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
    Member Member Coronatus's Avatar
    Join Date
    Oct 2014
    Location
    Germania Inferior
    Posts
    11

    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.

    Member thankful for this post:



  2. #2
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,486

    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.
    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
    Member Member Coronatus's Avatar
    Join Date
    Oct 2014
    Location
    Germania Inferior
    Posts
    11

    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.

  4. #4
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,486

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Coronatus View Post
    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.)
    Ah, I see. They do seem to start off well past the tipping point into superpower status.

    Quote Originally Posted by Coronatus View Post
    Thank you for the hint!

    I will try 2.03g for now and see what will happen with it.
    The change to the Baktrian script isn't in just yet.
    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
    23,486

    Default Re: Europa Barbarorum 2.02 is released!

    Changelog for 2.03h:
    • Reduced maximum assassination chance from 95% to 80%
    • Increased experience of the new bandit bodyguards.
    • Increased cost of pirate fleets.
    • Added Kretan infantry to the polis_one (on Krete only).
    • For the final time, amended the Koinon Reform - this time the Sympoliteia/kh7 construction part. Building should now complete.
    • Added a colonisation bonus to the end of the Baktrian independence script.
    • Updated missing Field of Games description for Pergamon.
    • Slight adjustment to costs for Hetairoi/Hellenistic BG and Baktrioi Stragegou/Baktrioi Hippeis.
    • Baktrioi Hippotoxotai adjusted to reflect medium, rather than heavy cavalry status. Less armour but faster; cheaper and more widely available to Baktria.
    • Settlement mechanics altered; distance penalty will now apply; corruption capped to prevent negative income; health bonus cap raised.
    • Altered starting Seleukid and Pahlava armies/garrisons.
    • Carthaginian trade colonies now allowed in Allied Government settlements.
    • Changed apostrophes and quotation marks in historic_events.txt that was causing crashes on some systems.
    • Reduced some Rebel garrisons in major settlements and added armies to the region instead. That should make for more active Rebels and less passive expansion.
    • Increased battle experience of Rebel generals.


    No CAI/BAI changes, z3n isn't back online yet.
    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

    Member thankful for this post:



  6. #6
    Priest of Tanit Member Saigrin's Avatar
    Join Date
    Dec 2014
    Location
    Castulo
    Posts
    43

    Default Re: Europa Barbarorum 2.02 is released!

    Hi team! I've noticed something funny:

    The Iberi Caetratii regiment leader uses the wrong extreme of his spear to fight :D

    Spoiler Alert, click show to read: 
    Click image for larger version. 

Name:	Caetratii.jpg 
Views:	230 
Size:	583.2 KB 
ID:	15722

  7. #7

    Default Re: Europa Barbarorum 2.02 is released!

    I may be in dangerous waters here but seeing as this is now up to 2.03h I am torn between waiting for the new release of EBII or giving 2.03h a go. Any thoughts of how much of 2.03h will make it into the summer release?
    Regards
    Vermin

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