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    Re: Translation Italian

    It is well known that English is just a placeholder in the family of the Indo-European languages. So, it is not surprising to see some people ready to make great efforts to adapt the mod in a real...
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    Re: Expanded.txt strange characters

    Have you tried with another text editor, like notepadqq? You can also emulate notepad++ on Linux i think. Otherwise no idea, sorry.
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    Re: Expanded.txt strange characters

    There is no SMT_PAPAL_STANDING_ELECTION_etc... in the eb2 expanded.txt; this looks like a problem of mixed files. I see "EB2 Italiano"; if this is a translation you are using/working on, then this is...
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    Re: How to force AI to deploy stakes

    Misread, delete please :p
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    Re: New /retextured campign map needed....

    In another style, TGC has (/will have) some very lively and contrasting textures, that a gives a more modern aspect to the game:


    https://www.youtube.com/watch?v=HoNWuHES5Rg

    It could be a good...
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    Re: Historical Battle/Scenario Scripting

    For historical battles, there can also be no delay nor deployment phases. That's linked to the parameter can_view in descr_battle.txt.



    Not with I_InBattle as condition.
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    Re: Historical Battle/Scenario Scripting

    steal_esc_key works only for the next use of the key, and so would need to be repeated each time if you want to use a monitor_event. It would give something like this:


    monitor_event...
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    Re: Faction leader condition

    It should be "inc_event_counter witch_start 1", unless you are using the same name for a counter and an event_counter, what would not be a good idea.
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    Re: Did the Roman legionaries sometimes march 20 miles per day for several days in a row?

    "Vegetius reports that the Roman soldier normally carried 60 roman pounds (20 kg. or 43 lbs.) in addition to his arms"

    This comes from this book, which should give you responses to all your...
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    Re: More Agents for EBII

    https://media.giphy.com/media/LSmULmByAQHQs/giphy.gif

    ...says the guy working on a script with 5 variables and 198 sections to circumvent the damn limitations of this game by sacrifying (without...
  11. Re: hotseat autoresolve only prebattle scroll on single player through script

    Ironically, there is a command to remove the autoresolve button: restrict_autoresolve true/false. I remember having tried "restrict_fight", but it didn't work (without surprise).
  12. Re: hotseat autoresolve only prebattle scroll on single player through script

    Something like this could work (you can cut after disable_cursor and put the rest in another monitor (with ShortcutTriggered for example) if you need to keep the prebattle panel open):

    ...
  13. Re: More than one catapult variant possible in the future?

    Some quotes from the Poliorketika of Philo of Byzantium, atrociously translated from the french by myself (People with weak hearts be warned):







    From my point of view, some walls should...
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    Re: [Submod] Stratēgikόs

    I see nothing here that could be related to the submod, so it should be a conflict with another modification (or its remnants). Also have you installed one of the optional folders?


    The...
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    Re: Multiple choice event script

    Multi choice event can also be done by using some custom shortcuts (keys 1 to 9, but not with the numpad, otherwise the camera would move). It gives something like this:...
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    Re: Detecting units in an army.

    I don't know what you mean with this counter (export?), but PercentageUnitAttribute works on the strat map. Maybe not for all the attributes though, i haven't tested. And in battle most of conditions...
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    Re: Detecting units in an army.

    This is ingenious, but i see some problems (if i correctly understand what you want to do):

    - Once the pre-naval battle panel open, if it triggers a scripted battle, there could be a ctd or just...
  18. Re: Field costs and stronger garrisons on campaign

    There is a "CampaignDifficulty" condition in the docudemons (don't know if it works though).

    Maybe it could be interresting to add a monitor to test if a general is at sea, with the size of his...
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    Sticky: [Tutorial] Re: MTW2 Battle Scripting

    DO_NOTHING is also/rather a gta_plan
  20. Re: Campaign situations to avoid to prevent crashes

    Fatal graphic error: do your own research, no need to search further (unless you're playing on a toaster)

    http://ekladata.com/OxenrhJWdyoanyzpGCTEzU1P6TM.gif
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    Re: [Submod] Stratēgikόs

    Celtic and arabic ships are spacious enough to sleep aboard as far as i can judge. And if you read the description of the units, even the very light pontomora is regarded as able to travel on the...
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    Re: [Submod] Stratēgikόs

    The script just prevents the units of the defender from routing till the central plaza. In a real siege, once the walls were captured (and if there was no citadel within of course), the battle was...
  23. Re: Old EB fan going to give EBII a go... what can I expect?

    Don't forget to install the 4GB patch that you must find alone...

    http://ekladata.com/OxenrhJWdyoanyzpGCTEzU1P6TM.gif
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    Re: [Submod] Stratēgikόs

    Strategikos for eb2.35 v2: Download

    Fixed:
    - the Poliorketika script was not working for some settlements
    - if the besieger was attacked during the ai turn, the breach message was no more...
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    Re: Preparing for a Permanent Forts Submod

    I have never been able to choose between having the temporary forts and keep the wonders...but the idea is temtping. If you release it as a standalone it should be compatible though (or at least i...
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    Re: Preparing for a Permanent Forts Submod

    Rather than to use merchants, you can simply do a script with I_FactionNearTile or I_CharacterTypeNearTile. It would generate an income for the owner, AI included. And since you do not plan to use a...
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    Re: [Submod] Stratēgikόs

    Leave my 65% alone! :D I will release an update next weekend if all goes well. It will contain a fix for some settlements that are not working correctly with the Poliorketika script, and for some...
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    Re: [Submod] Stratēgikόs

    @JC_von_Preussen
    Don't forget that the simple presence of an expeditionary corps (local or not) triggers the state of war, even if you are not at war with a faction for the game. That's what i see...
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    Re: [Submod] Stratēgikόs

    For the 65% that's really weird, and i don't know what to say. It works for me, all is correct in the script, and i have done all my tests with the version i have posted, so yes for the moment it's...
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    Re: [Submod] Stratēgikόs

    Thanks for reporting this. I have tested 5 battles with 65% and the script has worked 4 times; for the last case the battle has probably stoped before the next iteration. The gauge of losses is...
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    Re: [Submod] Stratēgikόs

    Hi, yes it works only in 1vs1 currently, as mentioned. There was a problem of ctd when i used a command to test the strength of a not present army, si i have limited the thing. This is indeed...
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    Re: [Submod] Stratēgikόs

    Updated for eb 2.35: Download


    Added: Deployment of garrisons (optional): The player will randomly not be able to deploy his troops, this to simulate a surprise attack. The percentage chance is...
  33. Re: Problem giving trait and ancillary via script

    You can use HighestAttAdjacentChar with an unused attribute, like "magic" assigned to your agents. At the selection of an adjacent character, a historic event would be triggered, depending of the...
  34. Sticky: Re: v2.35 has been released - please do NOT report any bugs if you are playing with previous versions

    It's not related to the lack of BAI. In descr_battle.txt, there is a "battle section", and the "formation_type" is everywhere "square". I have never used the editor, but i imagine that "square" is...
  35. Sticky: Re: v2.35 has been released - please do NOT report any bugs if you are playing with previous versions

    I have noticed that the phalanx formation was not activated by default for the historical battles (at least fot the battles i have tested). It's volontary?
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    Sticky: Re: Announcement: Europa Barbarorum II 2.35 released!

    The wisdom contained in the latin expressions greatly improves the performance, and singularly prevents the fatal graphic errors, from my experience...
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    Sticky: Re: Announcement: Europa Barbarorum II 2.35 released!

    f_belgai was still f_belluakoi one and a half years ago (yes you arrive slightly after the war:tongue:)
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    Re: [Submod] Stratēgikόs

    Coastal navigation for eb 2.35: Download
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    Re: [Submod] Stratēgikόs

    There will be an update somewhere this month if all goes well. I have done some new scripts, enhanced some others and fixed some minor problems. I just need to adapt all for the 2.35 and test the...
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    Re: EB-Twitter updates Discussion

    https://pbs.twimg.com/media/DtRoa3eX4AACikP.jpg
    Is the painting of the middle guy inspired by the Œgishjalmr (helm of awe), or just a solar wheel?
    Nice units in any case.
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