Search:

Type: Posts; User: 4th Regiment; Keyword(s):

Page 1 of 8 1 2 3 4

Search: Search took 0.12 seconds.

  1. Replies
    1,222
    Views
    144,754

    Re: Catalonia Independence Referendum

    First, Serbia is not "a breakaway nation"

    Second, nobody in Serbia have supported Catalonia, not to tell official recognition. So, that link is false ( not even working )

    Third, in first day...
  2. Replies
    1,574
    Views
    175,812

    Re: "Kaфaнсke причe" (Serbian)

    Evo posle par godina , samo da javim da sam živ i zdrav, a nadam se i ostali :)
  3. Having capital of provinces with stone wall protection at the start of the game

    Hi there,

    I am back after loooong time :) And I will try to try new 1.3

    Anyhow, thing that bothered me from long ago was that most of the towns/cities in game were protected by wooden...
  4. Sticky: Re: [Submods Compilation] Europa Barbarorum Release v1.1 For Alexander Released!

    Eventually he died at 78 or so :)

    One report - Force diplomacy was not working. So, I have downloaded forced diplomacy only for non Alex and now it works


    One suggestion, or question if there...
  5. Replies
    94
    Views
    46,101

    Sticky: Re: Economic System, explanations elusive?

    So, to sum it up, those economics tweaks, reward spoiled players who like to unrealistically pump out fancy units and built advanced army barracks for it (instead of focusing on economy and having...
  6. Replies
    4
    Views
    1,337

    Re: About those repawning Rebels.

    It is not a madness it is this mod...Barbarorum...as those barbarians were not that barbaric at all...At the start of the game time frame, Rome was not yet ultimate power, and lot of lot of things...
  7. Replies
    4
    Views
    1,337

    Re: About those repawning Rebels.

    if it is happening than it is great news and script for slave factions (lot of factions and tribes not included in 20 playable ones) is finally working.

    Simply, it is not realistic to leave your...
  8. Sticky: Re: [Submods Compilation] Europa Barbarorum Release v1.1 For Alexander Released!

    Thanks! Considering this...I read somewhere, that Creative Assembly (Sega ) relaxed some of the limitations for RTW (not for MTW2 yet)...but maybe I was mistaken.



    One question about the submod...
  9. Re: Is moral bonus in temples just virtual thing which do not work?

    Yes, something like that I also remember...probably it is still not fixed issue

    Pozdrav za Sloveniju :thumbsup2
  10. Replies
    94
    Views
    46,101

    Sticky: Re: Economic System, explanations elusive?

    Thanks...I was suspicious it might be a bug, since it did not showed up second time

    Where to copy those lines..in script folder? You already made a fix? :)
  11. Sticky: Re: [Submods Compilation] Europa Barbarorum Release v1 For Alexander Released!

    Thanks a lot b0Gia ! I got new 1.1 today and it is working! And moving points increase fix also work! And also you did decreased shield values (especially good for pikemen, as they got 2x bonus in...
  12. Re: Submod/fix or know-how to increase movement points for FM and armies?

    I did it and tested and to works, great! You are THE MAN ! :)

    PS. will write you on submod page, more
  13. Replies
    94
    Views
    46,101

    Sticky: Re: Economic System, explanations elusive?

    Thanks a lot Ovidius Empiricus:thumbsup2

    So, as far as I understood, script will put me in the piece after I attack some faction as I did in firs try of campaign, after attacking rebels on east?...
  14. Replies
    94
    Views
    46,101

    Sticky: Re: Economic System, explanations elusive?

    Last evening I tried Bithynia for the first time. At the first turn I have besieged rebel town just east from me on the Black Sea. Next turn diplomatic information came that we signed a ceasefire ( I...
  15. Re: Submod/fix or know-how to increase movement points for FM and armies?

    I have that one from week ago or so for Alex...you have the new one? :) Can I just overwrite the new one over old one? (for Alex)
  16. Replies
    94
    Views
    46,101

    Sticky: Re: Economic System, explanations elusive?

    No hard feelings, I just said how I like to play ..to mimic real life.

    So, no peasant archers as garrison troops...I use some decent looking semiprofessional, militia force..

    I know it is...
  17. Replies
    94
    Views
    46,101

    Sticky: Re: Economic System, explanations elusive?

    I consider this cheating :)

    Local population, especially in newly conquered areas will not be intimidated by the cheapest levies.

    In real life was - those cheap levies wold not only not...
  18. Re: Submod/fix or know-how to increase movement points for FM and armies?

    I was looking there...there are spies and assassins wages which I changed for RSII to make it lower and AI use them more (easy just change 'wage" amount), but I am not sure what need to change there...
  19. Re: Submod or way how to decrease cost of the spy/assassin to make AI recruit them more and make spy war more dynamic?

    Thanks! Thats it!:thumbsup2
  20. Submod/fix or know-how to increase movement points for FM and armies?

    Hi EB fans,

    Do you know by any chance how to increase movement points for FM and armies in EB...I used to play EB long ago, and want to do it again, but movement point is bit to conservative in...
  21. Re: Submod or way how to decrease cost of the spy/assassin to make AI recruit them more and make spy war more dynamic?

    Hi Alavaria,

    Well I have changed it , and just as I thought, "wages" is only for agent upkeep and do not effect recruitment cost

    I will look behavior of AI..but no big change so far in agent...
  22. Re: Submod or way how to decrease cost of the spy/assassin to make AI recruit them more and make spy war more dynamic?

    Thanks! I was looking there...but "wage" actually confused me...as I thought it is upkeep, and recruitment cost is somewhere else!


    PS. Do you know by any chance how to increase movement points...
  23. Submod or way how to decrease cost of the spy/assassin to make AI recruit them more and make spy war more dynamic?

    Coast of the spy and assassin is bit too much for AI so, although it is spaming armies it is very quiet in spy wars. It will add more depth and challenge of the game, so you will need to do counter...
  24. Is moral bonus in temples just virtual thing which do not work?

    I have started good old EB again after so many years, and as far as I remember reading on forum back than, moral bonus to units from temples and other buildings is actually not real at all? Is this...
  25. Re: Submod or fix for pike-men shield values and for stat_health 2 for some "undead" units

    For doubling of the coast and upkeep (not the upgrade) of mounted units, I have not seen any problems in AI army composition so far.
  26. Re: Submod or fix for pike-men shield values and for stat_health 2 for some "undead" units

    Thanks for suggestion, but as you can see I am not so new to the forum :):gramps:

    All respect to moders but I have long experience with moding groups and those are groups of (sometimes lot of)...
  27. Sticky: Re: [Submods Compilation] Europa Barbarorum Release v1 For Alexander Released!

    :worship::worship::worship: Thanks!

    I thought it will be in the end of the month, so I started RS 2.6 and changed some export_description_unit statuses to make it more realistic (you can see it...
  28. Re: Submod or fix for pike-men shield values and for stat_health 2 for some "undead" units

    I made it and I tested for some time and works very very good.

    Although, I would say moral needs to go even more down - had two battles against captain lead AI army (so no general's star bonus...
  29. Replies
    154
    Views
    26,979

    Poll: Re: The 2 remaining faction slots

    Yea:tongue: Plus that Albanian guy was more than boring hijacking tread with Illyrians-Albanians "theory"...
  30. Replies
    2,519
    Views
    494,718

    Sticky: Re: Fans suggestion thread for future releases

    Thanks :thumbsup2

    1) If scripting is not too hard for this possibility (player loose province), why do not try it. Even without that script, players are not loosing many provinces, and if they...
  31. Re: Submod or fix for pike-men shield values and for stat_health 2 for some "undead" units

    Thanks:thumbsup2
  32. Replies
    2,519
    Views
    494,718

    Sticky: Re: Fans suggestion thread for future releases

    So, no body from the team bothered to answer at least first suggestion...
  33. Replies
    154
    Views
    26,979

    Poll: Re: The 2 remaining faction slots

    1. Illyrians for reasons already stated by members above and in my previous posts. Apart from distinct culture/nation most important feature will be game play balance as faction there will be good...
  34. Re: Submod or fix for pike-men shield values and for stat_health 2 for some "undead" units

    Sure :) , but I said that as I was planing to play few non Roman factions (as Roman campaign is very different and I thought it must be in separate folder(s) :)

    Right now playing Pontus, but...
  35. Re: Submod or fix for pike-men shield values and for stat_health 2 for some "undead" units

    Playing non Roman 0 turn, but I am planing to try 4 seasons per year subomod for non Roman 1 turn
  36. Replies
    164
    Views
    59,075

    Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6

    I have copied the 'data' and 'one turn' folders over to rs2.6 install (but not forge my own history, as I do want historic start of the mod), deleted rwm maps on the start...But I still have two...
  37. Re: Submod or fix for pike-men shield values and for stat_health 2 for some "undead" units

    @Alaviria, and @MacBlain, I was thinking only in bringing down to 1 health points to several units in the game which have 2 (not counting elephants, chariots etc), like Spartans and few fanatics...
  38. Submod or fix for pike-men shield values and for stat_health 2 for some "undead" units

    Is there some export_decr_unit for those or I must do it manually as I did in Europa Barbarorum?

    Simply, I do not like to play unrealistically - no man can fight after axe in the head of spear in...
  39. Replies
    946
    Views
    172,907

    Re: RS 2.6 Issues and Problems:

    Thanks!:thumbsup2

    Yes, I want something like - garrison script to help AI, but not maxed out (should have few basic levy units, not full stack of professionals out of the blue).

    My wild guest...
  40. Replies
    946
    Views
    172,907

    Re: RS 2.6 Issues and Problems:

    Thanks! Rep + I have missed that as a known bug and spent two hours trying to solve it :)

    Also, when you choose preferences in the start, what Modesty and Affinity means?

    And considering...
Results 1 to 40 of 318
Page 1 of 8 1 2 3 4