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  1. Re: EB 2.3 Campaign Recommended Difficulty Settings?

    All AI factions, on all difficulties, have a finance script that removes their debt. If they don't most factions go totally passive once they're in debt, and never come out of it.

    There's another...
  2. Re: EB 2.3 Campaign Recommended Difficulty Settings?

    Hard doesn't give any additional money to the AI, that isn't in any of the scripts, and the hardcoded bonuses were an RTW thing.

    They do hire mercs, where they didn't before.
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    Sticky: Re: Fans suggestion thread for future releases

    We're not changing the map, those obstructions are to stop stupid behaviour by the CAI.
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    Re: KH Government Availability

    No it's not a mistake, it was a choice. Their top tier government does not mimic the highest tier of the helcol. It might be arguable that the kh7 should, since you're limited to four of them.
    ...
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    Re: KH Government Availability

    Ah, you're right, Galatian Colonists only come from the highest tier of Hellenistic Colony, which KH doesn't have access to (and doesn't imitate with it's governments, since their top tiers mimic the...
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    Re: Kimmerian Bosporus Campaign

    2.35 is hugely different to 2.3 on a wide range of measures.
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    Re: Kimmerian Bosporus Campaign

    That's nice, they're not going anywhere.
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    Re: descr_rebel_factions.txt

    Theoretically both; in reality you can only define one or the other.
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    Re: KH Government Availability

    It's the Greek Founding League/Member governments, which come at the very end of their reform chain; nothing to do with the Hellenistic military reforms.

    The details of their reform are as per the...
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    Re: KH Government Availability

    Artillery comes in their two top tier governments, as do the Colonist infantry (because it mimics the helcol_two).
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    Re: Battle Animations

    No one currently in the team has the skills (or patience) to create new animations, so no.
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    Re: KH Government Availability

    KH can recruit Hellenistic units with the Supervised Hellenic Admin without requiring colonists - and they can build their native governments in a broader range of places than anyone else. That's...
  13. Re: Can't build Roman Province in Aquincum?

    Nope, not as it's currently coded.
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    Re: KH Government Availability

    When is it in your game? These are the reqs for the Allied City State:


    and not building_present govallied and not building_present colony_eastern and building_present...
  15. Re: Can't build Roman Province in Aquincum?

    This is the allowed list of hidden_resources for the provinc:


    and hidden_resource achaenleague or hidden_resource anatolian or hidden_resource celtiberia or hidden_resource deuteroi or...
  16. Re: Can't build Roman Province in Aquincum?

    The eastcelt hidden_resource isn't in the list; some of the more westerly Balkan Celtic provinces are included because of the horde_target h_r.
  17. Re: [Submod] Epeiros as alternate Hellenistic factions (Massalia and Syrakousai)

    They could still be interesting, I did have a new family tree (with only Alexandros from the Epirote line - he's actually a descendant of a former Sicilian tyrant through his mother) and some new...
  18. Re: [Submod] Epeiros as alternate Hellenistic factions (Massalia and Syrakousai)

    Massalia isn't viable as a faction. It's starting settlement is too small and under-developed, the region similarly poor unless you blitz southern Gaul. And once the Romans come for you, you'll spend...
  19. Re: [Submod] Epeiros as alternate Hellenistic factions (Massalia and Syrakousai)

    It is with a little sadness I have to inform everyone that changes to Epeiros coming in the next patch make this submod both rather difficult and somewhat redundant.

    To the positive, Epeiros will...
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    Re: Payadag i Kardakan weak?

    The Nezagdar were over-statted when their status was changed, discussed here.
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    Re: Rome in Custom Battles

    Which units do you think are missing? They have most of those that should be available for each era.

    Also note there is an upper limit on how many units can be shown on the selection screen.
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    Re: Reset Campaign AI?

    When you start as a faction, that is designated the player; all scripts designed for the human player of every other faction is shut down at that point. If you switch factions from the one you...
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    Re: Celtiberian Government Question

    Celtiberian colonisation mechanics are in the dedicated thread, it's based on the number of League governments you have which periodically generate points.
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    Re: Celtiberian Government Question

    Celtiberian governments don't convert, that's what their colonies do.
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    Re: What's a major battle in EB 2?

    11 or more units, and must be fought on the battlemap (not autoresolved).
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    Re: Reset Campaign AI?

    Most of the script doesn't work in Hotseat, so that's a terrible idea.
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    Re: EB-Twitter updates Discussion

    We can't "fix" infantry charges, because M2TW wasn't designed with precursor weapons in mind. We've gone back to using prec and adjusted charge distances, which should improve things.

    You can't...
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    Re: add_money not working

    It clearly isn't "impossible" when virtually every mod has a finance script giving money to AI factions. I posted an example of something that works in my mod.
  29. Re: Wealthiest regions, factions, cities?

    Carthage and Ptolemaioi are supposed to be rich - their challenge isn't having money but factional manpower.

    Sab'yn and Taksashila are also often rich once they've consolidated their home region.
  30. Re: Barcid Revenge Submod - Updates for the next patch

    This is the subform for submods. There are no exceptions to that, even my own submod is here.
  31. Re: Hows the battle experience with the AI?

    One thing to note - you don't get z3n's BAI unless you're playing a battle from the campaign map. Custom Battles do not use our custom AI (which is part of the campaign_script).
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    Re: add_money not working

    What does your script look like now?
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    Re: Skythian Raiders and Getai

    You have to take Varustana and Olbia to stop the raids. Or once you've dealt with more than five summer raids, a larger invasion should spawn which is the end of the sequence of events.
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    Re: Couple of Pahlava Issues

    It's a common complaint made against EBII, when comparing it to EB1. Which as I said is one of many meaningless comparisons given they're different engines (RTW's battle engine was better than...
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    Re: Couple of Pahlava Issues

    An update on the Hellenistic unit situation. Following some discussion with the historians, it's been agreed to add a simulated helcol_one as well as the current polis_two. That means some more light...
  36. Re: Need help acquiring Archon traits for Koinon Hellenon FMs

    The notion is that the whole business of colonisation of any kind has been taken over by the Makedonians, genuinely Greek colonisation has finished. That includes setting up new civic institutions...
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    Re: add_money not working

    monitor_event PreFactionTurnStart FactionType russia
    and not I_IsFactionAIControlled russia
    if I_TurnNumber == 1 (or if I_CompareCounter month ==1)
    add_money russia...
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    Re: add_money not working

    It requires you to have set up event_counters which log the seasons and who's turn it is (useful for all sorts of things), but here's an example of a spring money boost in EBII:


    ...
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    Re: Error when loading save

    Can't tell anything from the attenuated logs; if you have a recurrent crash, you need to change the logging method in your config to produce a more detailed report.
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    Re: Couple of Pahlava Issues

    Horse archers were ridiculously overpowered in EB1. Not that there are many meaningful comparisons you can make, given they're different engines.

    There seems to be a consistent mismatch of...
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