Results 1 to 30 of 238

Thread: Europa Barbarorum 2.08e is released!

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Europa Barbarorum 2.03a is released!

    I tried to build it in Sicily, I have province gov or civil liberty gov built there, that means they are not part of italy. I think all settlement there have road one built since the start. Also, their size are larger than town.

    Is there going to be an expansion of gov types and building trees besides the unit expansion in the full summer release?

  2. #2
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,444

    Default Re: Europa Barbarorum 2.03a is released!

    Quote Originally Posted by QWE_asd View Post
    I tried to build it in Sicily, I have province gov or civil liberty gov built there, that means they are not part of italy. I think all settlement there have road one built since the start. Also, their size are larger than town.

    Is there going to be an expansion of gov types and building trees besides the unit expansion in the full summer release?
    No one has concepted or planned any new buildings, so I'm doubtful. Recruitment is being reviewed fairly regularly, and sometimes bugged trees fixed, but that's mostly it for the EBD.
    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

    Default Re: Europa Barbarorum 2.03a is released!

    Fixed, it turns out that the "not hidden_resource" condition is bugged for precursor level buildings. As suggested here https://forums.totalwar.org/vb/showt...lding-DB-error

    For the future, there should be a new hidden resource "not_italy".
    For now, the semi-savegame-compatible solution is:

    step1. swap the order of socit and provinc in edb and delete provinc in socit's upgrade (doesn't make sense anyway, one requires italy the other requires not italy).
    step2. change condition of colony_r2_precursor to:
    colony_r2_precursor city requires factions { f_rome, } and building_present hinterland_roads and building_present_min_level govrome civlib and not building_present_min_level govrome socit


    And by the way, what's the region name of Syracusa after rome conquers it? I tried Syracusa and Syrakousai neither works.

  4. #4
    Priest of Tanit Member Saigrin's Avatar
    Join Date
    Dec 2014
    Location
    Castulo
    Posts
    43

    Default Re: Europa Barbarorum 2.03a is released!

    Still playing 2.03c,

    I've seen celtiberian Redoi without a ranged attack, when their description tells they should have one.

  5. #5
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,444

    Default Re: Europa Barbarorum 2.03a is released!

    Quote Originally Posted by QWE_asd View Post
    Fixed, it turns out that the "not hidden_resource" condition is bugged for precursor level buildings. As suggested here https://forums.totalwar.org/vb/showt...lding-DB-error

    For the future, there should be a new hidden resource "not_italy".
    There must be another way that doesn't involve creating a labour-intensive hidden_resource (because not_italy would need to be added to 240-odd provinces). That post is relating to R:TW - do we know for sure the same issue persists in M2TW?

    Using celtic, iberia, illyria, punic and perhaps greek1 would do it.

    EDIT: In fact in the development build, it's been done a completely different way:

    Code:
    colony_r2_precursor city requires factions { f_rome, } and building_present_min_level market market_one and not building_present_min_level hinterland_province_e province_038 or building_present_min_level hinterland_province_e province_043
    Quote Originally Posted by QWE_asd View Post
    For now, the semi-savegame-compatible solution is:

    step1. swap the order of socit and provinc in edb and delete provinc in socit's upgrade (doesn't make sense anyway, one requires italy the other requires not italy).
    step2. change condition of colony_r2_precursor to:
    colony_r2_precursor city requires factions { f_rome, } and building_present hinterland_roads and building_present_min_level govrome civlib and not building_present_min_level govrome socit


    And by the way, what's the region name of Syracusa after rome conquers it? I tried Syracusa and Syrakousai neither works.
    No change to the EDB is savegame compatible in EBII. It'll crash your saved game when you attempt to load it.

    Quote Originally Posted by Saigrin View Post
    Still playing 2.03c,

    I've seen celtiberian Redoi without a ranged attack, when their description tells they should have one.
    They've got a primary javelin attack:

    Code:
    stat_pri                13, 0, javelin, 60, 8, thrown, missile_mechanical, piercing, none, 0, 1
    Is it not working?
    Last edited by QuintusSertorius; 06-21-2015 at 20:03.
    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 2.03a is released!

    Quote Originally Posted by QuintusSertorius View Post


    No change to the EDB is savegame compatible in EBII. It'll crash your saved game when you attempt to load it.

    It's save-game compatible for me, changing building leveling order and build condition does not crash the game. The only
    flaw is that all my provinc and socit are swapped because the save file only holds the building level.

    ------------------------------------
    Also, another thing for the team to consider:

    The "trade fleet" attribute of the building only affects the amount of projected trade income display, not
    how much you actually get. And that projection is always there, never actually happens in the next turn.

    The number of possible "sea exports" (most valuable trade income) is the level of port building tree and
    has a maximum of 3. (sea imports do not seem to be affected by anything.)

    I suggest two things:
    1. Adjust the trade fleet for port buildings so they have a trade fleet number equals to their level and no greater than 3.
    2. Change the trade fleet bonus of port garrison buildings into trade income bonus.
    Last edited by QWE_asd; 06-21-2015 at 23:53.

  7. #7
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,444

    Default Re: Europa Barbarorum 2.03a is released!

    Running through some final tests on 2.03d, by way of preview, here's the changelog:
    • Further alterations to campaign AI and diplomacy, and more updates to battle AI.
    • Another tweak to the money script to be less generous, and to withdraw the early support more slowly from smaller factions.
    • Revised General (ie non-FM named character) bodyguards and Rebel FM bodyguards.
    • Removed free upkeep from buildings which don't provide any troops, since this is redundant due to the way free upkeep is hardcoded. Given a farming and trade bonus instead.
    • Slight tweaks to mercenary pools and their refresh rates.
    • Increased the wage of assassins, to hopefully curb their use by the AI.
    • Yet more alterations to Rebel garrisons; in light of the more aggressive AI, all have gone up by one unit on average, unless they're near Pontos/Pergamon or Getai
    • Line infantry units have Guard Mode on by default - which should improve AI durability, especially in their use of the phalanx.
    • ThureosReform condition removed from Machimoi Phalangitai - though you still need either an Allied Government or Native Colony in the right place to get them.
    • Added some more Pantopapoi Phalangitai to Seleukid and Ptolemaioi starting armies/garrisons.
    • Reduced Steppe cavalry refresh rates from Saka/Sauromatae/Pahlava factional government buildings.
    • Added Native Garrisons to rebalance the change to Hellenistic recruitment. The following gain an eastcol_one: Hekatompylos and Sousa.
    • Also added some Hellenistic Colonies to some places, namely Alexandreia, Antiocheia and Dispolis-Megale gain a helcol_one.
    • Found another unit for Hayastan - Asiatikoi Hippeis - medium cavalry.
    • Segourina and Mada Asabara reviewed and amended. All shield values for infantry reviewed and updated to new formula.
    • All successors now start with a unit of Hypaspistai (with either the Faction Leader or Faction Heir).
    • Fixed Roman Trade Colony - now possible to build it.
    • Reverted Coming of Age to 16.
    • Given Nisaya appropriate government building and added a herds building, since it's now the Pahlava capital.
    • Fixed carthage_polis and carthage_council regional recruitment pools. Altered the availability of Liby-Phoenicians in the carthage_colony and military colony buildings.
    • All Hellenistic factions now get a small pool of native recruitment with all non-precursor government buildings bar the top tier. This is not global, but in areas they had a close geographic or cultural link to.
    • Rebalanced ship costs/upkeep and refresh to reduce naval spam.
    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
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,444

    Default Re: Europa Barbarorum 2.03a is released!

    Quote Originally Posted by QWE_asd View Post
    Also, another thing for the team to consider:

    The "trade fleet" attribute of the building only affects the amount of projected trade income display, not
    how much you actually get. And that projection is always there, never actually happens in the next turn.

    The number of possible "sea exports" (most valuable trade income) is the level of port building tree and
    has a maximum of 3. (sea imports do not seem to be affected by anything.)

    I suggest two things:
    1. Adjust the trade fleet for port buildings so they have a trade fleet number equals to their level and no greater than 3.
    2. Change the trade fleet bonus of port garrison buildings into trade income bonus.
    Is there a similar issue with industry buildings? They also claim a bonus to income that they never actually deliver.
    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


Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO