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
    The Usual Member Ice's Avatar
    Join Date
    May 2005
    Location
    Northville, Michigan
    Posts
    4,259

    Default Re: Europa Barbarorum 2.03a is released!

    A couple comments on 2.03a m/m as Romani:

    -AI doesn't really expand and attack rebels. It's 250 BC and 90% of the AI factions ha vent even conquered a single settlement. I see you have tweaked this in 2.03, but this should be a major area of focus. The game isn't remotely challenging.
    -Assassins are way too powerful. I've assassinated countless high ranking generals with ease. I believe this needs to be tweaked to make it more difficult.
    -Diplomacy doesn't work. It's now a hassle to get things as simple as trade rights from the AI. It wasn't even this bad in EB I.

    The good things:
    -Battles are much better. Missile and Calvary units seem to function correctly.
    -The trait system seems to be working much better.
    -Cultural conversion bonus buildings (colonys) seems to be working much better



  2. #2
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,511

    Default Re: Europa Barbarorum 2.03a is released!

    2.03b released, changes from last time:
    • Updated CAI to increase consistency and focus, better naval invasions and revision of diplomacy. More aggressive use of the resources the AI has.
    • Working colony scripts, courtesy of V.T. Marvin. Updated closing monitors for Hayasdan and Saka Reform.
    • Koinon Hellenon Reform working as intended, it is now possible to take the faction from the start to finish of this unique series of events.
    • Added horse archers to Hayastan government building recruitment - they're a temporary stand-in until they get native horse archers. Also added slingers and javelineers to reflect the missile-focus of Armenian warfare.
    • Persepolis replaced with Antiocheia in Hayastan reform conditions.
    • Removed the ability of Koinon Hellenon to found new polis buildings - this was never intended to be the case, their colonisation phase has ended by 3rd century BC. Changed the minimum KH government building required for a number of construction choices, to take into account the non-linear nature of them.
    • Koinon Hellenon governments now have a conversion bonus, up to 50% Hellenistic Polities. This means converting Small Hellenistic Poleis buildings into Hellenistic Poleis buildings will happen faster than usual.
    • Added the requirement of a Game Field to the pre-requisites for a helcol_two - settler-soldiers need somewhere to train together, after all.
    • Altered the cultural conversion bonus of the Native Garrison so that it only applies in the east.
    • Added three new pools to the Native Garrison - Galatia (only for non-Hellenistic factions), India and Italy. Rejigged existing pools to make more sense for the regions they are in.
    • Alteration to Numidian factional government building trees - both upgrade path and costs/building times. The numidia4 government has had it's recruit_pools revised - no more Balaeric slingers and Kretans on tap across a wide area, you have to go to the source to get them.
    • Slight reduction of Rebel garrisons globally, to encourage AI expansion. Moved some Rebel armies to the script, so they spawn when a particular faction is played by the human player, rather than all the time, again, to encourage the AI.
    • Flash flood disabled - hope to find a more permanent fix in a later release.
    • Increased kill rates from 0.3 to 0.35, which improves cohesion. Increased morale by 1 point for all units and doubled infantry shield values to compensate.
    • All javelineer cavalry set to skirmish mode by default (inconsistent before).
    • Some non-skirmisher javelineer units now have a heavy javelin instead of a light one. All infantry skirmishers slowed down slightly.
    • Assassins nerfed so they are not as powerful as before.
    • Includes HaHawk's Realistic Dust Mod.
    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

    Default Re: Europa Barbarorum 2.03a is released!

    CTD on menu screen, am I missing something?

    09:25:24.773 [script.err] [error] Script Error in mods/EBII/data/export_descr_unit.txt, at line 4024, column 1
    Could not find soldier battle model for unit type 'Triarii_Polybian'.

    09:25:24.773 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file mods/EBII/data/export_descr_unit.txt.

  4. #4
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,511

    Default Re: Europa Barbarorum 2.03a is released!

    Sorry everyone, entirely my fault, I put the wrong EDU in the zip. I've updated and it should work now.

    Peril of working on both 2.03b and the development build at the same time, with each a subfolder in the same place...
    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
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,511

    Default Re: Europa Barbarorum 2.03a is released!

    Right, if you downloaded before now and haven't started yet, I'd recommend re-downloading. I've now fixed the issue with incorrect bodyguard units for FMs (barring a few generals I left as they were), this was particularly problematic for Aedui and the Getai, none of whom were using the correct unit, but other factions had some with expensive, regular units. This matters because the designated guard units have an upkeep 1/10 what it would otherwise be (and 1/20 of the equivalent recruitable unit).
    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 2.03a is released!

    Sorry can't see the link....just says EDIT10 as text

  7. #7
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,511

    Default Re: Europa Barbarorum 2.03a is released!

    Quote Originally Posted by HFox View Post
    Sorry can't see the link....just says EDIT10 as text
    Just been doing the mother of all debugging exercises in the descr_strat - going up now.
    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


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