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Thread: v 0.81 bugs

  1. #151
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: v 0.81 bugs

    Vigiles are 'Latin' troops. They are available in areas of your Roman empire where there was considerable romanization and/or colonization (in 'barbarian' regions). In the East, Greek units continued to be useful and there was less romanization.

    I have heard of restricting olympic participation (to only those in cities, IIRC), but I don't know if it was decided to be implimented.


  2. #152
    Misanthropos Member I of the Storm's Avatar
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    Default Re: v 0.81 bugs

    I see, thank you.

  3. #153
    EB annoying hornet Member bovi's Avatar
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    Default Re: v 0.81 bugs

    The code looks like this:

    Trigger Hellene_Eligible_for_Olympics_not_busy_not_hypochondriac
    WhenToTest CharacterTurnEnd

    Condition Trait Hellenic > 0
    and Trait YearsPassed = 4
    and Trait Season = 1
    and Trait TurnsAlive < 4
    and Trait Hypochondriac < 1
    and Trait NaturalEnergy > 2
    and not IsBesieging
    and not IsUnderSiege
    and RemainingMPPercentage > 20

    Affects EligibleForOlympics 1 Chance 100
    If you add "and EndedInSettlement" to these conditions your generals will only participate in the olympics when staying in a settlement. We are considering changing this for the next version.

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  4. #154
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: v 0.81 bugs

    I noticed in my Sauromatae campaign that in some cities (very few I only noticed it in 2 so far and my empire strethces from Persepolis to Ankyra from Olbia to Sulek) after I conquer them I can build a "Nomad HQ" building it has no picture and the description states that it is temporary and it represents the ruling class or something like this.
    I think there is a bug in its availability besides it's appearance because I now hold around 45 provinces and only noticed I could build it in 2 so far. Gava-Haomavarga and Apameia if I recall correctly.
    EDIT: Also noticed a building for the Sauromatae I can build it in the huge cities that I've conquered called General structure for mantaining order or something very similar it has no description.
    Last edited by Redmeth; 05-03-2007 at 17:15.

  5. #155

    Default Re: v 0.81 bugs

    That Nomad HQ building will be removed in later releases - we have done some rearranging of the nomadism/pastoralism complex variants so it isn't used by anything else, and it gets rid of the need of that crazy nomadhq building.

  6. #156

    Default Re: v 0.81 bugs

    The Villae Rusticae description is full of spelling errors - I could clean it up if you like, if you tell me where it is.

  7. #157

    Default Re: v 0.81 bugs

    ^^ IIRC you can find it somewhere in the \EB\Data\text subfolder.
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  8. #158
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: v 0.81 bugs

    I noticed some problems with the Sabaean units in the EDU. First their skirmishers have a base size of 40. All other skirmishers in the game except for Peltastai have a base unit size of 50 or 60. And Peltastai are elites. The same problem with the Citizen spearmen unit having a base size 50 while enemy phalangites have a base size of 60.
    Is it intentional that the Sabaeans have smaller sized units than the enemy?

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  9. #159

    Default Re: v 0.81 bugs

    when i try to run the game,it gives an error talks about the "germanic infantry hundaskapiz" line 16088 column 57.

    What can i change in export descr files to get the game going?

  10. #160

    Default Re: v 0.81 bugs

    First thing that came up was: well, that looks like a bad install, sorry - but you'll have to reinstall EB. Second thing that came up was: well, you didn't give too much info about your error report, did you? Third thing that came up was: well, if I had more info I'd be able to answer your call for help better. Basically, if you have just installed EB and then loaded it and then encountered the problem -> most likely a bad install. Finally, I do hope you were reporting something from 0.81a, since it's otherwise a matter of simply updating your build.
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    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  11. #161
    Member Member Shifty_GMH's Avatar
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    Default Re: v 0.81 bugs

    Got a question about the Massiliotes Hoplitai. Are they supposed to start off with swords then switch to spears for close combat? Cause I'm thinking the opposite would work better. Is sword to spear a mistake/bug?



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  12. #162

    Default Re: v 0.81 bugs

    For attack: ALT + right click your target; you'll get spears first now. This is a known issue (for instance Hypaspistai encouter the same thing), IIRC there is some trouble with fixing this one.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  13. #163
    Member Member Shifty_GMH's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by Tellos Athenaios
    For attack: ALT + right click your target; you'll get spears first now. This is a known issue (for instance Hypaspistai encouter the same thing), IIRC there is some trouble with fixing this one.

    Ok. Thanks.



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  14. #164

    Default Re: v 0.81 bugs

    When playing as the Casse I cannot recruit the Calawre, regardless of MIC levels. Were they changed to be, say, a unit created by the 1st or 2nd Celtic Reforms?

  15. #165
    Member Member Bonny's Avatar
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    Default Re: v 0.81 bugs

    When playing as the Casse I cannot recruit the Calawre, regardless of MIC levels. Were they changed to be, say, a unit created by the 1st or 2nd Celtic Reforms?
    Yes they are Reform units, it is the second celtic reform ( you can look in the faq for the date)
    Last edited by Bonny; 05-13-2007 at 13:14.


  16. #166
    Member Member Thaatu's Avatar
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    Default Re: v 0.81 bugs

    Bugs from my Saka campaign, still in 0.81a:

    1. "Shardhar's camp" has the "WARNING! This baseline description should never appear on screen!" message.

    2. I can't build a "great altar of Ssandramata"

    3. Five out of my eight FMs have "Lover of Beauty" trait. It was worse about ten years earlier when I had two members who had "Connoisseur", four with "Lover of Beauty" and one without. Were steppe nomads really obsessed with art?

    I'll report more as I find.

  17. #167
    Member Member Roy1991's Avatar
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    Default Re: v 0.81 bugs

    The officer of the Enoci Curoas doesn't have a weapon (shield in one hand, nothing in the other hand)

  18. #168
    A pipe smoker Member MiniMe's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by Roy1991
    The officer of the Enoci Curoas doesn't have a weapon (shield in one hand, nothing in the other hand)
    Now this is a well known fact: Enoci Curoas officer is the only EB character who's strictly against any kind of violence =)

    Oh, one more thing: in my case Eb081a.v2 installation crashes immediately after unpacking.
    Minime's mourning.

    8 hours later: managed to fix it somehow =)
    Last edited by MiniMe; 05-20-2007 at 09:01.


  19. #169
    EB Traitor Member BozosLiveHere's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by Thaatu
    3. Five out of my eight FMs have "Lover of Beauty" trait. It was worse about ten years earlier when I had two members who had "Connoisseur", four with "Lover of Beauty" and one without. Were steppe nomads really obsessed with art?

    I'll report more as I find.
    Weird, the trait is pretty rare unless you get a jeweler ancillary. Is this the case?

  20. #170
    Member Member Thaatu's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by BozosLiveHere
    Weird, the trait is pretty rare unless you get a jeweler ancillary. Is this the case?
    No, I believe. I haven't seen such ancillary. I'm still hanging out in the steppes and haven't taken any "civilized" settlements, so the traits can't be of that origin.

    Another bug, which I believe has been mentioned before: The Saka great altar of fun (I don't remember the name, but if I would, I still couldn't spell it) gives a +21 morale bonus. Now I'm a little torn weather I should build it or not...

    Edit: The forager trait isn't working, is it? It says in its description that pillaging tiles gives you some sweet cash...
    Last edited by Thaatu; 05-21-2007 at 06:01.

  21. #171
    A pipe smoker Member MiniMe's Avatar
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    Default Re: v 0.81 bugs

    Eb081a.v2 edu small bug:
    Illyrioi Thorakitai (Illyrian Heavy Spearmen) amount is once again 100 instead of 80.


  22. #172
    EB Traitor Member BozosLiveHere's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by Thaatu
    No, I believe. I haven't seen such ancillary. I'm still hanging out in the steppes and haven't taken any "civilized" settlements, so the traits can't be of that origin.


    Edit: The forager trait isn't working, is it? It says in its description that pillaging tiles gives you some sweet cash...
    I'm at a loss about your problems with Aesthetic then. The chances of the trait being triggered for everything except jeweller are pretty slim (< 5%).

    You get 300 mnai for devastating a tile if you are Sweboz, Saka or Sauromatae.
    Last edited by BozosLiveHere; 05-22-2007 at 19:24.

  23. #173
    Member Member Thaatu's Avatar
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    Default Re: v 0.81 bugs

    Another suspected one for 0.81a: Some Ptolemaioi basic farms don't seem to give any benefits because the government types 2&3 already give farming_level 1.

  24. #174
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: v 0.81 bugs

    Can't recruit Voinu as the Sauromatae in the designed provinces in Arkatreides' unit cards. They seem to be factionals for the Sauro as they appear on the website and on the unit cards.
    EDIT: I was wrong they are regionals but the problem is I can't set up an allied government in the 2 provinces.(Gelonus and Gordu-Neuriji)
    Last edited by Redmeth; 06-08-2007 at 06:39.

  25. #175

    Default Re: v 0.81 bugs

    Quote Originally Posted by Thaatu
    Another suspected one for 0.81a: Some Ptolemaioi basic farms don't seem to give any benefits because the government types 2&3 already give farming_level 1.
    Good point. They need removing from those govt buildings.

  26. #176
    War Lord Member Kepper's Avatar
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    Default Re: v 0.81 bugs

    I don't if it is bug but in my correct campaign it Bactria i bin able to recruit
    Nizakahar Ayrudzi (Armenian Skirmisher Cavalry) in the some region around Bactria.

  27. #177

    Default Re: v 0.81 bugs

    A couple of minor Roman bugs:

    1) I believe the type I government needs to give a +10 happiness bonus to public order. Presently the untyped bonus does not take effect. I noticed that the type II description had one untyped +5 bonus and one +5 happiness bonus, so I suspect that this is a known issue that wasn't quite dealt with yet. Not a big deal, +10 is trivial at this stage in my campaign.

    As a semi-related point, the -1% growth on the type I govt. appears to count as a building bonus, so (a) I'm not completely sure it takes full effect, depending on the city, and (b) I have noticed that building a granary afterwards does not increase population growth, though it does allow you to build higher level granaries which do take effect. This sounds sort of like that Ptolemy govt./farm interaction posted earlier. But this may well be working as designed - high end granaries increase trade nicely, so it's perfectly worthwhile (in the long run) to go ahead and pay for a precursor building which does nothing by itself.

    2) There's something funny about Rome's port and/or overseas trade mechanics. I built the high-end port that allows six trade fleets. Ever since I began construction the little shaded icons have been there telling me that soon I will have a few hundred more trade income. The problem is that the port has been complete for ~20-some turns now, and I'm still not getting that income. Looking at the trade details screen Rome appears to have three incoming trade routes and three outgoing trade routes, the same as it had quite early in the campaign with a much smaller port.

    Come to think of it, Bononia also has some odd trade icons, though in this case they're perpetually in the flashing "you're about to lose this income" state. I have no idea why - at first I thought it was rebels (there were some of those annoying naked gauls hiding in some trees, it turned out) but that's been dealt with years ago. As long as I'm getting my money, I guess it doesn't really matter, though.

  28. #178
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by jhhowell
    As a semi-related point, the -1% growth on the type I govt. appears to count as a building bonus, so (a) I'm not completely sure it takes full effect, depending on the city, and (b) I have noticed that building a granary afterwards does not increase population growth, though it does allow you to build higher level granaries which do take effect. This sounds sort of like that Ptolemy govt./farm interaction posted earlier. But this may well be working as designed - high end granaries increase trade nicely, so it's perfectly worthwhile (in the long run) to go ahead and pay for a precursor building which does nothing by itself.
    Happiness negatives can only cancel out bonuses. So if you have no buildings giving bonuses, the negatives do nothing. Once you build a building, then the original negatives will simply cancel out the new bonuses. This is just the way the game engine works.

    Also, high end granaries give negative trade bonuses. Any effect on trade will read as a possitive bonus in game, but it is and is supposed to be a negative bonuse. This is just the way the game engine works with these bonuses.


  29. #179

    Default Re: v 0.81 bugs

    Quote Originally Posted by MarcusAureliusAntoninus
    High end granaries give negative trade bonuses.
    Er...why?

  30. #180
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: v 0.81 bugs

    Because grain that is grown in that settlement is being stored not sold.


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