance for cavalry in battle_config to 2/3 of the current range? If they have trouble getting out one can reduce the response time a bit.
    Hopefully that will solve the issue. I had tried it in EB 2.01 and it worked beautifully back then. In the process of reinstalling, and I'll give it a try.
    Btw would the current version be save game compatible with 2.03h?

    In the meantime, hat's off gents as usual superb work.

    PS: forgot to say great thanks to the historians for the Boii history and descriptions , very detiled and very nice.
    Last edited by Not_a_Strategist_yet; 07-18-2015 at 08:23.

  16. #16

    Default Re: Europa Barbarorum 2.02 is released!

    I'm quite sceptic on Ptolemais Akho and Korinthos upgrades, they seem OP to me. (For Iudaia i don't know how mych colonised it was though)
    Especially for Korinthos : as Makedonia, ypu are filthy rich by turn 10 with mining income (unless it has been changed recently) so building Korinthian government is an invedtment that had to be done, but may be delayed if you use all your money elsewhere.
    Maybe you should consider making this upgrade AI-only ?

    (Furthermore, I especially liked having strategia in Korinthos for RP point of view : IIRC, Antigonidai didn't control Korinthos legally at this time, but only had a garrison in the Akrokorinthos. I felt that Strategia was the best way to model this)

    This said, I haven't played for 7 days and still haven't upgraded my mod, so gameplay context may have changed)

  17. #17
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Not_a_Strategist_yet View Post
    One thing that I noticed is the Londo Epatoi in 2.03h cannot fire their javelins easily because they skirmish just as they get in range. The range they started retreating was a bit too much with the new infantry speeds, they clearly had more than the necessary distance to flee.
    Can I suggest changing the forced skirmish distance for cavalry in battle_config to 2/3 of the current range? If they have trouble getting out one can reduce the response time a bit.
    Hopefully that will solve the issue. I had tried it in EB 2.01 and it worked beautifully back then. In the process of reinstalling, and I'll give it a try.
    Most infantry are slower, not faster. It's only skirmishers that are faster than they were. Indeed cavalry are all faster than they were in 2.01. Most importantly of all, javelin ranges are longer than they were in 2.01. I seem to remember in 2.01 no cavalry javelineers ever threw their javelins, so I'm not sure I understand the comparison. The threshold is higher than it was, rather than lower.

    Is it only Londo Epatoi, or are Akus Eporedoi having the same issue with skirmishing?

    Quote Originally Posted by Not_a_Strategist_yet View Post
    Btw would the current version be save game compatible with 2.03h?
    No, none of the updates are ever savegame compatible, I'm afraid.

    Quote Originally Posted by bisthebis View Post
    I'm quite sceptic on Ptolemais Akho and Korinthos upgrades, they seem OP to me. (For Iudaia i don't know how mych colonised it was though)
    Especially for Korinthos : as Makedonia, ypu are filthy rich by turn 10 with mining income (unless it has been changed recently) so building Korinthian government is an invedtment that had to be done, but may be delayed if you use all your money elsewhere.
    Maybe you should consider making this upgrade AI-only ?

    (Furthermore, I especially liked having strategia in Korinthos for RP point of view : IIRC, Antigonidai didn't control Korinthos legally at this time, but only had a garrison in the Akrokorinthos. I felt that Strategia was the best way to model this)

    This said, I haven't played for 7 days and still haven't upgraded my mod, so gameplay context may have changed)
    Ptolemais-Akko: there was a Ptolemaic colony there. Some time after the battle of Panion, it started producing phalanxes. It's unlikely to be overpowered considering the Seleukids have Antiocheia a stones-throw away producing phalanxes, elites and elephants.

    Korinthos: the only meaningful differences with a makedonia5 are better public order and better building access. But we'll see what the feedback is.
    Last edited by QuintusSertorius; 07-18-2015 at 10:41.
    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


  18. #18

    Default Re: Europa Barbarorum 2.02 is released!

    No i did not compare to eb2.01 it's much better now for cavalry with your changes and I'm grateful for them.
    I just mentioned a trick I used to test back in EB2.01 days that's all not comparing the 2 at all.

    The issue I had was with Londo Epatoi using huge group size. For some reason in campaign every time I ordered them to attack let's say a point in the enemy battle line they only fired very few javelins and then skirmished before finishing the shot. If I recall correctly it was against enemy light infantry.
    I'll test with Akus eporedoi and different group sizes right now.

  19. #19

    Default Re: Europa Barbarorum 2.02 is released!

    EDIT: Managed to reproduce the issue in the following manner:
    1) Put huge unit scale,
    2) Custom battle 1 unit of londo epatoi vs 1 unit of slaganz
    3) I order the epatoi to attack without changing their formation
    4) They never seem to be able to launch javelins because they skirmish before in range.

    EDIT2: Also have the same issue with Akus eporedoi in huge scale

    EDIT3: Changing these lines in battle config, so the skirmishers start skirmish mode later seems to help the issue without compromising their ability to disengage too much at least in custom battle:

    <!-- must skirmish if within this range -->
    <min-range>40</min-range>

    <!-- stop at this distance if the enemy is blocking the path -->
    <min-stopping-range>60</min-stopping-range>
    <!-- don't skirmish until attackers are within this fraction of the missile range -->
    <range-factor>
    <moving>0.6</moving>

    <shooting>0.5</shooting>
    </range-factor>
    Last edited by Not_a_Strategist_yet; 07-18-2015 at 12:43.

  20. #20

    Default Re: Europa Barbarorum 2.02 is released!

    how do i install the latest version? just extract over the previous 2.03x? (i currently have 2.03i). thanks!

  21. #21
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Changelist for 2.04:
    • Restored government in Korinthos to makedonia2
    • Increased experience and traits of Rebel generals.
    • Fixed the fault in the Hayastan Independence script where war is never declared if you refuse tribute and indemnity.
    • Fixed the fault in the last part of the Saka Reform script.
    • Added punitive expeditions to the Hayastan/Baktrian Independence scripts. No more phoney wars with no response from the Seleukids.
    • Gain message attached to spoils traits removed.
    • Ambrakia upgraded from epeiros5 to epeiros7. eastcol_one added to Epidamnos.
    • Hypaspistai removed from gov6 building.
    • Native Italy pool added to Epeiros government buildings.
    • Update to Faction Heir loyalty.
    • Script to make AI Koinon Hellenon use the army on Krete to actually take Knossos.
    • Removed helcol_one from Side.
    • Revised govslave recruit_pools - now the Rebels actually have some decent options available to them, at reasonable refresh rates.
    • Updated Succession script.
    • Corrected one Epirote FM's missing ethnicity trait.
    • Changed all faction personalities to balanced smith (settled) or balanced henry (steppe), to allow all the other factors to influence their behaviour.
    • Amended some invalid characters in the export_ancillaries that might cause crashes on mouse-over.
    • Got rid of Toutanakoi's precursor rocks. Now they're just spearmen.
    • Moved Pyrrhos slightly, moved Alkemachos closer to Thermon, given Thermon's commander the ImmobileRebel trait. Increased Alkemachos' Command stars and decreased Pyrrhos'. All to reduce the Thermon trap for AI Makedonia.
    • Altered govallied roster in Latium/Italy.
    • Roman conquests are renamed like every other faction's - no more Latin names in parenthesis.
    • Improved colour contrast of popup announcements. Should be more legible now.
    • Updated the names of the Leusitane roster in the EDU, so it should be much easier to find them if you've seen the unit card in game.
    • All Rebel FMs improved to stop them being so easily defeated in autocalc - all start with 2 Command stars and GoodDefender (which gives another one when attacked). All Rebel governors made immobile, to stop them wandering off and leaving their settlement undefended.
    • Slightly increased the culture penalty cap, and increased the distance penalty modifier. Also increased the cap for law and entertainment buildings. That should mean more revolts.
    • Added new missions for Baktria. There's a new means to earn your colonists (they no longer happen with independence).
    • Added Rebel garrisons to two PSFs on Krete when KH is player.
    • All new, non-script-based BAI. Updates to CAI. See here for more details.
    • Reduced army size requirement when facing Galatians in the Pergamon Reform script to 1000. Should be easier to qualify for people not playing on Huge Unit Scale.
    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

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  22. #22
    The Usual Member Ice's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Haven't tried your new version, but my thoughts from 2.03k:

    -Good, good, good! AI is much more aggressive (I had to attack Carthage when they laid siege to the rebel held southern Italian province). Carthage also moved through Spain and is conquering some regions near the Alps.

    -I've seen limited Naval invasions which is kind of cool.

    -Culture buildings seem to be functioning correctly.

    -Game is much more interesting, challenging, not a total push over.

    -Rebel armies actually move around their province, so laying siege and starving them all out is not the cake walk it use to be.

    The one issue I have is that the AI now spams assassins. I mean, I understand a few, but when all my generals are paranoid, survivors, and obsessed with security, I feel the AI is going a bit overboard. Every turn I have 1-3 assassins, 95% of the time unsuccessfully, trying to either sabotage or assassinate a FM.



  23. #23

    Default Europa Barbarorum 2.04 is released!

    nice

  24. #24

    Default Re: Europa Barbarorum 2.04 is released!

    Playing with previous version (2.03h)
    Near 162 BC in the Boii campaign. Thing's I've noticed so far:

    =On the positive side=
    *Campaign AI much better than vanilla when waging wars. Had to really sweat at times to defeat Sweboz and Lugiones + Romani were hard.
    One time I had an army on a bridge in Latium and was expecting an easy win. Did not notice there was another crossing to the region but the AI sure as hell did. Fighting 2 Romani armies one before the bridge and one to my rear was a nasty surprise.

    *AI also seems way quicker to grab opportunities like undefended cities when they are at war with you than vanilla.

    *Naval invasions are more rare than land invasions but they seem to be working. Have the Pritanoi with 2 regions in Gaul and Arevakoi disembarking near my regions in Italy. This is quite a feat since we all know how unheard of where naval invasions in stock Medieval Total war.

    *The AI focus on maintaining large stacks with merging in case of casualties (unsure of retraining) is great

    =On the negative side=
    *Factions seem to at times overexhaust themselves building large stacks in such numbers they totally crumble their economy. For example and these are only the fulls tacks I can see from my spies/watchtowers:
    -Arverni had 7 regions and about 7 full stacks, bankrupt every turn
    -Arevaci have 11 regions and at least 8 full stacks, bankrupt too for the last 30 turns
    -Pritanoi have 12 regions and 13 lol full stacks + a full city , in the red so much they are screwed, only defending and nothing else.

    So seems like top notch work on the AI. I don't know if this was changed after 2.03h but I hope there is a way to stop factions driving themselves bankrupt in such a way. On the other hand if it's game limitation well nvm.
    Last edited by Not_a_Strategist_yet; 07-28-2015 at 20:02.

  25. #25
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    CAI has been altered since 2.03h - z3n did a major overhaul. Not much we can do about the AI spending themselves into oblivion - that's the reason there's an economic assistance script that stops them ever going truly bankrupt for too long.
    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


  26. #26

    Default Re: Europa Barbarorum 2.04 is released!

    Thanks for quick answer.
    On another note not sure if it's a tiny oversight, the Esseda (pritanoi chariots) seem not to have the frighten infantry trait. Is this on purpose?

  27. #27
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Changelist for 2.07a:
    • Corrected some syntax errors in the EDCT and EDA. Primary impact on Taksashila offices which should now function correctly.
    • Highlanders recruited from certain Pontic and Armenian government buildings start with experience.
    • Corrections to Hayastan and Baktrian missions - one CTD-causing, the other a missing script.
    • Prevented the double-qualification of Direct Mauryan Government in India - which prevents the tribal government appearing after independence.
    • Corrected the unique building bonus in Armavir and several other places.
    • Change to conversion mechanics - owner rates halved (so equal to founder/neighbour) and governor influence halved.
    • Corrected faulty syntax in requirements for the gandhara_viceroyal.
    • Reworking of Migration governments for barbarian factions.
    • Fixed copy-paste error in Confederates line of triggers. Thanks to myarta!
    • Reverted archers and slingers to the previous mechanics.
    • Replaced unit scripting with a BAI update - the scripting isn't ready yet.
    • Changed the nine factions using the Teutonic system of family structure to regular family tree. EDCT adjusted with regards ethnicities.


    Now would be a good time to test Baktria, or indeed one of the newly family-tree'd factions (KH and most of the "barbarians").

    EDIT: Pulled this one, the unit scripting isn't ready yet. It'll have an update to the regular BAI instead.
    EDIT2: Re-issued as 2.07a removing the unfinished script. Note in-game it still says 2.07 - but the zip file is the correct version.
    Last edited by QuintusSertorius; 12-04-2015 at 02:19.
    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

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  28. #28

    Default Re: Europa Barbarorum 2.02 is released!

    Just out of curiosity, are all the updates/patches not save game compatible? Would like some clarification on this please.

  29. #29
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Arsaces View Post
    Just out of curiosity, are all the updates/patches not save game compatible? Would like some clarification on this please.
    Like it says in the first post, none of the patches are savegame compatible. You need a new campaign each time.
    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

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  30. #30
    Member Member Christianus's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Hello Super-Duper EB team:)

    "Replaced unit scripting with a BAI update - the scripting isn't ready yet."

    What Is the plan with unit scripting/what does It consist of?

    Best regards
    Ὦ ξεῖν', ἀγγέλλειν Λακεδαιμονίοις ὅτι τῇδε
    κείμεθα, τοῖς κείνων ῥήμασι πειθόμενοι.
    - Σιμωνίδης ὁ Κεῖος

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