I did a check and was able to replicate the problem:
My client rulers in Tylos (I have two there - in case one dies!) each have a -20% penalty for being the client ruler (not 50% as I posted above).
The net movement penalty with all their attributes and traits was -80% (=-20% client ruler, -40% winter and -20% for traits) giving even the foot ruler a small but useful number of MPs. If he had been hobbled/lame/tired etc he would have been stuff!).
However the client ruler in Thermon has a -100% penalty for being a client ruler - that really slowed him down! Not sure why he gets -100% - maybe the imperial robes are very heavy!
Regards
P.
Sounds like he's not moving up to the normal level:
When they're first installed, they have an initial movement penalty, but that should be removed straight away.Code:Trait ClientRuler Characters family Level Client_Installed Description Client_Installed_desc EffectsDescription Client_Installed_effects_desc Threshold 1 Effect MovementPoints -100 Effect Defence 1 Level Client_Ruler Description Client_Ruler_desc EffectsDescription Client_Ruler_effects_desc Threshold 2 Effect Piety 2 Effect MovementPoints -4 Effect Defence 1
Despite his -100% movement he was able to move 1 tile on either of the road exits from Thermon.
The next turn he was able to move back into Thermon on the same road.
I haven't the faintest notion how the traits work - or why Thermon is a problem but not other places. I wonder if it might be to do with the bodyguard type?
Looking at the code you posted it seems that they get a -100% and then -4 MPs - which shows how little I understand of it!
I'll nobble Tylis and see if I get the same result with a Hoplitai bodyguard client ruler - Tried in Pella with Archon Hoplitai client ruler - only -20% so it seems peculiar to Thermon.
Regards
P.
Last edited by Porphyrogenita; November 30, 2016 at 08:58 AM.
I just had a quick look yesterday and indeed he has -100% movement in Thermon. No issue of this type with my client rulers at Korinthos or Athenai
Hello! I've been playing EB since EB 1, I LOVE it, keep up the good work!
I had ebii2.2c installed in my mac and it worked perfectly, I updated it with 2.2d (followed all the instructions) and it crashes when I click "grand campaign" in the menu... any help please?
Playing my Roman campaign I've run into the turn 253 CTD that I can't get passed. I see its due to the Arevaci reform,is there anyway I can comment it out or just delete it in notepad++? I really hope there is something I can do, this has been a fantastic campaign.
It shouldn't make any difference to your Roman game (since you're not the Arevaci) and others can get past it, so not sure why it affects some and not others. But I'm afraid there's nothing you can do, the campaign_script is loaded at the very start of a campaign, changes to it afterwards have no impact.
All I can suggest is trying another faction in the next couple of days before 2.2e comes out.
Could it be that the people crashing are triggering the failsafe reform where as the people not affected by the CTD are not triggering the failsafe and getting the reform much earlier? Small side note,I got the Roman reform at the same time from the failsafe and that worked perfect. Well at any rate i'll just wait for 2.2e, thanks for the reply. Also I just had one crash through 252 turns of play which is great!
Meant to ask a question but can't edit my post. I have all my save game files from the campaign starting at turn one, could I possibly use the console to kill a faction like the Arevaci before their reform is suppose to take place or would the game still not like that cause it loaded the campaign_script from the start of the game? Not trying to harp on this just really curious if I could fix this in any way.
That failsafe is to make sure the reform happens if for some reason it's failed to do so (we've had people reporting things simply not firing). The Arevaci reform isn't actually in 2.2d, nor is the text it's looking for, which is why you get the crash. In 2.2e I've just used the historic_events file from the dev build, which has everything, even if the scripting itself doesn't exist.
In my save KH had been eliminated but then reappeared in Cyrenaic (!?) (aka the small province between Ethiopia and lower Egypt) and has also 1 full stack in Rhodos....just waiting, waiting, and keeping waiting in front of the colossus.
Updated to 2.2e, including:
- Added a \log folder which may help in some cases of non-appearing logs
- Fix to the turn 253 crash caused by the non-existent Arevaci reform
- Corrected the monitor sequencing error preventing the Nabatu reform from working
- Recruitment limitation script restored.
- New "war triggers" script which causes war when certain Rebel provinces are threatened by specific factions.
- Changes to cavalry defense stats to make them less tank-like in melee. Also finalisation of defensive skill adjustments for cavalry.
- Halved all upkeep costs for units.
- Update to recruit_priority_offset values for skirmishers, light cavalry and medium infantry to address AI army compositions.
- All AntiTraits restored for now, should address the issues with Roman offices and other random errors.
- More order penalties for non-native governments in Greek communities (for Hellenistic factions only) - attached to the province building for now, but will be a special unique building in 2.3.
- Starting armies equalised and in most cases increased, totals relative to number of settlements.
- Numidia now starts out Steppe Nomadism, and changes to Western Mediterranean Polities on reform.
- Three camps Central Asia turned into towns.
- Culture mixes in Africa and central Asia reviewed and amended.
- Saka pre-reform governments now give penalties to order after reform.
- Reduced movement penalty for ClientRuler to reduce stacking of penalties over time/in winter.
Thanks for all endeavors to get 2.2e done by EB II team!!
Is 2.2e savegame compatible with 2.2d ??
My machine wrote to me that 2,2e patch contains a virus or malvare upon downloading the file...
Mine too; there's something funny going on with TWC, the same file works fine on The Org. Also added an external link to the first post.
Last edited by QuintusSertorius; December 02, 2016 at 11:46 AM.
I've played Seleukid in 2.2d till 68. turn (VH/VH). Since I didn't disband any unit it took me till turn 32 to finally get out of the red. There were very few good starting troops, mostly located in the royal army. In this patch, Seleukids have four armies with good units, not counting the significant amount of units scattered as garrisons, and with the low taxes in the all settlemets I could earn about 1000 talents in the very first turn. This allows for even faster steam roll, not liking it.This campaign ought to be very challenging according to the faction selection screen.
Not to mention that 2.2d had a problem of factions not waging the war between each other, Ptolomies and me excluded + Parthia which attacked me, even though some reached the limits of its expansion on the behalf of rebels. Don't know if that's the case with this patch, too.
I believe I saw mention of standalone zip files for some new unit animatons? Would it be possible to use these in an old 2.2b campaign with no foreseeable problems?
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the battle sound effects were modified as well? It looks some sounds are missing (or for the best they are very silent like cav charges) or they are not correlated with what actual happens on the battlefield.