Thread: Europa Barbarorum 2.08e is released!

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  1. #1
    Ace_General's Avatar Praeses
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    Default Re: Europa Barbarorum 2.04c is released!

    Im getting an issue with my game where I launch up to the main menu, then go to start a camapgin and click the start button but nothing happens. And yes, I did a clean install of 2.01 before and loaded up a campaign on it and it worked fine
    Low speed, High Drag

  2. #2

    Default Re: Europa Barbarorum 2.04c is released!

    Quote Originally Posted by Ace_General View Post
    Im getting an issue with my game where I launch up to the main menu, then go to start a camapgin and click the start button but nothing happens. And yes, I did a clean install of 2.01 before and loaded up a campaign on it and it worked fine
    It's creating the map.rwm. Like I said in the instructions, you need to WAIT, maybe even 5-10 minutes; if you abort that, you break the map. Which means you need to delete the corrupted one you've just created, and start a new campaign again. And be patent this time.

  3. #3
    z3n's Avatar State of Mind
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    Default Re: Europa Barbarorum 2.04c is released!

    The assassin attacks came after, when he broke off the siege .the damned things lined up. There where 3 ptolomy ones and 1 epirite assassin. There where 2 attacks and to be perfectly honest I don't know if they where one by epirite and one by ptolomies or both by ptolomies.
    Likely Epeirote. I just checked and they use two assassins as forerunners to their armies in my test campaign.

    Im getting an issue with my game where I launch up to the main menu, then go to start a camapgin and click the start button but nothing happens. And yes, I did a clean install of 2.01 before and loaded up a campaign on it and it worked fine








    It's creating a map.rwm file, unfortunately EBII's is rather massive and takes some time to create due to the complexity of the various campaign mechanics we have.

    That only happens once but once its complete it, which should take 5 minutes max, it won't happen again *(until you install a new patch/version of the game).
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  4. #4

    Default Re: Europa Barbarorum 2.04c is released!

    You forgot to add Southern Tribal State numbers to Odrysai, Chersonesos Thraikia, and Bithynia.

  5. #5

    Default Re: Europa Barbarorum 2.04c is released!

    Also, since having three Hellenistic Poleis gives the player colonists, I went back and forth between descr_regions and descr_strat, and came to the conclusion that (in addition to Pella and Thermon having Hellenistic Metropolis, and Ephesos having Hellenistic Polis) the following settlements must have Hellenistic Poleis: Capua, Salamis, Kyrene, Seleukeia, Sardis, and Memphis.

    Having a Hellenistic Polis in Capua does not have as big an effect as you might think. It is certainly possible to obtain Latin Constitution in Capua (and Arretium) within a few turns.

  6. #6

    Default Re: Europa Barbarorum 2.04c is released!

    Quote Originally Posted by MrKhazar View Post
    You forgot to add Southern Tribal State numbers to Odrysai, Chersonesos Thraikia, and Bithynia.
    You're correct, I missed those when I was running through the descr_regions. They were on my list (all three are hidden_resource thrakia), but I forgot to implement.

    Quote Originally Posted by MrKhazar View Post
    Also, since having three Hellenistic Poleis gives the player colonists, I went back and forth between descr_regions and descr_strat, and came to the conclusion that (in addition to Pella and Thermon having Hellenistic Metropolis, and Ephesos having Hellenistic Polis) the following settlements must have Hellenistic Poleis: Capua, Salamis, Kyrene, Seleukeia, Sardis, and Memphis.

    Having a Hellenistic Polis in Capua does not have as big an effect as you might think. It is certainly possible to obtain Latin Constitution in Capua (and Arretium) within a few turns.
    It's not as simple as "if there are Greeks present, there should be a polis", that was the trap I fell into when I put out my submod adding them all over the place. It's also about the prevailing forms of government and level of organisation of the Greek community there. Places lacking a polis do so for a reason, it's not an omission or mistake.

    Which is to say, if you want to edit them, or release your own submod with your preferred alterations, by all means do so. But the team is agreed on how they are defined at present.

  7. #7

    Default Re: Europa Barbarorum 2.04c is released!

    2.04c Macedonia H/M 40 turns.
    I noticed a few of my units get stragglers. One unit next to a woods left 3 men behind and trailing when moved thru the woods. Iv had a unit of haploid after combat stand around in a skirmisher like stance, reasonably spreadout , even tho there where no enemy nearby. and iv had the charging cav stopping dead before they hit the intended unit.
    On the CAI, its pretty slow, with pergamon and sweboz being exceptions.sweboz have Scandinavia and are snaking into central Gaul. While pergamon spreads from tylis to Ankyra. Also pyrhus has hardly moved in 40 turns. He stays in or around the fort between epidamnos and pella "holding the pass". He`s collecting troops and now stands at 2 and a half stacks. One thing for sure my Macedonians are not attacking from that direction, Im not at war(yet) with Epirus as they offered me a ceasefire on turn 8.

  8. #8
    clone's Avatar Primicerius
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    Default Re: Europa Barbarorum 2.04c is released!

    latest version.
    for some reason the first lvl of macedonian colony gives regular hoplites. shouldnt the first lvl give levy hoplites and levy phalangites?
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  9. #9

    Default Re: Europa Barbarorum 2.04c is released!

    Quote Originally Posted by clone View Post
    latest version.
    for some reason the first lvl of macedonian colony gives regular hoplites. shouldnt the first lvl give levy hoplites and levy phalangites?
    They're exactly as I intended it to be. Before the Thureos Reform, there'd be no infantry heavier than skirmishers, so in that period they give Hoplitai. Who are replaced by Thureophoroi after the reform. It's also the reason there are Akontistai before the reform, but replaced by Euzonoi (who are technically a picked elite from the Akontistai).

    Levy phalanxes come either from the polis (Deuteroi - in the autumn release) or the Native Colony (Pantodapoi and Machimoi), nothing to do with Hellenistic colonies at all. Hellenistic colonies are for proper Makedonian phalanxes.

  10. #10
    z3n's Avatar State of Mind
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    Default Re: Europa Barbarorum 2.04c is released!

    I noticed a few of my units get stragglers. One unit next to a woods left 3 men behind and trailing when moved thru the woods. Iv had a unit of haploid after combat stand around in a skirmisher like stance, reasonably spreadout , even tho there where no enemy nearby. and iv had the charging cav stopping dead before they hit the intended unit.
    What you describe are due to MTW2's (tweaked) TWEngine2 engine based issues. We can't fix that without access to the exe.


    By the way this was my test game. http://i.imgur.com/43sUTfY.jpg
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  11. #11

    Default Re: Europa Barbarorum 2.04c is released!

    Pyrrhos not attacking Pella is not AI's favour to a human. I've had this happen when I was playing Konnon Hellenon. But maybe that's because I was nearby and Epeiros was more long tem worried about me to take Pella.

  12. #12
    Biarchus
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    Default Re: Europa Barbarorum 2.04c is released!

    I'm playing as Rome on H/H still on 2.04a but had some comments. Compared to earlier 2.03 versions, the CAI seems improved. I was finding it a tad passive on Hard in 2.03 but not quite so much now. I've seen some naval invasions too now in 2.04a. However a couple odd things. The Audeu, Getai and Sweboz have attacked me by blockading ports but I don't share a nearby sea or land border with either. It appear they have sent ships from a long ways away, doesn't appear to make much sense. Is this targeting the player?...

  13. #13
    z3n's Avatar State of Mind
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    Default Re: Europa Barbarorum 2.04c is released!

    However a couple odd things. The Audeu, Getai and Sweboz have attacked me by blockading ports but I don't share a nearby sea or land border with either.
    This unfortunately is a by-product of two things, firstly creating a naval front of war and secondly I've made Rome human or AI, gets targeted by its enemies with long term designs on either a) raiding Rome or b) attacking. This goes for any faction, not just Rome.

    Unfortunately- this does lead to premature conflicts at times but overall I'm happy with the results. The player does get a certain amount of 'hate' but only when the CAI is at war, and the CAI is also a little more wary of player borders than it otherwise would be when neutral. However, this is offset by the fact its just as wary of its old enemies, at times more so.
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  14. #14
    Biarchus
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    Default Re: Europa Barbarorum 2.04c is released!

    For the most part, I find the changes favorable. It seems like reduced population growth in most places. Have you guys been playing with that too? I do think this is OK as I don't like having huge cities everywhere....

  15. #15
    Biarchus
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    Default Re: Europa Barbarorum 2.04c is released!

    I'm at turn 125, and I don't have nearly as much money as usual when playing Rome. Someone must have tweaked the economy. I also had the Aureurnai tell me to give them Felsina or they would attack. Some fascinating CAI...

  16. #16

    Default Re: Europa Barbarorum 2.04c is released!

    Sadly my suspicion that you're just biased against the Romans so far only keeps growing. Please don't forget that AI and human playing them is different because of the money boosts. I could probably take over the Germany borders faster as Aedui than do anything meaningful as Romans.

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

    You're right, I just decided to nuke their CAI and prevent them from steamrolling on three fronts simultaneously during mid/late game. They will now only do so on two and a half fronts.

    Actually nobody is biased against them as far as I know.
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  18. #18

    Default Re: Europa Barbarorum 2.04c is released!

    I can't understand where the "biased against the Romans" complaints come from. The Romans are plenty powerful as it stands; they're almost always in the top 5 CAI factions, and as the player they are quite fun. Plus in 2.1 they're gonna get a whole set of reform units, while some factions don't even have their basic units yet (Hayasdan, Getai) and most others have few to no reform units. (Note that that's not meant as a complaint, merely an observation about how well the Romans are doing).

    Keep up the good work, guys! Can't wait for 2.1 to try the Romans again!

  19. #19

    Default Re: Europa Barbarorum 2.04c is released!

    Just on the poor Getai, we're working on Thracian units right now (check the Twitter feed!), hopefully a few of the gaps in their roster will be closed. Already, they now have slingers as well as archers.

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

    Can we please give Pergamon a starting fleet? One boat would suffice.

    Also, their starting mission to conquer Bithynia with AS help doesn't seem to work. I attack a rebel stack in Bithynia, win the battle, nothing happens, Seleucids do not appear to help.

    Not that the reward for the quest is any worthwhile at all:

    faction f_pergamon
    character random_name, general, age 25, x 218, y 152, direction N
    unit eastern cavalry mada asabara exp 1 armour 0 weapon_lvl 0
    unit hellenistic infantry phalangitai exp 0 armour 0 weapon_lvl 0
    unit hellenistic infantry phalangitai exp 0 armour 0 weapon_lvl 0
    Assuming by that time a very quick player could have snatched Sardis, Ipsos, Halikarnassos and Ephesus... :-(
    Last edited by delra; August 23, 2015 at 11:28 AM.

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