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  1. #1

    Default Re: Europa Barbarorum 2.02 is released!

    Can AI build colonies after these changes (and before)?

    --------------------
    "EDIT: The placement of Hellenistic Poleis and Colony buildings has been adjusted. Emporion, Arbela and Sousa lose their Poleis building; Rhegion, Messana and Chersonesos gain one. Demetrias, Alexandreia and Antiocheia lose their Colony buildings, Seleukeia, Ipsos, Sardis, Rhagae, Edessa and Memphis are upgraded to/have added the second tier colony, Baktra gets a first-tier colony."

    I didn't see any colony in baktra.
    Last edited by QWE_asd; 05-19-2015 at 02:39.

  2. #2
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QWE_asd View Post
    Can AI build colonies after these changes (and before)?

    --------------------
    "EDIT: The placement of Hellenistic Poleis and Colony buildings has been adjusted. Emporion, Arbela and Sousa lose their Poleis building; Rhegion, Messana and Chersonesos gain one. Demetrias, Alexandreia and Antiocheia lose their Colony buildings, Seleukeia, Ipsos, Sardis, Rhagae, Edessa and Memphis are upgraded to/have added the second tier colony, Baktra gets a first-tier colony."

    I didn't see any colony in baktra.
    The colony changes were in 2.02b before I pulled it. So you can't see them yet in 2.02a.
    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


  3. #3
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    I've updated the first post with some more of the coming changes. Just doing final testing, then 2.02b should be ready.
    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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  4. #4
    Priest of Tanit Member Saigrin's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Hi people, I wanted to report some feedback about this release.

    I'm playing turn 70 as Makedonia, and:

    - Game difficulty: M/M
    - Greek Union expelled from Hellas
    - Epeirotes destroyed without too much resistance
    - Greeks sending assassins to sabotage my markets! (I've never seen that before)
    - No new wars between factions, AI seems like sleeping. No attacking to rebels perceived either
    - Pergamon, somehow, lost all their generals.

    This is really weird, I've became the second power with not much struggle. I expect this to be useful.

    Good day!

  5. #5
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    At long last, Europa Barbarorum v2.02b is released!
    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


  6. #6

    Default Re: Europa Barbarorum 2.02 is released!

    1.defender trait bug is still there

    ______________________________
    2.colony build option bug

    After several hours in my bosporan campaign I'm afraid the 2.02b colony system is not working properly.
    I can't spend any colony points I have despite owning metropolis. Instead, I found the building options disappearing after I refresh the building panel by adding a building to the queue or reopening the panel.

    In the script it says:
    if I_EventCounter ecBosporanColonistsOn <= 1
    set_event_counter ecBosporanColonistsOn 1
    wait 1
    set_event_counter ecBosporanColonistsOn 0
    end_if
    same for all 9 greek factions at every endturn, and m2tw ultimate document 2.0 says "wait"'s unit is in seconds.
    It didn't take 9 seconds for every AI's turn to finish which means "wait" does not pause AI's turns. This monitor's scope is actually across multiple factions' turn and overlapping with itself. I can't spend any colony points after several seconds passed in my turn because the option is turned off by this monitor which started in previous AI's endturn and ended during my turn.

    Maybe all "wait 1" should be changed to "wait 0.1" (or don't use wait at all because it's too dangerous).
    ________________________________
    Ok, I'm pretty sure the bug is there.

    Start a pergamon campaign and destroy the colony, you should see the colony build option. Go to next turn and immediately open the build panel the build option might be still there, wait several seconds and refresh the panel the option is gone. You can repeat it by going to the next turn.
    Last edited by QWE_asd; 05-21-2015 at 08:34.

  7. #7
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QWE_asd View Post
    defender trait bug is still there
    Traits more generally are a bigger piece of work than we could manage in the last few days picking up various bits and pieces. For a completely cleaned up EDCT, that will probably have to wait for the summer release.
    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


  8. #8
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QWE_asd View Post
    colony build option bug

    After several hours in my bosporan campaign I'm afraid the 2.02b colony system is not working properly.
    I can't spend any colony points I have despite owning metropolis. Instead, I found the building options disappearing after I refresh the building panel by adding a building to the queue or reopening the panel.

    In the script it says:
    if I_EventCounter ecBosporanColonistsOn <= 1
    set_event_counter ecBosporanColonistsOn 1
    wait 1
    set_event_counter ecBosporanColonistsOn 0
    end_if
    same for all 9 greek factions at every endturn, and m2tw ultimate document 2.0 says "wait"'s unit is in seconds.
    It didn't take 9 seconds for every AI's turn to finish which means "wait" does not pause AI's turns. This monitor's scope is actually across multiple factions' turn and overlapping with itself. I can't spend any colony points after several seconds passed in my turn because the option is turned off by this monitor which started in previous AI's endturn and ended during my turn.

    Maybe all "wait 1" should be changed to "wait 0.1" (or don't use wait at all because it's too dangerous).
    ________________________________
    Ok, I'm pretty sure the bug is there.

    Start a pergamon campaign and destroy the colony, you should see the colony build option. Go to next turn and immediately open the build panel the build option might be still there, wait several seconds and refresh the panel the option is gone. You can repeat it by going to the next turn.
    Strange, I started a game as Makedonia when testing it. They start with colony points, I can build a military colony in Demetrias, which builds. The message stops appearing after that and the building builds.

    I'm starting to wonder if we need a simpler method of handling colonies, it's been troublesome in every iteration since it first appeared.
    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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