Thread: Europa Barbarorum 2.08e is released!

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  1. #1

    Default Re: Europa Barbarorum 2.04a is released!

    I have literally no idea where brigand stacks are determined (I suspect it's the descr_rebel_factions). I have asked and searched, no one seems to know anything about the Rebels.

  2. #2
    delra's Avatar Praepositus
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    Default Re: Europa Barbarorum 2.04a is released!

    Maybe you're looking for the top bit of descr_strat, where you determine their spawn rate and whether rebels are active?

    marian_reforms_disabled
    rebelling_characters_active
    gladiator_uprising_disabled
    night_battles_enabled
    show_date_as_turns
    brigand_spawn_value 20
    pirate_spawn_value 28
    All the "roaming" and "garrison" rebel stacks are in there too.

    ;Region: Ordysai
    ;--------------------
    character, sub_faction f_getai, Teres, named character, age 48, x 43, y 55
    army
    unit hellenistic cavalry hippeis exp 1 armour 0 weapon_lvl 0
    unit hellenistic cavalry hippakontistai exp 0 armour 0 weapon_lvl 0
    unit hellenistic infantry thureophoroi exp 0 armour 0 weapon_lvl 0
    unit hellenistic infantry euzonoi exp 0 armour 0 weapon_lvl 0
    unit hellenistic infantry euzonoi exp 0 armour 0 weapon_lvl 0
    unit hellenistic infantry euzonoi exp 0 armour 0 weapon_lvl 0
    etc

  3. #3

    Default Re: Europa Barbarorum 2.04a is released!

    Quote Originally Posted by delra View Post
    Maybe you're looking for the top bit of descr_strat, where you determine their spawn rate and whether rebels are active?



    All the "roaming" and "garrison" rebel stacks are in there too.



    etc
    That's not brigands, that's starting Rebel garrisons/armies. As the person who determined virtually every Rebel garrison and army in the descr_strat, I'm quite familiar with it's contents.

    Those rates aren't what we're talking about here, but specifically what armies are spawned when that rate is triggered.

    Does anyone have a copy of the vanilla descr_rebel_factions.txt they could upload? You need to have unpacked your vanilla files, I don't dare touch my M2TW installation.

    Quote Originally Posted by Nightsh4de View Post
    Thanks Quintus, As I passed the 2000 household mark and upgraded the city I did see a new option to build another government but cannot recall what it was and can´t check it (I`ve uninstalled M2TW competely for a fresh install of everything, to see if that helps with the fatal crashes, I´ve waited upto an hour for the turn to cycle without success!).

    The problem is the default government you start with in Buridava does say 3 unit free upkeep. In fact I also built it in Sarmiszegethusa and still no free upkeep there either

    I´ll try Getai again to see if I can spot more stuff to report, Keep up the good work
    Free upkeep is only provided to units you can actually recruit in that building, it's not a general property applying to any unit.

  4. #4

    Default Re: Europa Barbarorum 2.04a is released!

    Quote Originally Posted by QuintusSertorius View Post

    Free upkeep is only provided to units you can actually recruit in that building, it's not a general property applying to any unit.
    I understand, I tried garrisoning units that I could build in city thanks to that upgrade (komatai, drapnai, archer cav etc), and even those that I could not (Mezenai, mercs etc), just to check. No result. Annoying because the Getai economy is meagre already.

  5. #5

    Default Re: Europa Barbarorum 2.04a is released!

    Quote Originally Posted by Nightsh4de View Post
    I understand, I tried garrisoning units that I could build in city thanks to that upgrade (komatai, drapnai, archer cav etc), and even those that I could not (Mezenai, mercs etc), just to check. No result. Annoying because the Getai economy is meagre already.
    Actually, it's even more fundamental than that; the Getai don't have any free upkeep units, because their whole roster is mercenary. As a general rule, units which are mercenary can't also have free upkeep. Problem is there aren't any regional or mercenary units already in that part of the world, so the factional roster is doubling up as mercenary too.

    Might have to change that in the case of the javelineers and archers, and possibly spearmen.

  6. #6

    Default Re: Europa Barbarorum 2.04a is released!

    Why can't we delete posts on TWC?

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Europa Barbarorum 2.04a is released!

    Quote Originally Posted by QuintusSertorius View Post
    Does anyone have a copy of the vanilla descr_rebel_factions.txt they could upload? You need to have unpacked your vanilla files, I don't dare touch my M2TW installation.
    How to unpack outside your installation and even unpack individual files, see here.


    Quote Originally Posted by QuintusSertorius View Post
    Why can't we delete posts on TWC?
    You require Local Moderator permissions










  8. #8
    Bernardius's Avatar Decanus
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    Default Re: Europa Barbarorum 2.04a is released!

    First of all, a big THANK YOU to the whole team of EB2, you did really great so far!!! I see that the road is still a way to go until you reach the final goal, take your time! Nevertheless i have a proposition for the "to active, or to passive AI" problem: why not host two downloads in the final version, one with active, and one with passive or slower AI? Just a thought, probably you had the idea yourself! Keep going EB 2 team, we love your work!
    EB II is finally out! ...NOW!!!...

  9. #9

    Default Re: Europa Barbarorum 2.04a is released!

    Preview of the changelog for 2.04b:
    • Reduced distance from capital penalty slightly, from 0.35 to 0.3, and halved for camps.
    • Reduced corruption modifier for camps.
    • Increased impact of garrisons - now caps at 50% rather than 40%.
    • Baktrioi cavalry made available to all Hellenistic factions through the polis (though they still have to be in Baktria).
    • Updated the Roman spawn consul script.
    • Updated "Taking Knossos" script to terminate if the human player is KH.
    • Added port buildings to Ebusus, Gadir and Mastia. Also added port garrison to Gadir. Upgraded Lilibeo to market_two, added market_two to Gadir, Mastia and Ebusus.
    • Added Law bonus to port_garrison building.
    • Defensive skill of Maures Infantry and Numidian Infantry reduced.
    • Added hyparchia hidden_resource to Kypros.
    • Old script causing war between Rome and Carthage fixed so it only triggers once, rather than perpetually, irrespective of ownership.
    • Trialling new cultural mix in Iberia and Balkans.
    • Added free_upkeep_unit to Komatai, Komatai Toxotai and Dacian Light Phalanx. Also Caetratii.
    • Slight adjustment's to Pyrrhos and Makedonia's starting armies.
    • Machairophoroi added to helcol_two and polis_two.
    • Changed horse archer recruit priority.
    • Added Thureophoroi and Phalangitai to Carthaginian mercenary pool.
    • Switched the incorrect placement of ImmobileRebel in Getia Koile.
    • Update to Hellenistic colonisation - now holding three polis_two's will grant colonists. This means Epeiros and Bosporans have options without having to take a polis_three, though Baktria is still reliant on the Ferghana event.


    The only thing I haven't completed is the culture change, which is a bigger undertaking than the tweaks above. z3n's BAI changes aren't ready yet, either, and will likely be in 2.04c next weekend.

  10. #10

    Default Re: Europa Barbarorum 2.04a is released!

    Hello, I'm new to the community. My game crashed in a Hayasdan campaign after I decided to not pay tribute to the Seleucids for a second time. This happened on turn 56. Could anyone propose a solution?

  11. #11

    Default Re: Europa Barbarorum 2.04a is released!

    Quote Originally Posted by Royalflush21 View Post
    Hello, I'm new to the community. My game crashed in a Hayasdan campaign after I decided to not pay tribute to the Seleucids for a second time. This happened on turn 56. Could anyone propose a solution?
    What did your error log say?

  12. #12

    Default Re: Europa Barbarorum 2.04a is released!

    Quote Originally Posted by QuintusSertorius View Post
    What did your error log say?
    It said "Medieval 2 Total War encountered an unspecified error and must now exit". I use Steam. Also, if I try to attack a Seleucid army to initiate war, as soon as I click the "fight on the battle map" or "auto-resolve" option, the error occurs. I found that if I decline tribute one year and pay tribute the next year (since if I don't pay tribute my game crashes), the option to pay or decline tribute comes up again right after I pay tribute, on the same turn. This time, I am able to decline to pay tribute, but if I attack the Seleucids, my game still crashes. Hope this info helps, and thanks for this wonderful mod!

  13. #13

    Default Re: Europa Barbarorum 2.04a is released!

    Quote Originally Posted by Royalflush21 View Post
    It said "Medieval 2 Total War encountered an unspecified error and must now exit". I use Steam. Also, if I try to attack a Seleucid army to initiate war, as soon as I click the "fight on the battle map" or "auto-resolve" option, the error occurs. I found that if I decline tribute one year and pay tribute the next year (since if I don't pay tribute my game crashes), the option to pay or decline tribute comes up again right after I pay tribute, on the same turn. This time, I am able to decline to pay tribute, but if I attack the Seleucids, my game still crashes. Hope this info helps, and thanks for this wonderful mod!
    Not the last line, that tells me nothing; the last 20 or so lines, any that have "error" on them. Better yet, zip up the whole file and post it as an attachment.

  14. #14

    Default Re: Europa Barbarorum 2.04a is released!

    Can I get some more feedback on the AI regarding:
    -army compositions
    -recruitment and use of navies
    -government building choices - are we seeing lots of Allied Oligarchies, for example?

  15. #15

    Default Re: Europa Barbarorum 2.04a is released!

    Quote Originally Posted by QuintusSertorius View Post
    Can I get some more feedback on the AI regarding:
    -army compositions
    -recruitment and use of navies
    -government building choices - are we seeing lots of Allied Oligarchies, for example?
    In my latest (2.04a Sweboz) campaign:

    1) Army recruitment seems good to me. I didn't run into a single all-skirmisher stack. Of course, the AI doesn't really retrain its units, so there were many battles against "full" stacks in which the majority of the AI units were at less than 1/3 strength, but as far as composition went they were pretty well balanced between skirmishers, infantry, and cavalry.

    2) Playing as Germany, I didn't see much in the way of naval usage in my vicinity. However, peeking around the map there were some naval operations going on. The Lusotann invaded Brittany, while the Pritanoi invaded Belgium. Because the Aedui and Boii conquered most of Cisalpine Gaul, the Romans sent a full stack to Spain via the sea. And later in the game, once KH had conquered all of Macedon and Epirus, they began spamming ships like crazy - they had six or seven fleets sitting around, "supporting" their attack on Ephesus. Of course, there were no Ptolemy or Seleucid fleets in sight, though whether this was because none were built or because all were destroyed I couldn't say.

    3) The Aedui and Boii seemed to be building a lot of allied governments, even in places where they could theoretically have built factional governments. For what it's worth, KH actually managed to build the Congress in my latest campaign; I got a notification around Turn 140.

    Quote Originally Posted by inforc View Post
    Do the Boii have a reform event like the Aediu/Arverni? If not, why?
    As far as I know, none of the Continental Celtic factions currently have their reforms implemented. Pritanoi can do some reform stuff, but Aedui/Arverni/Boii reforms are not in the game yet.

  16. #16

    Default Re: Europa Barbarorum 2.04a is released!

    Feedback:
    The armies I'm fighting are well balanced - no complaints at all.

    Navies are hit and miss. First I encountered two types of ships: 1) small scouting missions from rival states, like the Romans or the Punics would send one ship out that would run around for awhile and then go home (I was playing as KH). 2) Pirate fleets of 1-3 ships that would try to kill my landing parties or scouting missions. Later when I got into big fights with major powers I raised serious war fleets and I was the only faction to do so. It led to total domination of the wine-dark sea.

    I think AI is more likely to build the Allied governments because it senselessly expands into areas a human player wouldn't. I've seen proper government buildings in appropriate regions.

    Question:
    Do the Boii have a reform event like the Aediu/Arverni? If not, why?

  17. #17

    Default Re: Europa Barbarorum 2.04a is released!

    I have noticed a problem with the text that appear when you hover over traits... I hovered over Ptolemaios' biography trait to read it, and the upper part of it was off screen:



    I hope you can fix this for the next release.

  18. #18
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Europa Barbarorum 2.04a is released!

    Looks like the text is simply too long? Otherwise try scrolling the trait list a bit up until the biography is the top most entry and try then - that might default it to display below the entry instead of above as it is in the pic.










  19. #19

    Default Re: Europa Barbarorum 2.04a is released!

    Quote Originally Posted by Gigantus View Post
    Looks like the text is simply too long? Otherwise try scrolling the trait list a bit up until the biography is the top most entry and try then - that might default it to display below the entry instead of above as it is in the pic.
    That was the first thing I tried to do. It didn't work, the text still displayed above the trait.

  20. #20
    delra's Avatar Praepositus
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    Default Re: Europa Barbarorum 2.04a is released!

    We can go down to smaller AI fleets. AI builds more ships but still uses them separately, never merges into larger fleets. So the original issue was not resolved, while new problems with random DOWs were introduced.

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