I think I may have figured out why the AI spams javelin units for some factions!!
The
descr_strat file helps control AI building and recruiting personalities (fortified henry, balanced ceasar, etc). From reading posts from CA regarding game mechanics I gather that descr_strat uses what is listed under
'class' in the EDU for recruiting as described in this post...
https://forums.totalwar.org/vb/showp...62&postcount=1
Now in EB, javelin units have 'skirmish' listed for their class. AFAIK, the only valid class options are
light, heavy, missile or spearmen. It looks like the AI may think its recruiting infantry because the class tag doesnt have '
missile' listed for those units. This also explains why ctrl-I will select javelin units as well as infantry and why javelin units are positioned as infantry when using the group formations buttons. I have changed the class to
missile and it seems to take care of these two issues.
Is there something I'm missing regarding this?
I'm not sure if this is the correct thread to keep posting on this issue. If not please move...
I've run a test campaign to check my theory in the previous post and the results are promising.
I changed the class of all javelin units from skirmish to missile and AI armies are no longer spamming javelin units. KH and the Maks have always given me problems with that and its no longer happening.
The Romanii are also making very well balanced stacks! No more all Italian Allies/Triarri armies.
Also, when using the group formation buttons the units are now properly placed as missile units and not infantry
Ah, here it is.

I hope you get an answer on this within a day or two here mcantu. Thanks for your interest mate!
It looks like many (all?) javelin armed cavalry units also have the invalid 'skirmish' tag. I have changed them all to 'missile' and am testing to see what effects it has
Use caution with that, for most javelin armed cavalry units are in fact light cavalry, not skirmishers. You don't want Numidian or Thracian cavalry start acting like horse archers.
Swordmaster 10:31 08-01-2007
Must have been spotted already, but just to be sure, the Seleukid temple_of_forge_awesome_temple_romans_julii is translated as "Large Temple of Hermes" instead of Mithras.
Swordmaster 22:47 08-01-2007
The temple_of_fertility_pantheon costs twice as much as the other wonderous temples? Bug or feature?
Intranetusa 03:53 08-02-2007
Originally Posted by galathas:
-Hoplitai and other classic phalanx units have variying spear lengths when they are doing different things.
Example Hoplitai: Long spears when attacking, fighting and standing but short spears when running
I think the Hoplitai Haploi also have short spears when standing. Have to check.
Yeh, I have the same problem. THe problem is with the spear's clipping.
When running, the soldiers hold the spears vertically, so half the spear is clipped and fuses with the ground texture. They have the same spear, it just passes into the ground when they hold it certain ways
Originally Posted by Centurio Nixalsverdrus:
Makedonia:
When conquering Sparte, I let my Phalangitai Deuteroi attack the Epilektoi Hoplitai of KH.
1. They immidiatly let down their sarissas and switched to their swords, although still in phalanx mode.
2. When reaching the Epilektoi, there ocurred a large blow, as of a large jet engine, that whirled about 20 of my phalangites a dozen meters up into the air. Fortunately nobody died of this. There were no elephants or cavalry envolved in the battle.
I noticed the same thing with Epirus. It only seems to happen in the city centers (maybe the ancient Greeks had flubber town plazas).
I turned off the phalanx option and the phalangitai stopped the bouncing so it seems using their swords while in phalanx mode in the city center creates an irresistable urge to do acrobatics.
I also found a slight graphical error which I am not sure if EB causes but thought I would point out as it allows me to advance the theory that the aliens that built the pyramids also continued their visits up until the 2nd century bc.
Please accept my accolades for a mod well done, I just wanted to share a few bugs that seemed quite humorous to me.
Spot the odd one:
In Axum, the starting eleutheroi unit.
I'm assuming you're talking about the negro? He's part of another unit. Look at the unit cards and you'll see you have both kinds.
Actually I'm talking about the Irish drunkards in Nubia.
Tellos Athenaios 19:55 09-04-2007
Model sharing issue, IIRC. The Goidilic Hammer men share a model with the Aithiopion Agema...
I Am Herenow 20:15 09-04-2007
BTW I just noticed in that pic that that negro has big gold earrings and gold arm-bracelet things. As you say in your site that you want to get rid of "'Mummy Returns' Egyptians dressed in gold" (or words to that effect), why have this unit with gold earrings and arm-bracelets?
While I'm not sure why, I think there's a difference between "dressed in gold" and modestly ornamented. I haven't played vanilla in ages so I can't remember how they looked there.
Originally Posted by Tellos Athenaios:
Model sharing issue, IIRC. The Goidilic Hammer men share a model with the Aithiopion Agema...
Does that mean that all the eleutheroi Ethiopians look Goidilics, or is it just a single case?
I don't think that the rebels can recruit Aithiopion Agema in the next release. Since it is a model sharing thing, the rebels can only get Aithiopion Agema or the heavy Goidilic guys, not both.
fallen851 16:35 09-05-2007
The rebels don't recruit Aithiopion Agema in this version either, two cities in the middle east happen to start with them. You can edit them out by going to the folder
EB\Data\world\maps\campaign\imperial_campaign
Opening the descr_strat text, searching for agema, then replacing the unit with another unit, so Axum should look like this:
Code:
; City: Axum
; Region: Diamat
; --------------------
character, sub_faction saba, Nawfim, named character, command 0, influence 0, management 0, subterfuge 0, age 20, , x 221, y 6
traits ImmobileRebel 1
army
unit african elephant bush exp 1 armour 0 weapon_lvl 0
unit arabian infantry ethiopian spearmen exp 2 armour 0 weapon_lvl 0
unit arabian infantry ethiopian spearmen exp 2 armour 0 weapon_lvl 0
unit arabian infantry ethiopian spearmen exp 3 armour 0 weapon_lvl 0
unit arabian skirmisher tribal levies exp 2 armour 0 weapon_lvl 0
unit arabian skirmisher tribal levies exp 1 armour 0 weapon_lvl 0
Instead of how it used it look with a unit of Agema.
The other city with them is Ptolemais Theron.
Tellos Athenaios 16:49 09-05-2007
Just to remove some of the confusion: this bug is fixed as a side effect of the Aithiopion Agema getting scrapped altogether in future releases...
christof139 17:10 09-05-2007
The acrobatic Phalangites fighting with swords may be because possibly the Iberian swordsman animation is used?? I think they jump around a bit in vanilla, or maybe the oppossing Phalanx's mass is set to high??
Irish drunkards in Ethiopia, a distinct possibility, along with Russian and other Slavic and former Soviet-bloc 'tourists', not to mention wandering USA'ers and other western types besides the local imbibers of the magical Egyptian elixir now known as beer and/or ale.
Chris
Tellos Athenaios 17:16 09-05-2007
No, it has something to do with a new bug introduced in RTW 1.5; when EB was still a proper beta (0.74), and based on RTW 1.2 this bug did not exist. And this bug exists not just in EB...
christof139 13:12 09-07-2007
Oh, thanx for telling me there is another bug in the latest version of RTW. Makes a lot of sense for CA to have released the latest version of a game with jumping bean bug in it. I didn't know that but have seen it a couple of times and was wondering about it.
Chris
i looked for this problem on the threads and couldnt find it, but i would have thought someone wuold have noticed by now so maybe its jsut my computer...
when i am defending Memphis in siege i noticed that "THE SKY IS FALLING THE SKY IS FALLING!
Kurulham 07:21 09-26-2007
A couple miscellaneous problems; MAA told me I should post these here.
* The druidic training triggers - the ones that increment GallicDruid and CasseDruid - are all kinds of messed up. They're designed to have a certain percent chance of incrementing every turn the character stays in a settlement with a temple of fun or governors, with a higher chance if the character has higher vit and int. Unfortunately the triggers to check for int and vit levels are... well, messed up (sometimes they have things like requiring int to be both above 4 and below 3, for example). Also, Casse characters of ethnicities that can start with the training trait (Aedui and Biturige) are set up to start with the GallicDruid trait instead of CasseDruid, which may be intended as I believe both those ethnicities are Gallic. The increment sections are sort of tangled; here's my cleaned-up version of the GallicDruid fun temple section (all four sections are functionally identical, down to the problems).
* The descriptions of the Dorkim Kdosim and Hoplitai Indohellenikoi say "traditional phalanx in the Spartan style" and "non-Makedonian phalanx", but they both have the phalanx attribute. Should probably be changed to pseudoshieldwall.
Further bulletins as events warrant.
Thanks, fixed the druid training. Someone else will probably know what to do with the phalanx units

.
Tellos Athenaios 22:34 09-26-2007
Originally Posted by madmatg:
when i am defending Memphis in siege i noticed that "THE SKY IS FALLING THE SKY IS FALLING!
First of all, you're not some Celt from a Comic book are you?

Secondly: it's a known issue which has very, very little to do with EB and very, very much to do with RTW + Video Settings.
Happens with certain farmland as well.
oh ok thanks tellos
Actually, the farmlands should be fixed, thanks to snevets.
Tellos Athenaios 13:33 09-27-2007
But they aren't yet in the public release, are they?
Originally Posted by Tellos Athenaios:
But they aren't yet in the public release, are they?
It seems so long ago that happened, but I guess you are right, it probably isn't in the public release...
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