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Thread: Announcement: Europa Barbarorum II 2.3 released!

  1. #581

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by Der Böse Wolf View Post
    A couple remarks after launching my first campaign:

    WIN10
    STEAM

    Faction: Lougiones

    >> When attacking Lugidonum, which is a CAMP, I cannot attack it immediately: I need siege equipment even though it says it is a camp and there are no walls or palissade in the settlement building details.
    After building a ram and assaulting, the battle map shows indeed that the settlement has walls. Weird. Is it a hug?
    You can't attack any settlement without a 1-turn delay to build siege equipment. Not a bug, working as intended.

    Quote Originally Posted by Der Böse Wolf View Post
    >>TURN TIMES: turn times are way too long.
    However after deselecting RUN THIS PROGRAM IN COMPATIBILITY MODE in the Medieval2.exe file, under properties, turn times improved drastically. (same thing happened with Stainless Steel 6.4)

    However, in the installation recommandation on page one of this thread, it says it is recommended to run the game with compatibility mode selected. Why is that ?

    Cheers.
    Quote Originally Posted by Wulfburk View Post
    I thought the compatibility mode improved performance if you had win 10 at least ( on win 7 it definitely doesnt, but makes it worse). So it isnt working on both it seems.
    For most Windows 10 machines, Compatibility Mode will improve performance, evidently it's not a universal rule.

    Quote Originally Posted by Tactics Mayers View Post
    Continuing with my play-through of Nabatae.

    Did I screw up building the Royal Satrapy gov building? I accidentally built it in the wrong settlement and when I canceled it, it disappeared from my building browser to be replaced by the Phil-Hellenic gov building.
    Yes, it's managed by script; if you cancel it, the building is gone forever. Nothing we can do about that with script-managed construction, it's hardcoded.

    Quote Originally Posted by nvm View Post
    Some thoughts on CAI {Playing on Hard Campaign Difficulty} - it's surprisingly bloodthirsty if you allow it to be. Not sure about how well it handles war declarations itself {so far in my Areaukoi campaign mine involved 1 bordering ally backstab siege on an average defended settlement, 1 neutral attack on a weakly defended settlement, and 1 blockade from a faction which only bordered me with a seazone. The AI tends to fluctuate wildly between splitting it's army into multiple annoying 1 or slightly more unit stacks to sending three over half-stacks to relieve a siege, {or even besiege sometimes, although they fail at that often} and while all the laughable quirks innate to the M2TW are still present, it WILL take advantage of any poorly defended settlements you have.

    One unfortunate circumstance of playing on Hard thus far, however, was that I hadn't managed to get any AI which attacked me to switch to a peaceful disposition yet. Both Lusotannan and Arverni, with whom I have definitely fought way more battles than I had taken their cities, refuse to attempt any kind of peace and continue to harass me with their agents. At this point I have serious doubts they will ever stop short of their total destruction. Either that or AI switch to peace leaves more to be desired. The only succesfull instance of a succesfully signed peace was when I attacked a Carthaginian large stack which wandered too close to my territory - we haven't had any borders at the time.
    The AI switch is still experimental and by no means final in its calibration.

    Note it isn't taking cities that adds to the count, but besieging them. Each turn they spend with a settlement under siege counts towards the total for a switch. The other factor is their recruitment, so the more of their units you kill, forcing them to replace them, the faster they'll accrue.

    All of those things take time.

    Quote Originally Posted by nvm View Post
    Another issue of playing at such a difficulty is in sea battles. As Areaukoi I'm only limited to Pontomora ships - which are less than comparable to the grandeur of naval roster for Rome and Carthage. And yet, the most major issue of this difficulty is that 3 player Pontomora ships lose to 1 AI one and all get sunk. I am concerned that even if I engage with 4 ships I will get the same result at this rate. Although neither Rome or Carthage have engaged me in naval warfare thus fair, and AI doesn't seem to be as bloodthirsty in regards to launching naval battles as it had been thus far towards invading Iboshim when I got hold of it, and blockades, I dread the day I would have to do it. Thus, I have to ask - what is the chance of Areaukoi getting any kind of better ship in their roster? Even the Sweboz have an unique type, although it's basically Pontomora but 3 times cheaper.
    Quote Originally Posted by hlidskjalf View Post
    ships are regional as far as i can figure - you can construct pentere fleets in qart'hadast, at least, im able to as arverni
    Quote Originally Posted by nvm View Post
    Interesting. I noticed I wasn't able to recruit anything other than the Pontomora in Iboshim, but when Numidians took over it, the tooltip for dock claimed they could, they just needed 30 percent Western Mediterranean or Hellenic culture. I never had such an option.
    Yes, naval recruitment is heavily regional and culture-specific. Only a handful of places can recruit "heavy" fleets at all. For Arevaci, they can't recruit Hellenistic-style ships anywhere in Iberia (Numidia can on the southern/eastern coast), they have to go to Sicily or north Africa for that.

    The Germanic Fleet does look like it's too cheap.
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


  2. #582

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    So far my experience with the AI was that it's really been tipped into the other direction. I haven't observed any new alliances being created besides ones that I made myself, and I think there may have not been even a single ceasefire either. Southern Gaul is a chaotic mess with Boii and Lugiones having joined in on the fun. Ptolemaioi and Nabataeans are at war with at least 7 factions, Carthage with 5, most are at 3-4.

    And I swear I was trying really hard to get them to surrender. I have starved out almost all of Leusitane cities, {of which they had 5 when war started} they never wanted to surrender. Overall I'd say this is still an improvement from how diplomacy used to be, but I guess right now AI might be too aggressive {on Hard campaign difficulty}

  3. #583

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    CAI Update - when I tried loading my save game and immediately approaching Arverni with a diplomat, the proposal for a Ceasefire would be seen as very generous, while turning them into a vassal would be very demanding. However, the very next turn the proposal for a Ceasefire was seen as very demanding once again.

    Sweboz have approached me with a whole two diplomats that stand in front of my city and annoy me with their animations despite us not having even close of a border. I used to believe that it means the AI is trying to bribe, but that seems highly unlikely, since in vanilla if you yourself offer a bribe to enemy general and they reject it, they will get a bunch of loyalty traits, so the same would happen to a player general, but it never did. So I'm willing to theorize it's because something tells AI to attempt to negotiate with me for some reason, but the part that tells to negotiate and the one that figures out the possible proposals are divided, so they can't offer any deal to me.

  4. #584

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Just thought I'd query the ludicrous (but also beautiful ) power of the Særægwækha [Maiotian Swordsmen], who are available for recruitment around Bosporos and just north of the Caucasus. These guys cost 168 in upkeep and carry six 20-attack pila as their thrown weapon. That is enormous. Granted, they do not have a shield, but that is some insane punch, and these guys are deadly flankers with a 10-attack, 5-charge sword to boot (though pretty useless in the more general skirmish phase).

    Is this intended to be tweaked? Personally, I love it, and the fact that these shieldless guys are recruitable around areas with loads of horse archers limits their local effectiveness, but as a mercenary import away from home they're deadly.

  5. #585

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    They've had their missiles reduced to 4, but otherwise they're as intended. As you note they don't have shields, and they don't have a lot of armour either, making them especially vulnerable to the ubiquitous archers of the region.
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


  6. #586

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quintus, I'm pretty sure I've said this before, but why are Baktrian Horsemen slated to have 14 defense compared to 16 of the Hetairoi? They "look" like they have personal armor equal to the Companions and, more importantly, their steeds have chest protectors (peytrals) and chamfrons. Baktrian warriors are famed for their horsemanship and fighting skill on horseback, so I don't think they are any less a class of warriors compared to the Companions. So why the 14 defense?

  7. #587

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by Pooploop View Post
    Quintus, I'm pretty sure I've said this before, but why are Baktrian Horsemen slated to have 14 defense compared to 16 of the Hetairoi? They "look" like they have personal armor equal to the Companions and, more importantly, their steeds have chest protectors (peytrals) and chamfrons. Baktrian warriors are famed for their horsemanship and fighting skill on horseback, so I don't think they are any less a class of warriors compared to the Companions. So why the 14 defense?
    They're not native Baktrians, they're Greeks for the most part. And you're comparing a medium cavalry unit with a heavy elite one. Furthermore, the total defense is not a relevant comparator, you have to look at the components. The Companions have more and better armour (all have greaves, many cuirasses, etc), both mounts are barded in a similar fashion, which is why it's a point higher. They are an elite of the very best horsemen, not simply lots of very good ones, which is why their defensive skill is a point higher.
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


  8. #588

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    So will the Baktrians ever get an unique elite cavalry unit of equal standing and skill as the Companions?

  9. #589

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by Pooploop View Post
    So will the Baktrians ever get an unique elite cavalry unit of equal standing and skill as the Companions?
    Yes, eventually. Their elite cavalry are planned.
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


  10. #590

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by Der Böse Wolf View Post
    Faction: Lougiones

    >> When attacking Lugidonum, which is a CAMP, I cannot attack it immediately: I need siege equipment even though it says it is a camp and there are no walls or palissade in the settlement building details.
    After building a ram and assaulting, the battle map shows indeed that the settlement has walls. Weird. Is it a hug?
    The lowest level of each settlement type is Village (in the city sequence) and Small Camp (in the camp sequence). If you attack either of these, there are no walls and no siege equipment is required. Once you move up to the next settlement level (and above), the game code assumes the presence of walls. Thus Towns and Camps (and all levels above) always require siege equipment, EVEN IF walls are not physically present.

    Lugidunon is a "Camp" (not a "Small Camp") and thus everything worked exactly as it should.
    EBII Council

  11. #591

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Thanks for the clarification.
    Frei zu sein, bedarf ist wenig, nur wer frei ist, ist ein König.

    Current Hotseat:
    Britannia: The Isles of Chaos

  12. #592

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    where, when and what buildings/governments do I need to recruit these units as Pontos and Armenia ?

    Machairophoroi kata Galaton



    Phæzæghashkha
    Last edited by Orphydian; January 21, 2018 at 06:03 AM.

  13. #593

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by Agathodaimon View Post
    where, when and what buildings/governments do I need to recruit these units as Pontos and Armenia ?
    For the first one, you have to wait until the Thorakitai reforms. The second one can be recruited in Kutatisi.

  14. #594

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    so what governments and colonies I have to build as pontos to get the second ones ?

  15. #595
    Halvar von Flake's Avatar Senator
    Join Date
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    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Congratulations to 2.3 release and thanks a lot for this awesome piece of modding! I enjoy it very much!!!

    EDIT: Battles are epic!
    Last edited by Halvar von Flake; January 24, 2018 at 01:18 AM.

  16. #596

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    hi guys
    which factions that have missions
    i have read some where that the eb team added them but dont know which factions ?

  17. #597
    Roma_Victrix's Avatar Gatorade, is it in you?
    Join Date
    Sep 2010
    Location
    Virginia, USA
    Posts
    12,118

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Just downloaded v. 2.3, everything's playing smoothly thus far and it looks as beautiful as ever. However, is there some way I can highlight or pinpoint the new units found in the export_descr_unit file? I'd love to see all the new units that were added since v. 2.2b, the last one that I played. I pay attention to the Twitter feed now and then, but I get the feeling there's been a huge amount of stuff added since I last played the game, stuff I haven't even seen previews for yet.

  18. #598

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Check the changelog, new units are listed in there.
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


  19. #599

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    I am a bit late, but ... congratulations guys and keep it up!

  20. #600

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by Haithabas View Post
    I am a bit late, but ... congratulations guys and keep it up!
    Thanks for dropping by, hope development is going well with your project!
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


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