While we're talking about fleets, can we tone down some factions' navies, for example KH, Epeiros, Macedon etc? All they do at the start is hinder the economy... I either disband them, or send them to fight other ships.
While we're talking about fleets, can we tone down some factions' navies, for example KH, Epeiros, Macedon etc? All they do at the start is hinder the economy... I either disband them, or send them to fight other ships.
One fleet, you mean. I'll check with the historians.
It's semi-random, and I've seen people report that it does work.
I'd hardly call an elite cavalry unit and two phalanxes - which are hard to come by - worthless.
You mean someone blitzing could. I'm not interested in balancing things such that someone who plays without a care to any of the goals of the mod would be incentivised to do something.
That's for the player to decide for themselves how they want to dispose of their navies. They are there for the AI, to prevent ridiculous scenes like Pyrrhos walking to Italy, that we saw before navies were increased.
Courtesy of the money assistance script, they don't hinder the AI's economy at all, and it ensures they at least have ships. Given how unreliably they recruit them.
I start a campaign with Baktria (H/M).
I'm at turn 11 and the hellenistic culture has grow very very quickly.
Now in Baktra, I can build a Metropolis (a good news for my campaign !).
Baktra : 69%
Marakanda : 50%
Oskabara : 39%
Antiocheia Margiane : 40%
Alexandreia Areia : 67%
The only hellenistic colony is the level one in Baktra. All the others have a eastern colony (level one).
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Hello mates, I always get a crash playing as Pontus in battle taking the city to the immediate east on the first turn. All is OK until I storm the unwalled with 2xgeneral and 2xcav and a bunch of other starting infantry and missile units. Attached is log. Using 2.04c clean install no mods.
eb.system.log.txt.zip
Good looking release.
I need information on this problem, therefore, can you specify as to whether the crash was upon pressing the start battle button?
Additionally does replacing the export_descr_advice file within your EBII/Data folder with the one attached to the bottom of this post resolve your issue?
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
RTW Workshop Assistance MTW2 AI Tutorial & Assistance
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)
I assume this was in response to my crash with Pontus? If yes, it crashes during battle - battle starts fine, after some killing I move some troops towards the centre to win and it crashes. It did same in 2.04b also but I had no logging then so I didn't post.
I'll try the advice file you posted and report back later.
Thank you, this was my own test just now to see how the AI acts in a pontic eastern city (custom battle).
http://i.imgur.com/0tw0S1z.jpg
http://i.imgur.com/6UZRyJR.jpg
http://i.imgur.com/q1jQ6SH.jpg
http://i.imgur.com/r2rpZcX.jpg
Everything seems fine, so perhaps its a rare one time graphics related crash? I'd appreciate it if you reported back as I'm very interested in hunting down this issue if it exists. I do recall a previous one related to gate priority versus flanking, which is why I'm concerned.
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
RTW Workshop Assistance MTW2 AI Tutorial & Assistance
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)
How is everyone enjoying ultra-rapid conversion? It'll be fixed with the next update.
I think that it's a good idea to change the conversion rate due to governors. It's an interesting path to convert the population of a new conquered territory.
Yes. The actual rate is too high for the governors ( 0.025 instead of 0.0002 in the 2.04b version).
The owner conversion rate is too high ( 0.02 instead of 0.0001 in the 2.04b version).
The neighbours conversion rate must be change in the same proportions ( 0.015 instead of 0.0001 in the 2.04b version).
It should be a good idea to add a conversion bonus to the spy.
2.04c report... Epeiros vh/vh
AI has still has too much troops. It's not even turn 20, and I can't kill them all xD
I like a challenge, but constant war is not what I consider fun.
Some factions are down to a single city, but have 2 stacks - and growing.
Rome is stupidly agressive, launches sieges with 3 units etc...
Yo guys. Just wondering, has the BAI improved? TO put it to specifics do enemy armies: (a) have generals that aren't suicidal - he runs away when he needs to or avoids prolonged melee combat, (b) have cavalry that don't hurl themselves into spear-men unit types - also prefers charging rather than prolonged static melee combat , and (c) have armies that utilize 100% or 200% (if counting reinforcements) of all units present in battle within a short time frame - meaning no delays or units on the flanks or back just sitting around and observing their comrades getting butchered? If the BAI of EBII fulfill all three of these points I think the game has like fulfilled its most important job: give a stimulating opponent to test your tactical or strategic prowess against. I mean, even with good skins and a brilliant building tree and cultural feel, what's the point of an RTS game if your enemies are idiots?
Wait seriously, awesome!! Praise to zn3 then. However, the last point still wasn't addressed. I think this has been a problem since the days of vanilla, but do the enemy armies now really use all their units? Especially in defensive battles? This I mean that if on the strat map you right click their army to INITIATE combat thereby making the ai enemy army the "defender" of their position so to speak, not sieges to be precise. Because it has been a recurring problem in which if let's say I concentrate all my forces on their right flank, yes all their missile units are firing at my men, but their entire left wing of melee units don't move at all. When they move, it's only after a delay, giving enough time for anybody to scatter the body of their army I focused upon. So, again, especially in their (ai's) defensive battles do all their units move and engage the enemy? No hanger-ons, no motionless idiots, all of them raring for the kill?
Haven't noticed that... too busy fighting army after army of Romans xD
AI factions have huge reserves of manpower right from the start
Your economy cannot match it. I do play on vh/vh though... it's a habbit of mine