Page 40 of 65 FirstFirst ... 15303132333435363738394041424344454647484950 ... LastLast
Results 781 to 800 of 1282

Thread: Announcement: Europa Barbarorum II 2.35 released!

  1. #781

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    Quote Originally Posted by Ivir Baggins View Post
    Far be it from me, a lowly player, to suggest otherwise, but the way it's handled just doesn't feel fun. The Saka are already the hardest faction in the game, at the arse-end of the map in a very poor region surrounded by stronger neighbours - I've tested and the only way your initial army can be supported is if you take Kurukand, Chach, and Sakanu Agu and additionally build mines in one of the two gold provinces - I just don't understand the design choice in adding this. In fact, it almost feels wrong, that after taking 6 provinces all of which give you a nice prompt of "you've entered in triumph and been showered with (non-existent) rewards and the clans have sworn fealty", that only then are you hit out of nowhere with the "oh and everyone hates you despite saying they loved you three turns ago so now all your cities are gonna rebel for no good reason and each province is gonna have a rebel stack spawn there with more troops individually than your entire 6-province empire" - maybe I'm not the right player for Saka, but that doesn't feel fun.

    At least:
    a) make the promised rewards from uniting each set of clans exist in some tangible way
    b) give at least a little warning that all your cities are gonna go rebel on you
    c) maybe even have them start additionally with Sakanu Agu. It's not much, but it's something bah gawd.
    The reasoning behind it is this: in steppe warfare there are almost never decisive victories where the other side are crushed. Instead, the losers and their adherents will ride away if things don't go their way. This doesn't represent the conquered people turning on you, but the defeated returning to contest the current state of affairs. It demonstrates the very real difficulty in playing a nomadic faction who are transitioning to a settled one.

  2. #782

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    Quote Originally Posted by Ivir Baggins View Post
    Far be it from me, a lowly player, to suggest otherwise, but the way it's handled just doesn't feel fun. The Saka are already the hardest faction in the game, at the arse-end of the map in a very poor region surrounded by stronger neighbours - I've tested and the only way your initial army can be supported is if you take Kurukand, Chach, and Sakanu Agu and additionally build mines in one of the two gold provinces - I just don't understand the design choice in adding this. In fact, it almost feels wrong, that after taking 6 provinces all of which give you a nice prompt of "you've entered in triumph and been showered with (non-existent) rewards and the clans have sworn fealty", that only then are you hit out of nowhere with the "oh and everyone hates you despite saying they loved you three turns ago so now all your cities are gonna rebel for no good reason and each province is gonna have a rebel stack spawn there with more troops individually than your entire 6-province empire" - maybe I'm not the right player for Saka, but that doesn't feel fun.

    At least:
    a) make the promised rewards from uniting each set of clans exist in some tangible way
    b) give at least a little warning that all your cities are gonna go rebel on you
    c) maybe even have them start additionally with Sakanu Agu. It's not much, but it's something bah gawd.
    The reasoning behind it is this: in steppe warfare there are almost never decisive victories where the other side are crushed. Instead, the losers and their adherents will ride away if things don't go their way. This doesn't represent the conquered people turning on you, but the defeated returning to contest the current state of affairs. It demonstrates the very real difficulty in playing a nomadic faction who are transitioning to a settled one.

  3. #783

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    I just had Quintus Fabius Maximus desert and turn his back on Rome. How is everybody's day going?

  4. #784
    Roma_Victrix's Avatar Call me Ishmael
    Join Date
    Sep 2010
    Location
    Virginia, USA
    Posts
    15,242

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    Quote Originally Posted by Rad View Post
    I just had Quintus Fabius Maximus desert and turn his back on Rome. How is everybody's day going?
    I guess he won't be getting elected to consul and censor like he did historically.

    Sucks, bro. I've had a few traitors and rebel generals, but never someone who was really important or had a lot of command stars, thankfully for me. My faction leaders usually have tons of authority, because I'm awesome, and I make them fight tons of battles as faction heirs before they become FL and pontifex maximus. You should also consider being awesome, like me.

  5. #785

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    What makes it all worse is that the Fabii family description mentions his heroism. Every time I get a new Fabii FM, I get a reminder.

    Pontifex Maximus historically excluded the holder of the office from military command, no?

  6. #786
    Roma_Victrix's Avatar Call me Ishmael
    Join Date
    Sep 2010
    Location
    Virginia, USA
    Posts
    15,242

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    Quote Originally Posted by Rad View Post
    Pontifex Maximus historically excluded the holder of the office from military command, no?
    Just as well, because I usually keep my faction leaders in the capital, where they can keep or even gain their authority, plus retain their imperium because they're where they need to be in order to continue winning elections as consul (and become proconsuls afterwards). I usually only lead my faction leader out of the city if I think he can gain a new epithet and celebrate a military triumph while fighting the Sweboz or Seleucids or whoever.

  7. #787

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    For someone that tries to be accurate, that seriously sucks in the beginning of the campaign when the number of FMs is quite low.

    Also, what's the point of having a Consul that leads no armies? It feels counterintuitive at best.

  8. #788
    Roma_Victrix's Avatar Call me Ishmael
    Join Date
    Sep 2010
    Location
    Virginia, USA
    Posts
    15,242

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    Quote Originally Posted by Rad View Post
    For someone that tries to be accurate, that seriously sucks in the beginning of the campaign when the number of FMs is quite low.

    Also, what's the point of having a Consul that leads no armies? It feels counterintuitive at best.
    There's not a whole lot you can do in four turns (one year) after setting out from Rome. That's why proconsuls have imperium for the next five years after that, so that your general will have legal authority and all his command stars when attacking and besieging enemies far away. Praetors and praetorians also have imperium and legal authority to lead armies.

  9. #789

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    By "Consul", I meant both Consul and Proconsul. So, the FL that gets elected to the office of Pontifex Maximus cannot be used as a field commander - if one bothers to roleplay, that is.

    I know that Julius Caesar ignored the ban, but he ignored a LOT of things.

  10. #790

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    What's planned with the, so far unfinisihed, 1-talent lithobolos that's been in game files for ages? Is it going to be heavier than normal lithobolos, lighter, or something else entirely?

  11. #791

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    Oh and...sorry for doublepost, but editing my posts doesn't work right now.

    As Pontos, can I, and how, build closely allied oligarchy in camps in formerly Sarmatian territory? Getting Sauroma Wazdae was kinda only reason why I even pursued the war with them...

  12. #792

    Icon10 Re: Announcement: Europa Barbarorum II 2.35 released!

    methinks he is sending you a message that he does not think highly of your gameplay....

  13. #793
    Campidoctor
    Join Date
    Jan 2005
    Location
    AEnima City, USA
    Posts
    1,646

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    Quote Originally Posted by Domaje View Post
    I don't think you can spawn new characters using the console.
    But you could change the ethnicity trait of one of your general to make him of royal blood... it may even change its name in some cases I think.
    If you're reluctant to adopted an existing general into the royal family, you can also do this trick on a young boy just coming of age.
    Quote Originally Posted by Roma_Victrix View Post
    Not sure which faction you're playing with now, but this is the M2TW engine, so since EBII has removed princesses as agents, it is next to impossible to ensure you're proper royal heirs get married at all and have children after that. The game usually does the obnoxious maneuver first of marrying off all your daughters to male suitors BEFORE even offering you the chance to marry your existing male family members to potential brides. Once that comes around, your regular male family members who didn't recently marry in are usually way older, in their 40s, even their 50s, when they marry, and there's no guarantee they'll sire any kids unless you console command cheat with the trait "Fertile" 3 to make them "Prolific" in terms of potency/virility.
    Thanks, guys. Unfortunately, it's probably too late to give my man digital Viagra, so I'll probably end up using the console command ethnicity trick. Bit of a sad band-aid for my sad OCD problem, but maybe it'll make me feel alive again. Or maybe it's time I gave up on this epic campaign I love so very much

  14. #794

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    Quote Originally Posted by Sar1n View Post
    What's planned with the, so far unfinisihed, 1-talent lithobolos that's been in game files for ages? Is it going to be heavier than normal lithobolos, lighter, or something else entirely?
    I don't actually know.

    Quote Originally Posted by Sar1n View Post
    As Pontos, can I, and how, build closely allied oligarchy in camps in formerly Sarmatian territory? Getting Sauroma Wazdae was kinda only reason why I even pursued the war with them...
    No, only the first tier of Oligarchy can be built in camps (and that's the only kind of Allied Government that can in camps).

  15. #795

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    Quote Originally Posted by Sar1n View Post
    What's planned with the, so far unfinisihed, 1-talent lithobolos that's been in game files for ages? Is it going to be heavier than normal lithobolos, lighter, or something else entirely?
    I don't actually know.

    Quote Originally Posted by Sar1n View Post
    As Pontos, can I, and how, build closely allied oligarchy in camps in formerly Sarmatian territory? Getting Sauroma Wazdae was kinda only reason why I even pursued the war with them...
    No, only the first tier of Oligarchy can be built in camps (and that's the only kind of Allied Government that can in camps).

  16. #796

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    I would like to recruit the new scandinavian units as sweboz, however i need an allied democracy to do that, but i cant build an allied democracy in a camp, how do i convert the camp to a settlement as fast as possible?

  17. #797

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    We need more playtesters, ahead of the patch being released. There's a horde of new scripted stuff that needs to be kicked around before we can consider letting it go.

    Does anyone want to step up and do some playtesting? PM me if you're interested.

  18. #798

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    @Danius

    For Hleithoz (SP?) You need to demolish any level of nomadic herds (except possibly the first level?) so that you can build the Settled Farms building chain to its conclusion. You also need to have the camp large enough to build the highest level of farms. Then you should get a construction option to turn the camp into a city-type settlement. There are cultural requirements for some camps, but I don't think the Sweboz camps have one.

  19. #799

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    Decided to have a second go at the Saka campaign. The mass unrest (80%!) & rebel stacks appear some time after I have acquired (in addition to my starting town) Sakanu Agu, Chach, Kurukand, Haomavarga, and Shahr i.e. whilst I'm still nowhere near become settled.

    What's the conditions for the unrest going away?

  20. #800

    Default Re: Announcement: Europa Barbarorum II 2.35 released!

    Quote Originally Posted by Ivir Baggins View Post
    Decided to have a second go at the Saka campaign. The mass unrest (80%!) & rebel stacks appear some time after I have acquired (in addition to my starting town) Sakanu Agu, Chach, Kurukand, Haomavarga, and Shahr i.e. whilst I'm still nowhere near become settled.

    What's the conditions for the unrest going away?
    Passage of time. It will decrease by 5% a turn.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •