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  1. Re: How did you (EBII historians) model what didn't happen?

    Those invasions are coded into the Eastern Migrations script, and now have a few more of the intended units (rather than using endless Sakan placeholders).
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    Re: Infinitive aging

    You've made the classic error of assuming the mean average is the mode. High infant mortality brought the mean down, but if you survived childhood, you had a pretty good chance of reaching your 60s....
  3. Re: Reworked camillan romans - save compatible

    When people make improvements to the mod, we're not too proud to incorporate them.
  4. Re: Reworked camillan romans - save compatible

    Just to let you know, Cesco, we've taken your updates into the official build.
  5. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    EDU and EDB changes are never savegame compatible, though.
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    Re: Is the mod dead?

    There are two Celto-Germanic units planned, but no Cherusci Swordsmen.
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    Re: Is the mod dead?

    No Germanic regionals missing, only proper Balts and an Ugro-Finnic unit.
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    Re: Is the mod dead?

    All I seem to be integrating lately are Celtic elites...
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    Re: Is the mod dead?

    One of the new units I've yet to integrate is a late Celtic unit only available to Aedui and the Romans.
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    Re: Is the mod dead?

    It's all the new units done since the last release (30-odd or so), numerous fixes and rebalances, any new city models that are ready for release, hundreds of new and revamped unit and info cards.
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    Re: Is the mod dead?

    It'll be 2.4, it's too big to release as a patch now, so full installer. But all the stuff we were talking about "for 2.4" like all the faction revamps, will now be 2.5.
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    Re: Is the mod dead?

    Pretty much.:laughter:

    For context, it must be 10 years old now, it's still running Windows 7 and the hard disk is slowly reducing in space because of paging errors or something.

    But I added...
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    Re: Is the mod dead?

    What? My PC is ailing, but it isn't dead yet.
  14. Re: Allied state general died. Can recruit more in a mere 99 turns.

    Allied States represent more than just the gifts of Hellenistic rulers. They have to stand in for all the possible arrangements, which is why it's kludge.
  15. Re: Do rebel stacks on my territory affect the economy?

    All these years playing M2TW and I didn't know that, thanks!
  16. Re: Do rebel stacks on my territory affect the economy?

    Devastation also takes a really long time to fade away. The longer you leave it unchecked, the worse impact it has on your economy.
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    Re: Re-emerging factions

    Faction re-emergence and horde respawns are forever, you can never permanently end them. This is by design to ensure no faction can ever truly die.

    Faction re-emergence is triggered by unrest in...
  18. 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...
  19. 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...
  20. 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.
  21. 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...
  22. 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...
  24. Sticky: Re: [Official] Faction Governments and Colonies

    hellen1, greek1 or royal_core.
  25. 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.
  26. 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.
  29. 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.
  30. 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?
  31. 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.
  32. 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).
    ...
  33. 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.
  34. 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...
  35. 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...
  36. 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...
  37. 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...
  38. 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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