Perhaps this has been answered more than adequately elsewhere but are we getting 2 or 1 or none in the way of new factions. ?
Perhaps this has been answered more than adequately elsewhere but are we getting 2 or 1 or none in the way of new factions. ?
Can we expect v.2.3 in this month?
I hesitate to lock in on a particular date (even by month), since you never know what might turn up that could delay the release. However, most of the current activity involves fixes and playtesting and more fixes and more playtesting. There are some tricky things we're trying to resolve, but it's definitely getting close.
EBII Council
We could if they finish it.
изишо је тад домаћин тмури
и сву штенад потрпо у џак.
And more fixes, and still more playtesting. We're getting very familiar with the first 5-10 turns of the game...
Haha, that's quite interesting to hear. At some point it would be interesting to find out what exactly your issue is and what you are trying to resolve.
One of mine was the most stupid typo, which emerged as a result of Notepad++ auto-complete, and the fact that spawn_army uses a different syntax for characters to the I_CharacterNearTile condition. One is named character, the other named_character. Yes, the underscore is of vital importance, use the wrong one and the spawn simply doesn't happen.
There's been a significant change to the starting positions, force structures, and scripts affecting Makedonia, Epeiros, & KH. The game play is MUCH more complex and true-to-dynastic-history in that part of the world. But getting it all to work when the human player can be any of those factions is a rather intricate business. And they aren't the only ones. Getai, Pahlava, Saka, & Bosporans have had some very interesting changes made as well. Even something as comparatively simple as eliminating the early game Nabatu-Ptolemaioi War has had a HUGE impact in soldifying both as strong AI factions AND upping the degree of difficulty for the Seleukids.
And that doesn't even address all the work going on to find and fix problems with scripts and traits that didn't work before (but will going forward). Possibly even fixes to long-existing battle CTDs, although that needs more testing as well. In short, v2.3 shouldn't just look much better, it should play much better.
EBII Council
Can't wait to play 2.3, really. I actually stopped playing 2.2 a while go to build up a hunger for EBII![]()
Thanks for the feedback, it sounds promising!![]()
Paciently looking forward to playing EB 2.3...
Could you please elaborate on the upcoming changes to Getai and Saka?
Will Boii get their colonization mechanic on upcoming 2.3?
Is the team progressing in fixing contradictory traits for the upcoming release?
I love all of the major design decisions but will have minor suggestions which can be implemented if they are easy to implement.
-Minor settlements look very big on campaign map. Especially when they have stone walls unlike the major settlements in Europe. It would be nice to see them decrease in size to somewhere between major settlements and resources like slave market. I have a mental picture of a program like photoshop where you will click on an arrow and drag it left making the image smaller with keeping the scale but probably modding doesn't really work like that
-Add a building to settlements with minor settlements inside their region named the name of the minor settlement, a picture and a small text related specifically to the minor settlement it represents to increase immersion.
If the team likes these maybe they can be on a future to do list rather than 2.3 which I guess is more or less ready in terms of new features.
My congratulations and thanks to EB Team.
Getai have a new family tree and have had a lot of work put into their traits.
Saka have an "early support" system where they are rewarded for bringing the other Sakan tribes into their union (either money or free units to help maintain the momentum). Their Royal Clan government has been restricted to a handful of places, rather than being build-able anywhere (just like it is with the Sauromatae).
We've got a new "anti-Trigger" system for a lot of the antagonistic pairings of traits like Brave/Coward. There's still lots more to do on the trait system, though.
Thank you for the swift response.
Do my minor settlement suggestions have any possibility of getting discussed or implemented? I have mentioned minor settlements many times in the past but never got a solid response (positive or negative). Does the team find minor settlements in Europe atmosphere breaking? (because of size and stone walls). Is it a process which involves much more to it rather than a small scale change?
Will Boii colonization be featured in 2.3?
AFAIK the minor settlements use a trade resource model on the campaign map. These model types have a limit, an EBII uses all slots for trade resources, this is why they all look the same. Creating cultural/regional minor settlements would use up another trade resource model each, so unless something radical happens, I don't expect much change here.
Sorry, yes, Boii colonisation is in.
Quintus, are you going to do something on the confidence display issue in the 2.3?
I know redesigning anything takes a lot of work so I don't except minor settlements to have wooden walls or anything but a small decrease in size would be awesome indicating that settlement is a minor one compared to the major one next to it.
Looking forward to Boii colonization.
Can't wait for the new version! Only discovered fairly recently but I absolutely love the mod. It's re-ignited that Total War and history craving I got when I first played the original Rome, so many thanks for that!
looking forward to new version absolutely incredible mod thanks for all the hard work modders!