I'm really confused by the whole camp mechanic. As Sweboz I conquered Scurgum. Now I read in the converting camps guide that you cannot convert/build higher tier farms there. Is that still true? Is there a way to find out where it is and where it isn't possible to convert camps?
edit: Ok, so if it is a nomadicc region then it cannot be turned into a settlement. Could someone elaborate why people in Jutland can create permanent settlements but Pommeranians cannot?
Last edited by bismarck 1899; April 21, 2021 at 07:04 AM.
I have done some new tests by killing the aedui and kh in your campaign. Each time they have re-emerged without problems, so it seems to be a random failure. There will be a little security in the patch to try to automatically unblock the campaign. If there is failure, it will take 60 sec before to fire though (in the case there is just a lot of re-emergence at the same time), so i strongly suggest to not use the tip with run_ai during this time.
Is it normal that if I am as Pergamon at turn 558 and I don t have any Attalides generals spawn for me? I have one general right now spawned in specifically ( I noticed this only happens in Pergamon itself ) in Pergamon but he has no athnicity at all. This is not the first general who spawns in Pergamon and does not have a ethnicity. So I have my last basileus right now he is about 60 and Atallides ( non Attalides ethnicity generals do not become baisleus btw ) So when he dies I ll update what happened and whether I got basileus for my faction. I have taken pictures with program GIMP but damn I don t know how to convert with that program and upload here. I have pictures with generals with no Ethnicity.
What does this nudge do? Is it essentially dealing with some M2TW bug?
Marriage Candidates and not having ethinicity traits sometimes is something that happened to me before version 2.35A. Don't know if it is just random stuff from the game.
Using Gimp, convert images to .png or .jpg by using "export as" at the file tab. then just use an image hosting plataform like Imgur.
Maybe my problem was that I was not putting my basileus ( all of them I had throughout ) in Capital? In Pergamon maybe. Because I noticed that allways fighting battles with faction leaders increases stability of other generals and loyalty. Maybe I should have had put those basileus in capital to sit and make babies.. That s why my Attalides died off and did not respawned? I ll try to put him to Pergamon and see what happens in following turns.
Thank you. Just asked about because both Ilieis and Illyrioi Peltastai are classed has Skirmirshers but have separate close and loose formations. When reading the description of both units, at least for me, it is not clear if they are pure skirmirshers. Just checking if they are as intended.
This one is earlier https://imgur.com/mH5oKI3https://imgur.com/mH5oKI3
Now that neither player nor AI can merge fleets shortly after their creation, I'm seeing lots of these little oddly placed naval clusters around the map during the mid-late game (2.35a)
Attachment 364692
looks like Ptolemaîos is still fiddling with those water locks for his great canal
edit: should I post this as a bug?
Last edited by Aleksander the Average; April 21, 2021 at 06:42 PM.
. .
not allowing the ai to merge fleets is just asking for trouble in the long run imo. Certainly not worth it just for a trait for naval captains.
Then, as throngs of his enemies bore down upon him and one of his followers said, "They are making at thee, O King," "Who else, pray," said Antigonus, "should be their mark? But Demetrius will come to my aid." This was his hope to the last, and to the last he kept watching eagerly for his son; then a whole cloud of javelins were let fly at him and he fell.
-Plutarch, life of Demetrius.
Arche Aiakidae-Epeiros EB2 AAR
Good catch. Already was seeing something like you are reporting in a Epeirote campaign I was in.
You might not have seen but I already reported an "issue" with merging fleets. The team will delay the attribution of the "WellSupplied" trait for a couple of turns. I refrained from replying, but I believe that the AI will continue having difficulties to create large fleets, when the player can take advantage of it but I will wait for the release to see what happens.
Last edited by Raiuga; April 22, 2021 at 03:55 AM. Reason: Wordings
Once you press end turn, the monitor checks every 10 sec if the first ai turn has been reached. If it's not the case after 60 sec, then the monitor use the run_ai command to force the continuation of the campaign (60 sec can seem long, but it's in the case a lot of re-emergences are simply in progress). This monitor is totally independent of the script itself, and is even triggered before.
A delay of 1 sec has also been added at the beginning of the main monitor (more because it's an ordinary tip in case of problem than for a real reason).
This bug is irrational though (doesn't occur without fog of war...), so it's likely just an obscure failure of the game highlighted because the script halt the ai during the re-emergence.
In the worst case (really the worst!), if nothing happens after 60 sec, you will still have the option to type "run_ai" in the console to manually unblock the turn.
Moved from the screenshots thread, which I think was posted in error.
This has been addressed in Release 2, there's at least one turn (possibly two) after a fleet's creation that they lack the NavalSupplies trait which should allow merging.
But they still won't be able to merge for the rest of the campaign? That seems like it'll still end up with groups of unmerged small fleets sooner than later if there isn't some mechanism causing them to merge reliably within the first turn or two allowance. Which given where other fleets are when new ones are recruited, might not even be possible within that timeframe. Maybe it's not necessarily a problem, having small one or two unit navies represent fleets, if the overall numbers of fleets are relatively low. Like if an AI faction has only 15 naval units, maybe having them be split into 8-10, or even quite possibly 15, separate operating forces makes sense. Might take some getting used to. But the player will definitely have the advantage of foresight and planning, likely leading to player-only huge navies always winning against AI at sea.