Beautiful, thank you kindly.
Beautiful, thank you kindly.
Yeah, it probably needs a write-up in the reforms thread to explain more, but the critical thing is that it's working. With 60 fewer monitors in the campaign_script.
Yes, multiple characters can get the same one if they're good enough. It's far too much hassle to make them exclusive, and some of them (like the Spartan one - there were five ephors) are actually supposed to have multiple office-holders.
Whenever you edit the campaign_script, the first time you fire up a test campaign, check the minimap for that label. That tells you if there's a problem with the script (thank Gigantus for adding it).
That looks like the re-emergence script not working properly. Had the Getai just re-emerged? It shouldn't be running if the Getai are alive.
Can't comment on sieges, that's z3n's domain.
Nothing much we can do about this; it's one of the reasons the garrison script exists. So that at least capitals aren't easily overrun.
Not sure what's going on there.
Hopefully at least there's a sense of change going on, that factions move back and forth between them?
We're using the vanilla setting on this, the AI only suffers 25% of the rebellion-linked penalties. If we start helping the AI factions, they'll never have any revolts, which is worse as far as I'm concerned.
Given the size of the invasion, sounds like they intended it.
If you have colony points available, it will appear in the building browser of places which qualify.
OK, good to see.
I haven't included any updates of the descr_ancillaries in these patches, mostly because there are deletions (which can't be applied) and hundreds of new portraits. So you're not getting any of the updates in that regard, they'll be in 2.3.
One thing to note, the later governments have been designed with KH's inability to build a polis in mind. Firstly, they can convert with their government buildings (something none of the Hellenistic factions can do). The kh6 imitates the polis for places which have the right level of rel_h and the kh7/kh8 imitate the helcol_two.
So while being able to establish new polis_ones isn't too distorting, being able to build Hellenistic colonies is. That will not only give you far more conversion than anyone else, but also allow you to double up on Hellenistic professionals at the end of the reform chain. Not only that, the colonisation represents moving Makedonian settlers, in the same vein as the Seleukids and Ptolemaioi did. Establishing new polis_ones is the closest we have to a KH-appropriate style of colonisation.
I'd strongly suggest that you don't give KH the ability to build the helcol.
Umhh , no, no, Getai was never destroyed yet, they have 2 cities and they had attacked ( and failed) Histria once when i sieged Histria and conquered it. Histria has never belonged to any faction , it has been ever rebel city till i conquered it.
Well.. but the issue is that the small marketplace wasnt built yet, it had 4 or 5 turns remaining, and it is a prerrequisite, right? i mean city wasnt qualified yet. Thats what surprised me.
But have you ( i mean team) changed anything about the rate/conditions to get ancillaries since .. say 2.2g to this last 2.2l ? cause difference is huge.
Regards:
melvidh
PD: I read about the garrison script in the other thread, i am glad you fount another way to fire it and that it will trigger on cities been besieged. Good work.
On my Pontos campaign i noticed how strong Ankyra is now - at around 40 turns there were like 5-6 stacks, and seeing that screen at 84 turns with 10 stacks makes me wonder what's the point. I don't think any AI faction will be able to conquer it, and it will take a well setup player faction to kill 10 full stacks of galatians (i gave up trying as Pontos). I thought Pergamon was the faction that historically had more problems with Ankyra, but in EB2 i think Pontos suffers the most due to Amaseia being permanently targeted by all those stacks.
I think the galatian independence script should only activate when ankyra is conquered (representing unrest and rebels), and the regenerating stacks part should be limited, like if there already is a full stack of raiders (roaming stack, 20 units), then no more can spawn. When the stack is killed or it's numbers reduced below 20, it would spawn again up to 20. Just one idea, something to keep the rebel numbers up after one attack, but without them getting so many stacks over time.
The whole purpose of the Galatian Independence script is to keep it Rebel as long as possible. Only triggering when it's been conquered would be entirely pointless.
It's not possible to count how many stacks are present, the only way you can count them is when they're first spawned. And you can't count those spawned via the regular bandit method.
Im glad im playing my Pontos campaign in 2.2j. Having there neutral region with more power than any other faction can afford concetrate there, not trying to expand(they never split those forces) and they just work like magnet for another faction stacks, instead of using them for more important duties leads to nothing more but having Anatolia stuck. Ai takes them like a threat, which in fat they are not for them.
The Galatians are there to stop everyone from taking Ankyra, not just the player.
Turn 80 with Pergamon on H/M. Pushed the Ptolomaioi out of Asia Minor, took all their three settlements by myself, also took Byzantion and Nikaia and still in an Alliance with the Seleukids. Pontos attacked Nikaia two times with a 1/3 stack and asked for a ceasefire both times after I defeated their attack. Currently focusing on economy and thinking about attacking the Seleukids to take the cities to meet the requirements for the reform.
What I noticed so far: I got the Galatian visitors event quite a lot of times in the beginning, but less so in the last ten years. After fighting them a few times I choose the pay them off. Must be in total like ten times, around half of it got payed off, the rest I choose to fight. By paying them off I once got a mercenary unit of Kurepos in my capital. The Galatians spawn happily their full stacks around their capital and just leave them there. At one point their city was surrounded by 6 full stacks and one full stack inside the city. All of them were rebel stacks with celtic units only, so no greek rebels or asian rebels. I slowly try to reduce the number of stacks by trying to lure them into battle one after another. However, even when I park my army two grids away from them, they donīt attack, only if Iīm right next to them. In general these stacks donīt move at all.
The Seleucids didnīt moved their full stack they got from the beginning at Sardis for the first 50 turns, until I finally captured Side. Ephesos and Halikarnassos were captured in the first year by me, so maybe that rush broke the AI for that stack. The Seleucids are stable on all fronts with minor gains spread around equally.
Anything else I should pay attention to and report?
One more note: the picture of the unit card and the picture in the unit description of the Doryphoroi kata Galaton seems off. They look like a levy force in the unit card and like a professional spearmen force in the description. I didnīt had the chance to use them in battle, yet. So I canīt say which one is more accurate.
hi, started a new campaign with rome vh/m v2.2l. turn 187.
campaign playing really well, all factions still alive, ai having good wars against each.. its been fun.
but several issues with traits, and playing as rome, its quite a nitemere.
the imperator trait=
my very 1st fight against the rebel stack earned my faction hier the imperator trait, after turn 87 and alot of battles against rebels, he still hadnt recieved the triumphus.
now on turn 187.
every other general that had imperium, also recieved the imperator trait after fighting 1 battle against a rebel army, and now cannot enter rome, untill senate gives its blessing. this trait seems broken against rebels, and kills all imersion from a role playing sence as your generals cant enter rome........
2 of my generals recieved the imperator trait against carthage and then recieved the triumphus several battles later, so it works against real factions..
uncomfortable supervisor trait
my faction leader at 68 recieved this trait sitting at rome, and kept it till he died.
my generals with imperium, in the later stages of thier lives 50+, after fighting a battle also recieved this trait, though it went again after putting them in a city for several turns.
unschooled trait
alot of my new family members now have this trait. has something changed??
its been quite testing in trying to work out the best way forward for new family members, and without much success in truth..
as it seems if i leave a new guy in rome with a school, after he turns 21, and he is dull but vigourous he gets the unschooled trait, if i put him in the army at 20, its a coin flip if he gets this trait..
my new family members who are sharp, if i put them in the army at 20, they get the unschooled trait, but if i leave em at rome they seem not to.. its quite confusing..
this also brings the uncomfortable supervisor into question again, as the new young guys need an imperium holding officer to tag along with, but they keep getting this trait after fighting...
Very similar to my own experience.
Although there was a time when my FH Eumenes, after conquering Cyprus, was traveling to Nikaia with very irregular army (without almost any proper line infantry, as it was going to meet with reinforcements from pergamum) and stepped accidentally in a corner of the Galatia province (the one near Ipsus). By some reason the celts got really insulted by it, first attacked with 2 stacks at once (really epic battle, 2000 vs 6000) and then with consecutive single stacks, even after retreating (to Seleucid territory) they continued pursuing so I realy had to admit defeat to stop the chase (as my army was really depleted by then).
But most of the time I tried to lure Galatian armies to attack my own they ignored me unless I got really close to them, so I don't know what happened that time.
That one is a placeholder, the proper Galatianized units will be available in 2.3
When 2.3 eventually comes will it include the latest of QS`s updates eg k or l within 2.3 ? If it`s not separate how many QS updates will it lack.?
Is there going to be 2.3a on day of 2.3 release?
Thankyou
The direction of updates is actually the other way around. Each of the 2.2x updates is featuring something already implemented in the dev build that will eventually become 2.3. It already has all the updates and more. The editorial decision I make is in deciding what can be channeled into the patch.
I'm musing on the new Sabaean scripts, which aren't quite working as desired yet, and whether they'd merit a 2.2m for example.
Some minor issues i found, many likely unintended
- Sarmatian lancers (bow/lance) still have 28 ap lances, i thought all cavalry lances lost their ap.
- Nezagdar (parthian spearmen) have the "hide in long grass" attribute, not sure that's intended given their gear.
- Uazali (karian warband) have levy unit size, shouldn't they have normal? Kombaragoues (boii elite spearmen) have normal unit size, shouldn't they have elite?
- As Baktria i'm getting FMs that start with the Trader trait, later get upright eirenarchos (+trade trait), but then also get "bad trader" (trade penalty). Other small issue is some FMs getting discreet but also loilopolos (rumourmonger).
- On the recruitment viewer, it shows that Batoroi and Kurepos can be recruited on Galatia with an allied democracy/oligarchy, yet trying with Pergamon/Pontos i've been unable to do so, and looking at the files these two units don't seem to appear at all outside of mercenary pools in the west.
- Why are Kurepos (west celt cav) considerably faster than Londo Epatoi (east celt cav)? They both seem to have the same celtic horse, but the east celts seem lightlier equipped (even though armor rating are the same?) and with weaker melee, so i'm not sure what they have going on for them besides being cheaper. If anything making the east celt cav faster would make it a little more competitive compared to the west one, right now they seem outclassed.
- I noticed that the AI will declare war on you if you offer a tempting target, for example i was putting up watchtowers as baktria with one of my generals, and as soon as a small parthian stack spotted him they attacked him. I had good relations with them, it looked as if the AI cannot resist the temptation of those good odds.
- On the plus side i noticed how alliances sometimes really dissuade neighbours from attacking, as Pontos i allied with the Prolemaioi, and suddenly Pergamon stopped pestering me and my "power" in diplomacy screen rised to "supreme". However i've seen the AI being bad allies all too often, i get attacked and they won't join the war, as Baktria it hurt more because even though i'm paying they still won't bother helping - good seed for rebellion
- The unrest mechanics seem a lot more complicated than i remember in EB1, i'm aware of the alternate piety boolean that makes piety acts as management, so high influence generals are key to reducing unrest. The problem is if i enslave or sack, the unrest starts small but quickly build up like at the same levels as if you just occupied. Also some settlements seem a lot more problematic than others, like Trapezous for Pontos it's very pacific, while Egrisi or Sinope are just annoying. Baktria has the same thing with unruly Marakanda but pacific Oskobara, yet they both have greek minorities, the difference in unrest shouldn't be that huge. There must be other factors going on that i can't see, maybe some pre-determined regions are harder to hold for some factions? or rebels nearby? (i doubt it because Amaseia was fine while being utterly devastated, no unrest from that).
The Galatian Visitors event is random, so it isn't predictable how often it will trigger. It's linked to the earliest path to reform, particularly refusing it and fighting them off.
Galatian spawns won't be Greek, there weren't any Greeks living in the interior. Phrygians and other natives didn't form part of the Galatian armies until later - the spawns will change in composition over time.
The Seleukid AI has a tricky time with so many fronts to act on at once. We've not been able to do anything about Alexandros, and haven't yet resorted to scripting him to act in a particular way.
Sorry, same answer for all things trait-related: we'll get round to fixing their triggers eventually. It's a universal issue with AntiTrait interactions, and isn't a simple job to fix.
Those look like oversights.
Intentional. The Uazali are semi-professionals, Boii Retainers aren't elites, they're professionals. Argoi are the Celtic elites.
As above on traits.
The RV is reading something wrong; neither unit are recruitable for non-Celtic factions, they're only mercenaries.
Kurepos - the mercenary cavalry - are professionals on horses. Londo Epatoi are semi-professionals on ponies. Kurepos are supposed to be better than them and Leuce Epos.
I don't think you can get the AI to "help" when they're allies. The CAI simply hasn't been written that way by CA.
The unrest mechanics in M2TW are completely different to RTW. Religion is a major factor, and sacking places isn't the automatic route to calm. Generally Allied Governments are best for places wildly divergent from your own. Client Rulers have a big impact.
Hi QuintusSertorius ,
After turn 100 the performance of my mod seems to drop.
My labtop specifications are as belows:
Windows 10
System:
Intel Core i7 @2Ghz
RAM 8GB
NVIDIA@ GeForce @GT 750M with 4GB Dedicated VRAM
64-bit operation system
Is my labtop not sufficient to run EB2? Or is there any way to simplify the scripts running in EB2?
I have no idea why that might be happening, there's nothing that happens at 100 turns, and indeed certain elements of the script would have switched off by then. No one else has ever reported anything like this either, so I'm afraid I can't help you. It sounds local to your machine/installation.
Though I would note a 2GHz processor is rather slow.
Do you mean 100 turns in total, or 100 turns of continuous play?
System:
Intel Core i7 @2Ghz with turbo boost up to 3.1GHz, what is turboboost by the way and how
does it affect EB2 performance?
RAM 8GB
NVIDIA@ GeForce @GT 750M with 4GB Dedicated VRAM
64-bit operation system
Scenerio:
100 turns for my latest romani campaign, only happens once as I never played
a campaign over a 100 turns. It's not exactly on 100 turns, but after
every faction begins to attack each other, the game performance drops. It become laggier
both in battle and campaign.
Additionally whenever there is a battle where has more than one army, enemy or my reinforcements
are delayed. Either upgrade my hardware or reduce the game settings. This is the announcement. Only
when all of the armies each have very few units will they appear later in the battle.
Is there anyway to solve this also? Reduce the unit size, shorten the scripts? If EB2 still can't function properly
, is EBI a good alternative to EB2? Does my labtop specficiations meet the requirements to run EBI with
relatively good performance?
Thanks a lot.
Is it possible to increase the speed of movement soldiers with sarissas in phalanx condition ?Or it's hardcoded?They are constantly move behind main forces and often arrive to the end of the battle ... this applies, of course, AI phalanxes.
Thanks QS for your answer to my post (no 952)