With this one i think its shift 8.
With this one i think its shift 8.
Then, as throngs of his enemies bore down upon him and one of his followers said, "They are making at thee, O King," "Who else, pray," said Antigonus, "should be their mark? But Demetrius will come to my aid." This was his hope to the last, and to the last he kept watching eagerly for his son; then a whole cloud of javelins were let fly at him and he fell.
-Plutarch, life of Demetrius.
Arche Aiakidae-Epeiros EB2 AAR
I found that shift 7 makes a single line.
Swords don't kill people, people with swords kill people.
Hello everyone.
Just a minor remark for start: the advisor should not activate during campaign battles, it is meant for custom battles only.
Also an important thing to remember: advice scripts disable campaign script code execution (i.e. counter-based) if they are not promptly terminated.
Regards
I have no memory of this place.
http://ge.tt/19nKtR12/v/0 ..heres the hardcore scripts
{campaign script goes in EBII\data\world\maps\campaign\imperial_campaign}
{G5Script2 goes in EBII\data\scripts\show_me}
delete map rwm.
not save compatible..
so basicaly with these scripts enabled you will lose control for a short time of units which have been given direct attack orders like charge,
simulating battle realism and adding difficulty to battles... these will be added as optional to the next BAI update as well.
enjoy.
Hello, am having trouble downloading from ge.tt, it just hangs, canīt even get onto the page, is it just me? any alternative places to download the zip file? thanks
Got a problem here. After playing alot of custom battles, suddenly the battle script trigger doesn't pop out anymore. And I can tell the battle script wasn't there anymore because the AI just rushed all it's units at me. They don't do that with the script on, usually (with script on) they only walk towards you and 2nd line infantry and cavs are kept as reserves.
I have tried importing the battle script over and over again but it doesn't work. I also tried deleting the map.rvm after importing the script but the same thing is happening.
yep i will sort that out for you tommorow
I noticed in a battle i had a skirmisher unit was acting weird. it would charge at my men, stop, then retreat back, then repeat. Exactly the same as Rome 2's AI used to do
Could you please upload both CAI and BAI to let's say Mega/Mediafire? As I cannot download them from ge tt.
Here it is: Attachment 319974
Sounds like a range problem - have you been using my skirmisher fix? If not, on skirmish mode they can't get close enough to loose, and are perpetually getting into position then retreating.
Last edited by QuintusSertorius; January 21, 2015 at 08:44 AM.
All you have to do is use Google Chrome, as for some reason ge. tt does not work on Opera..
Here are alternative links to both CAI and BAI [Mediafire], update the OP's with them plz:
CAI: https://www.mediafire.com/?fr68j9tzmvm025k
BAI: https://www.mediafire.com/?fr68j9tzmvm025k
Here is the latest siege battles fix made by mr mojo risin http://ge.tt/6vtRAS92/v/0
Just download and unzip somewhere on your computer, copy both files over to your mods/ebii/data folder and overwrite, then delete maps rwm.
Here's the BAI update, with the siege fix, without the conflicting config_ai_battle.xml that clashes with the CAI update: Attachment 321329
Thanks guys!
I'd highly recommend using z3n's updated pathfinding and BAI in conjunction with this mod. The former especially makes a big difference in how the AI executes attacks, but also in ensuring your own units actually arrive where you want them to. Most noticeable on moving targets.