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Thread: Announcement: Europa Barbarorum II 2.2r released!

  1. #1

    Default Announcement: Europa Barbarorum II 2.2r released!


    Greetings fans of Europa Barbarorum!

    We've been working on all sorts of things the last few months, and have made lots of progress. We're not ready for a full release yet, however, there are lots of things we'd like to test, especially around how the AI behaves over lots of longer-term games.

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

    THIS RELEASE IS NOT SAVEGAME COMPATIBLE



    How to install:
    Step 0: You must have a working copy of EBII v2.2b installed. I'm not going to repeat all the instructions on how to get one here, it's all covered there.

    Step 1: Download - EBII 2.2r Patch.zip.

    Step 2: Extract the file directly into your M2TW/mods/ebii folder. (note that if you have done it correctly you will be asked to overwrite files, say yes to all, if you don't know how to extract use 7zip)

    Step 3: Go into your \data\animations\ and copy the pack.dat, pack.idx, skeletons.dat and skeletons.idx files. Put them somewhere else - this is a backup.

    EDIT: Step 4: Download this file (animations) and extract the contents into mods\ebii\data\animation\

    EDIT: Optional: Download this file (barbarian settlement updates) and extract the contents into mods\ebii\data\

    Step 5: Start a new campaign - again this is not save game compatible and will make any 2.2b saves unplayable.


    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!



    Changes

    All sorts of things have been updated, though as a patch, not full release there are no new units (well, there's a new placeholder unit in the Baltic, which is better in the dev build since it at least has an altered model). A rough summary of what's happened:
    • z3n's AI, diplomacy and other changes from his thread are all incorporated.
    • Fixes to broken and unattainable bits of reform scripts
    • A revision of the finance script so that the AI no longer gets +5000 mnai whenever their debts are levelled, along with something that takes money away if they're stockpiling cash.
    • A major overhaul of recruitment, including several new "crossover" regions, plugging the "post-Marian gap" in Italy, fixes on infrastructure access and building upgrade paths.
    • Changes to settlement mechanics and underlying order - which should be trickier than it was before. Looking to make larger empires more unstable.
    • New features like the selective garrison script, failsafes for date-based reform events, income from raiding for barbarian and nomadic factions.
    • New unit stats, lots of changes to things like defensive skill for cavalry and infantry formations.
    • A significant update of traits, though they're still very much a work in progress.
    • (In the link at Step 4) New animations, including a change to the balance between swordsmen/axemen and spearmen which should make the latter less overpowered.
    • Several settlement moves/renames.
    • 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.
    • Updated projectiles and battle_config - missiles deadlier but less accurate
    • Some map updates both to aid pathfinding and make certain early moves less "obvious" for the AI
    • Fix to Hemithorakitai problem
    • Added a \log folder which may help in some cases of non-appearing logs
    • Fix to the turn 253 crash caused by the non-existent Arevaci reform
    • Corrected the monitor sequencing error preventing the Nabatu reform from working
    • Recruitment limitation script restored.
    • New "war triggers" script which causes war when certain Rebel provinces are threatened by specific factions.
    • Changes to cavalry defense stats to make them less tank-like in melee. Also finalisation of defensive skill adjustments for cavalry.
    • Update to recruit_priority_offset values for skirmishers, light cavalry and medium infantry to address AI army compositions.
    • All AntiTraits restored for now, should address the issues with Roman offices and other random errors.
    • More order penalties for non-native governments in Greek communities (for Hellenistic factions only) - attached to the province building for now, but will be a special unique building in 2.3.
    • Starting armies equalised and in most cases increased, totals relative to number of settlements.
    • Numidia now starts out Steppe Nomadism, and changes to Western Mediterranean Polities on reform.
    • Three camps Central Asia turned into towns.
    • Culture mixes in Africa and central Asia reviewed and amended.
    • Saka and Pahlava pre-reform governments now give penalties to order after reform.
    • Reduced movement penalty for ClientRuler to reduce stacking of penalties over time/in winter.
    • More adjustments to recruit_priority_offset
    • Unit upkeep revised to 3/16th recruitment (50% increase on previous numbers)
    • Some changes to charge pathfinding for cavalry
    • Complete overhaul of Dahan/Sakan recruitment
    • Large trait update including correction of some AntiTrait issues
    • Changes to descr_campaign_db to make revolts more likely for the AI
    • Corrected some errors in Numidian governments and horse herds following change of Numidian religion
    • Corrected erroneous faction reference in Numidian reform religion-change
    • Numerous settlement name changes
    • Adjusted starting armies/garrisons downwards (not as low as before the previous change).
    • Added Voini to Allied Government pools and Parthian Border Marches government.
    • Overhaul of Sauromatian factional pools
    • Numidian, Mauretanian, Egyptian and Ethiopian recruitment pools rewritten. Plugged hole in polis on Korsim/Shardin.
    • Revision to the availability of Celtic professional swordsmen - now only in Celtic factional governments, colonies and as mercs. Gargokladoi now universally available.
    • Updated capabilities of farm buildings to provide progression, and functioning bonuses.
    • Change to stats of a number of Celtic line infantry units. Revision to mercenary Celts and their availability.
    • Changes to placeholder models for some Client Rulers
    • Roman formations switched around again.
    • AP removed from cavalry lances - makes them overpowered when charging from the front.
    • Fixed Thermon client ruler bug and PotentialSuccessor trait.
    • Correction to faction standings bug.
    • Update to faction re-emergence to prevent it happening while target city is under siege. Also updated spawning stacks to be era-appropriate. Added some new locations for a number of factions.
    • Closed three Alpine passes to the north of Medilanon to stop Rome going directly north. Removed land bridge across Straits of Gibraltar/Pillars of Hercules, between Byzantion and Nikaia, between Mysia and Mytilene and between Attike and Euboia.
    • Added new faction missions for Ptolemaioi and Carthage.
    • Update to battle scripts to account for reinforcement battles.
    • CAI updates including correction of an error. Also a new "switch" to move between diplomatic and warlike states.
    • New fallback triggers for Hayastan/Baktrian independence - if they lose seven key neighbouring provinces, then they are independent by default. Also punitive expeditions now scripted to do something.
    • Update to "war triggers" to prevent perpetual notification.
    • New AI "opening moves".
    • Expanded Baktria's Hellenistic options in Custom Battle for era0.
    • Updated appearance of the Zagros mountains on the campaign map.
    • Zero'd starting Roman naval pools to prevent them going on an early ship-building spree.
    • Pergamon's starting non-levy pools zero'd and given additional money.
    • Updated export_units so new mercenary Celtic Heavy Spearmen display properly.
    • Removed camera zooms in Baktrian mission that focus on now non-existent forts.
    • Updated assignment of Alpine provinces - there are now only two.
    • Adjusted Hellenistic/Carthagnian settler colony prerequisites to be pastoral settlement compatible.
    • Corrected the cavalry error in the kh3/kh4.
    • Corrected appearance of Blastophoenicians in southern Iberia - no longer in Ilergetes territory.
    • Civitas Libera, Provinciae and Roman Trade Colonies now properly restricted to outside of Italy.
    • Updated Epeiros' colonisation script to match the others.
    • Halved war-weariness threshold to 6. Removed weariness-reducing "winning battles" section. Some factions start out with the diplomacy label, instead of warlike.
    • Removed Pergamon mission.
    • New reform for Pergamon. Defeat of Galatians and acquisition of territory are the triggers.
    • New "Galatian Shakedown" event for the Pergamon player.
    • New government structure for Pergamon - few options outside of Anatolia before their reform.
    • Galatian independence script - it will keep adding new Rebels for a goodly while.
    • Ligurian resistance to the Roman player script.
    • Rebel "hotspots", 15 provinces with an additional response beyond the normal bandit spawns.
    • Merc hiring for KH and Arevaci - option some springs to lose recruit pools for money.
    • Closed off some of the north-south passes through the Caucasus to stop the AI walking around the Black Sea.
    • Hidden_resource ioudaioi added to Damaskos. Availability of Ioudaioi Taxeis revised; no longer available with Hellenic governments in Antiocheia/Alexandreia.
    • Included the updated export_units.txt this time, not the xml.
    • EDCT update and removal of non-existent building triggers.
    • Galatian Shakedown only ends with the Pergamon reform - not simply by taking Galatia.
    • Increased chance of shakedown event from 20% to 50% every spring.
    • Consolidated Galatian Resistance into one occurrence when triggered (boost garrison AND spawn an army).
    • Garrison script condensed down from 30 to 1 monitor. Added a handful of Rebel settlements that were major centres in their own right to the factional capitals.
    • KH Reforms adjusted to use many fewer monitors.
    • Select a successor script consolidated down from 64 to 8 monitors. Together with the change above, almost 200 monitors have been removed.
    • Halved value of spring bonanza for the AI.
    • Changed Baktrian/Hayastan tribute events to use the existing seasons, rather than their own special counters.
    • Switched off the second part of the "opening moves" script when the targeted faction is the player. Avoids the weird teleportation-siege-battle thing.
    • Added Getai to the horse herds building.
    • Jewish Garrisons now only work for the faction who actually controls Ioudaia. Previously they were available as long as any of the three chosen factions held it.
    • Carthage can now convert camps to cities.
    • Changed recruitment slots of Caucasian Tribal Kingdom to match that of others.
    • Changed formation of Thorakitai Epilektoi and Peltastai Makedones.
    • Shrunk Hai Nizagmartik to a regular infantry unit size (not levies).
    • More EDCT updates and cleanup.
    • Errors in KH governments in EDB corrected.
    • Collapsed "Control of Ioudaia" script into one monitor and expanded to Ioudaia or Babylonia.
    • Corrected folder name for merc Retainers.
    • Reduced most slingers shield value to 2.
    • Reworked KH merc script and Pergamon's Galatian Shakedown - they should now repeat.
    • Corrected stats for Skythian Horse Archers (and Bosporan bodyguards).
    • Given free upkeep to Lakonikoi, removed "hide anywhere" from Parthian Levy Spearmen and ap from Sauromatian Nobles' secondary lances.
    • Increased defensive skill of Sabeaen professionals/elites.
    • Reduced secondary attack stats for Komatai Hippotoxotai and Komatai.
    • Implemented several planned features for Sab'yn.
    • New descriptions for Pergamene governments.
    • Added shipbuilding to Shardin/Korsim port buildings. Major revision of higher port building recruitment; heavy fleets only come from specific places, not everywhere.
    • Removed Rebel recruitment of pirate fleets, given them light ships instead. Pirate still spawn randomly in the usual manner.
    • Revised southern Arabian recruitment pools.
    • Removed the Captain-triggered loop of the Ligurian Resistance script.
    • Updated Southern Arabian Rebel Alliance script - spawned "support" now acts.
    • Switched Galatian Raider placeholder in Hellenistic Colonies for Celtic Mercenary Swordsmen.
    • Switched Ligurian Slinger/Corsi Infantry placeholder to Balearic Slingers.
    • Added eastcol pool to eastern Sicily, adjusted those in western Sicily, Sardinia, Corsica and Massalia.
    • Major revision of north African and western Sicilian recruitment.
    • Changes to Pergamene elite recruitment.
    • Adjusted size and cost of Komatai Epilektoi.
    • Tripled cost of Marib Dam unique.
    • Updated faction re-emergence script to remove duplicated counters. Changed order of army spawn and re-emerge.
    • Amended models for Libyan Infantry (javelins removed) and Numidian Skirmishers (spear as secondary weapon instead of knife).
    • Moved the garrison commander of Nertobriga to the actual location of the settlement.
    • Another reworking of faction re-emergence, spawn moved back to the top.
    • Corrected add_settlement_turmoil values.
    • Put the unrest part of the Troublesome Regions script into a conditional IF statement - only applies when not Rebel-held.
    • Libyan Infantry gain powerful_charge. Also updated their models - slight increase in armour.
    • Revision to Celtic mercenary pools (removing levies). Revision to Hellenistic mercenary recruitment, ensuring proper transition of units over time.
    • Slight shrinkage of polis pools and reduction in cavalry. Rebalance of helcol pools to feature more cavalry.
    • Revised KH and polis-imitation governments in line with the above.
    • Corrected eastcol conversion in Delta Neilou (gone).
    • Revised "Core" recruitment in Seleukid and Baktrian Supervised Hellenic Admin governments.
    • Link to the updated barbarian settlement files included in the installation instructions.
    • Adjusted recruit_priority_offset for Trieres and Liburnes fleets, to reduce naval spam.
    • Corrected kh7/kh8 which weren't updated last time.
    • The Greek medium cavalry of the Nile Delta are Hippeis, rather than Xystophoroi.
    • Corrected accidental bleed-over of Xystophoroi/Aspidiotai Hippeis in Bithynia.
    • Removed trailing spaces from EDU and EDB - probably won't make a difference to most installations, but may aid the most fragile.
    • Slight tweaks to neighbour and governor conversion rates - both lowered.
    • Lowered the AI-switch thresholds, peaceability should come sooner for warlike factions.
    • Adjusted numbers of elephants and chariots so there aren't mysteriously disappearing men when you start a battle.
    • Ptolemaic mission now works, damned typo...
    • Added Thebais to Troublesome Regions script.
    • Rewrite of starting Carthaginian armies/garrisons.
    • Adjustment to availability of British Noble Cavalry - increase in frequency after the CelticTwilight reform.
    • Removed culture limits in the casse_mig so it's the same as the others.
    • Kretan Archers now appear in the Roman Provinciae in Syria.
    • Added a new building for nomadic/semi-nomadic factions: the Nomadic Enclave. It has no icons for now, but functions fine otherwise.
    • Reduced morale of all cavalry units by 2 points (as per LusitanianWolf's submod - but not Client Rulers).
    • Removed command from Roman Equites.
    • Increased shield value of certain Iberian infantry units.
    • Changed secondary weapon of Komatai Toxotai to match that of Komatai/Getikoi Hippotoxotai.
    • Updated formations of Brigantinoi and Mezeugenoi.
    • Removed loosest formation (2.7m x 2.7m). Tightened close order of Kretan Archers and Bosporan Heavy Archers.
    • Reduced recruit_priority_offset for Trieres and Liburnes a little more.
    • Decreased missile hit rate against elephants from 0.175 to 0.15.
    • Added a series of "AntiTrait triggers" for a number of paired/antagonistic traits.



    What we're primarily interested in is how the game progresses over a 100+ turn run. Is it any different? Is it better?


    And finally...

    We're still not done. If anyone was in doubt about this project and the apparent slowing of previews on the feeds, I hope this will allay any concerns. The team is still hard at work improving the mod, there will be future releases, and the hungry maw that is EBII is always ready to consume new talent. We have particular needs for skinners/texturers to help with units, and can always use people who can work in 3D. I can't promise when 2.3 will be, but hope it will be soon. In the meantime, we hope you'll enjoy this latest offering and update on 2.2b.

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

    - The Europa Barbarorum II Team
    Last edited by QuintusSertorius; September 18, 2017 at 03:40 AM.

  2. #2

    Default Re: Announcement: Europa Barbarorum II 2.2c released!

    Well hello upgraded version of EB II. I think I might just 'arm' up some Armenia tonight!

  3. #3
    Biarchus
    Join Date
    Jun 2013
    Location
    BC, Canada
    Posts
    639

    Default Re: Announcement: Europa Barbarorum II 2.2c released!

    I've had 3 battles in a row crash in Sicily. I usually don't have this issue. I know this isn't helpful without the error log but I wanted to report it. I'm not sure how to get the error log.
    I played 2 battles in Iberia just fine.

  4. #4

    Default Re: Announcement: Europa Barbarorum II 2.2c released!

    Quote Originally Posted by Hummer View Post
    I've had 3 battles in a row crash in Sicily. I usually don't have this issue. I know this isn't helpful without the error log but I wanted to report it. I'm not sure how to get the error log.
    I played 2 battles in Iberia just fine.
    Directly from the op in the 2.2b thread:

    9. Make sure your error log is working properly so you can properly report any issues. Go into [your M2TW directory]\mods\EBII\EBII.cfg and make sure under [log] it says:

    Spoiler for Code:
    to = mods/ebii/logs/eb.system.log.txt
    level = * trace


    This means the log will be stored as eb.system.log.txt in [your M2TW directory]\mods\EBII\logs\ - we will need this log any time you report an error. No log, no resolution, for the most part.
    And there ya go. The log file can get pretty big, so if you don't want to compress the whole file, you can copy paste the last 50 or so lines (or fewer, perhaps) into a spoiler tag. That should be sufficient, as far as I know.

  5. #5

    Default Re: Announcement: Europa Barbarorum II 2.2c released!

    system.log.txt

    CTD during battle (before two sides meet), AI has reinforcement.

  6. #6
    Roma_Victrix's Avatar Call me Ishmael
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    Location
    Virginia, USA
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    15,242

    Default Re: Announcement: Europa Barbarorum II 2.2c released!

    Excellent work, EB II team!

  7. #7

    Default Re: Announcement: Europa Barbarorum II 2.2c released!

    The good news: I did a custom battle to test out the pike phalanx and it seems much improved over the (frankly very broken) 2.2b one. Since Hellenistic/Phalangite-using factions are my favorites, this was a big issue for me, and it's great to see that (so far) they work much better.

    The bad news: Hemithorakitai Peltophoroi seem to be defined as "phalanxes". They are still equipped properly (spear+javelins) but they have the phalanx-ability/option to switch into and out of "phalanx-mode" (like Phalangites), they can't throw javelins in phalanx-mode (and move very slowly, with often only the front couple of ranks moving while the rest stand still) and when you take them out of phalanx-mode, they only move when you run (double-click move order) them, and even then it's very glitchy.

    Also, every battle (campaign or custom) that I have played with Hemithorakitai has resulted in CTD before completing the battle, within 2-5 minutes of clicking "start" (I would include my log if I could get the thing to work, but despite being set to "level = * trace" it just wont record them for me, even tried a reinstall to get the log to work, odd thing is that it worked in 2.2b).

    Quote Originally Posted by Hummer View Post
    I've had 3 battles in a row crash in Sicily. I usually don't have this issue. I know this isn't helpful without the error log but I wanted to report it. I'm not sure how to get the error log.
    I played 2 battles in Iberia just fine.
    Which led me to wonder, assuming you are Carthage, did you happen to have mercenary Hemithorakitai in your army in these sicilian CTDs?

    EDIT: It just occurred to me, even if you didn't have hemithorakitai in your army, if the enemy did, that would probably cause this CTD as well; if you're carthage attacking the Syrakousan rebel stack in sicily, I'm 90% sure they start with a unit of Hemithorkitai.

    Interested to see if QWE_asd is also crashing from this
    Attached Thumbnails Attached Thumbnails error screenshot 2.jpg   error screenshot 1.jpg  
    Last edited by Wolfgang von Zweibrücken; November 14, 2016 at 01:48 AM.




    "That war is a terrible thing I agree, but it is not so terrible that we should submit to anything in order to avoid it. For why do we all vaunt our civic equality and liberty of speech and all that we mean by the word freedom, if nothing is more advantageous than peace?" — Polybios, Historiai, IV.31

  8. #8

    Default Re: Announcement: Europa Barbarorum II 2.2c released!

    OK, that is weird. Hemithorakitai do indeed seem to have gained this:

    Code:
    formation               0.9, 0.9, 2.7, 2.7, 8, square, phalanx
    With the formation update. That should not be there, I'll remove. I was expecting 2.2d soon-ish if not quite this fast. If anyone wants to try removing it (make sure you use Notepad++ or another proper editor, not Windows Notepad) for themselves, it shouldn't require a new map.rwm, though it won't work with existing saves.

    Something else we'll be trialling in 2.2d - removal of the recuitment limitation script (which accounts for around 85% of the whole script length).

  9. #9

    Default Re: Announcement: Europa Barbarorum II 2.2c released!

    Quote Originally Posted by Wolfgang von Zweibrücken View Post
    The good news: I did a custom battle to test out the pike phalanx and it seems much improved over the (frankly very broken) 2.2b one. Since Hellenistic/Phalangite-using factions are my favorites, this was a big issue for me, and it's great to see that (so far) they work much better.

    The bad news: Hemithorakitai Peltophoroi seem to be defined as "phalanxes". They are still equipped properly (spear+javelins) but they have the phalanx-ability/option to switch into and out of "phalanx-mode" (like Phalangites), they can't throw javelins in phalanx-mode (and move very slowly, with often only the front couple of ranks moving while the rest stand still) and when you take them out of phalanx-mode, they only move when you run (double-click move order) them, and even then it's very glitchy.

    Also, every battle (campaign or custom) that I have played with Hemithorakitai has resulted in CTD before completing the battle, within 2-5 minutes of clicking "start" (I would include my log if I could get the thing to work, but despite being set to "level = * trace" it just wont record them for me, even tried a reinstall to get the log to work, odd thing is that it worked in 2.2b).



    Which led me to wonder, assuming you are Carthage, did you happen to have mercenary Hemithorakitai in your army in these sicilian CTDs?

    EDIT: It just occurred to me, even if you didn't have hemithorakitai in your army, if the enemy did, that would probably cause this CTD as well; if you're carthage attacking the Syrakousan rebel stack in sicily, I'm 90% sure they start with a unit of Hemithorkitai.

    Interested to see if QWE_asd is also crashing from this
    Same problem with Hemithorakitai Peltophoroi , all time crashes when I have this unit in my or enemy army.

  10. #10

    Default Re: Announcement: Europa Barbarorum II 2.2c released!

    Please explain this:

    >>income from raiding for barbarian and nomadic factions<<

    What is a raiding in EB2.2c?

  11. #11

    Default Re: Announcement: Europa Barbarorum II 2.2c released!

    It's causing devastation; in the dev build there's an explanation, but I've removed it because I didn't want to add a load more historic_events. Put your army on an enemy tile for 2 turns and you get 800 mnai. You have to move to get it again - it provides a means for some upkeep for nomads and barbarians when you're not actively using your armies. It's also a kind of early support for your economy and a boost for the AI (especially the Rebels).

  12. #12

    Default Re: Announcement: Europa Barbarorum II 2.2d released!

    OK, a lot faster than expected, but I've updated to 2.2d. It also patches onto 2.2b - you don't need the previous patch. That bug with Hemithorakitai should be fixed, there's also some other bits and pieces (like map updates) I forgot to include which are gameplay-impacting.

  13. #13

    Default Re: Announcement: Europa Barbarorum II 2.2d released!

    Thanks to all the team for this new update. I will try it whenever I have some free time and leave some remarks if needed

  14. #14

    Default Re: Announcement: Europa Barbarorum II 2.2d released!

    So theoretically Sons of Dievas now are a light hit and run lancer unit? Refering to that of the change in attack damage also saka riders and getai tarabostes have same attack value. They are primarily lancer cavalry which cannot stay in mellee? So this means that HA will dominate since they are better at mellee at half the damage.
    By the way Thank You for update, really!
    Last edited by bordinis; November 14, 2016 at 07:31 AM.

  15. #15

    Default Re: Announcement: Europa Barbarorum II 2.2d released!

    Quote Originally Posted by bordinis View Post
    So theoretically Sons of Dievas now are a light hit and run lancer unit? Refering to that of the change in attack damage also saka riders and getai tarabostes have same attack value. They are primarily lancer cavalry which cannot stay in mellee?
    By the way Thank You for update, really!
    No, they're a light lancer, with an appropriate attack and charge value for a unit using a lance in one hand. Their total attack with their spears is 21 (4 base + 17 charge value) before they switch to their swords. Only two-handed lancers get 10/21, because they have no shield. What lets them stay in melee is their swords, though their lack of armour makes their staying power rather limited if they come up against anything heavier.

  16. #16

    Default Re: Announcement: Europa Barbarorum II 2.2d released!

    Interesting formations for the units. Why roman and other infantry starts off at the battle deployment spread out in lines? and when pushing loose formation they gather together in a compact formation, a bug?

  17. #17

    Default Re: Announcement: Europa Barbarorum II 2.2d released!

    Quote Originally Posted by bordinis View Post
    Interesting formations for the units. Why roman and other infantry starts off at the battle deployment spread out in lines? and when pushing loose formation they gather together in a compact formation, a bug?
    Not a bug, a change in approach.

  18. #18

    Default Re: Announcement: Europa Barbarorum II 2.2d released!

    Apologies everyone who's already downloaded 2.2d - I realised there's a bug in the script from removing the recruitment limitation script without some vestigial other bits of it elsewhere also being removed. Most likely, as soon as you interact with the bits where those counter increments are, the game will crash. I've updated the zip to 2.2d2 - please use that one.

  19. #19

    Default Re: Announcement: Europa Barbarorum II 2.2d released!

    I see a lot of changes in unit combat and the weapons units wield, all of saka units have one-hand poleaxe it seems, fixed names for unit types: skirmishers, light infantry, fast cavalry. Going to start Saka campaign soon. Looks astounding this update that it is!

  20. #20

    Default Re: Announcement: Europa Barbarorum II 2.2d released!

    Saka campaign start. There is a general with 50 cavalry men of saka nobles with upkeep of 722 mnai at the start of the campaign, a unit wich a player cannot disband is it should be so? Other generals have halve the saka noble retinue with upkeep of 20-30 mnai...

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