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Thread: Europa Barbarorum 2.08e is released!

  1. #881
    z3n's Avatar State of Mind
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    Default Re: Europa Barbarorum 2.03d is released!

    Quote Originally Posted by Walleyeking View Post
    13 turns as Makedonia i can confirm that assasins are still ridicoulus, its even worse now since you cant afford to fight back with the high agent cost. Had my own spy, assasin, 2 generals and now my faction leader assasinated, and i have detected and executed atleast 5 enemy agents. Campaign is frustrating as hell with this. Ptolemaoi seems to be the worst assasin-spammers, all assasins bar one i have spotted or killed has come from them.
    It depends on their style of war against you, they'll try to kill you off that way and also via fleets if you're out of reach. So you need to put a spy and security conscious general as the garrison commander. A commander in a big stack (when they try to kill him) is also a very large deterrent to their chances. Sometimes to the point of only 1% of a chance depending on their skill.

    Some others have complained that their own assassins are useless which I can understand since before it was on the rare side to kill someone with an assassin. However, like I said, assassins have only been given a slight increase on the verge of 2-5%. Once they gain assets they get an additional modifier which is very easily offset by proper defense techniques. Only the most skilled assassins have even the smallest of chances against a truly security conscious general + troops + spymaster.

    Are you using some kind of graphical mod to make the game look like that? I really like it.
    Yes, if I remember correctly it's this one (not the mtw2 one) http://www.twcenter.net/forums/showt...-Version-1-0-8

    Well, this has been the worst EB patch for me, ever. 2.03d hard crashed my system when I went to start the campaign to build the map file. I had to power down because windows would not restart, and now I have to repair my OS. I haven't seen anything like this happen before, ever.
    Sounds like a hardware issue, your HDD to be specific.
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  2. #882

    Default Re: Europa Barbarorum 2.03d is released!

    Quote Originally Posted by Jervaj View Post
    I just found a problem with the congress reform.

    I conquered pergamon and congress building appeared. I put it in the queue and ddint progressed. then I deleted it from the queue and now isnt possible to build it anywhere.
    If you go back to an earlier save and try again, does the same thing happen?

    As to the second part, that's something we can't really get around. Never remove unique buildings from the queue once you've started them, they won't come back again. Or they might the next turn, perhaps, but there's no "reset" for things triggered on being queued.

    There is the "rescue" part of the script, it will be triggered in turn 120 automatically, but that could be quite a wait.

  3. #883

    Default Re: Europa Barbarorum 2.03d is released!

    Quote Originally Posted by Cohors_Evocata View Post
    Spoiler Alert, click show to read: 


    Small bug with the newly added government building for the Pahlava in 2.03d. I believe the icon is still there if you build the royal clan land in the regular way.
    This is weird, but persistent bug that has been with us since the very beginning - I was puzzled at first, back at 2013, then I decided to make bad luck a virtue and set both starting cities with the "migration" so that the player can decide for him/herself what to construct where. Once build in game, the picture appear just fine. Of course back then Pahlavs had two cities and were not under such threat as they are now with a single city and improved AI. They needed a gov to give them a recruiting chance. Sorry for the inconvenience we will try to come up with a workaround the next time.

    EDIT:
    I have just verified working but not savegame compatible workaround:
    in descr_strat DELETE the whole entry for parth_rcl
    in campaign_script add a single line without any monitor, preferably just after the killing-off certain starting characters at the top of the file:
    console_command create_building sett_154 parth_rcl ;;;to fix the government in Nisa

    The building appears with correct picture.
    Last edited by V.T. Marvin; June 27, 2015 at 04:48 PM.

    ...................................................

  4. #884
    Biarchus
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    Default Re: Europa Barbarorum 2.03d is released!

    Some of my experience. 2.03c. M/M.

    No issues with agents at all. Playing as Pergamon, AI seems a little too passive. I have not had a single nation DOW on me. I have conquered 3 of Epeiros's 4 settlements. and there armies have never started a pitched battle. I have simply avoided there 2 1/2 stacks with my 1 stack and seiged all 3 settlements for 7 turns before they fell. No sally either. Now they have asked for peace and started there 2 remaining stacks marching north up the illyrian coast i'm assuming to get back to there only remaining settlement in Syrakousai.

  5. #885

    Default Re: Europa Barbarorum 2.03d is released!

    Final report from 2.03c - Romans - 219 turns
    -- The first 40 turns was real quiet pretty much everywhere. (so no screenshots)
    -- Then from turn 40 to turn 120 I was besieged by assassins. Spies at 1000 a pop take up a big part of my early economy.
    -- Turn 120 I had expanded my empire enough so the assassins didn't seem to be coming into my interior italian provinces anymore, preferring to stay out around the edges where there were less spies.

    -- One thing I liked about the earlier version was that if I didn't send out my two consuls together with full army I could expect to be beaten badly by a 2-3 stack army. That really made me feel like I could lose. Without that in this version I didn't lose many battles as they didn't usually overwhelm me, the exception being getai who repulsed my 2 stack attack twice.

    The grey death is serious haha, they usually had 2-3 protectorates at any one time. Turn 200ish they started attacked getai and I was able to make getai my protectorate around 205 then just started the war with the greys around 218.

    The arver were also really strong this game, the Lusot from around turn 160 on had really large armies in the field but refused to attack from their corner spot in spain.

    Carthage, at one point owned Sparta!

    Germans invaded britain

    Last edited by madmatg; June 27, 2015 at 05:49 PM.

  6. #886

    Default Re: Europa Barbarorum 2.03d is released!

    I have to confirm: the assassins are VERY overpowered.

    Just played 25 turns as Nabata. In the beginning I just united the neighbouring Arab lands and allied with the Ptolemies. When the war between them and Seleukids broke out and yellow banner appeared upon the walls of Antiocheia, I decided to take my chance and grab Damascus. I succeeded without problems. Seleukids could not respond with armies (we no longer shared any border) but they sent 2 assassins against me.

    3 turns later my whole family was buchered by the two freaking James Bonds. They killed three of my generals and a faction heir, leaving me with Faction Leader and some random adopted general. In the meantime they sabotaged constructions in my main cities (Rekem and Damascus) with what seemed to be 100% chance of success.

    I tried to retaliate with my assassins, but they had like 8% chance of killing the enemy one. So I was basically defenseless.

    I don't remember them to be so overpowered prior to 2.03.

  7. #887

    Default Re: Europa Barbarorum 2.03d is released!

    Otherwise the expansion in the first 25 rounds was quite impressive, especially in Spain, which was basically divided between the Lusitanians and the Arevaci (Carthage was kicked out). Scythians also expanded a lot. Romans took Taras and Greeks captured Corinthos. Pergamonians expanded to Byzantium. Ptolemies captured Antioch. Saba controlled their corner of the Arabian Peninsula. Seems quite realistic and nice.

  8. #888

    Default Re: Europa Barbarorum 2.03d is released!

    I have to agree that assassins are out of control. Playing Makedon, I assassinated Pyrros the first turn in 5 separate starts.

  9. #889

    Default Re: Europa Barbarorum 2.03d is released!

    The AI appears to have issues with using a reinforcement army in battle in 2.03c.

    The situation: I'm Pontos, at war with Hayasdan. Have smashed multiple Hai full stacks, thanks to the excellent Pontic FM cavalry. Nevertheless, the war goes poorly, because Hayasdan is pumping out full stack after full stack as if it's Arche Seleukeia, while I can barely maintain one full stack.

    My army is attacked by two adjacent Hai stacks; the smaller one (~650 men) is the attacker, while the larger one (~2100 men) is the reinforcements. I array my army on high ground, absorb the initial blow from the smaller army alone, rout it.

    The reinforcement army sat there and did nothing useful... the AI shuffled around troops, building a big conga line of cavalry and light troops, occasionally moving the line forward and adding a new unit to the back. Most of its infantry was in a row formation behind the horse column.

    I eventually won the battle on time; my army's in kind of bad shape, so I couldn't afford the losses from attacking.

    Pics:

    Spoiler Alert, click show to read: 


    the horsey conga line


    Spoiler Alert, click show to read: 


    the infantry rows behind it

  10. #890

    Default Re: Europa Barbarorum 2.03d is released!

    I've already got a set of changes and fixes for 2.03e, which is coming soon, given the KH reform is broken again (fixed again...), and assassins are still problematic.

  11. #891

    Default Re: Europa Barbarorum 2.03d is released!

    I've started a short campaign as Pergamon H/M and have a few things to report after 50 turns of playing:

    -Regarding the CAI I'm really glad to see Pyrrhos conquering Pella (shortened what could be a long war and maybe not historical but fun to see rather than seeing Epeiros' army loiter around) by turn 3, The Koinon Helenon avoids attacking Korinthos (probably due to the garrison in Demetrias). Lugiones expanded the most by turn 50 (around 5 provinces if Im not mistaken). In the first 10 turns I blitzkrieg Ephesus and Halikarnassos, prompting the Ptolemaioi to send hordes of assassin (around 4) I lost Eumenes to the assassins and had to keep my FMs on fleets to protect them, finally had a ceasefire with the Ptolemies and the assassin attacks stops. I'm seeing the change to the recruitment pool added to the government prompted the Arche to raise 4 stacks in Mikra Asia alone. They soon invaded Side by turn 28, an interesting thing is that after fighting against the Bythnian in a minor settlement the Basileus will send reinforcement message appear and a small stack of 4 units loiter around near Nikaia. I besieged the city and the unit went back to Ipsos. By turn 50 the Arche had invaded Hayasdan reducing their holdings to Ani-Kamah, they have invaded the Syria-phoenike and depose the Ptolemies there. Saba allied themselves with the Nabateans and invaded Ethiopia. In the west the Lusotannan were destroyed before turn 38 and Arueakoi conquers 80% of Spain leaving Karthadast holdings intact. The Massylians hordes by turn 32 and for the next 20 turns or so did not settled, by turn 56 however their faction is destroyed (Im not sure of what is the reason). So far the Arche is the strongest faction as usual.

    -Regarding BAI I used them in 4 battles and somewhat sees them as evading combat or scattering to evade my larger force, the AI army I usually face lacks cavalry (probably only 3 or 4 but 2 of them are skirmishers) and hence did not usually try flanking (only in one occassion but I quickly dispatched them with my own cavalry). I did not see the line infantry having a guard mode at the beginning of the battle (only in one skirmish but after siege battles I did not see them anymore).

    -Regarding the new cost for fleets, It is quite considerable however not game breaking. It shows just how hard it is to construct a fleet (Amassing 10 fleet of trieres will cost a lot more now, and with higher cost there are more strategical decision to produce a Pentere or a Triere as I notcied 2 Triere is not enough to beat a Pentere). Everytime I right clicked a Pentere or Port City my game crashes, probably its an issue that led to the removal of huge cities (?). I have a question regarding fleets, will there be more options to construct by summer release? I realize its not as vital as other ground units but its also good to see some variations.

  12. #892
    z3n's Avatar State of Mind
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    Default Re: Europa Barbarorum 2.03d is released!

    Siege battles deliberately don't have them- to make things a little messier and more aggressive, especially on the walls.
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  13. #893

    Default Re: Europa Barbarorum 2.03d is released!

    Quote Originally Posted by jordiebenardus View Post
    -Regarding the new cost for fleets, It is quite considerable however not game breaking. It shows just how hard it is to construct a fleet (Amassing 10 fleet of trieres will cost a lot more now, and with higher cost there are more strategical decision to produce a Pentere or a Triere as I notcied 2 Triere is not enough to beat a Pentere). Everytime I right clicked a Pentere or Port City my game crashes, probably its an issue that led to the removal of huge cities (?). I have a question regarding fleets, will there be more options to construct by summer release? I realize its not as vital as other ground units but its also good to see some variations.
    That first point is definitely a result. A "heavy" fleet should be able to cause serious damage to a "light" fleet, even outnumbered.

    Crashing when you click on a pentere/port_city is unusual, though. What does the error log say?

    I've not seen any plans for new ships, we don't really have a naval specialist in the team any more. The only person taking an interest in it at all is me!

  14. #894

    Default Re: Europa Barbarorum 2.03d is released!

    Quote Originally Posted by QuintusSertorius View Post
    That first point is definitely a result. A "heavy" fleet should be able to cause serious damage to a "light" fleet, even outnumbered.

    Crashing when you click on a pentere/port_city is unusual, though. What does the error log say?

    I've not seen any plans for new ships, we don't really have a naval specialist in the team any more. The only person taking an interest in it at all is me!
    It says "medieval II total war had stop working for an unspecified error" where to check the error log exactly (a savvy on coding). It doesn't occur everytime but Port City and the Pentere usually causes the CTD. How about using the old EB fleets as a reference? Theyre wonderful and adds a lot of color in the EB campaign.

    Theres also something I noticed is that when I allied myself with Arche they left Sardis and Ipsos with barely a garrison (this is after almost 50 turns of being allied) leaving them with 3 or 4 units in garrison, is this intentional?

    Looking forward to play as KH again in the next update, or probably play as Pergamon again ( This time it might be interesting to start with the 9,000 talents or 540,000 mnai if Im not mistaken).

  15. #895
    z3n's Avatar State of Mind
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    Default Re: Europa Barbarorum 2.03d is released!

    Theres also something I noticed is that when I allied myself with Arche they left Sardis and Ipsos with barely a garrison (this is after almost 50 turns of being allied) leaving them with 3 or 4 units in garrison, is this intentional?
    No.

    And thanks, I'll redo defense decisions a bit more.
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  16. #896

    Default Re: Europa Barbarorum 2.03d is released!

    Quote Originally Posted by QuintusSertorius View Post
    Strange. The map.rwm has just squeaked over 13MB in this update (having been just below in previous patches), I wonder if that's responsible for this issue?

    Did you get an error report for what happened?
    Maybe not necessary? I just checked and in my 2.03d patch file the map.rwm file is 0kb. Or is that intentional? I just tried downloading 2.03d again and it is the same.

    The last few line of my error log just says:
    17:26:28.915 [system.io] [warning] open: E:/Games/Medieval II Total War/mods/EBII/data/world/maps/campaign/imperial_campaign/map.rwm is missing
    Last edited by Thuycidides; June 27, 2015 at 11:33 PM.

  17. #897
    z3n's Avatar State of Mind
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    Default Re: Europa Barbarorum 2.03d is released!

    Try starting a new game and check again, that file is a dummy file which tells the game to regenerate the rwm. We do it with our bin files too.
    The AI Workshop Creator
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  18. #898

    Default Re: Europa Barbarorum 2.03d is released!

    Nope, not after what happened the first time. I spent two hours sorting through the problems it caused. I'll stick with 2.03c for now. Thanks though.

  19. #899

    Default Re: Europa Barbarorum 2.03d is released!

    Quote Originally Posted by z3n View Post
    No.

    And thanks, I'll redo defense decisions a bit more.
    Why? If anything I would consider this a GREAT result - why should anybody fortify his border with his ALLY? In RL it would be extremely suspicious. In TW, yeah, we all know that allies are treacherous bastards, but still...
    - You fixed the diplomacy pretty well, so AI allies are no longer as treacherous.
    - And if the player feels the temptation to betray his AI ally - well, IIRC you were reporting that it would destroy his credibility with the AI and he might well get gangbanged, isn't that so?

    ...................................................

  20. #900

    Default Re: Europa Barbarorum 2.03d is released!

    I tried going back to the save. left the building there several turns but the construction never finishes

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