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  1. Re: Cannot build Greek League Member State Gov in Corinth

    True enough.
  2. Re: Cannot build Greek League Member State Gov in Corinth

    It was a foreign colony building, not Hellenistic.
  3. Cannot build Greek League Member State Gov in Corinth

    As above, any idea why this is? I can build them in all the other cities. I tried destroying the government but now the furthest I can get is the first 'military conquest'.

    This is after the...
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    Re: AI not growing its cities

    Thanks for this!!!

    I play on hard campaign, AI settlement growth still very anemic.
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    Re: AI not growing its cities

    Do you know if there is a way to quick-fix a change to EB2 to add a universal AI pop growth bonus? (on top of whatever they already have which is obviously not sufficient). Or a way to fix their...
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    Re: AI not growing its cities

    Thanks for the info. Is there an easy way to give the AI an additional flat pop growth boost to see if it helps?
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    AI not growing its cities

    This seems to be an ongoing issue. Taking AI Rome for example, at turn 350 they are doing reasonably well territorially but most of their settlements are still large towns. Meanwhile whatever faction...
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    Re: converting from camps to cities

    Yes, and at a more basic level why would you need to be nomadic to have nomadic provinces you control and rule convert to permanent settlements? If anything wouldn't being nomadic or semi-nomadic...
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    Re: converting from camps to cities

    Thanks!
  10. Re: Can we stop pretending the family tree works?

    Thanks man, I might just take the lazy way and remove interloper via the text file for now until I have time to play with the engine overhaul but nice to know it's an option.
  11. Re: Can we stop pretending the family tree works?

    All save-compatible then?
  12. Re: Can we stop pretending the family tree works?

    Many thanks, that's very useful.
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    Re: converting from camps to cities

    Ah ok thanks. I'm assuming only factions with some 'nomad in 'em' can convert then? Not really seeing the rationale for this but would be good to know for future reference.
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    Re: How to stop armies going rogue?

    This is working as intended in my game and annoyance much reduced and AI seems noticeably stronger for not having its armies abandon it all the time. Much appreciated.
  15. Re: Can we stop pretending the family tree works?

    Agreed, but only playing 3 factions in not my preferred solution.

    This reminds me to ask about another quick and dirty fix - mods, is there a way to simply remove the "interloper" trait...
  16. Can we stop pretending the family tree works?

    It's bugged and fixates on one character and therefore marriage/adoption decisions are next to useless.

    Factions which assume this isn't bugged and have the lines matter for 'interloper' etc. are...
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    Re: converting from camps to cities

    Resurrecting this.

    Is there a cultural requirement in addition to the farms, because playing as Pontus I cannot convert two camps that are pastoral regions that say in the description are...
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    Re: How to stop armies going rogue?

    Of course the game needs civil war and rebellions but the strategic engine is very shallow and it can't be done properly. Because of how random rogues just disrupt the AI and the player can only take...
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    Re: Faction for a beginner..?

    Maybe you could try a faction that is strong but doesn't have too many finicky mechanics? Koinon Hellenon is very strong once you get past the first few turns (goes for a lot of factions to be fair)....
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    Re: How to stop armies going rogue?

    That's very convenient, thanks a lot.
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    Re: How to stop armies going rogue?

    Only one way to find out!!!

    Thanks.
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    Re: How to stop armies going rogue?

    Many thanks.

    So no weird things will happen if any / all of these are set to 0% correct?
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    Re: Nomadic Enclaves

    :thumbsup2
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    Re: Nomadic Enclaves

    Thanks man.

    I play in the east mostly, so around what turn am I looking for the first of these to be available? Not that they make a big impact on gameplay but would be nice to build.
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    Re: How to stop armies going rogue?

    I don't want to be an ass (have been told that's a tall order) but these forums seem really bad for many people never reading the question / thread. This reduces the possibility that someone else...
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    Nomadic Enclaves

    I've never been able to build these, what am I doing wrong?

    Something in another thread with them being mutually exclusive with local military colonization but tried not building / destroying...
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    Re: How to stop armies going rogue?

    What I find is that the AI will roam around with stacks in rebel or enemy territory and they inevitably go rogue and then not only is the AI down a stack they will fight them with another stack.
    ...
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    Re: How to stop armies going rogue?

    Thanks buddy and I do appreciate the reply. But, bluntly while with respect, it doesn't help.

    The main reason I want it turned off is to stop AI armies going rogue constantly and screwing the AI...
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    How to stop armies going rogue?

    Simple as that, how to turn it off completely please both for AI and player?

    Nice idea but all it does in practice is screw the AI badly and annoy the player.
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    Rome - The Empire That Never Fell

    Just came across this on Youtube randomly. Not affiliated in any manner, just thought was a cool concept and very beautiful artwork -


    JueCKEuA450

    Youtube embed didn't work, here's the link...
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    Re: AI using generals

    How to do this please?
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    Re: Error on Startup - EDU

    Nevermind, seems it wasn't an EDU issue. Mods feel free to delete this.

    Many thanks.
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    Error on Startup - EDU

    Crashing on startup for me at the moment. I may have messed something up in the EDU.

    If anyone has an idea on what is going wrong here I would really appreciate it.


    This is the error log -
    ...
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    Re: Revisiting EB2'S Phalangites (AGAIN)

    Thanks :thumbsup2
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    Re: Heavy Kopis Cavalry, 10+ Attack, AP

    Agreed. But I am not so against this heavy/long kopis having AP (whatever, any kind of sword even weighted for blunt impact is a poor man's axe for focused impact rather than cutting for defeating...
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    Re: Heavy Kopis Cavalry, 10+ Attack, AP

    That doesn't answer the question, but thanks.

    Edit - To be fair, my own post was incorrectly framed. But it should be obvious that the question then follows 'What is the justification for this...
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    Heavy Kopis Cavalry, 10+ Attack, AP

    So making a few finals edits to my EDU and one of these days I might actually play the game. Have a new computer and everything. I think the newest game I've run on it so far used about 30% capacity,...
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    Re: Revisiting EB2'S Phalangites (AGAIN)

    Yeah, a related reason I never use pike units is that they are too complicated not only for the ai to use but also to fight against, and therefore a bit cheesy. It comes from their 'all or nothing'...
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    Re: Revisiting EB2'S Phalangites (AGAIN)

    That sounds like a good idea. How much did you increase/reduce as a percentage roughly?

    I actually never used pikes either in EB1 or 2 honestly, but would like them to perform a bit more like...
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    Re: Revisiting EB2'S Phalangites (AGAIN)

    Ah good old EB1 uberphalaxes. I think they had inflated shield stats too, were impervious to missiles even from behind, and could be attacked from all sides and not rout. Lategame with silvershield...
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