Peltasts as crack troops potentially started with Philip of Makedon, his professional phalangites were dual-trained to act as skirmishers. Which meant he could detail a portion of his main line as...
Type: Posts; User: QuintusSertorius; Keyword(s):
Peltasts as crack troops potentially started with Philip of Makedon, his professional phalangites were dual-trained to act as skirmishers. Which meant he could detail a portion of his main line as...
The above. That's why I asked the question, what version are you playing (it's in the bottom right corner of the main menu)?
KH can't colonise. They don't get colonists, which is why their governments are available in so many places, giving locals in a broader swathe than most other factions. That's also why their...
Maybe the weekend, but I don't want to make any promises yet. I'm keeping a weather eye on anything that needs fixing from people's first runs.
Megale Hellas should be an area of interest to...
Thanks for that. Entirely your call if you follow on with the Federalisation Reform - it's a sideways evolution, rather than "better" than the Centralisation one you've completed.
I'll check....
Yep, it's an oversight on my part building the compilation. Fortunately that's the only settlement that moved since 2.35.
Crap. That'll be in R2 as well.
Which is the idea, the Ptolemaioi shouldn't be easily blitzed.
I should add those two sets of spawns are an either/or, they don't both happen. Either you get strong resistaince if you take Akko...
They already do, they have the spear_bonus_x attribute. Again, read the EDU, not the unit card displayed in game.
I just fired up the dev build, and it looks like this:
364606
Something has gone wrong with your patching, the spawn is in the right place, but the settlement isn't. Your map_regions hasn't...
And you're definitely playing 2.35A? There are three full stacks that spawn if you take Akko (not all at once, but in a sequence); there are two if you go direct for Alexandreia.
The "features" reported on the unit card are drivel. That's an engine issue, I have no idea why it chooses to read the stats and display what it does. Every unit with an axe or other heavy chopper...
That's...not where it was before. Will have to move Apulo.
Lusitanio was trying to be polite, so I'll be more blunt.
Sorry, but your particular biases, which you've demonstrated time and again, make your reading of the sources suspect at best.
The...
In all this time, I don't think I looked at the cost/time for the Reformed Colony. At the very least that needs to change.
The change was deliberate though, only the places that historically...
We had to remove the 0AD music at the request of the owners of the IP.
That's something that got missed in updating the guide.
No need to remove the thread, other people might find it useful, or have other thoughts on colonisation.
You can still build the Reformed Colonies (which will push rel_h up to 70%), it just means waiting til after turn 222.
I've double checked, that's working as intended. Forgiveness/breaking becomes an option when you've won 4 battles against the Seleukids, but you need to have won 6 for it to "take".
You can't build the top tier of Hellenistic Colony for the region, until after the Thorakitai Reform.
I say for the region, you can't build the helcol_three in Baktriane, only the helcol_ref.
On the main topic, we've addressed this by stopping the immediate assignment of that hidden trait. It means you should get a turn or two to gather fleets before it becomes an Admiral in it's own...
The three scripted armies that spawn for the Ptolemaioi didn't give you any trouble when you rushed them?
You are exactly correct, well spotted. Which would explain why he spawns, then wanders off, instead of trying to take Pella as intended...
Though you start with depleted unit pools and have to hire mercs if you want professionals to fill out your line.
No, for the same reason changes aren't savegame compatible. The script is compiled when the campaign is started, it can't be changed after that in a live game.
Nor can you disable only a part of...
No, auto-resolve doesn't count; it's a post-battle script that requires an exported counter from the battle engine (which only happens when you play them manually).
I'll have another look...
I'm afraid not, the script is compiled at the start of the game, it can only be fixed with a new campaign.
Intentional, it's an unfortunate timing clash. They disappear with the reform, but the Lugiones don't have a government that can recruit them until after.
In the console:
create_unit...
I don't think this is a bug, looking at the script. The offers won't stop until you've taken at least two settlements and won at least 6 battles.
Sieges and naval battles don't count, only field...
They do already have bonus hit points with the hidden AIGeneral trait and many of the script-spawned ones have extra ones through the health trait as well.
Hard and Very Hard difficulty give them...
No, I mean before they died. Otherwise it's the harder job of stopping re-emerge, which means boosting public order in Pergamon to stop the revolt "succeeding".
Create units in Pergamon to stop...
The new faction re-emergence is 8,000 lines of code that was adapted into the existing script by hand. Errors happen.
Do you have an earlier save before Pergamon was killed? If you do, go back to...
I don't have the release version installed, I can't do anything with a save. That's why I asked for your observation on exactly what's happening just before the freeze.
Yep, those are normal...
That's a good thing, right, that it's difficult? That's how it's supposed to be challenging, holding it all together against all comers.
How fractious is Egypt being ruled from afar? Is Thebais...
That's sounding like the right level of balance. They should be a problem if you ignore them, but not if you're on top of things. In the previous version there was a danger of the mid-game going...
Yes, you have to choose the horde option for that to happen. Otherwise it was just a little too punitive.
We do listen to feedback!
How are you finding the little revolt spawns as a steppe...
When I've got a stable version of 2.35A out there that isn't throwing up random bugs, I can turn my attention to things like updating the changelog.
Yes, I'll put out another little fix-patch for people who had R1 and don't want to repatch the whole thing.
Yes, as in that fix-patch integrated into the main one, so people don't need to download two things and I can leave it be.
Had hoped it wouldn't be necessary, but things always seem to crop up....
Has anyone else had recurring issues with camps (Ammon or otherwise)? As far as I'm aware, we haven't changed anything, so some error logs would be good if there's something that should be addressed...