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  1. #1
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    Changelist for 2.04g:
    • Update to Lugian and Getai recruitment. Adjustment to first Sauromatian government building.
    • Cleaned up overlapping recruitment in eastern Balkans.
    • Alteration of Bosporan government buildings - no more Hellenistic troops (barring the top tier). Small changes to Pontos recruitment.
    • Removal of Pontikoi Doryphoroi from Anatolian recruitment - they're a unit from the northern Euxine shore, not the southern.
    • Increased size (and cost) of Toutanakoi and reduced cost of Katioi.
    • Addition of new early assistance money script.
    • Increased recruit_offset_priority of ships slightly. Increased that of javelineers slightly, to make them more favoured than archers/slingers.
    • CAI and pathfinding updates.
    • Added Kombarogoues unit card to slave folder to prevent CTDs.
    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
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    Changelist for 2.04h:
    • Removed skirmishing from Khamis. Altered Illyrioi Hoplitai to match their description as (better than average) levies. Reduced Leves javelin attack to match other levy skirmishers.
    • Corrected overlapping recruitment for Allied Governments in Illyria Hellenike, Kalabria and Brettia. Added a placeholder pool for Patava.
    • Fixed Seleukid Royal Court appointment - no more script error causing CTD.
    • Some display text updates.


    I know it was only a day since the last one, but the Royal Court CTD was a worth updating for - and I got some other bits and pieces in as well. Mostly on the unit/recruitment side of things, but still, progress.
    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

    Members thankful for this post (2):

    MorosSylon 


  3. #3
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    Changelist for 2.04i
    • Another adjustment to Illyrioi Hoplitai.
    • Slight change to garrisons.
    • Reworked two of the Bosporan government buildings - the Tyrranos and Oligarchy are now like the Supervised Native Administration and Native Administration buildings of other Hellenistic factions.
    • Posted the correct campaign_script this time.
    • Trialling a limit of no more than 4 assassins per AI faction.


    Sorry, I didn't release the updated campaign_script with 2.04h, meaning the Seleukid court CTD wasn't fixed. Now it is, plus some new things to test.
    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:

    Sylon 


  4. #4
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    Changelist for 2.04j:
    • More elegant version of the assassin restriction script.
    • New bodyguard unit for the Getai FMs - now use Boii Donno Eporedoi.
    • Revision of recruitment in Dacia Proper and Mikra Skythia pools in govgetai building.
    • Added a Trader to Buridava.
    • Changed Kombarogoues primary weapon to a heavy javelin, to match model. Drutonedammoi made spearmen only.
    • A small fix to the Baktrian Mission script.


    Only a few small changes; if you're playing any faction other than the Getai, it's not worth ending your current game to try this out. On the other hand, if you were thinking about trying the Getai, this would be a good opportunity. They now have a functional FM bodyguard unit, and some tweaks to recruitment that should make them pretty viable given their narrow roster.

    Otherwise, the most material changes came with 2.04g - it's from there I'm particularly interested in wider things like faction progression and army composition.
    Last edited by QuintusSertorius; 09-28-2015 at 12:49.
    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:

    Sylon 


  5. #5

    Default Re: Europa Barbarorum 2.04 is released!

    Hi
    Getai ecomony
    I have played this faction at least 20 times, probably a lot more over the past three months. Almost without exception economically it seems to loose half its revenue after 4-6 turns.
    Currently (year 270) having captured the obvious coastal target and reduced my army by half, put a mounted unit in the only available village, the income of my capital has still dropped by over 50%.
    This is not an odd exception.
    I have replayed this scenario five times, trying differing strategies, since the last release and this scenario has been repeated each time. My only guess is there seems to be a huge impact from devastation as there are at least four large rebel armies locally which are mostly too strong to attack. I generally rout the one small rebel army close to the capital in the first turn.
    To role play this to recover you would have to reduce your armies to almost nothing and with five large rebel armies on your doorstep would be an unnatural decision.
    Is the area of effect of devastation too large?
    Is the fiscal effect of devastation too great?
    Am I barking up the wrong tree and just a bad player? :)

  6. #6
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    What version are you playing? From 2.04i onwards, they get decent FM bodyguards which might make a difference in battle.

    I don't know if the geographic impact of devastation can be varied, but the fiscal impact is capped so it shouldn't get too egregious. All I can suggest is using your starting forces to at least clear the direction you'd like to expand of one of those armies. Their placement is mostly to do with the size of settlements they are guarding (anything with a large town or bigger gets an army).
    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


  7. #7

    Default Re: Europa Barbarorum 2.04 is released!

    As stated playing the latest version, have been regularly updating and revising the getai since first release of eb2. The bodyguards are not the issue ( I lost a general in turn three of latest game so only 2 of the 3 normal bodyguard units), also disbanded half the cavalry and 2/3rds of the starting merc pool to try and recover but v hard (180 gold per turn surplus) with income still dropped to 50%.

    The roving armies tend to find and sit on watchtowers, if you build watchtowers they attract roving units like moths to a flame. Two games ago i built three watch towers and within 2 turns all were occupied from armies outside of my borders.

    IMHO the faction isn't feasibly playable at the minute with the usual caveat of me just being rubbish.

    You cant attack North, the roving stack near sarmisegetusa is too strong, east you can take the coastal town but then are too weak to take a third town (you have to assault, you can't afford to wait 4 turns), NE there are two roving stacks and it takes too long to reach the city to make a fiscal difference. South is possible but again the roving defending army has better units than you and you end up with the same net result as heading east, too weak and broke to proceed.

    Historically weren't the getai rich...which is why the romans went for them?

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