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  1. Replies
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    Sticky: Re: Post Your Screenshots

    Lovely stuff, guys

    https://i.imgur.com/HdWQcXZ.jpg
  2. Thread: Is the mod dead ?

    by Dooz
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    Re: Is the mod dead ?

    The heartbeats of a giant take time
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    Re: The most interesting 'barbarian' faction

    It's not a story the historians would tell you..
  4. Re: Campaign feedback from 340 turns as Bosphoros

    That map is beautiful ��
  5. Re: Will there be a mini-release to neuter the new AI?

    Cleitus, did you happen to load a save before ending the turn when the AI dropped their 1-turn siege? I think they "forget" or otherwise readjust their moves after loading, you can see by passing a...
  6. Re: Will there be a mini-release to neuter the new AI?

    One feasible justification for the start-stop wars could be looking at peace as just ceasefire agreements (which maybe they're meant to be to begin with?) instead of some ultimate no take-backsies...
  7. Re: Will there be a mini-release to neuter the new AI?

    Yes, they were 124/125 for generals/named characters in previous versions for reference. You might wanna look through all the entries to change various characters, like generals and named characters,...
  8. Re: Enemy who attacked me is not attacking during battle

    I feel the same, Aquila. And since baiting them into battle works nicely, no need to time limit yourself into feeling rushed. Plus it feels realistic, why would they rush up a hill to meet you,...
  9. Re: [Submod] Slower Unit Replenishment (v2.35A R3.5)

    I don't know that there is a max unit mechanic in the game, unless I'm blanking on something super obvious right now. Pools just fill up over time (or with disbanding in settlement). Also, I might...
  10. Re: Will there be a mini-release to neuter the new AI?

    Might not be considered much of a "fix" for all the people who responded positively to the increased movement with the update though
  11. Re: Late Roman Legionaries (lorica segmentata) submod for EB II v. 2.1b

    Hopefully on topic enough, but anyone know any good Roman general models to match up with later reforms? It should be save compatible to switch out mid-game and would be a nice touch as the campaign...
  12. Re: [Submod] Slower Unit Replenishment (v2.35A R3.5)

    Oh, if you mean the pool itself is large I haven't touched those, just replenishment rates. Though I just scanned through the file and it looked like 4 was the largest pool size for that unit, so...
  13. Re: [Submod] Slower Unit Replenishment (v2.35A R3.5)

    Hmm, so I looked through and couldn't find any discrepancies. If possible, could you let me know how many turns for that unit to become available after freshly depleting the pool in game? According...
  14. Re: [Submod] Slower Unit Replenishment (v2.35A R3.5)

    Uh oh, thanks for letting me know I'll have a look. Sorry if the inconsistency threw a wrench into your campaign :/
  15. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Meanwhile, I play with 500 movement points and love it lol. Each their own.



    Just makes it easier for your characters to get to and from Rome for elections and such. Let's say you had a...
  16. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    I see, so you just mean realism has little to no place factoring into the decision of what the march rate should be (or what you want it to be), rather it should be purely a gameplay decision. Not...
  17. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Unfortunately not. At least from what I've looked into in trying to do that, seems the ratio/percentages of movement bonuses from roads is hardcoded. Hopefully I'm wrong though, unless again the...
  18. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    They are. An all cavalry type of army will cover much longer distances than a mixed type of army with infantry. Siege weapons shorten it even further I believe. Even more variety would be better, if...
  19. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Not sure I see a difference there. Either way, how bout how far they "did" in fact travel on average? Which is almost always more than the 250 points allow for. Gameplay arguments are one thing (even...
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    Re: A Review of The Rights of Man 2

    Been enjoying a great campaign (with 80 unit armies!) thanks in part to your video and provided link for the mod. So thanks for that! I really wish TROM for ETW wasn't fatally bugged with an...
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    Re: Questions! Questions that need answering!

    Re: Carthage, you may be interested in this submod that rather substantially adds to the faction's gameplay. At least when update is released
  22. Re: Best strategies for maintaining public order and explaining what exactly causes unrest

    Maybe it was too obvious to mention, but don't forget taxes :p
  23. Re: Historically Accurate, Well-Balanced Romani Army Based Upon Polybius and Vegetius

    Nice. And here's my Camillian contribution to round out the Romans.
  24. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Which raises the question, what's the purpose of that particular script?
  25. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Wow! That was so cool, I could watch armies cinematically marching all day (and I often do). Great stuff.

    Is it possible to play battles with this kind of unrestricted camera, or is it only...
  26. Thread: FAQ

    by Dooz
    Replies
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    159,641

    Sticky: Re: FAQ

    No submods, glad you liked them :)
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    Re: Missing swords for musketeer units

    Oh, fantastic. I don't see myself modding anything other than TW games, and probably only M2TW at that. I'd probably stick with the more archaic and specifically applicable methods for now since...
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    Re: Missing swords for musketeer units

    Thank you very much for your reply.

    Unfortunately, I have zero experience with any of this and don't feel like I can even really follow much of what you've explained. I understand the general...
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    Missing swords for musketeer units

    Hello. I'm trying to figure out why certain units in a mod I'm playing either don't have and don't use secondary weapons at all, or some units that do use the secondary weapon in melee don't have...
  30. Thread: FAQ

    by Dooz
    Replies
    447
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    159,641

    Sticky: Re: FAQ

    Aw really? I had zoomed in on the little guy hoping to hear something but didn't, just me? (Edit: just realized that initially I thought the game music might have been too loud to hear him, so I...
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    Re: 1648 mod: economy and supply

    This was very helpful, thank you. I'd skimmed it briefly before starting a recent campaign, but once my trade hit next to nothing with merchants making 0 income, I knew where to look for a thorough...
  32. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    That side effect is a small price to pay for the worthy tradeoff of good AI vs AI warmaking/expansion and faction survivability throughout long campaigns, imo
  33. Thread: FAQ

    by Dooz
    Replies
    447
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    159,641

    Sticky: Re: FAQ

    Nice, thanks. I think I've gotten one message about a mild or moderate Winter so far, and though I wish I could move the seasons over one turn to more accurately reflect reality, it's a minor issue. ...
  34. Possible to add swords to musketeer units that don't have them?

    I'd love to have all musketeer units like regiment of foot musketeers, and the blue/yellow/red regiments, have and use swords as secondary weapons for melee. They currently use their muskets as...
  35. Thread: FAQ

    by Dooz
    Replies
    447
    Views
    159,641

    Sticky: Re: FAQ

    Is there anything to this, or is the default edu as intended and the way to go?

    Also, about turns per year. The first year was 13 turns, but it seems to be 12tpy thereafter. However, the seasons...
  36. Re: Was the sarissa/pike really so ineffective in inflicting casualties on the foe?

    Oh good, I really don't like how disordered they get with it off personally, lose all semblance of a phalanx to my eyes.

    I never minded how they're used as the anvil to the hammer, but I'd be...
  37. Re: Was the sarissa/pike really so ineffective in inflicting casualties on the foe?

    I thought I read guard mode was turned off for phalanxes in the change log. Is it still on by default in the latest release?
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    Sticky: Re: Official Historical Army Compositions for 2.2

    These are the Roman Camillian Consular armies I was using in a recent game which I'm looking forward to recreating in a longer campaign in the future. Influenced by a mix of the official suggestions...
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    Re: [Submod] Enhanced Campaign Movement (v2.35A R3.5)

    Well they hadn't expanded out before the start date of the mod, so no reason to think they would or could :tongue:
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    Re: About destroying buildings

    Unless the commander who conquered the territory is of a particularly religious sort and the notion of different deities offends him of course. Then you demolish that temple with prejudice and put...
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