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Thread: Announcement: Europa Barbarorum II 2.3 released!

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    Default Announcement: Europa Barbarorum II 2.3 released!


    Greetings fans of Europa Barbarorum!

    It's been some time since the last full release, 2.2b dropped in June 2016. Once again, we were in development longer than intended, we had hoped to release this in the summer, but this is an organic process that you can only exercise so much control over, and we added so much quality new content and tested it, that it was necessary to delay as much as we did. We've spent the last few weeks repeatedly testing the new elements to try to make this as bug-free as possible. We wanted to avoid shipping with a Day One patch like the major studios often do with their AAA games, so we've spent a little longer in playtesting.

    That said, there are always things which escape our notice and will only be exposed by lots of people enjoying themselves playing the mod, so as always we'd like you to feed back to this thread with any unusual things you find, and use the bugs forum for anything more serious. We expect there will be incremental patches to fix any bugs and potentially update any gameplay issues as we go, to bridge the time between this release and 2.4, whenever that eventually emerges.

    There has been a lot of change since 2.2b - we shared the changelog not that long ago in the previews thread, but that only gives a flavour of the significant number of additions, amendments and sometimes complete reworkings that have gone in to 2.3. We think the wait will have been worth it when you see what there is.

    As always it's necessary to be absolutely explicit about this point:

    THIS RELEASE IS NOT SAVEGAME COMPATIBLE


    This is a complete installation, it's best if you remove any previous versions of EBII you have installed.


    Installation instructions

    Spoiler Alert, click show to read: 


    It's common users encounter technical issues while using old software like M2TW - it's only designed to address 2GB of RAM regardless of the users actual hardware capabilities - and that limitation can cause stability problems with large mods like EB2.




    There are 3rd party utilities which can address this problem, but there might be legal ramifications and any software modification is potentially problematic, so users should do their own research and make their own independent decisions.



    [Windows] Pre-installation instructions

    1) If you are a Steam user, and your M2TW is in Program Files or Program Files (x86) you need to move your game, or reinstall it outside of that folder. This isn't negotiable, you will not be able to patch or otherwise modify your EBII if the game is installed there. UAC may unpredictably and silently interfere with your files, breaking your installation, to say nothing of problems with VirtualStore. The official instructions on how to move a game are here. If those do not work, try these instead.

    2) If you are not a Steam user, but you have M2TW installed in Program Files or Program Files (x86) you need to move your game, or reinstall it outside of that folder. For exactly the same reasons as above.

    Optional: Re-install M2TW. Then start a campaign to make sure it's all still working. If you have other mods active, you won't want to do this, but it will likely result in a cleaner experience.

    3) You must have Kingdoms installed - at least one of the mods, though not necessarily all of them. EBII needs the kingdoms.exe to run.

    If you ignore step 1/2 and later come to the Bug Reports/Technical Help forum, and it arises you have your game installed in Program Files/Programe Files (x86), don't expect any meaningful assistance until after you've moved your installation and tried that.


    [Windows/Mac/Linux] Installation instructions

    For Mac/Linux users it is assumed that you have Feral Interactives version of M2TW Kingdoms, if not and you are a Linux user please follow the instructions in the post here and then follow the 'Linux Post installation instructions' below.

    Mac users are also assumed to have wine to run the installer exe with, if not however, there is a ZIP version to download which means you will not have to use the exe.

    For Windows users any version (CD or Steam version) will do so long as it is M2TW Kingdoms and not just M2TW. EBII needs the kingdoms.exe to run.

    1. Download the EBII installer using one of the provided download links. If using the torrent link you need qbittorrent to download it with and we recommend using the torrent link if you have a slow or unstable connection.

    2. Uninstall the previous version of EBII (there's a shortcut for it in your start menu).

    3. The downloaded file is a zip archive, which means you need to unpack the installer files from the zip file. Windows Explorer should allow you to simply copy the contents out. If not, you can download 7-zip for the purpose.

    4. Run EBII.exe.

    5. Step through the install wizard. Make sure the installer is pointed at your M2TW directory - you may need to change it from the default if it is pointing at Program Files.

    6. Wait for the installer to copy all the files.

    7. If you have never run M2TW vanilla after installing it, run that now. Start a campaign, then quit.

    8. Run the mod using the shortcut placed in your start menu or desktop. Start a campaign, then quit.

    9. It's highly recommended that you play with windowed, borderless mode - this both improves campaign performance and increases stability too. In the same config file as above, ensure these values:

    Code:
    [video]
    windowed = 1
    borderless_window = 1
    If "1" doesn't work, try "true" instead. Note you'll have to enter your native resolution in there to get a proper-sized window. You also need to ensure your medieval2.preferences.cfg doesn't have conflicting values.

    Alternatively, we've bundled a windowed mode/fullscreen mode switcher program in with the installation, it looks thus:



    All you should need to do is click the Windowed button.

    It's common users encounter technical issues while using old software like M2TW - it's only designed to address 2GB of RAM regardless of the users actual hardware capabilities - and that limitation can cause stability problems with large mods like EB2.

    There are 3rd party utilities which can address this problem, but there might be legal ramifications and any software modification is potentially problematic, so users should do their own research and make their own independent decisions. Note, it's strongly encouraged that users do their own research!

    10. It's recommended that you change both your executables (medieval2.exe and kingdoms.exe) to run as Administrator and switch on Compatibility Mode in their Properties. See here for more details.

    11. To launch the game and play you have to navigate to your EBII folder

    [Windows] M2TW/mods/EBII
    [Linux] share/data/mods/ebii
    [Mac] medieval2data/mods/ebii


    [Windows/Steam] Once there, double click the bat file there aptly named launch. You can also right click it and send a shortcut to your desktop. This should also work for Steam on Windows. If not, try the instructions below for Linux and Mac" at the end of the "[Windows]" section.

    [Linux/Mac] Open up steam and then right click on Medieval 2 Total War from the Steam Game Library and select Properties.

    1. Now click on “SET LAUNCH OPTIONS…”

    2. Insert this;
    --features.mod=mods/EBII

    3. Click on OK

    4. Close the Properties window

    5. Start MED II (select “Play Medieval II: Total War")

    [Linux Alternative] You will need wine to launch the mod using the wine console command (note this directory must match what you named them); wine cmd < share/data/mods/ebii/launch.bat

    Check this video for further clarification.

    [Mac Alternative] You will need wine to launch the mod using the wine console command; wine cmd < medieval2data/mods/ebii/launch.bat

    This video can also apply to Mac users, despite being for Linux.



    [Windows/Mac/Linux] Post-installation instructions

    1. There is a pre-packaged map.rwm included with this version, which means the first campaign startup should be swift. EDIT: I got a "graphical error" crash on my first campaign-run attempt; if you do I'd recommend deleting your map.rwm from ebii\data\world\maps\base before restarting the game. The subsequent first campaign will take longer to start than usual, but wait and let it finish.

    2. We've bundled the Recruitment Viewer in with the installer; in order to use it, you need to ensure you have the latest version of Java installed.



    [Windows 10] Additional mandatory post installation instructions

    Part 1

    1. Download this.

    2. Right click on your desktop and select the "Create New Folder" option from the menu, then open up the folder you just created

    3. Left click on the top bar to select the directory.

    4. Right click on the directory you just highlighted and copy it for example C:\Users\owner\Desktop\New folder

    5. Now open the exe file you just downloaded, when prompted to extract the files paste in the directory by pressing CTRL + V or right clicking the bar and saying paste.

    6. And finally, open up the folder on your desktop you created (for example, New Folder) and find the new exe there. Proceed with the installation.

    Part 2


    It is recommended that you install the following; as some people even if they do not encounter an error upon starting M2TW for the first time will have issues randomly brought about by the use of an obscure c++ runtime (Windows 10 particularly).

    1. Download and install this.

    2. Download and install this.

    3. If you encounter any errors midgame to do with runtimes download + install this as well, and ask here for advice (specifically from z3n if nobody else has ideas).



    [Linux] Additional mandatory post installation instructions

    1. Copy no_banner.mesh from share/data/mods/ebii/data/banners to share/data/data/banners (yes outside of the mod's folder).

    2. Delete your settlements folder in share/data/mods/ebii/data



    [Mac] Additional mandatory post installation instructions

    1. Move the no_banner.mesh in medieval2data/mods/ebii/data/banners onto your desktop

    2. Place the no_banner.mesh you moved onto your desktop and then navigate to
    medieval2data/data

    3. Create a new folder named banners and then move or paste the no_banner.mesh into medieval2data/data/banners (the folder you just created)


    4. Move your settlements folder in m2tw/data/mods/ebii/data to your desktop.

    Please note you absolutely must move the no_banner.mesh out of your medieval2data/mods/ebii/data/banners folder or it will not work properly.

    Note that if you have a problem saving the game you can create the following folder in the following directoryLibrary/Application Support/Feral Interactive/Medieval II Total War/VFS/Local/mods/EBII/saves

    Once you have created it, give permission to all users so that they can each read and write to the folder.


    [Optional]Post-installation modifications

    Different Captains to Generals in the campaign

    2.3 now has a complete set of "Captains" that are different from the Generals. However, they are disabled, because the file in question, the descr_character is an either/or choice. Either you have proper generals in Custom Battle, multiplayer and historical battles (and no distinction between Captains and Generals in the campaign), or you can get a distinction between Generals and Captains in campaign battles only (but in the other three you always see Captains).

    If you want the latter, download this and put it in your mods\ebii\data\ folder: descr_character.txt

    As always, back up your file so you can revert before you apply this. Note this is NOT savegame compatible.


    Mute/lower the volume of the carynx

    If you wish to make this instrument less intrusive on the battlemap, go to this thread.




    Links

    There are two versions of the files, one with an installer, the other a simple zip file. The links are here:

    Torrents (magnet links)
    Installer
    Non-installer

    Please keep seeding these when you get them, so everyone else can share.

    Direct downloads:
    EB FTP (installer)
    EB FTP (non-installer)
    Moddb
    Sar1n's Google Drive

    If you have the means to host the files, please do so and share the link - I'll update this post with it.



    Previews



    Armorican Tribesmen
    Spoiler Alert, click show to read: 






    Models by Zarrr, textures by Gustave, concept by Brennus.

    Galatian Retainers

    Spoiler Alert, click show to read: 




    Spoiler Alert, click show to read: 



    Spoiler Alert, click show to read: 




    Models by Zarrr, textures by Gustave, concept by paullus and Brennus.

    Galatian Colonists

    Spoiler Alert, click show to read: 




    Models by Zarrr, textures by Gustave, concept by paullus and Brennus.

    Galatian Nobles

    Spoiler Alert, click show to read: 






    Models by Zarrr, textures by Gustave, concept by paullus and Brennus.

    Oscan Hoplites

    Spoiler Alert, click show to read: 





    Models by nazgool, textures by nazgool and Gustave, concept by Arjos and Trarco

    Histro-Venetic Infantry

    Spoiler Alert, click show to read: 





    Models by Zarrr, textures by wermez and nazgool, concept by Arjos and durinelminpietra

    Please note, these are not the only new units in 2.3. Rather these are the surprise additions beyond all those that have already been previewed on the Facebook/Twitter feeds.



    Change List

    This is the summarised version we produced earlier for the previews - the full changelog would be overkill (there have been almost 2000 individual changes committed to the development build of the mod since 2.2b released):

    Spoiler Alert, click show to read: 
    v2.3 Change Log

    Section I - Faction Specific:

    Iberians (Arevaci-Lusontannan):
    - New Iberian strat map music (from Angel Roman Ramirez)
    - New 8 level Arevaci Gov structure with description and icons
    - New 5 level Arevaci colony buildings with description and icons
    - Revised portrait pack for Iberia/Getai (no longer the same as the Celts)
    - New Arevaci Family tree
    - Adds Iberian Trompas sounds
    - Adds text & icons for 2 new Iberian Uniques (Sauna & Ulaca)
    - Adds new Iberian Sea Trade unique (text & icons)
    - Adds 3 new Iberian/Celtic uniques and has text and icon updates for 2 others
    - Revised Iberian temple triggers
    - New Iberian ethnicities
    - Adds Arevaci & Leusitane FH and FL traits
    - Adds a host of new traits: Iberian Chieftain, CeltiberianFame, DeadFriend, Religious/military chief, Hand, Bindis, Ueizos, CeltiberianMerc, SettledMerc, Migrant noble, Pact, Caelia, Disgrace, Youth Assembly, Iberian Rites, Celtiberian Values, Emporion trader, Cantabrian, Senator, Celtiberian Youth/Elder, and many more
    - Adds Client, Devoti, Celtiberian_Horn, Wisewoman, Celtiberian Horse, 2 Offices (faction symbol) ancillaries
    - New "resistance to alternative urbanisation" script for Arevaci
    - New "Raids in Turdetania" script for Arevaci
    - New Arevaci mercenary event
    - Reworks the scripts for the Arevaci Revolts
    - Revised Leusitane gov icons (featuring the new faction icon)
    - New Leusitane faction symbols & banners
    - Updated Leusitane intro movie with new logo
    - Fixed erroneous animation for Celtiberian officer
    - Mounted standard bearers for Arevaci and Leusitane

    Getai:
    - New Getai family tree
    - Adds three biography traits for starting Getai FM's
    - Updated trait descriptions for Getai FL and FH
    - Getai can now convert nomadic camps
    - A series of starting events for Getai, including Skythai raids in Histrie
    - New or revised descriptions for several Getai units
    - A host of Getai specific traits/ancillaries, trait fixes, & tweaks

    Kelts (Aedui, Arverni, Pritanoi, Boii):
    - Portrait improvements (Celts age correctly)
    - New Pritanoi reform movie
    - 36 new celtic ancillaries
    - Revised Keltic ludus magnus icon
    - Celtic faction ethnicity tweaks and new Skordiskoi ethnicity
    - 8 new icons for Celt govs/colonies
    - Adds Akuitanon, Aruernselua, Nikron, & Etunorikoi Province description
    - Adds Aedui Uergobretos and Aruernoi Uergorix governments
    - New Boii colonies (text and icons)
    - Oppidum settlement fixed/reworked
    - New FL and FH trait-names for Continental Celts
    - Adds FL and FH traits for Boii, Aedui, Arverni, & Pritanoi (the latter replaces old Casse entries)
    - A mercenary-hiring event for the three Celtic factions when they hold certain cities known as major recruitment centres
    - A host of Celtic traits such as Druid, Education, BattleMad, etc
    - Added a mounted standard bearer to cavalry units
    - Revised Arverni faction selection map (now matches faction color)
    - Revised "strategy" sections for Keltic migration govs
    - New Boii Confederate Leader ancillaries

    Germanics (Sweboz/Lugia):
    - New proto-germanic voice mod (not adapted from EB1) featuring Battlemap, Campaign map, and unit voices
    - Sweboz tooltips updated to match new PGIE language mod
    - Adds Sweboz FL and FH traits
    - Moved Germanic reforms to around 100 BC
    - Restricts building of Sweboz core units to their core area

    Rome:
    - New Romani faction intro movie
    - New Marian reform movie
    - Unit voice update for Marian Roman units
    - New icons & text for Roman provincial colony
    - New Camillan Hastati model and textures
    - Activates campaign map voices for Roman agents
    - Renamed Kalabria and Apulia, moved Arpi to become Luceria, altered infrastructure and population
    - New Roman titles
    - Changes to several Roman temple-types (assigning different gods)
    - VC Rome "guided tour" (starts from "Missions" button)
    - Adds "Cursus Honorum" pop-up and also appends the text to the Mons Capitoline unique description
    - Roman city/large city reworked
    - Adds biographies for all Roman FMs
    - Altered Romani Family Tree to include P. Claudius Pulcher and Q. Fabius Maximus
    - Added triggers to remove the Legatus trait when FMs leave provinciae
    - Fixed Roman "censor" trait and adjusted naming probabilities to ensure a more even distribution of gentes and cognomina
    - Rome starts with no fleets available to recruit, and war-torn Etruria is depleted of units
    - Civitas Libera and Provinciae governments and Roman Trade Colonies now properly restricted to outside of Italy (and won't appear multiple times)
    - Ligurian resistance script for the player only
    - Revised recruitment for South/Central Italy
    - Updated placeholder model for Roman bodyguards - no more unarmoured horsemen
    - Added new "decurion" officer models to Equites and mounted standard bearers

    Carthage/Numidia:
    - Adds 5 new Carthage ancillaries and changes those they start with
    - New Towered elephants now a post-reform unit for Carthage/Numidia
    - 7 new Carthage Portraits
    - Adds 40+ new Punic voice files and activates campaign map voices for Punic agents
    - Carthage no longer owns Likash
    - Numidians switched to rel_b (Steppe nomad instead of Arid nomad), and change to rel_g (Western Mediterranean Polities) with their settling reform.
    - Adds the Atiqa, Elimya, Korsim & Sardin Province descriptions
    - Adds Hanno & Hamalcar post-coming-of-age biographies and traits
    - Updates Carthaginian and Numidian unit names
    - Improved Barcid/Anti-barcid trait triggers
    - Replaced three "Puno-Italic" ethnicities with Puno-Libyan, Liby-Phoenician and Numidian.
    - Updates to Carthaginian colony system
    - Carthage has a number of missions concerning defense of historical "allied" Rebels
    - Carthage suffers nomadic raids if they are not allied to Numidia
    - Carthage can now convert nomadic camps
    - New governing and mercenary traits for Numidia
    - Numidia can now use Carthaginian settler's colonies (in Africa only)
    - New mercenary hiring script for Numidia when in possession of Kirtan and Sigan.

    Saba/Nabatea:
    - Fixes the Nabatu Imperial reform - a monitor sequencing error prevented it from firing.
    - Adds the Southern Arabian alliance script
    - Adds Spata's Portrait Pack (all new for Saba & Nabatea)
    - Add short province descriptions for Hadramawt & Hawran
    - Updated unit names for Nabataean units and Arabian regionals
    - Tweaks to emphasize the importance of the Marib dam

    East Greeks (Seleukids, Ptolemaioi, Baktria, Bosporans):
    - New strat map voices for East Greek agents
    - Complete overhaul of starting Bosporan family tree (plus biographies)
    - New missions for Ptolemaioi
    - 4 New Seleukid priest ancillaries
    - Ptolemaioi now allied to Nabatu (eliminates the opening war)
    - Complete reworking of the structure of Seleukid/Baktrian governments: Royal Administration is the jumping-off point for most governments, Laarchia can be upgraded into Hellenic governments
    - New Nomadic Raids events for Seleukids
    - 3 New priest ancillaries for Bosporans
    - New Bosporan Bodyguards
    - Adds Machimoi Hippeis, Toxotai and Akontistai
    - Adds Baktrioi Hoplitai
    - Adds Ptolemaioi King in/not in Alexandreia trait (part of an entire system of spiraling unrest for the Egyptian player who isn't careful with Thebais)
    - Adds new Ptolemaic Games unique in Alexandria
    - Changed culture mix in Egypt to Arid Nomadism (Libyan/Berber), Eastern Tribal (native Egyptian) and Hellenistic
    - Ammon now a (convertible) camp
    - Updated FL and FH traits for Baktria
    - New Bosporan early events concerning trade opportunities and a pretender to the diadem
    - Script to break AIBaktria-AISeleukid Alliance under certain circumstances

    West Greeks (Makedonia, Koinon Hellenon, Epeiros, Pergamon):
    - Completely revised starting positions, new scripts, opening messages, force structures, and game play to reflect the historical situation in Greece, primarily affecting Makedonia, Epeiros, & KH
    - Adds detailed requirements to the Spartan Agoge message
    - Adds biographies for two Epirote starting characters
    - Adds several missing Makedonian biographies
    - Complete reworking of KH family tree
    - Updated Pergamon family tree
    - New Epirote faction description
    - New Makedonia faction description
    - Unit voice update for many Greek units & engines
    - Ancillary updates for all Hellenic priests
    - Reworked Koinon Reform script
    - Activates campaign map voices for West Greek agents
    - Sets all 4 West Greek factions to use the West Greek Accent voice files
    - Moved Ambrakia port to the promontory of the gulf
    - New Hellenic Stasis (Civic Strife) unique
    - New Hellenic Autonomy unique in 9 Greek cities
    - Adds new Athenaion Syrakouson unique
    - 5 new hellenic ancillary portraits
    - Updated FL and FH traits for Pergamon and Epeiros
    - Switched temple types for Athena/Poseidon (KH) and Sarapis/Hermes (Epeiros)
    - Adds several missing Epirote Biographies
    - War weariness depletes starting recruitment pools in Pergamon, Pella, Demetrias and reduces some units in Sparte
    - Pergamon starts with a much larger treasury than before
    - New reform and government structure, plus "Galatian Shakedown" event for Pergamon
    - New kingship reform for Makedonia and a host of events relating to securing the kingdom
    - Winter mercenary hiring event for KH if they own Knossos and/or Thermon - trade recruitment potential for money
    - New early events for Epeiros including Illyrian raids on Ambrakia
    - New early events "building the Koinon" for KH which culminates in an alliance with Ptolemaioi
    - Makedonia and Epeiros cannot be at peace until one of either Pyrrhos or Gonatas are dead
    - Taking Athenai and/or Thermon will cause war between Epeiros and Makedonia

    Eastern (Pontos, Pahlava, Hayasdan):
    - Adds Pahlava Voice Mod for Parthia & Armenia (Battlemap, Campaign map, and many unit voices)
    - Adds Spata's Eastern Portrait Pack (new FMs/Generals, Diplomats & Rogues for Pahlava, Armenia, and Pontos)
    - Updated Pontic biographies
    - Update of Armenian names
    - Adds Fire Temples (text & icons)
    - Adds a custom Eventpic for Pahlava Reform
    - Grammar and typo edits for Pahlav Gov, Industry, Game Field, Mines, Farms, Caravan & School buildings
    - Grammar edits for all Parthian biographies, units, and ethnicities
    - Revised Hayasdan FL and FH display and traits
    - New early events for Pahlava

    Taksashila:
    - Revised rovers/garrisons in India
    - Added Saurashtra Province description
    - Mesoamerican city models re-enabled for Taksashila
    - Adds descriptions for Jain Temples & Game Field
    - New bodyguard unit for the faction - elephants removed and replaced with infantry (dismounted charioteers)

    Steppe (Saka/Sauromatae):
    - New "early support" for the Saka player, with rewards for conquest
    - New early events for Sauromatae
    - Adds two new pieces of steppe music from chur
    - 63 new steppe ancillaries
    - Adding the new Sauromatian Retinue standard bearer
    - Sauromatae Toggin traits and ancillaries
    - Adds many new Sauromatae traits
    - New bodyguard unit for Saka (cataphract-based)
    - Adds new Skulatai Kantata uniques for Sauromatae
    - Adds Saka leadership traits
    - Fixed Sarmatian Bal traits and triggers
    - Adds the new "Gold Route" unique to 10 Steppe Nomad settlements

    Section II - Game Play & Miscellaneous:

    - New "Player Guide" with over 100 pages covering everything from installation to faction reforms
    - Extensive revisions for BAI and CAI, including a "war weariness" mechanic which switches AI behaviour between two potential states - diplomacy (peace-seeking) or warlike (standard TW aggressive)
    - 1000+ changes to unit recruitment locations and pools, including including several new "crossover" regions, plugging the "post-Marian gap" in Italy, reduction in overall size and proportion of cavalry in polis pools, removal of doubled Greek recruitment for Hellenistic factions in Hellas, and regionalisation of all government and colony pools
    - A working finance script now in place. The AI no longer gets +5000 mnai whenever their debts are levelled, along with something that takes money away if they're stockpiling cash, and a bonus in spring
    - Faction Re-emergence added and extensively tweaked
    - Selective Garrison Script added for factional capitals and a handful of "Rebel capitals" - half a garrison of levy-grade units spawned for the AI when they're besieged
    - Rebel hotspots made harder to hold with a "Troublesome Regions" script, which keeps resistance spawning.
    - "Failsafes" for date-based reforms, should the script be interrupted. This means they'll trigger a few turns later if for some reason they didn't the first time
    - New "war triggers" script which causes war when certain Rebel provinces are threatened by specific factions
    - Adds AI "opening moves" - starting actions consistent with the historical goals of those factions in 272 BC
    - Implements "Pastoral Settlement" system which combines Camp & City elements into a new structure that restricts certain city-type buildings while enabling camp-type buildings (deployed in provinces that had city-type growth but maintained a strong pastoral element
    - New Province descriptions for Illyria, Elymais, Histria
    - Adds 27 Strabo/Periplus-based province descriptions
    - New province descriptions for 4 regions in the Balkans
    - Reduced assassin cap to 2, and diplomat cap to 3 and spy cap to 5
    - Updates faction selection screen maps for Boii, Carthage, Makedonia & Epeiros
    - Adjusts the farming maluses for a range of buildings to be more consistent
    - Greater variety of starting ancillaries for many factions, in particular Lugia (they had none), Aedui, Arverni, Getai, Pontos, Hayasdan, Leusitane, Saka, Bosporans, & KH
    - Update to major/minor city unrest - guaranteed the first time, 25% chance of occurring on every subsequent attempt.
    - Adds descriptive text for the hidden Trade Level bonus
    - Adds text for hidden Construction Time reduction bonuses
    - Adds text for hidden Trade Goods quantity bonus
    - Reduced unrest from major/minor city script to 25%/10%
    - Created 8 groups, each with 3 similar, mutually exclusive ancillaries
    - Revised unit cards for "swordsman" units so they are depicted with swords instead of spears
    - Changed orientation of client/BG cards & adds several new cards to replace duplicates
    - Adds several new unit cards (elephants/lithobolos)
    - Added strategy sections for all Uniques
    - New nomadic enclaves building to represent movement of nomadic groups into unused pastoral lands (text & icons)
    - Updated descriptions for second and third tier of eastcol
    - Removed italics from all text files
    - Rebels recruit light fleets instead of pirate fleets
    - Jewish Garrisons now only work for the faction who actually controls Ioudaia and/or Babylonia
    - Portrait improvements (new Pritanoi & Iberian campaign leaders, updated Captain portraits)
    - Adds impassable forest to restrict tran-Caucasus travel to the Caspian side
    - New and revised grass textures
    - Rhodos earthquake event (with graphics)
    - New Tributary State pre-req for Allied gov (with all-new icons)
    - Adjusts map (changed climate and tiletypes in Zagros region)
    - Adjusts map (shifted Brenner Pass to the east) & closed several smaller Alpine passes
    - Albabagenna moved to the other side of the Alps
    - Removes most land bridges: Gibraltar, Aegean, the one in Scandinavia, & the Bosporos land bridge (between Byzantion and Naissos)
    - Activates 90+ Gallic/Greek/Roman/Punic voice files by adding text file links
    - Activates 100+ Gallic & Greek voice files by changing previous links to (english) M2TW files (Celebrate, Charge, Confirm, & Retreat)
    - Trait update to tweak warmonger/supervisor/lenient/brutal triggers, along with a host of other antagonistic pairings of traits
    - Adds 4 new traits: Calm/Jealous and Duty/Distracted
    - Adds Obese trait and triggers
    - Adds fertility/infertility triggers and traits
    - Adds GoodMiner/BadMiner triggers and traits
    - "Races" frequency is now cost of associated festivities
    - Adds the "Genius General" ancillary
    - Revised Camp Port economics and icons (now completely different from City ports)
    - Changes Farm level sequence to Farm5-->Reform1-->Farm6-->Reform2-->Farm7 (where Reforms are optional and can each be upgraded)
    - New devastation/raiding script
    - Adds 22 new YIH events (now reaches 200 BC and the end of the 2nd Punic War)
    - Adds Horde Stipend and revised horde settings
    - Cannabis plant added
    - Various tree models added/fixed
    - Restored "Hanging Gardens" visible wonder as "Ziggurat of Marduk" (text and pix revised accordingly)
    - Adds a different "Asp-Assassin" video for East/Semitic cultures
    - Adds a host of northern and central european "strategy" recommendations into the associated province buildings
    - Adds free upkeep to steppe precursor governments
    - Forced Diplomacy and perfect_spy are moved to the campaign_script, so no longer need activating with "show me how". Just click on the "?" button to achieve the same effect
    - Script optimisation - large-scale consolidation in the number of monitors, and all now have termination conditions (over 200 monitors removed)
    - Revision of fleet recruitment, only a few specific centres now able to raise "heavy" fleets
    - Ability to hire defeated hoplites and phalangites as mercenaries for settled factions
    - Rebel govs get more "free upkeep" slots
    - Rebels cannot hire mercs
    - Tweaks to EBII.cfg to add settings recommendations (for log files, windowed mode, & autosave)
    - Script to periodically add elephant and chariot units to AI factions which historically recruited them (but don't)
    - New "Reactive Rovers" script which moves several starting Rover stacks into a script which spawns them when their region is under threat (prevents "wandering")
    - Complete rework of Illyrian/Thrikian recruitment
    - Removes a large number of unused M2TW animations and sound files

    Section III - New & Revised Units:

    - 100's of changes to unit cost and stats
    - Rebalance of cavalry to be less capable in melee, culture-based defensive skill and reduction in morale. AP removed from lances.
    - Integrates Paltmull's recoloured KH general for all Hellenistic factions
    - Adds early and late Southern Arabian Tribal Highlanders
    - Adds early and late Arabian Lowlanders
    - New African forest elephant models and textures
    - Adds Machimoi Hippeis, Toxotai and Akontistai
    - Adds Belgic Swordsmen (Lagenas Kontegi)
    - Adds Belgic Spearmen (Onnogaisoi)
    - Adds Maiotian cavalry and infantry
    - Adds Sauromatian Retinue cavalry (Maryagatć)
    - Adds Ligurian Spearmen (Lancetai)
    - Adds Umbro-Picenian Warriors (Leginu)
    - Adds Late Hellenistic Lancers (Aspidiotai Hippeis)
    - Adds Bosporan Bodyguard
    - Adds Baktrioi Hoplitai (Pahropan i Balk)
    - Adds Galatianised Spearmen and Swordsmen
    - Adds Iwzag Riders
    - Adds Indo-Greek Hoplitai, Indo-Greek Peltastai, and Indo-Greek Cavalry
    - Adds Histro-Venetic Infantry
    - Adds Galatian Noble Cavalry, Retainers and Colonists
    - Adds Eastern Celtic Swordsmen
    - Reworked textures for the Sacred Band
    - Adds Saka Cataphracts and new models for Sakan Bodyguards
    - Adds Galatian Noble Cavalry, Retinues and Colonists.
    - Amends Libyan Infantry (lose javelins and become light hoplites) and Numidian Skirmishers (secondary weapon now a spear)
    - Amends Polybian Hastati, Leves and artillery crews
    - Adds new camel unit (with sounds)
    - Mount textures re-assigned so that all units no longer use the same textures based on the owning faction, but have regional ones instead
    - Many new "captain" models for a range of units.
    - Changes to the placeholder models for several Client Ruler bodyguards


    Section IV - Bug Fixes:

    Bug Fix: Fixes NumEnemiesInBattle bug by replacing it with BattleOdds and fixes faulty GeneralNumKillsInBattle mostly by replacing it with GeneralFoughtFaction
    Bug Fix: Fix for double ethnicity traits for Client Rulers for Tribal factions with fallback scripts
    Bug Fix: Fixed the Syrakousai intervention mission for Ptolemaioi
    Bug Fix: Fixes historic event titles to fit in window
    Bug Fix: Altered the Routs conditions to avoid "doubtful courage" when victorious
    Bug Fix: Fixes Getai Rover General's name problem
    Bug fix: Veneti/Uenetoi triggers were the wrong way around
    Bug Fix: Text for all traits (including biographies) now fits on screen
    Bug Fix: Text for all ancillaries now fits on screen
    Bug Fix: Adds effects for 4 named ancillaries (they had none)
    Bug Fix: All starting factional characters now have age traits, so will age properly
    Bug Fix: Fixed 2 switched Pritanoi ancillary descriptions
    Bug Fix: Adds fallback path to reconstitute carthage_council in Qart-Hadast
    Bug Fix: Replaced AntiTriggers for Warmonger/Supervisor and Brutal/Lenient.
    Bug Fix: Reordered Carthaginian Disgrace trait conditions
    Bug Fix: Integrates several missing Seleukid government texts
    Bug Fix: Removed "Management" (a non-working effect) from all ancillaries and replaced it with various functional equivalents.
    Bug Fix: fixed trait text to match actual bonuses
    Bug Fix: lowered the chance of diplomats becoming "Tactless"
    Bug Fix: Comprehensive text file review to make "it's" to "its" fixes
    Bug Fix: Unrest from disloyalty trait now works properly
    Bug Fix: Fixed all Trait/Ancillary errors identified by the validator tool
    Bug Fix: Removed all non-working bonuses from EDB
    Bug Fix: Stonehenge moved to the correct province
    Bug Fix: Reduced HE movie width to 625 to minimize stretch effect & reduced movie height from 400 to 385 to allow for three lines of text instead of two
    Bug Fix: added native names for various steppe and greek buildings
    Bug Fix: reenabled Impoverished and Wealthy anti-traits
    Bug fix: Removes 145 unnecessary "interface" files (folders holding WIP items)
    Bug Fix: Carnyx sounds now working properly
    Bug fix: Elephant sounds now working properly
    Bug fix: Changed requirement for roads_garrison_one for Carthage to break circular logic
    Bug Fix: Fixed farming_level issues in all Farms, Nomad/Pastoral farms, and Herds complexes
    Bug fix: Activates 5 existing ancillaries and fixes code on several others
    Bug Fix: Eliminates the last instances of Latin used by Punic & Sanskrit units and removes all links to English language "charge" voices
    Bug Fix: Adds Sanskrit taunts (used to be Latin)
    Bug fix: Accent conversion from "east_european" (vanilla M2TW) to "germanic" (Lugia/Sweboz no longer speak English on the strat map)
    Bug Fix: Chariot sounds now working properly
    Bug Fix: Cleanup of Baktrian/Hayastan independence scripts
    Bug Fix: Adds sounds for all 12 of the new mounts
    Bug Fix: Removed "Best Friends Forever" code from descr_faction_standing.txt
    Bug Fix: East Greek helcol icons were reversed for L2 and L3
    Bug Fix: Deletes duplicate Veneti description
    Bug Fix: Adds a hidden trait for alleviating the winter movement penalty for client rulers, so they won't get stuck in winter
    Bug fix: Resized all Spy, Diplomat & Assassin unit card pix so the "cost text" is not obscured
    Bug Fix: Fixed the CTD when clicking the unused2 climate (Indian Jungle) in the battle editor location selection screen
    Bug fix: Missing capitalisation on the Rumourmonger trait
    Bug Fix: Replaced faulty fallback for CelticTwilight reform
    Bug Fix: Semitic town CTD fixed
    Bug Fix: "Traitor" message test now displays
    Bug Fix: Changes soldier values for Scythed Chariot to eliminate CTD at "Normal" and "Large" unit size
    Bug Fix: Fixes Parthian General infantry animation error
    Bug Fix: Fixed trait problem that made Rebel Generals easier to fight than AI faction generals




    Credits

    These are the main team-members, past and present, who've been involved in making Europa Barbarorum II come to life:

    Spoiler Alert, click show to read: 
    _EUROPA BARBARORUM II


    _I. ADMINISTRATION

    _[COUNCIL MEMBERS]


    Tux (Alin Loghin)
    paullus
    V.T. Marvin (Vladimir Abrham)
    nazgool (Rafal Borowski)
    Arjos (Federico Raffa)


    _[COUNCIL ALTERNATES]


    Brennus (Andy Lamb)
    QuintusSertorius


    _[FORMER TEAM COORDINATORS]


    Foot
    JMRC


    _[LEAD HISTORIAN]


    paullus


    _[LEAD MODDERS]


    Kull
    V.T. Marvin (Vladimir Abrham)


    _[TOOLS LEAD]


    Tellos Athenaios


    _[GRAPHICS LEAD]


    Tux (Alin Loghin)


    _[EDITING]


    I Am Herenow


    _[LINGUISTICS]


    'Abdalqaum
    Arjos (Federico Raffa)
    Bel matina
    Blitzkrieg80
    BRKMS
    Edorix
    Elmetiacos
    Ethelwulf
    gamegeek2
    Power2the1
    Tellos Athenaios


    _II. HISTORICAL FACTION WORKGROUPS

    _[AEDUI]


    Brennus (Andy Lamb - FC)
    Power2the1


    _[ARCHE SELEUKEIA]


    abou (FC)
    paullus
    krusader
    Arjos (Federico Raffa)


    _[AREUAKOI]


    Trarco (FC)
    Brennus (Andy Lamb)
    Power2the1
    Sarcasm
    oudysseos


    _[ARUERNOI]


    Brennus (Andy Lamb - FC)
    Power2the1


    _[BAKTRIA]


    DeathFinger (Antoine Simonin - FC)
    paullus
    keravnos
    Arjos (Federico Raffa)


    _[BOII]


    Brennus (Andy Lamb - FC)
    Power2the1


    _[KIMMERIOS BOSPOROS]


    Gaius Scribonius Curio (FC)
    Arjos (Federico Raffa)


    _[ELEUTHEROI]


    paullus (FC)
    Kull
    Tanit
    redmeth


    _[EPEIROS]


    paullus (FC)
    Keravnos
    Arjos (Federico Raffa)


    _[GETAI]


    paullus (FC)
    Cronos impera
    Arjos (Federico Raffa)


    _[HAYASDAN]


    Foot
    Sarkiss


    _[KOINON HELLENON]


    paullus (FC)
    Keravnos
    Arjos (Federico Raffa)


    _[LOUGIONES]


    cmacq (FC)
    Zarrr (Adrian Jamka)


    _[LUSOTANNAN]


    Trarco (FC)
    Brennus (Andy Lamb)
    Sarcasm
    sirtim


    _[MAKEDONIA]


    paullus (FC)
    Arjos (Federico Raffa)


    _[MALKUTA NABATA]


    Moros (Gert Jan Gregoor - FC)
    gamegeek2


    _[MAMLA'HA biMASSLYIM]


    Tanit (co-FC)
    Gaius Scribonius Curio (co-FC)
    Eduorius
    Trarco


    _[PAHLAVA]


    tobymoby (FC)
    paullus
    Mithridates VI Eupator (Eric Skoog)
    Atraphoenix
    The Persian Cataphract
    Arjos (Federico Raffa)


    _[PERGAMON]


    abou (FC)
    paullus
    krusader
    Arjos (Federico Raffa)


    _[PONTOS]


    paullus (FC)
    krusader
    Arjos (Federico Raffa)


    _[PRITANOI]


    Brennus (Andy Lamb - FC)
    Power2the1
    oudysseos


    _[PTOLEMAIOI]


    paullus (FC)
    Arjos (Federico Raffa)


    _[SAFOT SOFTIM biQARTHADAST]


    Tanit (co-FC)
    Gaius Scribonius Curio (co-FC)
    paullus
    Eduorius
    Zarax
    Trarco


    _[SENATVS POPVLVSQVE ROMANVS]


    Gaius Scribonius Curio (FC)
    Philipvs Vallindervs Calicvla
    Zaknafien
    Atilius


    _[SB' W-GWM]


    Moros (Gert Jan Gregoor - FC)
    'Abdalqaum


    _[SAKA RAUKA]


    Mithridates VI Eupator (Eric Skoog) (FC)
    paullus
    Arjos (Federico Raffa)
    xeofox


    _[SAUROMATAE]


    Arjos (Federico Raffa - FC)
    Mithridates VI Eupator (Eric Skoog)
    paullus
    Steppe Merc


    _[SWEBOZ]


    TheTank (FC)
    cmacq
    Harjaz


    _[TAKSASHILA]


    Mithridates VI Eupator (Eric Skoog) (FC)
    The Persian Cataphract


    _III. CAMPAIGN GRAPHICS

    _[CHARACTER MODELS]


    JMRC
    nazgool (Rafal Borowski)
    Trve Leveller (Philip Graemer)
    Tux (Alin Loghin)


    _[CHARACTER SKINS]


    JMRC
    nazgool (Rafal Borowski)
    Gustave
    Trve Leveller (Philip Graemer)
    Tux (Alin Loghin)


    _[PROPS]


    Aba[]
    General Grievous
    Maeran
    Salinoc
    Tux (Alin Loghin)


    _[VEGETATION & TERRAIN]


    DannyX
    Nevada
    Tux (Alin Loghin)
    Rafkos (Rafal Kosyl)
    xHolyCrusader


    _[MAP DESIGN]


    deArmas
    -Praetor-
    fightermedic
    Gigantus
    Kull
    Moros (Gert Jan Gregoor)
    QuintusSertorius
    Stormy
    Tux (Alin Loghin)


    _IV. BATTLEMAP GRAPHICS


    _[UNIT 3D MODELS]


    Arsaces II (Arshak Navasardyan)
    busmumrik
    Haedar
    JMRC
    justme
    Martelus Flavius
    morfeasnikos
    nazgool (Rafal Borowski)
    Huene
    Tux (Alin Loghin)
    Rafkos (Rafal Kosyl)
    spata
    Sylon
    wermez
    Zarrr (Adrian Jamka)

    _[UNIT SKINS]


    Antonis92
    Arsaces II (Arshak Navasardyan)
    Blank
    bobbin
    Bryza
    cmlax999
    Gustave
    Haedar
    Haithabas
    Huene
    j0ker
    Jarvgrimr
    JMRC
    leif_erikson
    Marcello1
    Martelus Flavius
    Megalos
    nazgool (Rafal Borowski)
    Pacco
    Paltmull
    Rafkos (Rafal Kosyl)
    RJFC
    Salinoc
    Tux (Alin Loghin)
    VladS
    spata
    Sylon
    wermez
    Zarrr (Adrian Jamka)


    _[SIEGE UNITS]


    CanOmer
    JMRC
    Tux (Alin Loghin)


    _[SPECIAL EFFECTS]


    Goth47
    HaHawk
    Tux (Alin Loghin)


    _[ANIMATIONS]


    Haedar
    JMRC
    -Praetor-
    Rafkos (Rafal Kosyl)
    Tux (Alin Loghin)


    _[BUILDINGS]


    Arsaces II (Arshak Navasardyan)
    Haithabas
    JMRC
    Kull
    Rafkos (Rafal Kosyl)
    Red Devil
    xHolyCrusader


    _V. ART


    _[LOADING SCREENS]


    Caratacos
    Florianus
    nazgool (Rafal Borowski)
    Rafkos (Rafal Kosyl)


    _[UNIT CARDS]


    bobbin
    Genghis Skahn
    Gustave
    JMRC
    Kull
    nazgool (Rafal Borowski)
    Ophrydian
    Rafkos (Rafal Kosyl)
    Tux (Alin Loghin)
    xHolyCrusader



    _[ICONS]


    Haithabas
    j0ker
    JMRC
    oudysseos
    spata
    Tsar
    Tux (Alin Loghin)


    _[EVENTPICS]


    Kull
    Skyn0s


    _[USER INTERFACE]


    oudysseos
    Rafkos (Rafal Kosyl)
    Skyn0s
    Teleklos Archelau
    Tsar
    Tux (Alin Loghin)


    _[CONCEPT ART]


    Caratacos
    Florianus
    Manhenhamanhenha


    _[FONTS]


    Tellos Athenaios


    _[FACTION BANNERS, SYMBOLS AND OTHER]


    Elhior
    Kull
    Skyn0s
    spata
    Tux (Alin Loghin)


    _VI. CINEMATICS


    MaxMazi
    xHolyCrusader


    _VII. AUDIO

    _[MUSIC]


    Ángel Román
    Beiss
    chur(Evgen Kucherov)
    Keltika Hispanna
    Michael Levy
    Morgan Casey
    Nick Wylie
    The Persian Cataphract


    _[UNIT VOICEMOD]


    abou
    Adalingum
    Beiss
    bovi (Brigt Olav Vik)
    BKRMS
    Kull
    Shigawire
    Zarrr (Adrian Jamka)


    _[SFX]


    TheRiddle2406/Epiccaesarlol
    z3n (Jonathan Hermans)

    _[MISC]


    HaHawk
    z3n (Jonathan Hermans)

    _VIII. GAMEPLAY MECHANICS


    _[BATTLEMAP AI]


    z3n (Jonathan Hermans) (Coordinator)


    _[BATTLEMAP AI TESTING]


    Adalingum
    Anubis88
    Genghis Skahn
    GRANTO
    Romanius24

    _[CAMPAIGN MAP AI]


    z3n (Jonathan Hermans) (Coordinator)
    QuintusSertorius

    _[CAMPAIGN AI TESTING]


    Adalingum
    Anubis88
    Genghis Skahn
    Kull
    Romanius24

    _[TRAITS & ANCILLARIES]


    b0Gia (Vasileios Bogiatzoglou)
    Foot
    Genghis Skahn
    gosam
    JMRC
    Malrubius
    MIKE GOLF
    Saldunz
    SamueleD
    Spendios
    V.T. Marvin (Vladimir Abrham)
    z3n (Jonathan Hermans)


    _[BUILDING TREES]


    Foot
    Kull
    QuintusSertorius
    V.T. Marvin (Vladimir Abrham)


    _[UNIT INTEGRATION]


    Adalingum
    bovi (Brigt Olav Vik)
    JMRC
    Kull
    QuintusSertorius
    Spendios
    Sylon


    _[UNIT STATS]


    Ibrahim (Coordinator)
    Aradan
    fightermedic
    KAM 2150
    Kull
    QuintusSertorius


    _[NAVAL SYSTEM]


    Kull
    V.T. Marvin (Vladimir Abrham)
    QuintusSertorius


    _[SCRIPTING]


    Arandir Tur-Anion
    Atilius
    b0Gia (Vasileios Bogiatzoglou)
    Bozoslivehere
    fightermedic
    Gigantus
    gosam
    Haithabas
    joshmahurin (Joshua Mahurin)
    The Mark
    QuintusSertorius
    SamueleD
    V.T. Marvin (Vladimir Abrham)
    z3n (Jonathan Hermans)


    _[RESOURCES]


    -Praetor-


    _[UNIT RECRUITMENT]


    fightermedic
    QuintusSertorius
    V.T. Marvin (Vladimir Abrham)


    _[FACTION ECONOMY]


    b0Gia (Vasileios Bogiatzoglou)
    bovi (Brigt Olav Vik)
    Gigantus
    QuintusSertorius
    V.T. Marvin (Vladimir Abrham)


    _IX. TECHNICAL SUPPORT


    _[INSTALLER]


    bovi (Brigt Olav Vik)
    SamueleD


    _[TOOLS]


    bovi (Brigt Olav Vik)
    Gigantus
    joshmahurin (Joshua Mahurin)
    Rafkos (Rafal Kosyl)
    Tellos Athenaios


    _[SVN COORDINATORS]


    Tellos Athenaios
    therother


    _[SERVER ADMIN]


    therother


    _[WEB DESIGN]


    abou
    Tellos Athenaios
    wudang-clown


    _X. TESTERS


    Adalingum
    Ailfertes
    anubis88
    Ba'al-Melqart
    Brave Brave Sir Robin
    Chap
    Colos1987
    Genghis Skhan
    Hax
    myarta
    Nimor
    QWE asd
    Ribtickler
    Sarkiss
    Shadowwalker
    Stath's
    The Celtic Viking
    Yu3zhi


    _XI. VARIOUS


    _[MOD GUIDE]


    Chap


    _[PROOFREADING]


    Adalingum
    charlieh
    golden gecko
    Kull


    _XII. A NOTE ON IMAGE SOURCES


    Europa Barbarorum II uses images from a wide variety of sources, either to inspire our own derivative
    work or the original images themselves, modified or altered to some degree. Should image owners recognize
    their work, we will either credit it specifically, if missing, or remove it at your request.

    _XIII. A NOTE ON PERMISSION OF USE

    This product is made available for private use as the EBII modification of the Medieval 2: Total War game.
    Usage of mod material for the purposes of creating a submod for EB II is also authorized.
    However, none of the contents in this modification may be shared, copied or used in any other way
    without the express written consent of the EB II team, which may be contacted
    through the TWC (http://www.twcenter.net/forums/forum...-Barbarorum-II) or
    ORG (http://forums.totalwar.org/vb/forumd...-Barbarorum-II) game forums.
    If you come across material which originates from this mod or its predecessor,
    and which is not credited as such, please notify the team.

    _XIV. SPECIAL THANKS TO


    AngelStudios
    Arkay
    edikm1
    GRANTO
    Hereje
    Medievalworlds
    Marka Team
    resprog
    Swagger

    Yughues aka Nobiax(at shareCg) and Roma Surrectum II team for some their wonderful vegetation models.

    the 0AD Team for allowing the use of some of their soundtracks.

    the De Bello Mundi mod team for graciously allowing us to use their settlement models and onager.
    the Rusichi mod team for allowing us to use the horses animations.

    johnwhile for his tools and support offered, they were crucial in our modelling and animation phases.

    www.ancientlyre.com for the wonderful ancient music.

    Ángel Román for allowing us to use his evocative music, which can also be found here: http://angelromanramirez.bandcamp.com/music

    More of the music of Keltika Hispanna can be found here: http://www.keltikahispanna.es/

    wilddog and makanyane for their help with terrain, vegetation, porting of settlement models,
    and solving settlement-related bugs and CTDs.

    LordOfTheEmos for his jungle tree texture.

    Jarlaxe for his buildings.

    Kevin Van Lierde for his unit browser.

    MIKE GOLF for his help in various things.

    The Org staff for their help and hosting our internal fora.

    The Total War Center staff for their support with our fora.

    Ludens for moderating our fora, having graciously accepted our request to do so.

    The always supportive Tosa Inu, who sadly did not live to see the day of our release.

    EB2 has had a lot of contributors come and go over a long time,
    and the current team has probably forgotten about some of those along the way.
    If your own contribution has been forgotten (and you want to be listed in the credits),
    please contact us in the forum and we will sort it out.

    And a very special thank you to the people who this modification was created for:
    the keyboard consuls, screen watching strategoi, philosophising players and mouse clicking chieftains.
    Thank you to every fan of Europa Barbarorum, whoever you are and wherever you are.
    Thank you for sharing in our passion, thank you for supporting us and above all, we hope you have fun.

    We also thank the following for inspiration: Monty Python, Caesar 3, Gladiatus, 0 A.D.

    Thank you from the Europa Barbarorum II Team




    And finally...

    In closing - EBII is still not complete. We are not finished - there will be future releases. We are at around 75% complete now - what we still need, what we always need, are more willing volunteers. If you are a 3D artist able to work with 3DS Max, or a 2D artist who can work to instructions, we want you. If you have a knowledge in ancient history and a desire to contribute, we want you. If you are a scripter or coder, and have some familiarity with the files used here (compiled with C++ I believe), we want you. If you can proofread and edit XML files accurately, we want you. If you can playtest the ever-living crap out of a game, then do it all over again after a minor change, we want you. If you like the mod, and are eager to learn how to do something that can help to contribute, we want you. Apply here.

    As ever, thank you for your support and remember to read more history.

    - The Europa Barbarorum II Team
    Last edited by z3n; February 09, 2018 at 11:38 AM.

  2. #2
    Raiuga's Avatar Civis
    Join Date
    Sep 2014
    Location
    Portugal
    Posts
    156

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Its finally here Christmas came earlier this year...Best day ever

    Great job EB II team, you have all my thanks

    Note: Great way to fail classes
    Last edited by Raiuga; October 19, 2017 at 05:33 AM.

  3. #3

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    WOW!THX!

  4. #4

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    So excited, Thank you guys soooo much!!!

  5. #5
    f0ndiE^'s Avatar Civis
    Join Date
    Jul 2009
    Location
    Czech Republic
    Posts
    117

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa........fml...still 4 hours of work today, C A N T W A I T

  6. #6

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    WONDERFUL! Thank you very much, Im already downloading! Your'e best guys, this mod quality beats AAA titles prepared by other studios.

  7. #7

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    [HISTORY INTENSIFIES]

  8. #8

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    I am fairly jaded when it comes to most gaming, but EB2 is one of the only things which I actually still get hyped for. I won't be able to play it until after work, but I'm still so excited. Thanks, EB2 team, you guys really are rock stars and I appreciate you. Luckily, I don't have work tomorrow, which means I have a 3 day weekend where I can binge learn about history!

  9. #9

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Unfortunately,I can not download the torrents,hope can afford direct downloads .

  10. #10
    gustave's Avatar Semisalis
    Patrician

    Join Date
    Aug 2009
    Location
    Paris
    Posts
    426

    Default Re: Announcement: Europa Barbarorum II 2.3 released!


  11. #11

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    beautiful, wonderfull, amazing, .... uh ..., lacks of words !!!!!

  12. #12

    Default Re: Announcement: Europa Barbarorum II 2.3 released!


  13. #13

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    This is excellent and sooner than expected. Looking forward to a massive campaign.
    Classical World - overhaul mod for Hegemony 3 , Clash of The Ancients. The Real Time Grand Strategy equivalent of Total War
    https://www.moddb.com/mods/classical-world-5

  14. #14

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Been holding off on playing till this came out, thanks for your hard work EB2 devs!

  15. #15

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Fantastic great work and many thanks!

  16. #16

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Way sooner than expected really! Looks awesome!

    ModDB upload?
    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

  17. #17

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by Wulfburk View Post
    ModDB upload?
    Soon.

  18. #18

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    My body is ready! The torrent seems to be downloading nicely.

    Edit: Somebody post this on r/totalwar so we can get some fresh meat in here.

  19. #19
    GeorgiBG's Avatar Miles
    Join Date
    Oct 2010
    Location
    Bulgaria
    Posts
    341

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Rome Total War used to be my favorite TW game but thanks to EB II now M2TW is my favorite TW game. Huge thanks to the EBII team for the work and their support! Downloading now!


  20. #20

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Congrats to the whole team for this great achievement!

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