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Thread: Europa Barbarorum 2.08e is released!

  1. #41

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Wulfburk View Post
    Hey so how do i get the english names after the original names in the units? Like "Hastati (polybian etc etc). I know i had it before reinstalling but i didnt see any option for that in the 2.01 setup.
    You need the original data\text\export_units.txt from 2.01. That had the english names after the native language names.

    We used the simplified export_units (native name only) to reduce the clutter on-screen. It's particularly noticeable on battle summary screens, where it pushes everything off to the right.

  2. #42

    Default Re: Europa Barbarorum 2.02 is released!

    KH congress reform does not work. I already reported this in another mod thread. The 2.02 breaks the KH congress reform again. You build the congress, but construction never completes no matter how many turns you wait.

    http://www.twcenter.net/forums/showt...=#post14486167

    I am uninstalling and going back to 2.01. This is a mess.
    Last edited by Thuycidides; May 16, 2015 at 12:44 PM.

  3. #43
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    Default Re: Europa Barbarorum 2.02 is released!

    Alright, I think we need to look into revised (lower) kill rates. Is anyone else finding lots of kills happening very quickly? Is it just cavalry, or other units too?
    A unit of Hetaroi wipes out a unit of hoplites in one frontal charge,that's too powerfull.
    Last edited by Sint; May 16, 2015 at 09:36 PM.
    Elder Scrolls Online :Messing up the Lore since 2007...

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  4. #44

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QuintusSertorius View Post
    Alright, I think we need to look into revised (lower) kill rates. Is anyone else finding lots of kills happening very quickly? Is it just cavalry, or other units too?

    Fortunately, I believe this is a savegame compatible change (just a tweak of the battle_config.xml).
    My infantry seams to get way too many casualties when fighting. Either because of the lack of armor but shouldn't their defensive skill give them quite a good defense? When I pitted my Lugionenz bodyguard against a Sweboz Bodyguard after thinning their ranks with my archers. My full-strength 60 man bodyguard got trashed by the 30 man Sweboz bodyguard only reduced to 26 while my bodyguard took 37 casualties.

    Also, the enemy seems to get into the steady state of moral too easily once they approach my forces, making them rout too easily.

  5. #45

    Default Re: Europa Barbarorum 2.02 is released!

    I found cavalry charges to be a bit too powerful as well. I ran a unit of Epeirote Bodyguards (Lonchophoroi Hippeis, I think) into the front of a fresh unit of Hoplitai. The Hoplitai were reduced from 161 men to about ~28 men, causing them to rout instantly. Medium battle difficulty.

  6. #46

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QuintusSertorius View Post
    john909 - are you using a Steam or retail version? Where is your M2TW installed?
    Steam version and steamapps is under C:\Games\Steam

    Quote Originally Posted by QuintusSertorius View Post
    Did 2.01 run fine just before you patched it to 2.02?
    On 2.01 I played a campaign again with Romanii (VH/H, Huge) and had my first CTD around Round 70. Also each round was progressing a lot more faster than now.

    Quote Originally Posted by QuintusSertorius View Post
    Did 2.01 run fine just before you patched it to 2.02? Did the specific CTD repeat when you tried to end turn a second time? What's in the rest of the log - we need a line that says "error" or better yet "fatal error"?
    Well I quoted the error line from the log file: 11:50:35.397 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    I didn't reload unfortunately but at the same time with the game log, there was the event viewer log about the launcher - sorry I didn't post it in a more detailed manner.

    If it matters, I moved the way Steam suggest the whole steam folder outside program files(x86) into the new path above. I also did a uninstall and fresh install of everything (EB201, grass&light, 202a patch). Already had started a vanilla campaign before launching EB.

    I attach my logfile maybe it could of more help.
    system.log.txt

    Thanks for the attention.

    Regarding gameplay I would like to add that the skirmishers and in general the "javelin throw" seems it is working as should and of course the melee units are now fighting tightly which is very nice too.

  7. #47

    Default Re: Europa Barbarorum 2.02 is released!

    Battles seem much faster in this release.Units rout/take casualties in more faster rate than it should be(or atleast than I would like it).For example I charged my two gaesatae against some batoroi and uisusparios and routed them almost on contact.On another battle(this was a siege) I managed to kill 725 men with my Boii donno eporodoi(noble cavalry),.....offcourse 90% of this was skirmishers(moldoi) but basicly I charged(or more precisely engaged them) like 800 of moldoi skirmishers all packed in a dense formation and until his toutaginoi bodyguard stopped(and buchered) my cavalry I killed like 700 of them and enslaved another 100.Isn't this a tad too much?

    I think kill rates should get a bit lower and moral should be a bit higher overall.
    But what do others think?





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  8. #48

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Thuycidides View Post
    KH congress reform does not work. I already reported this in another mod thread. The 2.02 breaks the KH congress reform again. You build the congress, but construction never completes no matter how many turns you wait.

    http://www.twcenter.net/forums/showt...=#post14486167

    I am uninstalling and going back to 2.01. This is a mess.
    I thought that had been fixed; but I have a strong suspicion as to the cause. I'm going to look into this and I'll issue 2.02b when it's fixed.

    If you wouldn't mind, could you upload your campaign script from 2.01 when you've reinstalled so I can confirm it's not something else besides? Rather annoyingly, I'm away from my machine this weekend, so I can't look at my backups or the dev build for a comparator.

    Quote Originally Posted by Sint View Post
    A unit of Hetaroi wipes out a unit of hoplites in one frontal charge,that a too powerfull.
    Quote Originally Posted by Tactics Mayers View Post
    My infantry seams to get way too many casualties when fighting. Either because of the lack of armor but shouldn't their defensive skill give them quite a good defense? When I pitted my Lugionenz bodyguard against a Sweboz Bodyguard after thinning their ranks with my archers. My full-strength 60 man bodyguard got trashed by the 30 man Sweboz bodyguard only reduced to 26 while my bodyguard took 37 casualties.

    Also, the enemy seems to get into the steady state of moral too easily once they approach my forces, making them rout too easily.
    Quote Originally Posted by Sylon View Post
    I found cavalry charges to be a bit too powerful as well. I ran a unit of Epeirote Bodyguards (Lonchophoroi Hippeis, I think) into the front of a fresh unit of Hoplitai. The Hoplitai were reduced from 161 men to about ~28 men, causing them to rout instantly. Medium battle difficulty.
    Quote Originally Posted by torzsoktamas View Post
    Battles seem much faster in this release.Units rout/take casualties in more faster rate than it should be(or atleast than I would like it).For example I charged my two gaesatae against some batoroi and uisusparios and routed them almost on contact.On another battle(this was a siege) I managed to kill 725 men with my Boii donno eporodoi(noble cavalry),.....offcourse 90% of this was skirmishers(moldoi) but basicly I charged(or more precisely engaged them) like 800 of moldoi skirmishers all packed in a dense formation and until his toutaginoi bodyguard stopped(and buchered) my cavalry I killed like 700 of them and enslaved another 100.Isn't this a tad too much?

    I think kill rates should get a bit lower and moral should be a bit higher overall.
    But what do others think?
    I think kill rates are primarily to blame here - faster kills affect morale as well.

    Morale has been lowered across the board, but it hasn't changed since my last testing EDU, where no one reported battles ending very fast.

    I had noted there that while some units did rout soon, they also rallied and returned - having not lost so many it meant they could participate in the fight again. But if they've been decimated by a cavalry charge already, returning with depleted numbers is largely irrelevant.

    I'll look into this as well and update.

  9. #49

    Default Re: Europa Barbarorum 2.02 is released!

    One more CTD at Round #24 seems like every 12 rounds I get kicked out of the game. Again the same error about the launcher and .NET in event viewer and an unexpected error in the System.log.

  10. #50

    Default Re: Europa Barbarorum 2.02 is released!

    Another KH issue:

    Unlike the other hellenic factions, KH cannot build or upgrade the polis building. Also, the premier government type does not unlock the best granaries, farming, etc., while the lesser government types do.

    Hopefully this can be fixed someday? Thanks. I'll let you know about the campaign script file.

  11. #51

    Default Re: Europa Barbarorum 2.02 is released!

    Just a heads up that the somatophylakes strategou and hetairoi still got their silver surfer spears.
    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

  12. #52

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by john909 View Post
    One more CTD at Round #24 seems like every 12 rounds I get kicked out of the game. Again the same error about the launcher and .NET in event viewer and an unexpected error in the System.log.
    There's nothing unusual in your full log, except the "unspecified error". When that happens on trying to start a campaign, the descr_strat is usually the culprit. But given your game is in progress, it could be anything. Not helpful that it isn't reporting what's triggering it.

    Quote Originally Posted by Thuycidides View Post
    Another KH issue:

    Unlike the other hellenic factions, KH cannot build or upgrade the polis building. Also, the premier government type does not unlock the best granaries, farming, etc., while the lesser government types do.
    The inability to upgrade a polis isn't a bug as such - there isn't an incomplete/faulty line of code or the like. I'm looking at the EDB, and while KH benefit from the recruit_pools for troops, they're not on the qualifiers for the building at all. That, like the Bosporans being left off recruitment before, seems more like an omission. That should be relatively straightforward to fix in the EDB. They are already generating colonists in the script, they just can't do anything with them.

    I'm going to have to do some more digging into the building requirements for KH as to the other query. That's less straightforward, it seems to be coded correctly.

    Quote Originally Posted by Thuycidides View Post
    Hopefully this can be fixed someday? Thanks. I'll let you know about the campaign script file.
    Thanks for that.

  13. #53

    Default Re: Europa Barbarorum 2.02 is released!

    Is this the campaign script in world/maps/campaign/imperial campaign?
    Attached Files Attached Files

  14. #54

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Thuycidides View Post
    Is this the campaign script in world/maps/campaign/imperial campaign?
    That's the one, thank you.

  15. #55
    Trax's Avatar It's a conspiracy!
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    Default Re: Europa Barbarorum 2.02 is released!

    No one else has noticed the insane cavalry charges? I set up a quick battle with one unit of light cavalry versus classical hoplites. You just charge in headlong, wipe out half the spearmen in the first second, and the whole unit routs or goes into fight-to-the-death mode.
    Yes, heavy infantry gets wiped out by cavalry, unless it's super heavy. Even bracing spearmen.
    Looked at the kill rate and you have some crazy value there for cavalry. Highly experimental stuff.
    Right now cavalry is really over the top, and I've not even used the ones with crazy charge values.

    12 times higher melee efficiency than infantry!!!

    Which units?
    Cavalry and lighter infantry mainly, they seem to be flying across the battlefield.


    Anyway, Pyrrhos finished up in Taras finally, wher he probably was killed when Romans took the town.

    World at turn 80


    I'm Boii.

  16. #56
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    Default Re: Europa Barbarorum 2.02 is released!

    Thanks for the update on the pyrrhos adventure, will propose something for the next release (in regards to bigger starting fleets for select factions)
    The AI Workshop Creator
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  17. #57
    Trax's Avatar It's a conspiracy!
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    Default Re: Europa Barbarorum 2.02 is released!

    I altered my EDU, so I will not comment on combat in this version anymore.

    I want to try out my doubled shield values for infantry that I advocated in the other thread.
    A shield is the most important piece of equipment a soldier can have, many units are named after shields, reforms give units with new shields, I want to make them really matter. I also want to slow down frontal combat and missile damage from the front without diminishing the efficiency of flanking and rear attacks.

    I'll try the following in combination with the new EDU.


    <missile-target-accuracy>
    <infantry>0.55</infantry>
    <cavalry>0.55</cavalry>
    <elephants>0.55</elephants>
    </missile-target-accuracy>

    <melee-hit-rate>
    <cavalry>0.40</cavalry>
    <elephants>1.0</elephants>
    <infantry>0.35</infantry>
    </melee-hit-rate>

    edit:
    Ahh, not savegame compatible for some reason. I'll play with standard EDU then, I don't want to abandon the campaign just yet.
    Last edited by Trax; May 16, 2015 at 09:07 PM.

  18. #58
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    Default Re: Europa Barbarorum 2.02 is released!

    It wasn't completely correct anyway- it will be addressed soon.
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  19. #59
    Trax's Avatar It's a conspiracy!
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    Default Re: Europa Barbarorum 2.02 is released!

    Rebels build a lot of troops but mostly rabble.

    Rebel field army in Massalia


    World at turn 105 - not much change.

  20. #60
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    Default Re: Europa Barbarorum 2.02 is released!

    Since people (not just you) want more sieges/city expansion, I'll work on that then. I believe I've made progress thus far, just redid the autoresolve factors along with siege ratio's. Should end up being better.

    I will note this wasn't a problem before the garrisons (which were put into place for more historical expansion). I will also note that I personally 100% agree with a slower expansion in the mod as it's based on history not a sandbox with an inclination towards history per se. Well, personal preference I suppose.
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