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  1. Replies
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    Sticky: Re: Fans suggestion thread for future releases

    You need to spend a turn outside a settlement to clear the Interloper trait.



    Rhodian Apabatoi aren't happening, Balearic Slingers are going to be reworked eventually, the Itureans are the...
  2. Re: Owning Ptoelamic Theron as hellenic faction that is not Ptoelamic

    Not necessarily, no. Look at Ligura, for example, which resisted Romanisation for centuries after it had been conquered.

    You've hit upon the core of this - it's a deliberate philosophical...
  3. Re: Is there ever a downside to Hellenizing a province?

    There is no Supervised Native Administration as Epeiros any more.
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    Re: Captured Hoplites Question

    They should appear in Ambrakia and Dyrrachion in the Koina Symmakha government, before the reforms.
  5. Re: Is there ever a downside to Hellenizing a province?

    Not a stopgap; there are places where that's the highest factional government you can build. Then the question becomes is it better than an Allied Government?
  6. Re: Owning Ptoelamic Theron as hellenic faction that is not Ptoelamic

    Ethiopia is not in the natural geographic sphere of any of the Hellenistic factions.
  7. Re: Owning Ptoelamic Theron as hellenic faction that is not Ptoelamic

    It's a village. You can't do anything with it until it grows. You can always put an Allied Government there.
  8. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    Just realised the assignment of what unit can hide where is a bit of a mess. Will fix that.
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    Re: R3 release?

    Hopefully less than a month, but we can never predict these things. I have a list of things we're working on.
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    Re: Raiding

    The notification only appears once.
  11. Replies
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    Re: EB-Twitter updates Discussion

    Depends on the unit. Usually there's three: an Arevaci, Leusitane and Rebel skin, but sometimes there's a Carthaginian one as well.
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    Re: Raiding

    It applies to the AI as well, it's just that the human player gets a notification the first time they do it.
  13. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    There's a lot more work to be done on traits.



    We've been discussing javelin cavalry, there will be an update for them in R3.



    I suspect the issue here is one already fixed in R3 - the...
  14. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    One of the most underdeveloped factions, the Nabatu, will be getting some love in the next release.
  15. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    Yes you can, in any settlement with walls, at these times:


    armour 1 requires factions { all, } and event_counter ecScutariiEra 1
    armour 2 requires factions { all, } and event_counter...
  16. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    No, no one has been working on that.



    You can't move an army over to them with move_character and attack the Romans to cancel the siege?
  17. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    Can't do anything with a save, I'm afraid.

    Have you tried disrupting the Roman siege? Sometimes the game gets stuck on things and only by changing it can you circumvent whatever is causing the...
  18. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    See this thread, sit down it will take you a while. Lots has changed from v2.35.
  19. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    No, most cavalry units don't have AP lances, it's overpowered. In R3 the overall kill rate has been dropped to 0.45.



    Damage against whom?
  20. Sticky: Re: [Official] Reform requirements - as at 2.3

    See 9. Settlement Name Changes in the campaign_script.
  21. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    battle_config.xml is where they are. Note it's missile and melee, with some modifiers for cavalry possible. Not by unit, like it was in RTW.
  22. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    He doesn't get a lot of press, but thanks to several tools devised by bovi, lots of the silly errors* like traits applying to the wrong regions will no longer crop up in future releases (including...
  23. Re: Can't Seem to Grow Luceria or Arretium

    That was a feature of the RTW engine, that wasn't carried over into M2TW.
  24. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    There isn't a maximum, it's not really possible to limit the number of characters who get offices, apart from them having to be the right age and time since the previous office.
  25. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    Large Address Aware, which we are now allowed to talk about. You apply it to your executable and that allows the game to use up to 4GB of RAM, instead of the 2GB it's limited to by default.
  26. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    There's a crash after a really long time during a battle. Again nothing out of the ordinary.

    Have you applied LAA?
  27. Re: [2.35A R2] Unit card bug for rebel generals

    Memory leak. Only quitting and restarting will clear out the cache and fix the problem.
  28. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    Nothing unusual in that log, I'm afraid. All the errors are false-positives and there's no terminating error, either.
  29. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    You need to compress the log and attach to a post. Those are all false positives, not real errors, the game is complaining about buildings having more than one upgrade path.



    Not intended.
  30. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    Not might be, is. They use a different qualifier for "this faction is dead" which is based on a trait, and that doesn't seem to be working properly.

    It's a different script, hording factions don't...
  31. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    It's a problem specific to the hording factions and the condition used to test if they're dead.
  32. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    That shouldn't be happening if the faction is still alive.
  33. Re: Why so many equites romani from socii allies in arretium and arriminium?

    It's not lacking in local manpower, the point is the locals are already Romanised there. They are represented by Roman units, not Italic ones barring a few exceptions.

    The Cohors Sociorum are a...
  34. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    We need a lot more information than that if you're hoping for a diagnosis of the problem.
  35. Re: Why so many equites romani from socii allies in arretium and arriminium?

    There is no Italic cavalry for that area, which is why you end up with lots of them.

    Cavalry and infantry have different budgets, they're not interchangeable.
  36. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    We've been testing this out on the development build (which has different CAI) and the AI behaviour has been alarming.
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    Re: Unit stats and performance

    ; soldier Name of the soldier model to use (from descr_models_battle.txt)
    ; followed by the number of ordinary soldiers in the unit
    ; followed by the number of...
  38. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    Has anyone using this submod watched AI behaviour between turns with the fog of war off?
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    Re: Unit stats and performance

    The compactness means more men can get at the less dense unit at once (again because what you see on screen is what is happening in the game engine as well).
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    Re: Unit stats and performance

    What You See Is What You Get - the animations you see in battle are reflected by the underlying mechanics.

    move_speed_mod is the movement speed. It also applies to attack animations.

    Reach I...
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