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  1. Replies
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    Re: RandomPercent

    RandomPercent is terrible, don't use it in the script (you don't have any other choice in the EDCT); generate_random_counter is better. The latter reliably self-resets, the former does not.

    The...
  2. Re: EDB editing - workaround for CTD involving building boni and building_present requirement?

    No, I mean separate out the units you want into the next level up/branch of the building, and put the requirement for the alchemists_lab in the upgrade path instead of on the recruit_pool line. Thus...
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    Re: terminate_monitor

    I do it all the time with single-monitor scripts; though unless you're doing battle scripting, you're better off with event_counters over regular counters (no need to declare them). It also allows...
  4. Re: EDB editing - workaround for CTD involving building boni and building_present requirement?

    Have you got room in the tree for another level which requires the alchemists_lab? That would be the easiest way to do it.
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    Re: EB-Twitter updates Discussion

    More newness still to come.
  6. Re: Faction Specific Mercs (Help a Noob)

    It's one pool per region in the descr_mercenaries. You can't have duplication.
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    Re: New Unit - Help!

    As Lusi says, we've extended infantry charge distances which has improved things a little, along with restoring prec. It's a hard one to address without turning the kill rate up (which we can't do...
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    Re: New Unit - Help!

    Sorry, but every unit follows the formula. This is more important than every other element of standardisation in the statting.
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    Re: New Unit - Help!

    There are a lot more units that are untrained now, so there won't be an equivalence that way. If anything, properly ordered infantry will be more noticeable.
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    Re: New Unit - Help!

    That's Ibrahim's intent with the new formations, to make things a little less orderly.
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    Re: New Unit - Help!

    That makes them out of sync with all the other units. Infantry have defensive skill of 3 (levies), 6 (semi-professionals, highlanders or raiders), 9 (professionals and veterans) or 12 (elites),...
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    Re: New Unit - Help!

    That does not fit with the fairly rigorous system used by every other unit. Defensive skill isn't something chosen at random, they are fixed values for classes of unit (which is 9 for professionals...
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    Sticky: Re: Fans suggestion thread for future releases

    The Rhodian Apobatai was considered for a time, but eventually dropped. They were marines, primarily, not land units.

    There is still a Baktrian elite cavalry unit, which will also be the...
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    Re: New Unit - Help!

    Royal guard units are an elite who are trained from a very young age, with all the best things available to them. These Libyans started out as regular levied Libyan soldiers; while veterans, they are...
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    Sticky: Re: Fans suggestion thread for future releases

    While those three places have a critical mass, it wasn't entirely self-sustaining (barring Makedonia itself, of course). The Seleukids and Ptolemaioi made regular overtures to men "back home" to come...
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    Re: New Unit - Help!

    Pretty much as Lusitanio says:



    The "reformed" units fit that slot.



    Similarly, the Thorakitai represent the best-trained and best-equipped regular Hellenistic forces. There's a...
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    Re: New Unit - Help!

    The Thorakitai Epilektoi are a royal guard, this unit doesn't seem to be an equally elite equivalent. They're veterans, but that makes them similar to the Thorakitai, who are also professionals.
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    Re: New Unit - Help!

    They appear to be a Carthaginian version of the Thorakitai - both from their equipment and description.
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    Sticky: Re: Fans suggestion thread for future releases

    The very specific Makedonian signature of the Phalangitai unit that it represents requires a Hellenistic regal/imperial power for those men to swear fealty to. Or else a pre-existing critical mass of...
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    Sticky: Re: Fans suggestion thread for future releases

    I'm not sure we could justify it historically, but it's a simple enough change if you wanted to edit your own game (though would require a new campaign to apply).
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    Sticky: Re: Fans suggestion thread for future releases

    Categorically not happening.
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    Re: Triggering reforms earlier

    Nope, you can't pre-empt the script without editing it. You don't need to wait 600 turns for Polybian units, only 150.
  23. Sticky: Re: Announcement: Europa Barbarorum II 2.35 released!

    I'm assuming most of the time the player won't be able to afford both, and doing so will cause one or both of them to become an Imposter, so not the best idea.



    You'd have to edit the...
  24. Sticky: Re: Announcement: Europa Barbarorum II 2.35 released!

    You don't keep the Allied State building around for 100 turns, it is usually upgraded to one of the main types shortly after the Client Ruler is recruited. So not an issue.

    Yes, there is sometimes...
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    Re: Some slinger unit questions

    Intentional, the models were designed that way. There was some commentary about not being able to operate a sling with that sort of shield in your left hand, since it precludes holding the ammunition.
  26. Re: Correct syntax for EDB: units that require buildings

    Yep, you can't use buildings as requirements for recruit_pool lines. Only event_counters, hidden_resources, resources, region_religion and a few others.

    As suggested, you can make it a requirement...
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    Re: Some slinger unit questions

    Balearic slingers have shields that appear when they fight in melee; they're just not there when they're using their slings.

    Animations aren't my bag, can't answer that one.
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    Re: Some slinger unit questions

    I've got nothing beyond what Commios put into the text for the Celtic reforms, which explains why slingers weren't used in warfare (as distinct from hunting) before they appear in-game.
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    Re: Some slinger unit questions

    Only slingers who use glandes (lead or clay bullets) get the advantage of longer range. Those being the Balearic, Ligurian and Greek slingers. Everyone else is using a stone, so has a shorter range...
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    Re: Brexit - Time to scrap it and start again?

    Johnson is calling Corbyn's bluff - of course there'll be a VONC. Which Johnson will probably lose; he won't resign, and at the end of the 14 days will choose an election date after Halloween.
    ...
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    Re: Brexit - Time to scrap it and start again?

    I saw a direct quote, from the G7, which was quite particular in its wording, saying the WA was gone as well. Sorry, but I don't give the Indy any more credence than I do the Daily Mail, both are...
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    Re: Brexit - Time to scrap it and start again?

    Will no one think of the British banana farmers! Oh yeah, there aren't any. You don't need to "discriminate between countries" when you can set tariffs by product. There are lots of things we import,...
  33. Sticky: Re: Faction difficulty ratings (your help is needed)

    Bosporos yes, Sicily no.
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    Re: EB-Twitter updates Discussion

    There are more regional African units still to come. The updated Libyans have more armour than the placeholder that was there before. There will also be a proper Puno-Numidian Client ruler.
  35. Sticky: Re: Faction difficulty ratings (your help is needed)

    As with most special mechanics, human player only.
  36. Sticky: Re: Faction difficulty ratings (your help is needed)

    That will definitely change in the patch. The gameplay difficulty for the Ptolemaioi isn't money, but the availability of Hellenistic units. The "garrison duty" script which randomly strips recruit...
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    Re: Is Spain basically Vietnam?

    I didn't even know Manfredi was an archaeologist and historian; I read one of his novels and assumed he was just another crafter of purple prose.
  38. Re: Faction Specific Mercs (Help a Noob)

    Your syntax is wrong in the descr_mercenaries lines, there shouldn't be a comma after the unit name.

    You can restrict units in there to religions, though I don't think you can factions.
    ...
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    Re: Traits conditions

    Just note settlement_turmoil is temporary (fading at a rate of 5% a turn), and is based on the SOF_TURMOIL value chosen in the descr_settlement_mechanics.xml.
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    Re: Hispanic province requirements

    If the regionIDs are wrong, it's a bug, thanks for reporting.

    EDIT: Looks like this was already corrected in the development build.
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