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Thread: Historical Gameplay Let's Plays

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  1. #1

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Quote Originally Posted by Der Böse Wolf View Post
    What is this small invasion script?
    The human player of Makedonia has raids carried out from a number of sources until they establish themselves and deal with the sources of the raids.

  2. #2

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Quote Originally Posted by Sarkiss View Post
    my only regret is that i didnt start to use the exe in mods/ebii sooner. really struggled with stability recording the first 4-5 episodes. now it looks really stable though. turn times literally take seconds (thanks for optimisations, QS!), though having an SSD definitely helps.
    Sorry, what exactly do you mean by these "optimisations", and using the exe in mods/ebii? I could use the help, my own turn times are ridiculous.

  3. #3

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Quote Originally Posted by Aodh Mór Ó Néill View Post
    Sorry, what exactly do you mean by these "optimisations", and using the exe in mods/ebii? I could use the help, my own turn times are ridiculous.
    The script has been optimised since 2.3, with lots of consolidation of monitors and ensuring everything that can terminates. Several hundred monitors have been removed and others made more efficient, with the total number of monitors brought below 1000.

    Upshot is that 2.35 it runs between-turn processing faster than 2.3. It's still not "fast" because it's a big, complex script.

  4. #4
    tomySVK's Avatar Campidoctor
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    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Great idea, I will watch whole series Starting with first video right now.

  5. #5

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Quote Originally Posted by tomySVK View Post
    Great idea, I will watch whole series Starting with first video right now.
    thanks for watching. will most probably do another historical play-through once the patch is out.

  6. #6
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    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Quote Originally Posted by Sarkiss View Post
    thanks for watching. will most probably do another historical play-through once the patch is out.
    Thanks for reply. In my opinion Baktrian campaign is great candidate for another series with their missions from the Seleukid king.

  7. #7

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Quote Originally Posted by tomySVK View Post
    Thanks for reply. In my opinion Baktrian campaign is great candidate for another series with their missions from the Seleukid king.
    actually, this is a fantastic idea, thanks. though Baktrian autonomy and independence are decades away from the starting date, the missions can hopefully provide for an engaging historical walk-through. and i havent played Baktria since EBI, so should definitely make for an interesting experience.

    Quote Originally Posted by QuintusSertorius View Post
    Most of it is actually about making sure the Ptolemaioi aren't a pushover for the Seleukid player.

    The Pisidian Raids stop at a predetermined date, and only apply to two provinces. The Galatian script is being reworked, everyone will get the "shakedown" flavour the Pergamon player currently gets, but more widely than just Mysia.
    talking of 'shakedowns', is it possible to link rebellions to the type and number of units recruited? could make for recreating historical events in Ptolemaic kingdom: recruit X number of mid-high quality native units and face an indigenous uprising with its on Pharaoh in Memphis and all.

  8. #8

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Quote Originally Posted by Sarkiss View Post
    talking of 'shakedowns', is it possible to link rebellions to the type and number of units recruited? could make for recreating historical events in Ptolemaic kingdom: recruit X number of mid-high quality native units and face an indigenous uprising with its on Pharaoh in Memphis and all.
    In Thebais, recruiting Machimoi Phalangitai causes rising unrest. I could probably add the cavalry to that mechanic.
    Last edited by QuintusSertorius; March 13, 2019 at 10:55 AM.

  9. #9

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    The Seleukids and Ptolemaioi will have some new widgets to play with in the patch; the wars between them won't be so phoney, and they'll have some restive subjects in Anatolia to deal with as well.

  10. #10

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Quote Originally Posted by QuintusSertorius View Post
    The Seleukids and Ptolemaioi will have some new widgets to play with in the patch; the wars between them won't be so phoney, and they'll have some restive subjects in Anatolia to deal with as well.
    There is ABSOLUTELY NOTHING phoney about the wars I fought against the Seleucids. In fact, they have proven themselves to be the toughest wars in EB2 so far. Fighting the full might of Rome pales in comparison compared to the Grey Death. There is no need to escalate the conflict.

    The Anatolian thing sounds interesting - as long as it does not turn into a never-ending annoyance like the Numidian Raiders script.

  11. #11

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Quote Originally Posted by Rad View Post
    There is ABSOLUTELY NOTHING phoney about the wars I fought against the Seleucids. In fact, they have proven themselves to be the toughest wars in EB2 so far. Fighting the full might of Rome pales in comparison compared to the Grey Death. There is no need to escalate the conflict.

    The Anatolian thing sounds interesting - as long as it does not turn into a never-ending annoyance like the Numidian Raiders script.
    Most of it is actually about making sure the Ptolemaioi aren't a pushover for the Seleukid player.

    The Pisidian Raids stop at a predetermined date, and only apply to two provinces. The Galatian script is being reworked, everyone will get the "shakedown" flavour the Pergamon player currently gets, but more widely than just Mysia.

  12. #12
    tomySVK's Avatar Campidoctor
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    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Quote Originally Posted by QuintusSertorius View Post
    The Seleukids and Ptolemaioi will have some new widgets to play with in the patch; the wars between them won't be so phoney, and they'll have some restive subjects in Anatolia to deal with as well.
    Amazing news!

  13. #13

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Haven't played as the Seleukids yet, so I can't comment on that.
    AI Seleukids always seem to crush AI Ptolemaioi, though.
    I mentioned the Numidian Raiders script - is there any chance it will get revised? Having to keep a sizeable force in Africa is nice, but the script gets a bit tedious after the same rebel army spawns for the 100th time.

  14. #14
    Lusitanio's Avatar Campidoctor
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    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Quote Originally Posted by Rad View Post
    Haven't played as the Seleukids yet, so I can't comment on that.
    AI Seleukids always seem to crush AI Ptolemaioi, though.
    I mentioned the Numidian Raiders script - is there any chance it will get revised? Having to keep a sizeable force in Africa is nice, but the script gets a bit tedious after the same rebel army spawns for the 100th time.
    Indeed it is a bit annoying, especially if you have destroyed Numidia. However, it's nice having to keep fighting in Africa, it was a way to keep using my FL in battles. The only thing that I would change would be spawning bigger raider armies from time to time, for example, 10% of the times the number of troops in the stack would double.

  15. #15

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Nope, you stop the Numidian Raiders script by allying with the Numidian faction.

    If you killed them off, thinking it meant you'd be secure, oh well. Now there's no one to restrain the multiplicity of tribes who could decide you look like a nice target.
    Last edited by QuintusSertorius; February 08, 2019 at 04:48 PM.

  16. #16

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Quote Originally Posted by QuintusSertorius View Post
    Nope, you stop the Numidian Raiders script by allying with the Numidian faction.

    If you killed them off, thinking it meant you'd be secure, oh well. Now there's no one to restrain the multiplicity of tribes who could decide you look like a nice target.
    Them constantly spawning after Numidia is gone is the annoying bit - always the same place, always the same troops. It's not at all threatening, it's boring.

  17. #17

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Sarkiss, in order to move your troops in the desired formation, you must group the units you want and the formation must be cohesive. For example, you can't group your main infantry line together with a cavalry unit located far away on the flank.

  18. #18

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    thanks for the above, gents, will experiment with these. in the meantime i did remember how i used to operate it: group + Аlt and click wherever you want the group to move to. this not only preserves the group but also the direction it is facing.

  19. #19

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    didnt know what else to ask this. there is apparently an issue with one of the soundtracks' copyrights? here. it is one of the Roman soundtracks from what i understand. this can be a potential problem for youtubers creating EBII letsplays and steaming.

  20. #20

    Default Re: Historical Gameplay, Makedonian Restoration (2.35)

    Really liked this, hoping you will continue this.

    But those cavalry deaths damn!

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