Search:

Type: Posts; User: Martin N; Keyword(s):

Page 1 of 3 1 2 3

Search: Search took 0.09 seconds.

  1. Replies
    35
    Views
    5,840

    Re: Huge Units Mod

    Ill put my campaign on hold and look forward to it then, really enjoyed playing with your original mod - bigger battles was not the only consequence it made them strategically more important as well.
  2. Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    Does the Polybian reform requirements for 5 large land battles against Carthage include reinforcements or just the armies you attack? For example lets say there is 20 units inside a city with 1...
  3. Replies
    35
    Views
    5,840

    Re: Huge Units Mod

    If you are inclined to still make further changes going forward then the economical impact might be worth considering as well although it would be a lot of work, as it is 250 Hastati costs more in...
  4. Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    I never actually knew this was a thing until relatively recently and you wouldn't believe the frustration it would have saved me playing this game. I like to roleplay as Rome for example and have...
  5. Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    I messed up 1st and 3rd person in the strategy passage anyway so all my confidence is gone now haha. Cheers though.
  6. Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    Where do you apply? Not my day job like Aleksander though i have been involved in pretty dialogue heavy fan translations of JRPG's before and reading unit and building descriptions is and always has...
  7. Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    I am guessing it was written by a none native speaker because a lot of that paragraph sounds unnatural really, and considering how much text there is i don't envy their "job".
  8. Replies
    240
    Views
    50,465

    Re: [Submod] Stratēgikόs

    I wouldn't call it boring i am perfectly happy with my own army being destroyed in an expeditionary situation because it emulates a risky maneuver on the attacking generals part i just don't like the...
  9. Replies
    240
    Views
    50,465

    Re: [Submod] Stratēgikόs

    Check out keybindings in the options menu to see if the extra functions like tactical camera and number 1-9 to navigate the info menu show up, if they do then something else is getting in the way. I...
  10. Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    https://i.imgur.com/TmPBhUu.jpg

    Not sure how successful that land block will be once they build a road in Lapqi but as it is right now it seems to be working perfectly, have never seen Carthage...
  11. Replies
    240
    Views
    50,465

    Re: [Submod] Stratēgikόs

    oops
  12. Replies
    240
    Views
    50,465

    Re: [Submod] Stratēgikόs

    I also use enhanced movement and i have seen no problems, i can't imagine there would be either, at worse the massive movement you get anyway even with penalties is going to make any maluses less...
  13. Replies
    240
    Views
    50,465

    Re: [Submod] Stratēgikόs

    I remember using this before and it was pretty complicated, although i didn't give it that much time to learn either to be fair. Im getting ready to start a long campaign now patches are out and it...
  14. Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    Bit unsure about the kill rate there is positives and negatives to be sure, i like the devastating cavalry charges (also the danger if in prolonged melee) but melee in general is quite a drastic...
  15. Re: Strategy with Roman and Carthaginian elections

    If you don't mind faster gameplay, IE ai expanding quicker then i wholeheartedly recommend this movement submod -...
  16. Re: How to turn off default guard mode for phalangites (USED BY THE AI)?

    Is there any particular reason why it doesn't work for the AI? Considering one right click charge always works really well in Med 2 for keeping formation i figured 1 javelin seemed like a great...
  17. Re: How to turn off default guard mode for phalangites (USED BY THE AI)?

    I made my own tweaks to Javelin and Roman infantry especially that i think improves the feel of how they charge and fight, 1 javelin per man instead of 2, deeper and closer ranks with the option of...
  18. Replies
    41
    Views
    3,833

    Re: What units would you add to EBII?

    Oh my apologies i guess i didn't read your OP properly completely missed it, if you ever got permission from the other mod to use them a submod would be much appreciated.
  19. Replies
    41
    Views
    3,833

    Re: What units would you add to EBII?

    Italic infantry kinda lack diversity especially heavy, Samnites maybe.
  20. Re: [Submod] Enhanced Campaign Movement for EB 2.35A

    Probably to avoid the type of gameplay Lusitanio was describing, to slow down AI expansion and keep the rebels around longer. Seen some of the devs use similar reasoning on submods that made sweeping...
  21. Re: Announcement: Europa Barbarorum II 2.35A released!

    Good to know thanks, least i am not too far in to the campaign.
  22. Re: Announcement: Europa Barbarorum II 2.35A released!

    Not just your fault, i assumed what it was as opposed to really thinking about it too. Guessing such a change won't be savegame compatible either so it might be worth putting this on hold because i...
  23. Re: Announcement: Europa Barbarorum II 2.35A released!

    Apparently so yes, but i actually think its Egypt who started it because Carthage had relatively few men in the area and Egypt are besieging Kyrene now with a 17 unit army. Edit: but Massylia broke...
  24. Re: Announcement: Europa Barbarorum II 2.35A released!

    Wasn't there a debate or something about an impassable border between Carthage/Egypt? Just seen that they have gone to war with each other in the deserts of Africa - https://i.imgur.com/RK68KTH.jpg,...
  25. Re: [Submod] Enhanced Campaign Movement for EB 2.35A

    Rebel navies are a bit annoying given they now have free reign on the mediterranean but i gotta say other than that on the whole its positive, not only a bit more realistic travel times but from a...
  26. Re: Announcement: Europa Barbarorum II 2.35A released!

    Recommended difficulty? Was thinking of VH campaign/M battles.
  27. Re: Is there any plan regarding the remaster of RTW?

    Funnily enough i just heard about RTW remastered today and it made me want to play EB again. I really hope the file structure is very similar and a lot of this can be ported over because it would be...
  28. Replies
    3
    Views
    337

    Settlement bug - growth and happiness.

    https://www.twcenter.net/forums/showthread.php?803603-Romani-campaign-glitch-All-my-settlements-are-extremely-happy

    Basically having the exact same issue as this thread. Quote;



    One of the...
  29. Replies
    14
    Views
    1,066

    Re: Suggestion to a new player

    Im playing very hard campaign with PiterAI and having a lot of fun, took Epidamnos/Dyracchium and left it undefended only to find out KH had taken over the peninsula and declared war on me.
    ...
  30. Re: Better CAI "PiterAI" (smarter opponents) EB 2.35

    Unfortunately can't recommend it with the increase in maintainence right now, it was great fun in the early game as it was more challenging but half of the factions ended up flatline bankrupt on the...
  31. Re: Radically improved game experience(IdillaMZ Submod)

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

    Ran a little 50 turn test before deciding on whether to use it or not and the expansion increase is pretty significant not sure how i feel about it, i imagine by...
  32. Re: Better CAI "PiterAI" (smarter opponents) EB 2.35

    It was no bother you are welcome. I am using it in conjunction with the "huge units mod" as Rome, which increases default horse and foot numbers to 252 while also raising upkeep and cost accordingly,...
  33. Re: Better CAI "PiterAI" (smarter opponents) EB 2.35

    I actually figured out how to "correct it" if you want, just copy and paste over the old EB2 vanilla rebel data from the backup desc strat. Its a whole long section listed under ;REBEL ARMIES so its...
  34. Re: Better CAI "PiterAI" (smarter opponents) EB 2.35

    Have you reduced the size of rebel armies and garrisons? Carthage basically took Syracuse in the first turn and there is just the one rebel stack in cisalpine gaul. Really like the sound of the...
  35. Replies
    66
    Views
    6,212

    Poll: Re: Which is your favorite faction?

    Rome of course, i have tried many other factions its just not as immersive or receptive to roleplaying. The only real negative is that pilum infantry is their backbone, harder to use correctly than...
  36. Replies
    1,281
    Views
    351,353

    Sticky: Re: Announcement: Europa Barbarorum II 2.35 released!

    Seem to remember in EB1 only the Gallic factions could build them, although its been a while. Was it a purposeful change? Its kind of strange seeing it when i haven't even got Italy fully paved yet...
  37. Replies
    1,281
    Views
    351,353

    Sticky: Re: Announcement: Europa Barbarorum II 2.35 released!

    Is it normal for "Barbarian factions" to be able to build paved roads? Pritanoi, Boioi, Lusitania and Aedui/Arverni all have them up and running 100 turns in. At least around their capitals. Sorry...
  38. Replies
    1,281
    Views
    351,353

    Sticky: Re: Announcement: Europa Barbarorum II 2.35 released!

    .
  39. Re: Radically improved game experience(IdillaMZ Submod)

    Is any of this modular? Like the Javelin range? I really don't like using Javelin infantry because outside of skirmishers i feel like they take far too long to throw them so a longer range will help....
  40. Replies
    1,281
    Views
    351,353

    Sticky: Re: Announcement: Europa Barbarorum II 2.35 released!

    Maybe im wrong but from browsing the forum the next big patch is supposed to be on the way, is it worth downloading the mod and starting a full on campaign? Got a real hankering for Total war lately...
Results 1 to 40 of 109
Page 1 of 3 1 2 3