The problem was my stupidity :wallbash: I forgot to install 2.35A Patch FINAL R1 before applying v2.35A R3.5. Huge thanks to Hellenikon's post (#902) I can see why it went full bug-mode.
I...
Type: Posts; User: Venetus; Keyword(s):
The problem was my stupidity :wallbash: I forgot to install 2.35A Patch FINAL R1 before applying v2.35A R3.5. Huge thanks to Hellenikon's post (#902) I can see why it went full bug-mode.
I...
No submods of any kind. Reinstalled the latest patch and same unit cards are missing. It's the first time I encountered such bug and I've done many EB installations.I think its a corrupted EB package...
No submods of any kind. Reinstalled the latest patch and same unit cards are missing. It's the first time I encountered such bug and I've done many EB installations.I think its a corrupted EB package...
Some of my greek units have missing unit cards. It shows an icon for peasant unit with a word pics? (in red color). I am using the latest 2.35A R3.5 patch, widescreen, borderless window, 4gb patch...
I can confirm, same issue with Brigantion in my campaign (2.35A Patch FINAL R1)
I've got a bunch of Script execution errors(invalid unit label) in logg:
error for <unit_set_experience>
error for <define_unit_group>
Is this normal? My test game was with Macedon, it lasted 2...
Imho, It'd be better to have events that grant the ability to bribe them off (eg. Barbarian invasion events for Pergamon) and the more ''Troublesome Regions'' could cost more.
Both: fighting and...
What are the conditions that spawn rebels, now that brigand_spawn is disabled? I've looked at the code in campaign_script.txt, and it looks like there is a 2% chance for every turn. Am I reading this...
And let's not forget that the latest title's campaign map is almost unmoddable, can't add new settlements, etc. ...and that ''fps consuming'' FOG is basically CA overlipsticking themselves.
Spies and assassins have larger movement range than units IIRC. Last time I played EBII i deleted assassins from the game and the time of turns dropped by a lot. Their actions also contribute to turn...
I think I understand the current mechanics, the limits and flaws of it. Anyway thanks for making it even more clearer.
But in a situation like... let's say Rome only has 1 province wich doesn't meet...
Is it be possible to add(and remove) a specified building inside the script which would allow agents to be recruited? If so, agent limitation for a single faction could be achived with script...
Is it possible in any way to give a specified unit zero campaign movement points? IIRC cavalry has more movement points than infantry. Is this harcoded?
I'm asking, because if it's possible then...
http://www.twcenter.net/forums/showthread.php?677747-In-need-of-some-assistance-Re-emerging-factions&p=14318676#post14318676
see post #11 by PlayerOne
I've tested it and it works, but it was...
Can someone please tell me where can I change the text colour of building descriptions. I apologize if this isn't the right thread for this.
That early. I didn't know that. Still, the founders of Emporion did come from Massilia and were greek, am I right? If that is so, they could be presented as a single faction in EB" just like Athens...
Massilia would be a great faction to play with. Its capital in southern Gaul and colonies in Spain(Emporion was it?).
Will we be able to change settlements positions. Let's say...one ''meaningless'' province from Arabia and change its coordinates(x,y) culture, religion, ownership,... and place it somewhere in Greece?
the>they
Don't know if spawning units inside already garrisoned city is possible. We might get a CTD.
I wasn't paying much attention to mini-map, sorry. Will do next time.
Re-emerging script is...
Sorry, bad observation. The must have sailed there.
Totally agree. EB default is Parthia, Suebi, Saka, Sarmatia, Lugii, Numidia, Boii and Nabatea and it should stay this way.
I've just made first test to see if script works and it does. Well, sort of...
Will do. Right now I'm having trouble merging the files. Will try again tomorrow. However, I did have a look at campaign_script.txt and I must say that it is quite easy to understand.
Thank you PlayerOne. Testing begins.........now.
One question about script errors, they are all reported in logs\M2TW.system.log, right?
I didn't know that there's a limit for that.
Yes, the building script from SS6.4 suites much better for some (well most in our case) factions. IIRC, origin of SS6.4 script is the script I try to...
Yes, that's the plan. It can even be done for Rebel faction, but luckily there's no need since they own settlements that are unreachable.
The only thing that bothers me is (if we wan't this to...
I'm glad I don't have to worry about these messages.
An army spawns if one of these settlements is unhappy (in game: Yellow, blue or red icon for happiness. Green won't spawn an army.) and would...
I forgot to add that the Arverni army that re-emerged went to Spain and took 1 province from Celtiberians.
I made a working script for re-emerging factions and made a test with Arverni.
This is how it went:
-conquered their only province and kill all their characters.
-got a message 'Faction...
Didn't want to start a new thread for this, so here we go...
I'm planing on making Deyy's Real Rebellion mod (re-emerging factions) compatible with EBII. I'd like to know if there are any other...
In my experience playing on vh/vh it seemed that the ai also gets population growth and income bonus. Even when playing without background script. Is my observation correct?
The garrison that spawns when city rebels should also be bigger, for all settlements.
Ah, I see. It's a shame really that more can't be added. A bit off-topic but did RTW engine allow more regions?
Did EB team use the max number of settlements (regions) allowed?
20-30 seconds.
amd phenom II x6
6 GB ram
SSD disk
Thank you EBII team.
This makes blitzing a lot harder, which is a positive thing. I hope they'll also be more expensive than regular units, like in EB1 IIRC.
I'd also like to know this.
This!
Diplomacy really needs more love in this game. Not for player's sake but the AI's.
I already posted this in bug report thread and got no response:
map_ ground_types.tga has a bug.
Unrecognised RGB at x 401, y 479 (x 200, y 119 in-game)
It is almost unnoticeable, but may...
Also, larger movement points = slower turns