Search:

Type: Posts; User: Aper; Keyword(s):

Page 1 of 3 1 2 3

Search: Search took 0.10 seconds.

  1. Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    I noticed rebel armies reverted to the old vanilla behaviour of leaving settlements lightly defended and consolidating into huge dreadstacks wandering the province. This is probably the real reason...
  2. Replies
    5
    Views
    459

    Re: Applying RTW's Rome AI to EBII's Rome?

    Instead of tinkering with faction personalities that are not yet fully understood after so many years and may do nothing, you could give some secondary hit points to the roman infantry, it would...
  3. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    About the new melee kill rate I think it's an improvement, still low enough but clashes are more impactful now. Previously killing was a bit too unreasonably slow imho. It's not like now frontal...
  4. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R2 released!

    Got back to EB 2 after a long time and I have to say this "small" update is pretty awesome! I'm playing my beloved Arevaci and balance looks very good from both military and economic perspective. I'm...
  5. Replies
    446
    Views
    115,197

    Sticky: Re: Europa Barbarorum Bibliography

    Very nice channel, a lot of interesting videos especially about italic peoples
  6. Replies
    1,401
    Views
    184,989

    Sticky: Re: Empire Realism - Feedback and General Discussion

    Hi @JaM, nice to see you came back to the mod. Are you planning to fix these economic problems? Waiting for the update!
  7. Sticky: Re: Wainriders Official Announcement and Faction Previews

    Amazing! Looking forward to this!
  8. Replies
    6,253
    Views
    742,550

    Re: SSHIP - General Discussion

    You may split the Milan region in 2, Piedmont and Lombardy. Historically they were two very distinct and important regions, and northern Italy was the most densely populated "country" in Europe, so...
  9. Re: Radically improved game experience(IdillaMZ Submod)

    Considered that it's very difficult to understand how ancient combat really worked even on the most basic level, and that is even more difficult to implement a realistic battle system in a total...
  10. Replies
    35
    Views
    4,310

    Re: Is Spain basically Vietnam?

    Perfectly said. I'd add that many are not even that interested in the "history of violence", seeing it as something despicable. I think this transpires in many articles and books I read, where...
  11. Replies
    35
    Views
    4,310

    Re: Is Spain basically Vietnam?

    I'm not taking a position, but I'm sure you read plenty of professors blindly repeating outdated stereotypes, especially on military matters, simply due to either:
    1) lack of knowledge of the most...
  12. Replies
    21
    Views
    1,624

    Re: Translation Italian

    Yes, it occurred to me later, sorry.
    My rant was not really about this project but the people in Italy (often young and smart) cheering the coming of a translation, or whining because publishers...
  13. Replies
    21
    Views
    1,624

    Re: Translation Italian

    Good luck, but I'd rather try to persuade our people that learning basic english might be actually quite important, dunno? They still don't seem to get it. Not that difficult either: to me, school...
  14. Re: What are your tactics/strategies when fighting the Romans?

    I played Chartage H/H and I wanted to give the romans time to expand, but after conquering the rebel african cities I was bored so when the war eventually broke out I was happy to take them on. I...
  15. Replies
    15
    Views
    1,868

    Re: New /retextured campign map needed....

    Can't say about other countries but in the current map Italy seems to need a revision: out of my mind (it's been a while since I played last time) the biggest offenders were the weird course of the...
  16. Replies
    31
    Views
    7,282

    Re: [Submod] Alternative Battles

    Thanks for the guide, very interesting stuff. What I find odd is that I remember Point Blank claimed that higher projectile mass aid in armor penetration, and never said anything about the lower...
  17. Replies
    31
    Views
    7,282

    Re: [Submod] Alternative Battles

    I didn't look at your descr_projectile file yet, but now I see a couple of very unusual things:
    1) Why heavier javelins have lower mass values than lighter javelins? In other mods is obviously the...
  18. Replies
    31
    Views
    7,282

    Re: [Submod] Alternative Battles

    "Disruption" doesn't translate into anything in gameplay terms, except maybe "create some gaps in the enemy line" = "kill some enemies" = raise the damn attack or hit rate values.
    Ankyle or not, I...
  19. Replies
    31
    Views
    7,282

    Re: [Submod] Alternative Battles

    I was thinking of javelins mainly, and particularly about "prec" units that are given 7 attack javelins, which are useful only against very lightly defended skirmishers, and useless as a pre-charge...
  20. Replies
    31
    Views
    7,282

    Re: [Submod] Alternative Battles

    :laughter: LOL what? the role of ranged units in this mod is precisely to take away that additional HP and make enemies easier to kill in the ensuing melee. The fact that in this mod the ranged...
  21. Replies
    11
    Views
    977

    Re: Temples - overview and assessment

    I think that currently temples are a mess and they badly need a rebalance. I also posted my proposals (more based on gameplay that historicity I admit). Sadly Quintus answered that a temple rebalance...
  22. Replies
    42
    Views
    4,087

    Re: Javelin foot skirmishers

    As a carthaginian, I loved the lybian foot skirmishers, they can do anything. For their price, they are OP.
  23. Replies
    6
    Views
    690

    Re: primitive settlements are easier to defend

    There are some rather undeveloped barbarian settlements that have palisades on ramparts, like medieval motte and bailey castles. I agree they are the hardest to conquer because you can only attack...
  24. Replies
    478
    Views
    63,203

    Re: Rad compares units - a thread for balancing.

    Well personally I wouldn't say serious problems, battles can be awesome and are better than in the vast majority of other M2TW based mods IMO. I'd say that some fne tuning is needed, but hey,...
  25. Replies
    478
    Views
    63,203

    Re: Rad compares units - a thread for balancing.

    I wanted to reply to him too, because as I understand it, he said that frontal charge may not be effective, but a flanking charge (from Gaesati nonetheless!) can be very powerful. Quintus made a...
  26. Replies
    478
    Views
    63,203

    Re: Rad compares units - a thread for balancing.

    Like Jurand, I'm not convinced that flanking and shooting javelins in the back was common in ancient times. Honestly, I remember evidence of this behaviour only in cases of some famous ambushes....
  27. Replies
    478
    Views
    63,203

    Re: Rad compares units - a thread for balancing.

    Frontally, before a charge. I just ran some test battles, 3 batoroi against 3 cisalpine swordsmen (same stats), 1 unit of archers as general. The mighty volley of javelins thrown before the impact ...
  28. Replies
    478
    Views
    63,203

    Re: Rad compares units - a thread for balancing.

    The problem is that frontal charges are useless, even when performed by celtic elites. I doubled the charge value of Arkoi and I barely noticed any difference, things improved only when I doubled...
  29. Replies
    31
    Views
    7,282

    Re: [Submod] Alternative Battles

    Any chance this submod will be updated for 2.35? I enjoyed it a lot
  30. Replies
    7
    Views
    1,369

    Re: Battles in EBII: duration and losses

    This.
  31. Replies
    478
    Views
    63,203

    Re: Rad compares units - a thread for balancing.

    I honestly didn't see the utility of infantry charges in any mod. Never understood why modders give units such low charge values that are practically irrelevant. I'll probably double them in my game...
  32. Replies
    2,270
    Views
    314,345

    Sticky: Re: Fans suggestion thread for future releases

    Hi, I tried to improve the performance of the Illyrian light phalanx and I found that giving them "long_pike" makes an amazing difference and doesn't seem to have any downside. Maybe it's because...
  33. Replies
    2,270
    Views
    314,345

    Sticky: Re: Fans suggestion thread for future releases

    I gave battle temples retraining cost reduction, but then I realized many "forge" temples are actually dedicated to healing gods, so it makes more sense to leave this bonus to them as it is.
    About...
  34. Replies
    2,270
    Views
    314,345

    Sticky: Re: Fans suggestion thread for future releases

    As Quintus said, there is a limited number of available effects, so since I wanted to make tier 5 temples more useful (right now in unmodded EBII I would just skip them) I had not many choices but to...
  35. Replies
    1,281
    Views
    214,360

    Sticky: Re: Announcement: Europa Barbarorum II 2.35 released!

    I agree, it's a minor thing but annoying
  36. Replies
    2,270
    Views
    314,345

    Sticky: Re: Fans suggestion thread for future releases

    I understand, but what I meant is that each temple tier bonus need a rebalance. For example IIRC (I didn't keep a backup of the original files :doh:) the tier 4 of the FUN temple due to the law...
  37. Replies
    2,270
    Views
    314,345

    Sticky: Re: Fans suggestion thread for future releases

    About temples, are you planning to revise them? Because currently I have some doubts about their balance, I think governor is much better than the others, followed by fertility, that is not different...
  38. Replies
    39
    Views
    4,113

    Re: Preparing for a Permanent Forts Submod

    Sorry but due to many RL issues I don't want to get involved in any project now. Besides, I wish you all the best but the EBII team is not the first one I hear saying that PSFs are a nightmare to...
  39. Replies
    24
    Views
    2,685

    Re: [Submod] Defensive Siege Artillery

    Sounds good!
  40. Replies
    39
    Views
    4,113

    Re: Preparing for a Permanent Forts Submod

    IIRC the Dominion of the Sword team claimed that if you put a scripted general in the PFs the AI will be far less interested in garrisoning them and will defend cities better. Sounds quite...
Results 1 to 40 of 90
Page 1 of 3 1 2 3