Thread: Europa Barbarorum 2.08e is released!

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  1. #1

    Default Re: Europa Barbarorum 2.04a is released!

    I have the same problem with long walls of text being unreadable.

    I am still playing older version than this. 2.03h to be exact, and I would like to know how to install the new one? Do I just install it like normal and I don't need a clean 2.01 version to install to?

  2. #2

    Default Re: Europa Barbarorum 2.04a is released!

    Quote Originally Posted by Merovingi View Post
    I have the same problem with long walls of text being unreadable.

    I am still playing older version than this. 2.03h to be exact, and I would like to know how to install the new one? Do I just install it like normal and I don't need a clean 2.01 version to install to?
    Just copy the files over the top.

  3. #3
    Biarchus
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    Default Re: Europa Barbarorum 2.04a is released!

    Just follow the instructions on the first page of this thread. Just copy this one over your 2.03h. It's dead simple, even I figured it out....

  4. #4

    Default Re: Europa Barbarorum 2.04a is released!

    Playing the Lugia campaign, the Field of Games building has an error as its description. Also, I made Pella and Thermon have a Hellenistic Metropolis, and I changed Ephesus' to a Hellenistic Polis. This was done because it does not make sense for a Large Town to have a Hellenistic Metropolis, whereas Pella and Thermon are Cities, and have the necessary rel_h and population for a Hellenistic Metropolis.

  5. #5
    Biarchus
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    Default Re: Europa Barbarorum 2.04a is released!

    Playing Rome on 2.04a. I am not getting any colony points. I'm on turn 20 already. Shouldn't I have gotten points on turn 1 and 17?...

    Edit: I have received my first colony point on turn 20. Is that correct?

    Edit2: I believe I'm remembering Carthage getting colony points on turn 1 and 17. Never mind.
    Last edited by Hummer; August 16, 2015 at 09:25 PM.

  6. #6
    Biarchus
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    Default Re: Europa Barbarorum 2.04a is released!

    Were disasters increased? I have played numerous Rome campaigns but just on this play through lost half of my army to a natural event. I believe it was the volcano south of Capua but there was no announcement. Is there supposed to be?

  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 Royalflush21 View Post
    I've never zipped a total war save game before so here goes nothing. If I didn't do it right, could you please tell me how to zip the save file correctly? Thanks.
    We require the log, not the save file. The log is in the ...\EBII\logs folder, name is eb.system.log


    Quote Originally Posted by Hummer View Post
    Were disasters increased? I have played numerous Rome campaigns but just on this play through lost half of my army to a natural event. I believe it was the volcano south of Capua but there was no announcement. Is there supposed to be?
    There is supposed to be a warning according to the setting in descr_disasters, but to be honest I can't remember ever having received a warning. The event itself is random, no setting has been changed here.










  8. #8

    Default Re: Europa Barbarorum 2.04a is released!

    Bit of an infrastructure upgrade coming in 2.04b, Academies and Game Fields are to be seeded all over the place, it seems they were forgotten.

  9. #9

    Default Re: Europa Barbarorum 2.04a is released!

    Flashing unit button will be back in the autumn release.

    EDIT: Actually, it's a simple change as it turns out, so courtesy of Gigantus, it will be in 2.04b.
    Last edited by QuintusSertorius; August 17, 2015 at 09:10 AM.

  10. #10

    Default Re: Europa Barbarorum 2.04a is released!

    Quote Originally Posted by QuintusSertorius View Post
    Flashing unit button will be back in the autumn release.
    thank you (EB team) for that one. Battles at dusk where soul destroying.

  11. #11

    Default Re: Europa Barbarorum 2.04a is released!

    Changelist 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 schools to Athenai, Alexandreia, Pergamon, Kyrene, Rhegion (for Croton), Ephesos, Kart-Hadast, Syrakousai, Moridumon (for Anglesey) and Taksashila.
    • Added Game Fields to Roma, Capua, Athenai, Korinthos, Pella, Demetrias, Ephesos, Antiocheia, Ambrakia, Taras, Amaseia, Baktra, Pantikapaion, Sinope, Thermon, Seleukeia, Sardis, Ipsos, Edessa, Rhagae, Memphis, Ptolemais-Akko, Pergamon. Also added a Gymnasion to Sparte, Syrakousai.
    • 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 (regions with the following hidden_resources impacted lusitan, iberia, celtiberia, dacia, thrakia, illyria). "European Tribal States" (rel_e) becomes "Northern Tribal States" and "Indian Tribal States" (rel_i) becomes "Southern Tribal States"
    • Added free_upkeep_unit to Komatai, Komatai Toxotai and Dacian Light Phalanx. Also to Caetratii.
    • Slight adjustment's to Pyrrhos and Makedonia's starting armies.
    • Machairophoroi added to helcol_two and polis_two.
    • 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.
    • BAI updates - to formations, cavalry behaviour and some other miscellaneous changes.
    • Increased recruit_offset_priority for horse archers, to prevent Steppe factions prioritising light infantry.
    • Flashing unit button is back, courtesy of Gigantus.

  12. #12

    Default Re: Europa Barbarorum 2.04b is released!

    Great changelog
    Then, as throngs of his enemies bore down upon him and one of his followers said, "They are making at thee, O King," "Who else, pray," said Antigonus, "should be their mark? But Demetrius will come to my aid." This was his hope to the last, and to the last he kept watching eagerly for his son; then a whole cloud of javelins were let fly at him and he fell.

    -Plutarch, life of Demetrius.

    Arche Aiakidae-Epeiros EB2 AAR

  13. #13

    Default Re: Europa Barbarorum 2.04b is released!

    Carthage should be a much more viable faction for the player, now they have all the economic infrastructure they should have had in the first place. Distance penalty should be less severe as well.

  14. #14

    Default Re: Europa Barbarorum 2.04b is released!

    Quote Originally Posted by QuintusSertorius View Post
    Carthage should be a much more viable faction for the player, now they have all the economic infrastructure they should have had in the first place. Distance penalty should be less severe as well.
    Does this mean that now their starting income is positive?

  15. #15

    Default Re: Europa Barbarorum 2.04b is released!

    Quote Originally Posted by Architect of Doom View Post
    Does this mean that now their starting income is positive?
    I didn't check; very few factions have a positive starting income.

  16. #16

    Default Re: Europa Barbarorum 2.04b is released!

    Is the BAI at this point decent? I mean General protects himself and runs if odds are against him, cavalry avoids spearmen, and most importantly AI uses or tries to use 100% of their troops EVEN (I cannot stress more) in defensive battles? By defensive, I mean if in Grand campaign your army initiates combat on the strat map, and ai "defends" position. Honestly, if those three points are fulfilled I would think that 2.04b can be used to complete the whole campaign. I've been itching to play no holds-barred from starting date to end. Or, should us prospective players continue to sit tight and wait for the autumn release?

  17. #17
    z3n's Avatar State of Mind
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    Default Re: Europa Barbarorum 2.04b is released!

    Defense was one of the misc changes. Of course player testing is much more extensive than mine. Due to the numbers of players.
    The AI Workshop Creator
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  18. #18

    Default Re: Europa Barbarorum 2.04b is released!

    Playing as Pergamon. Despite only 3 turns. Interesting things happened.

    I managed to capture Bithynia early despite only having starting units when I saw a general just outside the city. I attacked him, knowing that the enemy will sally out as reinforcements.

    Strangely despite being overwhelmingly outnumbered, I noticed during battle that some of the enemy's units were routing, mostly skirmishers and slings. Taking advantage of this, I focused on killing an routed units, slowly earning a heroic victory.

    After capturing Bithynia and garrisoning the units the Seleucids gifted to me after conquest, the huge rebel army outside my borders suddenly laid siege on my newly capture city. Again an overwhelming army. Thankfully for the dreadful siege mechanics of M2 and the fact that I had phalanx unit in one of the streets leading to the main plaza.

    Once the enemy broke through, they focused all their units on that single street guarded by that phalanx. Throughout the battle, they were unable to even break through the phalanx as they only suffered minimal casualties, the enemy cavalry, archers, and skirmishers were unable to even get past. I then used another FM to slowly destroy any shaken or isolated units. With that another heroic victory.

    I kinda notice how easily routed the barbarian units the rebel enemy has. Also, is it normal that when my assassin missed killing the enemy general, they gain a stat, namely cutthroat?

  19. #19
    z3n's Avatar State of Mind
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    Default Re: Europa Barbarorum 2.04b is released!

    Fleeing for no apparent reason?

    And play on hard if you find the enemy routs easily. I highly suspect the game of giving advantages to the player on medium battle difficulty evidenced in a replay of mine. Similar to how on medium campaign only the player recruits mercs.
    The AI Workshop Creator
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  20. #20

    Default Re: Europa Barbarorum 2.04b is released!

    Played a few turns as carthage(2.04b), you don`t start off in the black but you can do if you disband elephants and your ships.
    I fought a battle where the rebels besieged my troops in a fort. The enemy where a long line with cav skirmishers on one flank, fast cav on the other. Both units charged ahead of the lines right into the heart of my army. The skirmishes stopping to pelt my troops while the fast cav charged head first straight into my spearmen. They then attempted to break thru them into 2 even larger units. They got slaughtered. Maybe it was because it was a siege. But it was total suicide.

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