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  1. Re: Galatian stacks and Pergamon Reform

    The Servile Wars were massive risings of significantly more people than are represented by the small spawns that happen periodically with the Revolts Script.

    It's an all-purpose representation of...
  2. Re: Galatian stacks and Pergamon Reform

    That's what I'm talking about, the random little stacks of 5 or 8 units that pop up and besiege settlements left poorly-garrisoned and otherwise make a nuisance of themselves.

    Everything we know...
  3. Re: Galatian stacks and Pergamon Reform

    There should be very few "vanilla classic bandits", they've been reduced to the lowest possible spawn rate, and replaced with the Revolts Script.
  4. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Summer has been and gone, I always forget that the team sort of disperses to enjoy real life in that time, and I've been just as guilty as anyone else. We had been hoping to get a new release out...
  5. Re: Galatian stacks and Pergamon Reform

    Yeah, I've altered the conditions for the Galatian Shakedowns in the current build, they were occurring too infrequently before.

    Conquering Galatia won't help for those reform conditions, though,...
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    Re: Help on Getai missions

    The raids are random, in spring, I think. Rebel spawns that appear in Mikra Skythia - if you kill them, you get money. There's a counter which records how many of them you defeat. Eventually, when...
  7. Sticky: Re: [Official] Faction Governments and Colonies

    hellen1, greek1 or royal_core.
  8. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Given the Federalisation path for Epeiros requires ownership of Syrakousai, it seemed redundant to keep my submod going.
  9. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    You can't build a helcol_ref in Pella, only a helcol_three.
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    Re: Recruiment Deutoroi Phalangists

    The Aitolians never adopted the pike (while everyone else in Greece went back and forth between pike and spear), the exception is deliberate.

    The recruitment viewer shows all sources of...
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    Sticky: Re: Fans suggestion thread for future releases

    There are date-based fallbacks in the script to keep the reform going, if it messes up somehow. But they shouldn't trigger if they already happened.
  12. Re: Does the EB2 team have any plans to develop a EB2 mod based on RTW Remastered?

    The only thing that's better about RTW than M2TW is the battle engine. It's a no from me.
  13. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    No, sounds like your patch didn't take. Is your game installed in Program Files?
  14. Re: infantry with prec (javelins thrown before charge) proposed fix

    We've already experimented with removing prec; the overall result is worse. You "fix" the freeze because AI units hardly ever use their javelins, which makes them easier to deal with.
  15. Re: Playing as KH, having conquered Pantikapaion, can't build any government building

    Indeed, it's by design that of all the Hellenistic factions, KH is the one most readily able to exploit the Foreign Colonies (as a substitute for Hellenistic Colonies, which they can't build).
    ...
  16. Re: Playing as KH, having conquered Pantikapaion, can't build any government building

    Your choice of government options has nothing whatsoever to do with the survival or death of any other faction. What stage of the reforms are you at? KH can't build a lot of their options until later.
  17. Re: The Synhendrion ton Hellenon disappeared from my building options

    The KH governments are deliberately designed to take this into account, which is why the kh6 is so generous in the recruitment it offers in places like Dardanion.

    It's not hard to mod your own...
  18. Re: Revolts/civil war in Hellenistic monarch

    It's a gameplay balance. It can't be so strict that it feels like "history on rails" or becomes annoying. If you ignore those mechanics altogether, there will be consequences, but they're not...
  19. Re: Revolts/civil war in Hellenistic monarch

    Both factions do have mechanics in place which trigger internal unrest. There's the business of the Akitu keeping the Seleukid FL close to Seleukeia, lest he trigger revolts in Babylonia. The...
  20. Re: How to add an army for Ai (cheating for Ai)

    Not especially effective, given they're bound by all the same recruitment restrictions as the human player. They stop doing anything if they're broke (which is why there's a financial support...
  21. Re: How to add an army for Ai (cheating for Ai)

    The create_unit command is your friend; you can either add them to Roman characters you can see wandering about, or else dump them in their settlements.
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    Re: AI using generals

    It breaks any dynastic system being used by the AI (we have enough trouble with the heir wandering a long way from the historical line already) for one, and I think it messes with the games own...
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    Re: AI using generals

    Named characters aren't recruitable in EBII, so changing their price isn't going to have any effect whatsoever.
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    Re: AI using generals

    This won't do anything, the mechanics of creating new named characters are completely separate.
  25. Re: Rad compares units - a thread for balancing.

    There was no distinction between war and sports, many of the original Olympic events, like the run in full panoply (hoplitodromos), were designed to replicate war-useful activities.

    If you wanted...
  26. Re: Rad compares units - a thread for balancing.

    A visit to the gymnasion wasn't an hour or two of exercise; but a half-day affair where you'd train, get a massage, bathe and spend long hours in conversation with your peers. Men who actually have...
  27. Re: Rad compares units - a thread for balancing.

    The richer ones theoretically have more time to train, as well as better equipment. The levy represents the middle chunk of the merchantile class who might technically qualify as hoplites, but don't...
  28. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    I'll make sure the transcript is shared.
  29. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    We have a nice little stable of new playtesters kicking around campaigns at the moment. Already providing some good feedback on the tweaks to the CAI that you can't see in any of the release versions.
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    Re: Hippeis Neotarentinoi

    That Hellenistic Client is a placeholder unit I cobbled together, I still live in hope someone will take an interest and give them the proper treatment.:laughter:
  31. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Faction re-emergence/horde respawn aren't specific to the player at all. They can happen no matter who owns the province in question.
  32. Re: Rad compares units - a thread for balancing.

    That's a function of the unit's size, which is a multiplier for the cost. Again, same formula is used for all units.
  33. Re: Rad compares units - a thread for balancing.

    No, the formula used is the same. Recruitment has nothing to do with cost, it's based on status, equipment and so on.
  34. Re: Rad compares units - a thread for balancing.

    I'm not so sure about that. Men of the hoplite class, traditionally, served for two years as an ephebe, learning all the skills necessary to serve and also carrying out tasks like roadbuilding. They...
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    Re: I almost wanted to return ...

    The big one, unless you're playing a nomadic/steppe faction, is limit the amount of cavalry you use. I never have more than 4 units, including the generals.
  36. Re: Which Hellenistic faction has the best looking Thorakitai, and units more generally?

    To be clear, they are not the final version, more of a beta placeholder.
  37. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    There's a "cooldown" so re-emergence can't happen in short succession, but they are unlimited in how often they can occur.
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    Sticky: Re: Fans suggestion thread for future releases

    There's a revolts script which replaces the "bandit" spawn. It should only be noticeable if you have a lot of provinces, because it's random, with a long cooldown on an individual province basis....
  39. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Yes, it was to remove them from the smaller fortifications.
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    Sticky: Re: Fans suggestion thread for future releases

    I'm pretty sure that's fixed in the current build, but I will check.

    EDIT: Yes, it was fixed.
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