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Thread: HOTFIX - broken colony system for EB 2.03a fixed

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  1. #1

    Default HOTFIX - broken colony system for EB 2.03a fixed

    On behalf of the Team I do apologize for the troubles with the broken colony system for the Hellenistic factions, Carthage and Rome. If you play as any of these please do install this fix into your

    mods\EBII\data\world\maps\campaign\imperial_campaign folder

    Unfortunately it is not savegame compatible.

    Please note that Koinon Hellenon is NOT supposed to establish any further colonies so it is not affected by this fix.

    campaign_script.txt
    Attached Files Attached Files
    Last edited by V.T. Marvin; June 07, 2015 at 04:18 PM.

    ...................................................

  2. #2

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Which file do we download?

  3. #3

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Is there any difference to how they work?
    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

  4. #4

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    I've got an updated script for 2.03b, including these fixes and changes to the monitors for the Hayastan and Saka reforms, along with a change to the building monitors in the KH Congress (back to how they were in 2.1) which should hopefully fix all those.

    But I'm not going to release it until I also have updated diplomacy and have reviewed unit morale and cohesion.

  5. #5

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Oh my!

    I see now that my edit left two files there - well luckily they BOTH work just fine. The only difference is that with one as Rome you can build your first colony on turn 1, while with the other there is a delay and it becomes available - as it used to be before - from five years into the campaign on. The former should be the file in the box, the latter the one directly in the post. Sorry for the confusion.

    ...................................................

  6. #6

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    no worries, I'm very happy for a quick fix!

  7. #7

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Quote Originally Posted by V.T. Marvin View Post
    Please note that Koinon Hellenon is NOT supposed to establish any further colonies so it is not affected by this fix.
    Weird, because the advisor used to pop up every single turn and told you to build a colony. The colony building also shows up in the tech tree. I hope these have both been removed then. Thanks!

  8. #8

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Quote Originally Posted by Thuycidides View Post
    Weird, because the advisor used to pop up every single turn and told you to build a colony. The colony building also shows up in the tech tree. I hope these have both been removed then. Thanks!
    That's because they were still erroneously included in that part of the script. They were never intended to be able to build new polis buildings, and were never able to build (military) colonies.

    I think I might be able to fix the remaining issue with the 2.01 Koinon Reform script (the two faulty event_counter numbers which the EDB can't read), though I'll need someone to test it for me. I don't know how to trigger it, and haven't got time to play out lots of turns of KH to check it.

  9. #9

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    The first reform triggers when you own 3 metropolis. I usually test it out when you release a new patch, and I'll do it again when you release 2.03b. It's not hard to quickly take Korinthos and then sail to Syracuse while the campaign AI twiddles its thumbs.

    I can see the idea that KH does not found new polis buildings, but it doesn't seem logical for KH not to be able to upgrade them. I had 30,000 households in a "minor" hellenistic polis before.
    Last edited by Thuycidides; June 08, 2015 at 02:54 PM.

  10. #10

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Quote Originally Posted by Thuycidides View Post
    I can see the idea that KH does not found new polis buildings, but it doesn't seem logical for KH not to be able to upgrade them. I had 30,000 households in a "minor" hellenistic polis before.
    Well technically KH can upgrade already existing poleis (it just cannot found new ones) however it currently lacks a mechanism to raise the "Hellenistic culture" significantly in a way that colonies do. There is a very small bonus to culture conversion stemming from simple ownership of a region, plus from governor and from neighbouring regions. If you happen to play a prolonged campaign can you please report if there is any shift in cultures within a settlement? Our own testing tends to be too short to establish such minute changes and it might happen that we erred on too a conservative side.

    Anyway, we might consider giving KH small culture conversion bonus stemming from their gov building in a future release in order to give this faction a more realistic/attainable chance to use their existing theoretical ability to upgrade already existing colonies.

    ...................................................

  11. #11

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Quote Originally Posted by V.T. Marvin View Post
    Well technically KH can upgrade already existing poleis (it just cannot found new ones) however it currently lacks a mechanism to raise the "Hellenistic culture" significantly in a way that colonies do. There is a very small bonus to culture conversion stemming from simple ownership of a region, plus from governor and from neighbouring regions. If you happen to play a prolonged campaign can you please report if there is any shift in cultures within a settlement? Our own testing tends to be too short to establish such minute changes and it might happen that we erred on too a conservative side.

    Anyway, we might consider giving KH small culture conversion bonus stemming from their gov building in a future release in order to give this faction a more realistic/attainable chance to use their existing theoretical ability to upgrade already existing colonies.
    There is an increase just from owning something, but it's slow. Perhaps 1% a year (ie every four turns), slower if it's already the dominant culture present. So KH can upgrade a polis, usually just by upgrading the market building, but it might take a long time. Furthermore, they need a kh5 (Koinon Admin) to move from polis_two to polis_three, which I think is tied up in their reforms.

    The other Hellenistic factions, when they have a polis_three, have the speedy option of building a Military Colony, which zips the rel_h level up.

  12. #12

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Quote Originally Posted by Thuycidides View Post
    The first reform triggers when you own 3 metropolis. I usually test it out when you release a new patch, and I'll do it again when you release 2.03b. It's not hard to quickly take Korinthos and then sail to Syracuse while the campaign AI twiddles its thumbs.

    I can see the idea that KH does not found new polis buildings, but it doesn't seem logical for KH not to be able to upgrade them. I had 30,000 households in a "minor" hellenistic polis before.
    Would you like to test the updated script and EDB for me? You have a better understanding of how it's supposed to work than I do.

    What I've done is used the old 2.01 script, but replaced the two faulty event_counters which were trying to set ecKoinonSymploteia to 2 and 3 (which doesn't work).

    Usual procedure, drag and drop into your data folder: Attachment 326053.

  13. #13

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Ok, will do.

    P.S. The year and season no longer shows in the campaign map UI with the patch in the OP (playing Pergamon). Colonies and thureos reform work fine.

  14. #14

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    That one is a no-go. I could not start a campaign with it.

  15. #15

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Quote Originally Posted by Thuycidides View Post
    That one is a no-go. I could not start a campaign with it.
    Does it go back to the menu or CTD?

    Strange, it's working fine for me.

  16. #16

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Hang on, I didn't see that the edits install *over* 2.03a. Let me try again.

    ---------

    Ok, surprisingly it is save game compatible. Just to be sure I started a new campaign, and then reloaded a saved campaign where the congress is waiting to build. Same as before, the congress does not build. If you like I can play it out from the beginning but I suspect the result will be the same.

    FWIW, this congress problem first began with the 3rd party CAI testing when 2.01 was the current version. I reported the bug and was told it couldn't possibly be because of the 3rd party mod. Then it was incorporated into 2.02 and the congress hasn't worked since.
    Last edited by Thuycidides; June 08, 2015 at 06:47 PM.

  17. #17

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Quote Originally Posted by Thuycidides View Post
    Hang on, I didn't see that the edits install *over* 2.03a. Let me try again.
    Yes, installs over, and you need to start a new campaign for it to have an effect.

  18. #18

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Ok, I'll redo the whole thing to see what happens.

  19. #19

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Done. The congress does not build.

  20. #20

    Default Re: HOTFIX - broken colony system for EB 2.03a fixed

    Quote Originally Posted by Thuycidides View Post
    Done. The congress does not build.
    As in you put it on the queue, and it never finishes?

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