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Thread: Europa Barbarorum 2.08e is released!

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

    Changelog for 2.05b - ended up being a much more significant edit than I'd initially planned:
    • Uazali removed from Anatolian levy pools. Restructured Anatolian recruit pools more generally.
    • Getic Mezenai armour reduced by 2 points on review.
    • Cappadocian Tribesmen re-statted as skirmishers.
    • Correction to Roman military tribune trigger and Marian reform trait.
    • Updated requirements to upgrade to hay_imperial. Alterations to Hayastan government pools.
    • Leusitane switched from rel_f to rel_i.
    • Levies removed from eastcol (Native Garrison)
    • Alteration of Pontos starting armies.
    • Fixed the bugged Amber Route building in Histria.
    • Hippeis given the secondary weapon (a shorter spear) they already had.
    • Fix to basic trait (Sharp/Charismatic/Vigorous) inheritance.
    • Adjusted cost and recruit_priority_offset of Arabian ships to address naval spam.
    • Iberians using the scutarii shield now late/reform units.
    • Rejig of herds building pools. Iberian units removed
    • Rework of mercenary pools to take into account troops phasing in and out.
    • Slight increase to Makedonian forces in the Peloponnese and moved both armies.
    • Brakara and Lankia converted from camps to villages.
    • Army in Sinope removed.
    • Agent cap on AI diplomats; they can recruit no more than 4.


    Plus z3n's CAI/diplomacy and BAI/pathfinding changes in more detail:
    Campaign/Diplomacy AI
    1) Alliances issue resolved
    2) Faction relations now matter more in regards to invasion decisions, the map should end up looking a bit different from normal
    3) Adjustment to the invasion strength algorithm, should mean that attacks with less than a .99 strength ratio do not happen. Need feedback on that
    4) Alliances slightly less stable without adequate relations
    5) Sucessful requests for attacks on a faction will now divert a much larger amount of resources towards the target, additionally it should be somewhat easier if you posses the necessary relations

    Pathfinding/Battle AI
    1) Threat detection and prevention is improved for the defensive AI
    2) Additional tactics implemented to prevent unnecessary disengagement and prioritize elevation
    3) Pathfinding in regards to elevation adjusted to balance elevation pathfinding and AI prioritization of elevation
    4) Hill assault tactics by the AI should be more 'intelligent' in the sense that if under fire and losing 10%~ of their melee units they will start to run up the hill. Otherwise they'll walk and conserve their stamina.
    5) Defending versus a sally out should exhibit slightly more reactivity. Though this is only the start of said improvement, as more work will be done in future updates on the defensive/offensive part of the Siege AI.
    6) AI will start to plan during the engagement which side (front/sides/rear) to assault units on in a more cohesive and sensible manner.
    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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