how did they get gold ranks? I can not be their temple, becouse I had just sacked that city and destroyed all the buildings. Thats how they spawned
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how did they get gold ranks? I can not be their temple, becouse I had just sacked that city and destroyed all the buildings. Thats how they spawned
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when rebel units spawn they are given upgrades automatically. Thats how that happened.
Foot
EBII Mod Leader
Hayasdan Faction Co-ordinator
It's easy. They've got lousy lethality.
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I don't know. If the freed Slaves truly have two gold chevrons, as it seems to me, than they are going to be some pain, especially with those AP rocks that they throw. The base attack may be low, but with the upgrades... I've heard people saying that one gold chevron Apeleutheroi are pretty devastating, but the worst I've fought were one silver chevron slaves, which I easily slaughtered with unupgraded Akontistai & Pantodapoi. Who knows? However you're right in some degree as 0.06 lethality is pretty bad.
Heh, those guys are what horse archers and heavy cavalry are for. They tend to rout at about 20% casualties, if you get them down quick. That's why I like charging them with Heavy cav. (one charge usually insta-routs them.) or playing "horse archer ping-pong" with them (good horse archers will annihilate them very quickly, mediocre horse archers will insta-rout them).
If you get rid of them with HAs or HC, you still have time to use those HAs or HC to fight their real units.
Last edited by MerlinusCDXX; 11-13-2008 at 23:41.
Yeah you are right. I remember having fun with the Apeleutheroi and my heavy cavalry. Then again, I can win just about any battle against an all non-spear armed infantry army with no more than 1:4 balance of power and an all-cavalry army. But I was asking if anyone knows how well an average infantry unit with 10-12 sword attack (or 13-15 spear attack) and 20-25 defence would do against 2 gold chevron Freed Slaves. Does anyone know?
Because it is 1: random scripting and/or 2: look at the governor's building and the regional MIC. They all give experience bonus to Apeleutheroi. That was made to encourage the AI to build regional MICs even when it does not enable any new units.
EDIT: Wait, is it really all random as Foot says? I though the city size and MIC level had some influence.
Last edited by Aemilius Paulus; 11-13-2008 at 23:59.
I have fought an army of similar composition in Arabia - they are absolutely devastating. I would strongly suggest NOT sending heavy infantry against them as you will be chopped to bits in melee. Using missle units or phalanxes is the only way to go as they stop them from being able to get in close.
like I stated somewhere before in another thread. No problem for my Spartan Field army. Though I've used these slaves in defence of a newly rebelled citystate before. They are good for plugging the hole in the wall till you can get some better men down there. Quite frankly the best strategy to use them in that kind of situation is holding the enemy inside the walls, then moving your slingers along the walls to decimate the enemy from behind. If you hit your own troops, its in the face, therefore less deaths, and the ones that die, who cares?
Last edited by Celtic_Punk; 11-14-2008 at 07:24.
'Who Dares WINS!' - SAS
"The republic stands for truth and honour. For all that is noblest in our race. By truth and honour, principle and sacrifice alone will Ireland be free."-Liam Mellows
Who knows? If it's a enough day we may all end up Generals!"
Hmmm, does anyone have a link to the unit cards?
I want to check out the recruitment cost/upkeep/unit stats of these slaves.
I have several regional MICs in my campaign with the ability to train slaves, but I have no idea if they would make a decent militia garrison or not.
Kart-Hadast.EDIT: Who are you playing as?
This space intentionally left blank.
I don't think there has been an update of the unit cards since the slave unit was added.
Even though the slave unit appears in your MICs, government buildings, etc. they aren't actually available for recruitment. Their sole purpose is to lessen the chance of crashes.
The Unit Compare and the EB Unit Cards are all outdated, since they are a relic of EB v0.8. Use EDU instead. (export_desc_units that's in the EB Data folder) That's the only place where you will find accurate stats, although it is not as user-friendly and visually/aesthetically appealing as Unit Cards/Unit Compare.
Last edited by Aemilius Paulus; 11-15-2008 at 05:12.
Freed slaves are the #1 funnest unit to kill in the game IMO. They rout so easily and can't hurt a fly - a unit of some chariots could rout and destroy a unit of gold chevron freed slaves in VH difficulty, at least in my experience.
Have fun killing them all.
Last edited by The_Brittunculi; 11-15-2008 at 07:17.
Yeah, they were. I was thinking on working on them myself at certain times. If I or someone else could get hold of Arkatreides (the creator of the unit cards; his profile can be found here: https://forums.totalwar.org/vb/member.php?u=2091) and ask him to post his Unit Cards in their original editable state (with the template), then I could probably finish them. Funny how pretty much the only thing he is lacking on those Unit Cards are like half of the Romani units (!!!). Those will definitely have to be completed. I could edit the stats on those cards without the template, but that will be slightly more messy and definitely more time-consuming. I also wanted to improve on those cards as well, which would be very difficult without the template, an needlessly so.
Yeah, but have you fought the two gold-chevron Apeleutheroi? There is a big difference, or at least in my opinion. Although their melee lethality is low, think of those AP rocks they throw. With two gold chevrons, those rocks can have an AP attack of as high as 9 (with two gold chevrons), and with a high ammo (for a missile thrown before charge) of 8. That AP attack, btw is going to take off 50% of your unit's armour. Think sligers and then about three/four times worse.
Perhaps you fought them in 1.0 before their nerfing. They were given a 0.9 lethality by mistake, probably intended value was 0.09 (an increase from their initial 0.04).
Actually my testing of slingers show that unit experience does not make any significant difference to missiles. By giving them 3 levels of weapon upgrades they became utterly devastating (about 60% more kills), but 9 levels of experience didn't make any perceivable difference to a non-experienced unit, at best it was a 4% increase in kills.Originally Posted by Aemilius
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You guys are forgetting unit sizes play a huge role in all this. cavalry can be butchered by skirmish units on huge unitsizes because they get bogged down and totally outnumbered. this is the slaves' only advantage... 200 men vs 100 cavalry? 2-1 = ouch time.
think of agincourt only instead of mud, slaves.
Last edited by Celtic_Punk; 11-15-2008 at 17:19.
'Who Dares WINS!' - SAS
"The republic stands for truth and honour. For all that is noblest in our race. By truth and honour, principle and sacrifice alone will Ireland be free."-Liam Mellows
Who knows? If it's a enough day we may all end up Generals!"
Apeleutheroi have a high penalty to combat against cavalry. Just mow them down.
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
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