Anyone else having an issue with M, "auto merge"? On the campaign screen sometimes if I hit M after a big battle some of my units will just disappear. I don't remember that happening before I installed the updates here.
Anyone else having an issue with M, "auto merge"? On the campaign screen sometimes if I hit M after a big battle some of my units will just disappear. I don't remember that happening before I installed the updates here.
Apparently, the poor Bosporans were forgotten about when the Hellenistic Poleis building was updated. Meaning at present they derive no recruitment options from it, when they should.
So apologies if anyone has already started a campaign with my EDB above, but here is a fixed one where the Bosporans now get what they should have had: Attachment 324641.
Odd, I will compare each of the files individually then thank you both for bringing it to my attention. I had a few things I was interested (for the future to do) in the campaign script.
And cheers, however I will be working until later on.
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I believe I have fixed the issue. It was an underlying syntax error within the export advice, a mix up with triggers causing some parts of the script to not function completely. I did not do that work on that file myself but I can see how someone could do it easily enough, small but confusing effect for the exe. Although keep in mind this is just a few preliminary tests but since everything seems to be in working order I'll release it soon for everyone else to test.
Working on the BAI today, hope to make some further refinements there by optimizing it a bit. Finished up a few new things with the campaign ai and made some small differences. Will integrate other latest test files for example (Quintus/Ibrahim's EDU work) in the release. Also Ibrahim has said that the "new" physics engine is working ok with the edu which is good news. I believe and he also agreed- that it makes it more of an RTW style combat/mass effect on the game, although some good parts of mtw2 mixes in while being mostly overruled by RTW style. So it was likely an old system the developers left in from RTW that just needed to be calibrated.
Automerge? I have never heard of this feature, well I learn something newCan you just merge normally? I cannot think of a way to fix that without breaking a much more important feature (more important calculations by the exe in regards to units).
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
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Testing something, may have to make the new release today... we'll see
Last edited by z3n; April 28, 2015 at 06:07 PM.
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
Rome: Total Realism Animation Developer
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Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)
If we could get RTW-style unit cohesion and cavalry charges, that would be awesome. If we could also get secondary weapons for pikemen that aren't broken...well a man can dream, can't he?
Well I think the cavalry charges are mostly rtw now and cohesion is more or less the same because of that.
My guess is that secondary weapons cannot really be fixed due to the way mtw2 understands where 'bones'are and distance to target from their own position.
Also I realize I made an error after creating an entirely customized faction specific AI, I did not update the internal AI names for the BAI only the CAI. Apologies. Next version (release is imminent) will contain more of the experience I want you guys to have in terms of BAI.
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
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I finished the BAI code just now but have some testing to do internally among ourselves. Things are looking better now that the BAI internal names have been assigned- I added a new things too to further optimize the file.
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
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Update in the works which will bundle in my latest EDU (EDIT11 which has a couple of tiny changes), but also a completely reworked descr_strat with revised garrisons/armies and much bigger Eleutheroi garrisons in prominent places. It also integrates my EDB changes (Bosporans have recruitment, no AI boost to replenishment). If we're lucky, we may get a revised money script too.
Yes and I received your PM @Roma_Victrix and believe we have successfully addressed your concerns about greek huge cities crashing in the new EDB too after preliminary testing.
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
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That's excellent news, z3n, I'm very glad to hear it!![]()
Hello guys. I am still studying the Battle AI in depth and how exe interacts with xml.
I have had something of a breakthrough thanks to information on how the exe really works (no more is it just my understanding on xml programming works but actual real evidence from memory logs, thanks to Argantonio's posts on the topic also the creator of the IWTE tool) It helps me greatly in figuring out what to add to each part of what I want to do.
I am not sure exactly what this means for the release- I may just put into the pack my part of the old files, while experimenting with a new version.
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Europa Barbaroum II AI/Game Mechanics Developer
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That sounds very interesting z3n, keep innovating :-)
Just downloaded your latest file. It seems that your latest update shares two files with that provided by QuintusSertorius, in his EDU updates. These are battle.config.xml and export_descr_unit.txt. Regarding these two files, should I use the ones from yourself, or, from QuintusSertorius. I can't say if they are different.
After a clean EBII 2.1 install I've downloaded updated pathfinding with BAI and CAI provided in the zip file of the OP. Then I've installed the updated EDU and the trait fix as recommended. I'm using the battle config file in updated EDU post. Right now my campaign turns take more than 4-5 minutes from the start of the campaign which used to be less than 1 before when I was playing the vanilla 2.1 with the unofficial mod bundle which is not installed now.
I'm sure I did delete the map file correctly along with .string extention files. Am I the only one experiencing this tedious long end turn waiting? Would you happen to know which part of the update process I messed up or have any idea what might be causing this? By the way when I start a campaign, any campaign I check show AI movement (maybe has an effect reported I missed somewhere..)
Turn off show AI movement then report back?
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
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Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)