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  1. #1
    State of Mind Member z3n's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    Two issues I've noticed:

    Firstly, CAI tends to ignore undefended settlements (major and minor). Its behaviour is much more logical if they are garrisoned.


    Secondly, there's this ford that can't be used since one of its banks is mountains:

    I'm not sure if it's meant to be usable or not, but I think either there shouldn't be a ford or both banks should be passable.
    Yeah Sylon is right, I believe the only way around this is changing the strength 'strong' & 'weak' equations which in turn change the algorithm that controls army assignment. To explain the armies (or any unit) which gets moved into a fleet are viewed as insanely strong which is probably in effort to make the AI sink the ships.

    However, when there are absolutely no armies in a town, I suspect that the town is viewed the same way because there is no assigned strength to it but yet it's an enemy objective the default value for such an up in the air target may also be insanely high. As such, the only way I've ever seen the AI regularly take such a town is a) if it's a part of their victory conditions and b) if the str limit is at 999 (effectively disabled or insanely high enough that the AI tries to take the town). The major downside with that, is that it induces chaotic behaviour in other areas, for example field battles, sieges and naval battles with all often be lopsided in your favour without the limiting factor of the highest strength army the AI can engage.

    There are many other factors as well that come into play where the LTGD is involved, nevertheless changing the str limit is definitely something I don't want to do after tests and recent reports about how the AI is behaving with a new more 'astute' value which aims to have the ratio be 1:1 when engaging.

    edit:
    I forgot to mention in vanilla it was a value of 99, probably contributing towards the random once in awhile 'suicidal' attacks. However, it may have also played a role in AI behaviour towards empty towns fixing that bug. I however, find that in EBII towns almost always have a garrison as without one your public order will be nearing revolt or at a revolt level. Therefore changing the value isn't a necessity, unless of course you find differently... I haven't read many, if any, reports about that part of the game. (how the player garrisons their city)
    Last edited by z3n; 11-19-2015 at 05:40.

  2. #2

    Default Re: Europa Barbarorum 2.04 is released!

    Something is broken in the AI in 2.06a. The AI factions can fight each other and the player but they don't expand into rebel territory, they're almost completely unable to take rebel provinces. They may be less aggressive in general as well, but it's certain they're terrified of rebel lands.





    Two different games (player Epirus, player Baktria), both on the recommended H/M settings with scripts activated etc. As far as I can tell, over the two there was only one rebel province conquered by the AI, and that was by the Ptolemies after over 10 years (it then rebelled to Saba and was recaptured by the Ptolies).
    Last edited by Artemisia; 11-21-2015 at 14:52.

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  3. #3
    State of Mind Member z3n's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    I've gone through and revised it. A variant of 2.03/2.05 will be in the next releases although I still plan to revisit this one in the future for those who like longer campaigns with roleplay involved.

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  4. #4

    Default Re: Europa Barbarorum 2.04 is released!

    Quote Originally Posted by z3n View Post
    I've gone through and revised it. A variant of 2.03/2.05 will be in the next releases although I still plan to revisit this one in the future for those who like longer campaigns with roleplay involved.
    Yeah...pretty much what I was getting at. For those who like to turtle their way through a campaign this looks promising. Any chance of an optional CAI (like an official submod)?

  5. #5
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    Changelist for 2.06d:
    • Some more archer adjustments.
    • Revision of Arabian recruitment.
    • Moved Allied Government requirements for infrastructure to the end of the lines.
    • Added Hayastan war-trigger over Kartli.
    • Corrected error introduced into Baktrian mission. Also the Galatian trigger in Pergamon Kingship script.
    • Corrected ethnicity entry for Maeotis Client Ruler.
    • Changed polis_two requirement for Bosporans to Oligarchy.
    • Adjusted some financial support to rein in Pergamon and Makedonia.
    • Corrected the name-change part of the script.
    • Changes to the factional precursor and alliedstate bonuses/penalties to encourage the AI to build factional.
    • AI Governor bonuses reduced to make it harder for them to cope with unrest.
    • Corrected non-displaying of Rector Provinciae trait.
    • Some minor changes to Italian regional recruitment for Numidia and Carthage.
    • Adjustment to Saka reform script - no longer linking Royal Satrapy to royal_core hidden_resource - instead you can build one wherever you like.
    • Reverted to CAI more in the vein of 2.03-2.05 - ie more aggressive.
    • More BAI updates
    Last edited by QuintusSertorius; 11-22-2015 at 23:52.
    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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  6. #6
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    Changelist for 2.06e:
    • Alteration to the campaign-difficulty-related triggers for AIGovernor and AIGeneral
    • Removed royal_core from Alexandropolis and Girnar.
    • Plugged hole in Italic Client availability that had them in Britain. Same with eastcol recruitment on Shardin/Korsim.
    • Replaced faction_standing file with one shorn of irrelevant, error-logging vanilla lines.
    • Adjustment of Anatolian Spearmen and Hai Spearmen and knock-on effect on Armenian roster.
    • Naval recruitment added to Caucasus.
    • Adjustment of Good/Bad Disciplinarian and impact of sacking/not sacking settlements.
    • Fixed the crash-causing BAI/siege bug.
    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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  7. #7
    State of Mind Member z3n's Avatar
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    Default Re: Europa Barbarorum 2.04 is released!

    (Cue hype)
    There'll be a relatively major update to the BAI soon.

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  8. #8

    Default Re: Europa Barbarorum 2.04 is released!

    Quote Originally Posted by Artemisia View Post
    Something is broken in the AI in 2.06a. The AI factions can fight each other and the player but they don't expand into rebel territory, they're almost completely unable to take rebel provinces. They may be less aggressive in general as well, but it's certain they're terrified of rebel lands.





    Two different games (player Epirus, player Baktria), both on the recommended H/M settings with scripts activated etc. As far as I can tell, over the two there was only one rebel province conquered by the AI, and that was by the Ptolemies after over 10 years (it then rebelled to Saba and was recaptured by the Ptolies).
    Well...that seems pretty early game, and I quite like the idea that the main factions aren't just steam-rollering the eleutheroi.

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