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Thread: Europa Barbarorum 2.08e is released!

  1. #61

    Default Re: Europa Barbarorum 2.02 is released!

    So basically the reason why the other factions aren't as aggressive compared to EB1 is that they are pretty much focusing on building up their settlements?

  2. #62

    Default Re: Europa Barbarorum 2.02 is released!

    I tested the celtic chariots in custom battle,because I was curious how they perform.Is it normal that they simply murder a whole unit of gargoklaidoi in a single frontal charge?I lost only like 1 or 2 chariot.





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  3. #63
    Laetus
    Join Date
    Feb 2015
    Location
    Aryānā
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    20

    Default Re: Europa Barbarorum 2.02 is released!

    Well, this is my report:

    I'm playing a campaign with the Aedui with M/M difficulty; I'm now in turn 38 and I must say that so far my impression is generally positive. The Arverni (my future enemies) make slow but constant progressions. In effect, as you intended, although they've a bigger army than mine (I know it because I checked the faction statistics), I can notice they don't have infinite ressources. Their army is large indeed, but not too large, and that's why, whilst I've been able to conquer four settlements (Uesontio, Auaricum, Autricum and Batumacos), they've just captured two or three. However, although I recognize that the enemies make more movements and form large stacks, I worry about the fact that, as an example, the Arverni haven't used their numbers and quality of troops to carry out quick expansions, which they could easily attempt. As an instance, there is a settlement north of Lemonum whose name I don't remember in this moment. That settlement belongs to the Eleutheroi and has a really small garrison. The Arverni have already conquered Lemonum, and they did it long time ago. Since then they have sent moderate stacks towards that settlement but haven't still attempted a siege, and that's strange because even their moderate troops are much larger than those of the eleutheroi; I find no reason to avoid such an easy invasion, specially if we have in account that that settlement has a small seaport, good income source for there is active seatrade around. Summing up, I find the CAI isn't still as smart as it should be; however, I think it's smarter than in EB 2.01.

    Concerning battlefields, I've liked what I've seen so far. I find the enemy really trying to press on your weakpoints in order to break your lines. That's what I saw at the siege of Autricum. My enemies sallied and made an attempt to break the siege, and it was amazing. They concentrated their strongest troops to fight my batoroi and uisusparos; they were really trying to make them flee quickly in order to face in better terms my gaesatoi, argoi and retainers. I won that battle, but it wasn't an easy battle. However, I agree with those who have said before that cavalry is too powerful. I say it because of this: the batoroi are supposedly heavy infantry, right? Well, I located a unit of them at my left flank, and when the sally began the enemy launched their Donno Eporedoi against them in a powerful and front charge. I know the Donno Eporedoi are the heaviest gallic cavalry available at the beginning of the campaign, so it was expected from them to take many casualties from the enemy (ME) in a good charge; and they did it. Nevertheless, what I didn't expect was to see my almost entire unit of batoroi hacked to pieces after a FRONT charge of cavalry. I moved my gaesatoi to help them, and they won, but after the struggle no more than 10 batoroi survived; and I was shocked, because according to what I know a unit of heavy infantry shouldn't be torn apart by a head-on cavalry charge, even if it's heavy cavalry.
    With regard to other details, I'd like to to point out some errors ocurring in the financial reports. As an example, when I began a turn I had 5307 mnai. I didn't make any expenses in that turn, but when I went to see the projected profits and totals of the treasury I found this:

    Income Expenditure
    Projected Total 6329 5336
    Projected Profits 993
    Projected Treas. total 3300

    If I have a treasury of 5307 mnai and my projected profits are 993, my projected treasury total shoud be 6300, not 3300. This is not a fatal or huge error obviously, it's just a detail that doesn't sully the game experience, but I wanted to point it out.

    Another thing I wanted to mention was an issue concerning a character. One of the characters of my family is Kokolitanos, a man who began the campaign with the trait "green", which means that he lacks battle experience. Well, He has been in at least two of the four battles I have fought so far and he is still "green", when he should have acquired the trait "blooded" or something alike. I don't know if there might be a reason to explain such a thing or if it is indeed a bug.

    And finally, I wanted to tell I'm getting CTDs in some turn-transitions. It doesn't happen always I press to change turn, but it often occurs. What could I do? It's not a deadly CTD as I just have to restart the game and that's it, but I guess you understand it's annoying after some recurrences.

  4. #64
    Laetus
    Join Date
    Feb 2015
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    Aryānā
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    Default Re: Europa Barbarorum 2.02 is released!

    Excuse me for the table:

    Income Expenditure
    Projected totals 6329 5336
    Projected profits 993
    Projected Treas. Total 3300

  5. #65
    Laetus
    Join Date
    Feb 2015
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    Aryānā
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    Default Re: Europa Barbarorum 2.02 is released!

    Oh, I see, I am not allowed to put many spaces between words, but anyway, you understand the idea. Sorry.

  6. #66

    Default Re: Europa Barbarorum 2.02 is released!

    Been playing as Roman on M/M. turn ~ 70.
    Generally amazing experience ! As for my own progression, I find the game well balanced; not too many army, and feels like building a new legion really take its time. I really like the way you can now extends thru the Mediterranean sea by capturing small settlements, without connection between each other. So, greaaat job !

    Strat map:
    - The AI seems to take its time to expend. A lots. Illirya never tried to expend, and Gaul seems to have caped only one or two settlements since the beginning. Kind of strange. (I can upload a savegame if you want).
    - The colonial-political system for the roman need a bit of explanation. Is there any tutorial out there ? The description text need a "gameplay" section on this part maybe ?
    + well balanced amount of money as roman.

    Battlemap:
    - Routing a bit too quickly. Most of my battle have been against rebels, that's maybe why ?
    - hastatis Sabally (the red one?) seems a bit OP for now... but I guess its just made to wait for the roman reform update ?
    + I find the kill ratio fine on my part, as well of the rapidity of battle and archery

  7. #67

    Default Re: Europa Barbarorum 2.02 is released!

    Currently at turn 96 of my Pergamon campaign H/M and during turn transition it got stuck on Ptolemaioi or Baktria, Ive tried reloading my game 4 times and it still occur. Did anybody have the same problems with Pergamon or other factions

  8. #68

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by jordiebenardus View Post
    Currently at turn 96 of my Pergamon campaign H/M and during turn transition it got stuck on Ptolemaioi or Baktria, Ive tried reloading my game 4 times and it still occur. Did anybody have the same problems with Pergamon or other factions
    That happened to me with two separate campaigns in 2.01, both times it got stuck on Ptolemaioi, so it's not 2.02 specifically.

  9. #69

    Default Re: Europa Barbarorum 2.02 is released!

    Keep the feedback coming guys. Are technical guys are looking at the issues to fix them as fast as possible!

  10. #70

    Default Re: Europa Barbarorum 2.02 is released!

    Some final remarks on KH:

    The adviser pops up every turn to remind you to build the military colony building, but the military colony building is perfectly impossible for KH to build! It is not linked to the correct government types for KH. I've built military colonies for the other hellenic factions, so I know how the process is supposed to work.

  11. #71

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by jordiebenardus View Post
    Currently at turn 96 of my Pergamon campaign H/M and during turn transition it got stuck on Ptolemaioi or Baktria, Ive tried reloading my game 4 times and it still occur. Did anybody have the same problems with Pergamon or other factions
    I have had this happen on occasion, I tried two things. One, I closed my laptop lid to make the computer sleep, after it's slept I woke it back up and after it reloaded the campaign map it continues on. The other thing is just to wait, I left it for like 40 minutes one time to do laundry and found that it had finally continued onward

  12. #72

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Thuycidides View Post
    That happened to me with two separate campaigns in 2.01, both times it got stuck on Ptolemaioi, so it's not 2.02 specifically.
    Ah well I see, maybe I should reload from other files (I have "autosave" & "Pergamon_start")? or are there any other way?

    Well if its not a 2.02a problem I guess the patch work really well, in terms of diplomacy it improves clearly (usually ceasefire is easily obtained if the factions do not share land borders, and nigh impossible if they do share one). Definitely a slower expansion (nearly 100 turns and only a few territorial changes) no stack spamming. On the other hand slingers dealt heavy damage to cavalry and infantry (I once lost 75 xystophoroi out of 225 in one volley of 3 sphendonetai, killed a makedonikoi somatophylaktes strategou 56 men total with 2 sphendonetai) archers and javelins on the other hand are less deadly if dealt from the front, the slingers annihilate enemy units face to face.

    Other than that the cavalry charges feels like R:TW dealing large damage and sustaining heavy losses too, haven't tried using gallic heavy cavalry but greek cavalries retain an old EB 1.2 balance (get caught by akonsistai, only works greatly if charging on the rear, deadly in cavalry vs cavalry engagements). Its a good update overall particularly the enemy battle tactics, proper flankings and charges.

  13. #73

    Default Re: Europa Barbarorum 2.02 is released!

    I forgot to talk about the Battle AI, it's excellent as others have said! Skynet is coming along nicely haha

  14. #74
    Laetus
    Join Date
    Feb 2015
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    Aryānā
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Tactics Mayers View Post
    So basically the reason why the other factions aren't as aggressive compared to EB1 is that they are pretty much focusing on building up their settlements?
    As I have seen, it's because they don't have lots and lots of money and so they must think better of attempting attacks. At this moment, AI is more akin to us, although they've still currency advantages. In my opinion, that's good; it gives the game more realism.

  15. #75
    Senator
    Join Date
    Apr 2013
    Location
    Germany ,NRW
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    1,258

    Default Re: Europa Barbarorum 2.02 is released!

    I also noticed that Horse archer in skirmish mode sometimes withdraw too soon before shooting,which makes them bit too inneffectiv for the AI.
    Elder Scrolls Online :Messing up the Lore since 2007...

    Well overhand or underhand: 3:50 Onwards...

  16. #76

    Default Re: Europa Barbarorum 2.02 is released!

    Keep the feedback coming. I am working on 2.02b, which will have some important changes in a number of areas. Primary are the campaign script (to fix broken reform events), kill rates and AI (slight preference for more sieging).

  17. #77
    Frtigern's Avatar Tiro
    Join Date
    Nov 2011
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    Rocky Mountains
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    Default Re: Europa Barbarorum 2.02 is released!

    Well I just played maybe 16 or 30 turns in as Sweboz and got a CTD. Actually first I've ever had on EB2. Maybe its my system though. I'm posting my log. I'm not sure what any of it means or if this is normal.

    Condition parsing error in mods
    Spoiler Alert, click show to read: 
    21:31:09.843 [system.io] [info] open: found mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt (from: C:\Games\M2TW)21:31:09.852 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 871, column 41
    faction name not recognised
    21:31:09.852 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 881, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 891, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 901, column 41
    faction name not recognised
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    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1235, column 41
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    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1241, column 41
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    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1247, column 41
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    21:31:09.857 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1348, column 38
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    21:31:09.857 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1671, column 34
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    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1729, column 50
    faction type not recognised
    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1731, column 54
    faction type not recognised
    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1733, column 58
    faction type not recognised
    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1746, column 34
    faction type not recognised
    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1748, column 38
    faction type not recognised
    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1750, column 42
    faction type not recognised
    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1752, column 46
    faction type not recognised
    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1754, column 50
    faction type not recognised
    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1756, column 54
    faction type not recognised
    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1758, column 58
    faction type not recognised
    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1771, column 34
    faction type not recognised
    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1773, column 38
    faction type not recognised
    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1775, column 42
    faction type not recognised
    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1777, column 46
    faction type not recognised
    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1779, column 50
    faction type not recognised
    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1781, column 54
    faction type not recognised
    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1783, column 58
    faction type not recognised
    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1796, column 34
    faction type not recognised
    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1798, column 38
    faction type not recognised
    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1800, column 42
    faction type not recognised
    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1802, column 46
    faction type not recognised
    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1804, column 50
    faction type not recognised
    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1806, column 54
    faction type not recognised
    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1808, column 58
    faction type not recognised
    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1821, column 34
    faction type not recognised
    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1823, column 38
    faction type not recognised
    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1825, column 42
    faction type not recognised
    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1827, column 46
    faction type not recognised
    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1829, column 50
    faction type not recognised
    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1831, column 54
    faction type not recognised
    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1833, column 58
    faction type not recognised
    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1846, column 34
    faction type not recognised
    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1848, column 38
    faction type not recognised
    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1850, column 42
    faction type not recognised
    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1852, column 46
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1854, column 50
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1856, column 54
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1858, column 58
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1871, column 34
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1873, column 38
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1875, column 42
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1877, column 46
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1879, column 50
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1881, column 54
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1883, column 58
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1896, column 34
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1898, column 38
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1900, column 42
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1902, column 46
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1904, column 50
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1906, column 54
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1908, column 58
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1921, column 34
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1923, column 38
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1925, column 42
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1927, column 46
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1929, column 50
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1931, column 54
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1933, column 58
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1946, column 34
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1948, column 38
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1950, column 42
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1952, column 46
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1954, column 50
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1956, column 54
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1958, column 58
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1971, column 34
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1973, column 38
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1975, column 42
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1977, column 46
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1979, column 50
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1981, column 54
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1983, column 58
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1996, column 34
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1998, column 38
    faction type not recognised
    21:31:09.865 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 2000, column 42
    faction type not recognised
    21:31:09.865 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 2002, column 46
    faction type not recognised
    21:31:09.865 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 2004, column 50
    faction type not recognised
    21:31:09.865 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 2006, column 54
    faction type not recognised
    21:31:09.865 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 2008, column 58
    faction type not recognised


    Script execution error for <define_unit_group>, at line 342
    Spoiler Alert, click show to read: 

    21:37:54.236 [game.script.exec] [trace] exec <define_unit_group> at line 342 in mods/EBII/data/scripts/show_me/background_script.txt21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1g1' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u2' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u3' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u4' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u5' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u6' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u7' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u8' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u9' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u10' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u11' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u12' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u13' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u14' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u15' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u16' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u17' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u18' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u19' is already in a unit group.


    Script execution error for <define_unit_group>, at line 375
    Spoiler Alert, click show to read: 
    21:37:54.238 [game.script.exec] [trace] exec <define_unit_group> at line 375 in mods/EBII/data/scripts/show_me/background_script.txt
    21:37:54.238 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2g1' is already in a unit group.
    21:37:54.238 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u2' is already in a unit group.
    21:37:54.238 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u3' is already in a unit group.
    21:37:54.238 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u4' is already in a unit group.
    21:37:54.239 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u5' is already in a unit group.
    21:37:54.239 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u6' is already in a unit group.
    21:37:54.239 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u7' is already in a unit group.
    21:37:54.239 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u8' is already in a unit group.
    21:37:54.239 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u9' is already in a unit group.
    21:37:54.239 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u10' is already in a unit group.


    Script execution error for <monitor_event>, at line 2383
    Spoiler Alert, click show to read: 
    21:50:03.574 [game.script] [error] Script execution error for <monitor_event>, at line 2383, in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    <target_faction> is unavailable from event <PostBattle>
    when testing <TargetFactionType> condition


    I didn't see any of those errors later on but then:


    23:47:51.161 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    Windows said this:
    Spoiler Alert, click show to read: 
    Problem signature:
    Problem Event Name: APPCRASH
    Application Name: kingdoms.exe
    Application Version: 1.5.0.0
    Application Timestamp: 47c2c5cc
    Fault Module Name: StackHash_2264
    Fault Module Version: 0.0.0.0
    Fault Module Timestamp: 00000000
    Exception Code: c0000005
    Exception Offset: 29324056
    OS Version: 6.1.7601.2.1.0.256.1
    Locale ID: 1033
    Additional Information 1: 2264
    Additional Information 2: 2264db07e74365624c50317d7b856ae9
    Additional Information 3: 875f
    Additional Information 4: 875fa2ef9d2bdca96466e8af55d1ae6e
    Swords don't kill people, people with swords kill people.

  18. #78
    Laetus
    Join Date
    Feb 2015
    Location
    Aryānā
    Posts
    20

    Default Re: Europa Barbarorum 2.02 is released!

    Hey guys. I was going on with my Aedui campaign (I'm in 47th turn) and I suddenly realized something strange: Donno Eporedoi are cheaper than Akus Eporedoi and Londo Epatoi! One unit of Donno Eporedoi costs 1012 mnai while one of Akus Eporedoi costs 1400 and one of Londo Epatoi 1313! That doesn't make sense at all according to my point of view. Is there any reason for that or is that a mistake?

  19. #79
    b0Gia de Bodemloze's Avatar Europa Barbarorum Dev
    Join Date
    Dec 2012
    Location
    Makedonia, Greece
    Posts
    1,927

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Kurush View Post
    Hey guys. I was going on with my Aedui campaign (I'm in 47th turn) and I suddenly realized something strange: Donno Eporedoi are cheaper than Akus Eporedoi and Londo Epatoi! One unit of Donno Eporedoi costs 1012 mnai while one of Akus Eporedoi costs 1400 and one of Londo Epatoi 1313! That doesn't make sense at all according to my point of view. Is there any reason for that or is that a mistake?
    Unit costs haven't been update for a long time i think.
    Under the Patronage of Veteraan.
    Proud member of Europa Barbarorum 2 team, developer of EBNOM, developer of EB 1.21, developer of Diadochi Total War, developer of Hegemonia City States and creator of one modpack for Megas Alexandros.


  20. #80

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Kurush View Post
    Hey guys. I was going on with my Aedui campaign (I'm in 47th turn) and I suddenly realized something strange: Donno Eporedoi are cheaper than Akus Eporedoi and Londo Epatoi! One unit of Donno Eporedoi costs 1012 mnai while one of Akus Eporedoi costs 1400 and one of Londo Epatoi 1313! That doesn't make sense at all according to my point of view. Is there any reason for that or is that a mistake?
    Costs haven't been changed. They'll be reworked for the summer release.

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