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  1. Re: 2.3 -> 2.35 ... How come a lot of infantry charge values have been reduced to 1?

    Check out the Cryoshakespeare's submod for this btw
  2. Re: What was the dominant social class of soldiers in the ancient era?

    Not an actual answer to your question, but there's a really good file for historical army compositions for various factions that should help you out.
  3. Re: [Question] How to use phalanx units?

    EB1 phalanxes were busted. I would not go back to that, definitely worse option than what we have now. I have to say though, if anyone here has played DaC - their pike units are the best i came...
  4. Sticky: Re: Announcement: Europa Barbarorum II 2.35 released!

    At the risk of being an annoyance :) , i'll have to re-ask the question in proper thread... other mods also have the validate data entry in hotseat and editing midgame works fine for them, so i guess...
  5. Re: How to use javelin throwing troops properly?

    Besides other things said here, it's really easy to use javelins of the cavalry units with maximum effectiveness - make sure you always throw them in the back of some unit with high defensive skill...
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    Sticky: Re: Fans suggestion thread for future releases

    A tiny thing, but imo descriptions for higher numbers of command stars could use some polish, they don't make the most sense as they are now. Confidence as well as it's very hard to have 0 points, so...
  7. Re: Rad compares units - a thread for balancing.

    Fool's hope, but that is not save compatible right? If it's the entry under hotseat section in .cfg... which kinda surprises me because changes to the file are usually save compatible.
  8. Re: Rad compares units - a thread for balancing.

    Also, Caledonian units get armour of 0 because some of them are fully naked, correct? Kind of weird to have those pants count for much in terms of armour, but i guess the difference had to be...
  9. Re: Rad compares units - a thread for balancing.

    I can guess the gameplay reasons for which it was done, but i always get a mind itch on historical reasoning as to why Polybian Principes have attack of 10 while Cohors Reformata has 9 (of course,...
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    Sticky: Re: IB2 IBFD II Developments

    Greetings,

    if you guys could have an use for someone who knows basic work with the files and do stuff that doesn't require advanced knowledge of scripting or texturing, such as editing in new...
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    Re: Defensive Cities

    DaC (the most active submod of Third Age) team has been producing a lot of custom settlements lately, pretty sure they have multiple people capable of doing it. At the same time, they dearly lack...
  12. Poll: Re: [30th Faction slot] What would you like to see?

    Torn between Illyrian faction (Ardiaei) and scripting. I think we need to know more about what would happen with real rebels, how would that faction make sense if it'd be spread across many different...
  13. Re: If you could add 10 more Factions, what would you choose?

    1. Ardiatei, really wish they eventually get added.
    2. Galatians
    3. Caledonians (yeah it'd be bad for gameplay/historicity but populating British isles with another faction would be fun)
    4....
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    Re: [Submod] Stratēgikόs

    Unless this patch changed the map, you can just copy paste the map (ground_types.tga) file into 2.35. And give celtic ships ocean_faring trait in EDU maybe. Didnt test it myself yet though
  15. Sticky: Re: Announcement: Europa Barbarorum II 2.35 released!

    It's a joy to see so much hard work and passion poured into 12 year old title which many people still care about a lot. Great work EB team!
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    Re: EB-Twitter updates Discussion

    If slave faction recruiting is broken... how do you plan on getting it to work? Only thing i can think of is giving scripted spawns to settlements as long as they are rebel...
  17. Re: "Abilities at a glance". How to add them?

    Nah, what happened is that the "combat bonus in X" displays only if the value of X in stat ground is a substantially notable value. If they're just 1 or 2 it won't display.
    About your question in...
  18. Where to toggle off/on if the AI puts its units in shieldwall formation or not?

    As far as i know AI either uses shieldwall on any unit that can do it from start of the battle, or doesn't use it at all. Some mods have it toggled on - but i think it doesn't help the AI at all as...
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    Re: Ideas and Suggestions

    I've a few suggestions and ideas to post. Possibly the devs are too overburdened with the mod as it is (i'd be willing to help with some gruntwork that doesn't require extensive...
  20. Re: A thing which is likely very basic and obvious, but...

    @Withwnar I got the log non-fatal error about counter not existing when i did that in a timed event, every turn, but once the event happened, the counter was assigned value and at least technically...
  21. A thing which is likely very basic and obvious, but...

    How do you write a monitor which executes "light" commands like moving to a specific point, during a non specified turn number, over multiple turns?? :doh:


    monitor_event FactionTurnStart...
  22. Re: Looking for help with my crudely written script, also, invisible file paths?

    Fair enough, can always say it's the local overtaxed peasantry and unpaid mercenaries joining ranks if army took heavier losses than in script.
  23. Re: Looking for help with my crudely written script, also, invisible file paths?

    Went along with the above method as it seemed easier, worked out! The army inside couldn't be fully deleted, but few units leaving behind is definitely better than the settlement just transferring...
  24. Re: Looking for help with my crudely written script, also, invisible file paths?

    @Gigantus sadly nope, it's a simulation of a Turkoman warlord Halil who pillaged across Thrace in early 1310's so auto-resolve giving the settlements would ruin that, and i want to give the player a...
  25. Re: Looking for help with my crudely written script, also, invisible file paths?

    Wow, i can't believe i managed to miss the fleet error all this time. I see. Thought it was possible because it's possible in-game, that should work decently then. I managed to get basic sieging...
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    Re: ctd with porting an unit

    I checked all of the above stuff (i added my own officers, and misspelling in anything would produce another type of CTD, i got them enough to know to identify them), except the animations. Maybe the...
  27. Looking for help with my crudely written script, also, invisible file paths?

    Hi fellas,

    I've been working on a script for my Anatolian Principalities submod (for personal use unless i get permissions) and i wrote a script for several historical event spawned AI stacks to...
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    ctd with porting an unit

    Hello. I've been editing/polishing Anatolian Principalities mod (for myself) and among other things i've imported over some units from SS. However i hit a wall regarding porting over the gunpowder...
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    [Tool] Re: Geomod Tool for Mapping

    It was on page 119, thank you very much for the speedy reply, needed to disable scaling of high DPI settings.
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    [Tool] Re: Geomod Tool for Mapping

    Hello, i don't know if anyone else encountered this issue (tried to google) but my Geomod map is unusuable. It's almost impossible to hover your cursor over it, it throws you back to the edges of it...
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    Re: Europa Barbarorum II FAQ

    Damn that's a shame, should've looked that up in advance. I guess replacing some of them with Leginu/Hastati Sabelli would be the best alternative.
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    Re: Europa Barbarorum II FAQ

    Hello,
    i'd like to know how to modify EDB without causing the game to ctd. Playing a roman campaign atm and recruitment pools of polybian Cohors Sociorum are very inadequate, one unit in 25 turns in...
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    Re: The future of the IB2 mods

    Oh yeah, that works if enemy doesnt have lot of cavalry to interrupt your HA's and sadly Allamani just spam hordes of them. It's a good tactic but micromanaging several HA's to fire from the...
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    Re: The future of the IB2 mods

    :P I can't provide actual proof as CA's always been stupidly secretive about it, but i'm pretty sure that goes only for RTW engine where on harder difficulties AI units get substantial bonuses in...
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    Re: The future of the IB2 mods

    Hello, seeing discussion here i'd love to say how the gameplay went in my case. Hope it's not too much text.

    Some time ago i also played a long campaign as Romans, VH/VH. First of all it was...
  36. Re: Politeia tōn Hrōmaiōn (info and units)

    Hello, i didn't see this being mentioned recently and i'm aware most of this is fairly easily fixable through very simple changes to EDU. But i do wonder what is the reasoning for ERE units to be,...
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    Re: SSHIP - General Discussion

    Apologies if this's been asked already, tried searching quite a bit and didn't find up to date answers: is this submod compatible with any version of BGR? This submod looks like the ultimate medieval...
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    Re: Houserules

    About the non retraining thing: i think that's too harsh. It's impossible to get foot soldiers up to decent levels of experience as its very hard for a lot of them to not die through harder battles...
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    Re: Houserules

    All attacking armies are led by FM. All cities need to have a governor if available.
    Historical army compositions with very little leeways from them, only historically plausible ones.
    Keep units as...
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    Pre-battle crash

    Hello. I've been having lot of crashes recently, 273 turns into a campaign i think. They occur at various points but this one i attached is the one that is the most troubling case. Basically, battles...
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