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  1. Re: Owning Ptoelamic Theron as hellenic faction that is not Ptoelamic

    Wouldn't it be after they took over and maintained control for some years/generations? I know it's just a difference of philosophy and the mod takes the approach it takes, but I wish there was more...
  2. Thread: R3 release?

    by Dooz
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    2
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    347

    Re: R3 release?

    There never is, and if there was you'd do well not to believe it
  3. Thread: R2 feedback

    by Dooz
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    Re: R2 feedback

    There should be a config file in the eb mod folder as well, could try the same thing there.
  4. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    Regarding naval movement, I think you could set admiral starting_action_points to 5000 and it be realistic according to this text. There are citations of 1,000 miles traveled in 9 days (translating...
  5. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    I'd like to know more specifically as well, but here are some rough comparisons between no roads and highways from earlier in this thread for a general idea. I'd ballpark it at around a 33% increase...
  6. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    Thanks, Gigantus. I just fiddled around a bit and unfortunately, seems like that entry only sets the level of roads for the corresponding building hinterland_roads, 0 for dirt, 1 for paved, 2 for...
  7. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    Anyone know if movement bonuses conferred by roads and their upgrades are hardcoded? Or do they have percentage increases which can be modified? I'd like to look into possibly making more of a...
  8. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    Thanks bovi
  9. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    Sounds like a fun campaign, Mr. Loop! Thanks for detailing all those factional situations, I love it. And I feel your pain about having to abandon a campaign you're invested in and waiting for...
  10. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    Whoa, Voldemort is dead!
  11. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    Any obvious reason new dev build CAI would result in alarming behavior that hasn't otherwise been reported with current public release? Still not sure what that might mean, and certainly curious what...
  12. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    Lol what kind of alarming?

    Also, possibly related, do you happen to know if AI has their own fog of war, and whether toggling fow off also turns it off for AI? I've wondered about this in the...
  13. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    I watched a bunch of AI movements like that when initially testing it out in a hotseat campaign. Though that was some years ago and older version of EBII, and I wasn't playing the campaign, rather...
  14. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    I was curious how much of a difference there would be between no roads and max level roads, so I edited descr_strat.txt to remove all roads from every province, and then again to place max level...
  15. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    Correction!



    I must have done something wrong there, because I just tried starting_action_points at 1000 again just now for all character types and it works just fine. Looked like double the...
  16. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    That's cool. Check out this post for some measurement estimates with 500 movement points for land forces, both solo named characters and general armies. I think the numbers are closest to matching up...
  17. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    It just occurred to me that navies probably aren't using the 500 points when they have armies on board. With the default settings fleets travel much shorter distances when encumbered, probably...
  18. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    Thanks for the report, glad it hasn't been a negative experience and waste of a campaign.



    I wouldn't mind closing it off to foot travel either. The naval AI is really not as bad as it's often...
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    Re: Ai too passive during wars

    Oh I see. I wonder if they spawn any more often than random stacks used to with the vanilla system
  20. Replies
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    Re: Ai too passive during wars

    From what I've read on the forums, the largest stack the script generates is 8 units. Why would that make for passive AI? What campaign difficulty do you play on?
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    Re: Ai too passive during wars

    If you've only increased FL movement, and not captains, it won't have any effect on armies. Only solo FL units will get the increase. Try bumping up the captains to see if it opens up AI armies. And...
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    Sticky: Re: Fans suggestion thread for future releases

    That's cool, how often does it work? I can't remember the last time I've been able to successfully bribe anyone, even with tens of thousands in my treasury. Playing on Hard campaign if that makes a...
  23. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    I believe there is a "recruitment viewer" or something like that included in the mod folder, it's a great tool, check it out for a good look at what you can get where.
  24. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    Here are some distance measurements with 500 movement points. I take the total distance and divide by 90(days) to represent a three month seasonal turn in EBII's 4tpy model, which gives us the...
  25. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    It's not save compatible, and default movement for captains/FMs is 124/125.
  26. Re: Family Tree Changes - (Marriages/Daughters/Adoptions)

    Very nice. The "stuck" situation is troubling and I hadn't realized there could be a solution or at least workaround for it. Do you happen to have any idea how exactly it gets triggered, if there are...
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    Re: [Submod] Stratēgikόs

    Gods bless the boring, for bringing us such entertainment
  28. Re: Strategy with Roman and Carthaginian elections

    Spoken like a true Caesar
  29. Re: Strategy with Roman and Carthaginian elections

    Faced with the same issue, I wanted to make (or have made) a 12 turn per year mod. This turned out to be too complicated and many interdependent things would have to be considered and changed and...
  30. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    I haven't tried it yet so rest of my comment is irrelevant, but I liked the slower paced battles and things having time to develop and play out over time. Dunno how significant the change is, but my...
  31. Re: How to turn off default guard mode for phalangites (USED BY THE AI)?

    For testing purposes where you don't have to simulate being the AI yourself, I believe you can group your entire army and assign it to AI control? Not that I'm suggesting redoing all this lol. Just a...
  32. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    Oh, and I updated the title of thread to reflect the new patch, but there isn't a new descr_characters.txt in it so the current attachment will still work for those not customizing their own numbers....
  33. Re: [Submod] Enhanced Campaign Movement for EB 2.35A

    I kinda assumed it was just left somewhere around vanilla levels without much thought given to increasing it because that's just always been Total War. No idea though whether the team considered more...
  34. Sticky: Re: Announcement: Europa Barbarorum II 2.35A released!

    But they still won't be able to merge for the rest of the campaign? That seems like it'll still end up with groups of unmerged small fleets sooner than later if there isn't some mechanism causing...
  35. Re: [Submod] Enhanced Campaign Movement for EB 2.35A

    Very happy to hear you're having a good experience, Lusitanio. Thanks for sharing.



    How come you set FMs to have less movement than captains? I suppose with movement bonus traits they can end...
  36. Re: [Submod] Enhanced Campaign Movement for EB 2.35A

    Nice, yeah Roman office management was exactly the initial motivation for this. Glad you're enjoying it overall, thanks for checking in.
  37. Sticky: Re: Announcement: Europa Barbarorum II 2.35A released!

    Don't AI factions still end up with stack spam with a 50k guarantee?
  38. Re: [Submod] Enhanced Campaign Movement for EB 2.35A

    Yup, you can see KH transport troops from the Peloponnese to Corsica in one turn in some of the screenshots of first post in this thread, both to conquer initially and later again to reinforce their...
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    Sticky: Re: Post Your Screenshots

    When the battle line hits just right

    https://i.imgur.com/yirgt28.png

    https://i.imgur.com/aqPn8PK.png

    https://i.imgur.com/cOZcsjP.png

    https://i.imgur.com/6Kp4O0W.png
  40. Re: [Submod] Enhanced Campaign Movement for EB 2.35A

    Agents actually still do have a bit more movement range, due to traits which increase it. Here's a comparison of my middle-aged (+5%) and trained (+10%) spy in Bononia, and troops without a FM...
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