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Thread: Announcement: Europa Barbarorum II 2.3 released!

  1. #621

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by Timidus View Post
    Historically strange development today - turn 363 (182 BCE) - revolt at Roma, which turned Qart'hadasti!

    Guess Hannibal's spy was able to convince the Romani to desert the Republic and go over to Carthage? If you can't capture the city from without, capture it from within?

    Has to be a glitch in the program I'd suppose?
    The faction re-emergence script has some oddities in it that we can't fix.

  2. #622
    Roma_Victrix's Avatar Call me Ishmael
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    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by QuintusSertorius View Post
    The faction re-emergence script has some oddities in it that we can't fix.
    As I outlined in the bugs sub-forum, I had a serious problem with Epeiros re-spawning in the middle of Afghanistan, but after destroying them for the second time the problem seems to have gone away.

    All's fair that ends fair, right?

    EDIT: Just wanted to add that recently I saw the video for the earthquake that destroyed the Colossus of Rhodes. You guys never fail to impress me. It scared the crap out of me at first, because the screen went black and for a moment I thought the game was crashing.

  3. #623

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Where are installation instructions for non instalation version ?

  4. #624

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Thanks for this mod. Always the 'gold standard" of Grand Strategy Mods for me. Just wondering about turn times. For me they take ~ 2 min depite a good machine and turn times of < 30 seconds with other M2TW mods. Is this expected ? Sadly it really puts me off campaigns.
    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

  5. #625

    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?

    >>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.

    great tip re TURN TIMES. Improved mine from 2 min to 15-30 seconds. Cheers !!
    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

  6. #626
    Roma_Victrix's Avatar Call me Ishmael
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    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by sgz View Post
    great tip re TURN TIMES. Improved mine from 2 min to 15-30 seconds. Cheers !!
    Agreed. Turn times are drastically improved because of it.

  7. #627

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    It's one of those things that seems to be extremely variable - for some people it improves performance, for others it worsens it.

  8. #628

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    I actually like the current turn time pretty much. Good to see what the AI is doing.

  9. #629

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Nice to see an update, but is their enough changes to restart my rome campaign or should i wait another 2 years for the next update? decisions, decisions

  10. #630

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Definitely worth restarting for 2.3 if you don't have that yet. For 2.3a, who knows what it will contain that affects Rome more or less directly.

  11. #631
    Roma_Victrix's Avatar Call me Ishmael
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    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by HarkonRules View Post
    Definitely worth restarting for 2.3 if you don't have that yet. For 2.3a, who knows what it will contain that affects Rome more or less directly.
    After I'm done with my present Makedonia campaign (after playing previous campaigns as Koinon Hellenon and Pergamon), I'm finally going to play a Romani one. When I first took a look at the game back in late 2014 or so it was still very undeveloped and the Romans were permanently stuck in the Camillan era. Fast-forward to the present and what do we have now? An almost complete roster of native units for Italia, let alone Roman factional units for both the Polybian and Marian eras. We're soon to have a praetorian guard infantry unit for a planned Imperial era as well! It was so awesome in the first Europa Barbarorum for RTW once you finally obtained that unit as well as Imperial legions.



    Even after having Etruscan hoplites, Samnite/Sabellian infantry, Hustatus Mirikatas/Mamertine warriors, Umbro-Picenian warriors, Histro-Venetic warriors, Cohors Sociorum infantry, and Ligurian spearmen and swordsmen, the EBII team still plans on rolling out more Italian units. It's amazing! I hope they include a regional or mercenary unit as heavy-looking as Pedites Extraordinarii, with varieties of scale and chain mail armor in the same unit.

  12. #632

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    2.3 is a quantum leap forward on 2.2b, just browse the changelog, the number of amendments is huge. That's without considering the pretty marked improvement in stability. Many people are routinely able to get to 700 or 800 turns without incident, back in 2.2b you'd be lucky to get past 200 without a fatal, game-ending CTD.

  13. #633

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by QuintusSertorius View Post
    2.3 is a quantum leap forward on 2.2b, just browse the changelog, the number of amendments is huge. That's without considering the pretty marked improvement in stability. Many people are routinely able to get to 700 or 800 turns without incident, back in 2.2b you'd be lucky to get past 200 without a fatal, game-ending CTD.
    Couldn't agree more! Couldn't play EBII that much since 2.2b. Started the same campaign as Pergamon and not only everything feels completely enhanced, balanced and challenging, but a solid stable rock with 0 CTD so far... Congratulations! Epic work, rising modding standards

  14. #634

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    When I go into battle, I get an error code 361. I'm on mac. What should I do?

  15. #635

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by asdfthemovie View Post
    When I go into battle, I get an error code 361. I'm on mac. What should I do?
    What does your error log say?

  16. #636

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Quote Originally Posted by QuintusSertorius View Post
    What does your error log say?
    On console, the last error related to M2 was this:

    SandboxViolation: Medieval II Tota(62365) deny file-write-create /private/tmp/ZL_tmp
    Violation: deny file-write-create /private/tmp/ZL_tmp
    Process: Medieval II Tota [62365]
    Path: /Applications/Medieval II Total War.app/Contents/MacOS/Medieval II Total War
    Load Address: 0x52000
    Identifier: com.feralinteractive.medieval2
    Version: 153840.31152.63021 (1.0.3)
    Code Type: i386 (Native)
    Parent Process: launchd [1]
    Responsible: /Applications/Medieval II Total War.app/Contents/MacOS/Medieval II Total War [62365]
    User ID: 501

    Date/Time: 2018-03-06 11:09:04.102 EST
    OS Version: Mac OS X 10.12.6 (16G29)
    Report Version: 8

    Thread 0 (id: 8102559):
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    1 Medieval II Total War 0x00ddd9f7
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    4 Medieval II Total War 0x01218344
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    9 Foundation 0x95a7a7a4 __NSFireDelayedPerform + 501
    10 CoreFoundation 0x9426a996 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 22
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    13 CoreFoundation 0x94261910 __CFRunLoopRun + 2192
    14 CoreFoundation 0x94260e1a CFRunLoopRunSpecific + 506
    15 CoreFoundation 0x94260c0b CFRunLoopRunInMode + 123
    16 HIToolbox 0x93954396 RunCurrentEventLoopInMode + 268
    17 HIToolbox 0x93954182 ReceiveNextEventCommon + 494
    18 HIToolbox 0x93953f7b _BlockUntilNextEventMatchingListInModeWithFilter + 83
    19 AppKit 0x91f86015 _DPSNextEvent + 1227
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    23 AppKit 0x91f47d1e NSApplicationMain + 1368
    24 Medieval II Total War 0x004540a8
    25 libdyld.dylib 0xa1539395 start + 1
    26 Medieval II Total War 0x00000001

    Thread 1 (id: 8102583):
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    1 libsystem_pthread.dylib 0xa174b826 start_wqthread + 34

    Thread 2 (id: 8102595):
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    1 libsystem_pthread.dylib 0xa174b826 start_wqthread + 34

    Thread 3 (id: 8102651, com.apple.NSEventThread):
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    1 CoreFoundation 0x94262276 __CFRunLoopServiceMachPort + 214
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    Thread 4 (id: 8102657):
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    1 CoreFoundation 0x94262276 __CFRunLoopServiceMachPort + 214
    2 CoreFoundation 0x942616a8 __CFRunLoopRun + 1576
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    4 CoreFoundation 0x942a2511 CFRunLoopRun + 129
    5 Medieval II Total War 0x00e3f971
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    9 libsystem_pthread.dylib 0xa174b84a thread_start + 34

    Thread 5 (id: 8102689, com.apple.NSURLConnectionLoader):
    0 libsystem_kernel.dylib 0xa166091e mach_msg_trap + 10
    1 CoreFoundation 0x94262276 __CFRunLoopServiceMachPort + 214
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    Thread 6 (id: 8102695, com.apple.CFSocket.private):
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    Thread 7 (id: 8102705, FeralNetSockets):
    0 libsystem_kernel.dylib 0xa16686f2 __semwait_signal + 10
    1 libsystem_c.dylib 0xa15e72b1 usleep$UNIX2003 + 55
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    7 libsystem_pthread.dylib 0xa174c047 _pthread_body + 184
    8 libsystem_pthread.dylib 0xa174bf8f _pthread_body + 0
    9 libsystem_pthread.dylib 0xa174b84a thread_start + 34

    Thread 8 (id: 8102757):
    0 libsystem_kernel.dylib 0xa166830e __psynch_cvwait + 10
    1 libsystem_pthread.dylib 0xa174e844 pthread_cond_wait$UNIX2003 + 51
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    3 JavaScriptCore 0x969c6870 void std::__1::condition_variable_any::wait<std::__1::unique_lock<bmalloc::Mutex> >(std::__1::unique_lock<bmalloc::Mutex>&) + 112
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    Thread 9 (id: 8102763, frl_async_curl):
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    1 libdispatch.dylib 0xa150fedd _dispatch_semaphore_wait_slow + 120
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    3 Medieval II Total War 0x00d952bf
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    6 libsystem_pthread.dylib 0xa174c047 _pthread_body + 184
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    Thread 10 (id: 8102795, com.apple.coremedia.scheduledfileio):
    0 libsystem_kernel.dylib 0xa166830e __psynch_cvwait + 10
    1 libsystem_pthread.dylib 0xa174e844 pthread_cond_wait$UNIX2003 + 51
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    7 libsystem_pthread.dylib 0xa174bf8f _pthread_body + 0
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    Thread 11 (id: 8102860):
    0 libsystem_kernel.dylib 0xa1668cba __workq_kernreturn + 10
    1 libsystem_pthread.dylib 0xa174b826 start_wqthread + 34
    2 0x000186ab

    Thread 12 (id: 8102870, com.apple.coreaudio.AQClient):
    0 libsystem_kernel.dylib 0xa166091e mach_msg_trap + 10
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    Thread 14 (id: 8103160):
    0 libsystem_kernel.dylib 0xa1668cba __workq_kernreturn + 10
    1 libsystem_pthread.dylib 0xa174b826 start_wqthread + 34

    Thread 15 (id: 8103161):

    Thread 16 (id: 8103635):
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  17. #637

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Sorry, I mean your M2TW error log, I have no idea what that is.

  18. #638

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    How do I find my M2TW error log on my mac? If it helps my computer put up a window saying it was error 361.

  19. #639

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    Logs should be in [your M2TW directory]\mods\ebii\logs

  20. #640

    Default Re: Announcement: Europa Barbarorum II 2.3 released!

    There's nothing in that folder

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