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Thread: Announcement: Europa Barbarorum II 2.35A R3.5 released!

  1. #701

    Default Re: Announcement: Europa Barbarorum II 2.35A R3 released!

    Updated with a new zip - this one works.

  2. #702

    Default Re: Announcement: Europa Barbarorum II 2.35A R3 released!

    Quote Originally Posted by QuintusSertorius View Post
    I hate WinZip, the archive is corrupted, I'll make a new one...
    That's weird. I'm not detecting any errors from the one I downloaded...

  3. #703

    Default Re: Announcement: Europa Barbarorum II 2.35A R3 released!

    Oh, I missed that there was a 3.5. Sorry for the noise.

  4. #704
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    Default Re: Announcement: Europa Barbarorum II 2.35A R3 released!

    Just confirming it works, thanks.

  5. #705

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Playing Lusitania, I noticed some of the banner dudes have some bright red banners and shields. Seems like a texture bug, but I'm on wine so someone would need to confirm on Windows that it isn't a wine bug. https://i.imgur.com/RrU56Y4.png

  6. #706

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Impressions on movement range and diplomacy changes : Awesome and amazing. People most likely will stop complaining about " oh there is no action in the game or CAI is way too passive at doing war" Well I have to tell you the game feels smooth and factions duke it out a lot this time arround. You will notice how many wars occur and the dynamic changes in territory between AI factions. The one funny thing you will notice ( it s good or bad not sure ) that movement range gave the rise for this phenomena as factions have Russia- Kaliningrad scenario where Faction's main territory is in one place and newly captured settlement far far away from it seperated by other or two factions, meaning the territory will not be very coherent and united since factions wander arround a lot the map and capture random settlements. Early game looks much more action packed and Romans and Pritanoi and Sweboz doing great. So mostly very positive changes. Thanks guys.

  7. #707

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Quote Originally Posted by aaronp View Post
    Playing Lusitania, I noticed some of the banner dudes have some bright red banners and shields. Seems like a texture bug, but I'm on wine so someone would need to confirm on Windows that it isn't a wine bug. https://i.imgur.com/RrU56Y4.png
    I seem to remember the banner was bright red, not sure about the shield.

    Quote Originally Posted by bordinis View Post
    Impressions on movement range and diplomacy changes : Awesome and amazing. People most likely will stop complaining about " oh there is no action in the game or CAI is way too passive at doing war" Well I have to tell you the game feels smooth and factions duke it out a lot this time arround. You will notice how many wars occur and the dynamic changes in territory between AI factions. The one funny thing you will notice ( it s good or bad not sure ) that movement range gave the rise for this phenomena as factions have Russia- Kaliningrad scenario where Faction's main territory is in one place and newly captured settlement far far away from it seperated by other or two factions, meaning the territory will not be very coherent and united since factions wander arround a lot the map and capture random settlements. Early game looks much more action packed and Romans and Pritanoi and Sweboz doing great. So mostly very positive changes. Thanks guys.
    The only movement distance that's hugely different are fleets. Are you seeing a lot of long-range naval invasions?

  8. #708

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Oh, if the large movement increase is unintentional then it may be a bug? Characters & armies feel like they can march way further for sure.

    EDIT: all characters have action_points 250 and admirals have 750. Was it this high before? It feels like it's higher but maybe that change was made further back and I just haven't noticed
    Last edited by Baharr; June 26, 2021 at 03:40 AM.

  9. #709

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Quote Originally Posted by Baharr View Post
    Oh, if the large movement increase is unintentional then it may be a bug? Characters & armies feel like they can march way further for sure.

    EDIT: all characters have action_points 250 and admirals have 750. Was it this high before? It feels like it's higher but maybe that change was made further back and I just haven't noticed
    On no, 250/750 is right. It might have been 125 before, but it was 500/1000 in the build for a while which didn't produce positive results.

  10. #710

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Quote Originally Posted by QuintusSertorius View Post
    I seem to remember the banner was bright red, not sure about the shield.



    The only movement distance that's hugely different are fleets. Are you seeing a lot of long-range naval invasions?
    Invasions at sea I do get invaded almost every 3 turns at Black Sea territory. Also Numidians have half of Spain and are not In North Africa anymore, Rome took out Ilyria for itself and Islands nearby. Pritanoi is invading into Sweboz lands near Denmark. The campaign overall has faster pace from the beginning, there is a lot of war happening and factions changing settlements left and right so very dynamic. The good thing that movement range brought to the game is it is easier for CAI and player to react and reach sieged settlements now. I am getting attacked from Parthia through Seleukid territory despite Parthians not having neighbouring land with me , so the range to move gave them opportunity to move through 3 or 4 provinces to reach my Kavkasian lands( again it s good or bad or dynamic is up to people to decide ) But like I mentioned invasions at Sea are dangerous from CAI and also from land, especially if a player is fighting a nomadic faction- they get to you so fast through steppe. Like I mentioned there are wars going on right from the beginning it s almost feeling like "madness" going on the map. But really fun atleast for me. The game feels more alive, the CAI feels more alive and active for sure.
    There is still that problem in Scandinavia where Sweboz is standing in Denmark with two full stacks and looking through water gap at 4 unit stack of rebels.
    Last edited by bordinis; June 26, 2021 at 05:05 AM.

  11. #711

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Were diplomats move points unchanged? They move very slowly compared to armies now.

  12. #712

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Quote Originally Posted by Aodh Mór Ó Néill View Post
    Were diplomats move points unchanged? They move very slowly compared to armies now.
    All characters have the same movement points now.

  13. #713
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    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Quote Originally Posted by Aodh Mór Ó Néill View Post
    Were diplomats move points unchanged? They move very slowly compared to armies now.
    R2 (and every other release going back at least as far as 2.2b) had Diplomats at 125 (Assassins 250, Spies 300).

    Is yours old, injured, or spent the last few turns in a settlement? Various traits will affect their movement, some positively others negatively.

  14. #714

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    So, quick feedback on some of the cavalry/melee changes:

    1. Cavalry are now both more and less fragile than before. I lose way fewer cav to general attrition now because their charge is so devastating that my cav usually triggers a rout and almost never gets bogged down having to disentangle itself (if I organise the charge right, that is, i.e. into a low-morale unit or a flank). The exception are cav-on-cav matches, which is where most of my losses now come from, as the units now inflict moderate-to-heavy casualties on each other unless one side is clearly superior. Clearing out the enemy flanks so I can pull off my envelopment now generally feels costlier than before, but if I can gain the advantage and exploit it, my horse bois absolutely chainsaw through armies.

    2. I find myself using light cav a lot more. I think they certainly had a role before - escorting medium cav and opportunistically picking off skirmishers or firing javelins into the backs of enemies - but by turn 50 or so I had usually phased them out completely because I didn't want to sacrifice a valuable unit slot for a very light harrassment unit. Now, with their large unit numbers (relative to other cav), stronger javelins, and an actually passable charge, light cav are surprisingly effective combatants; I absolutely dismantled several Seleucid phalangitai with my Arachosian cav by peppering them with javelins and then back-charging them once my mercenary hoplites made contact - and of course light cav are still as great at chasing down routing units as ever. My losses were minor and the units were effective, though they did get wrecked later in the battle when they were caught by some Iranian medium cav when my attention was elsewhere.

    Overall I think the changes are positive, but dealing with steppe nomads (with their massive full cav units) is now a much bigger pain than before. I still resort to my tried-and-true tactic of just fortifying my northern borders and butchering the nomads in defensive sieges, but when I do have to fight them in the open I know it's gonna be an expensive slaughter. So as long as that was intended, I'm happy

  15. #715

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Quote Originally Posted by Baharr View Post
    So, quick feedback on some of the cavalry/melee changes:

    1. Cavalry are now both more and less fragile than before. I lose way fewer cav to general attrition now because their charge is so devastating that my cav usually triggers a rout and almost never gets bogged down having to disentangle itself (if I organise the charge right, that is, i.e. into a low-morale unit or a flank). The exception are cav-on-cav matches, which is where most of my losses now come from, as the units now inflict moderate-to-heavy casualties on each other unless one side is clearly superior. Clearing out the enemy flanks so I can pull off my envelopment now generally feels costlier than before, but if I can gain the advantage and exploit it, my horse bois absolutely chainsaw through armies.

    2. I find myself using light cav a lot more. I think they certainly had a role before - escorting medium cav and opportunistically picking off skirmishers or firing javelins into the backs of enemies - but by turn 50 or so I had usually phased them out completely because I didn't want to sacrifice a valuable unit slot for a very light harrassment unit. Now, with their large unit numbers (relative to other cav), stronger javelins, and an actually passable charge, light cav are surprisingly effective combatants; I absolutely dismantled several Seleucid phalangitai with my Arachosian cav by peppering them with javelins and then back-charging them once my mercenary hoplites made contact - and of course light cav are still as great at chasing down routing units as ever. My losses were minor and the units were effective, though they did get wrecked later in the battle when they were caught by some Iranian medium cav when my attention was elsewhere.

    Overall I think the changes are positive, but dealing with steppe nomads (with their massive full cav units) is now a much bigger pain than before. I still resort to my tried-and-true tactic of just fortifying my northern borders and butchering the nomads in defensive sieges, but when I do have to fight them in the open I know it's gonna be an expensive slaughter. So as long as that was intended, I'm happy
    Excellent, all of that is working as intended. It should no longer be a no-brainer to just get as many of the heaviest cavalry you can afford.

    Your last point is pretty much how the Seleukids and others fought nomads. Or they hired other nomads to go and fight them.

  16. #716

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Cheers on the newest release! I haven't tried it yet but read through the changelog and it's great work. I'm very glad about the family tree changes in particular, and cheers on fixing the Roman Baleares province bug. It looks like the Roman vs allied unit pool replenishment was addressed (by turning down Roman recruitment) but I didn't see anything about the *probable* recruitment bug in Ariminum. It's the only Italian city that you can't recruit the regular allied infantry in at all, but can recruit the extraordinary allied infantry.

    Also, I didn't see anything about it in the log, but what was the decision on moving the main settlement from Ibiza to Mallorca on the map, to make it less fiddly to disembark? I swear when Carthage and I are fighting over it in R2, it's a minigame just to try and land on Ibiza.

  17. #717

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Google drive link for the first patch isn't working

  18. #718

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Quote Originally Posted by Victor1234 View Post
    Cheers on the newest release! I haven't tried it yet but read through the changelog and it's great work. I'm very glad about the family tree changes in particular, and cheers on fixing the Roman Baleares province bug. It looks like the Roman vs allied unit pool replenishment was addressed (by turning down Roman recruitment) but I didn't see anything about the *probable* recruitment bug in Ariminum. It's the only Italian city that you can't recruit the regular allied infantry in at all, but can recruit the extraordinary allied infantry.
    Couldn't see anything wrong with the code in the EDB. It starts with depleted recruitment and most of the infantry available are Roman (representing Romanised Italics). There should be Etruscans and Umbro-Picenians.

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    Quote Originally Posted by Victor1234 View Post
    Also, I didn't see anything about it in the log, but what was the decision on moving the main settlement from Ibiza to Mallorca on the map, to make it less fiddly to disembark? I swear when Carthage and I are fighting over it in R2, it's a minigame just to try and land on Ibiza.
    No change planned in these releases, that will have to wait for the other map changes.

    Quote Originally Posted by ptolemaiosVI View Post
    Google drive link for the first patch isn't working
    Use the torrent link.
    Last edited by QuintusSertorius; June 28, 2021 at 03:59 AM.

  19. #719

    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Further observations on the new changes on the patch :
    WE don t have automatic replenishment system like newest Total War games. So very relient on settlement recruitment and reinforcement by the settlements.Now the land movement point change created faster reinforcement on accident, thus providing AI and the player with way faster reinformement than it was since everyone can reach settlements on the map in basically one turn span and reinforce. So people should notice CAI having very experienced armies very soon in the campaign. So it doubled or tripled reinforcement opportunity for CAI and the player alike.( faster and easier replenishment of armies and units good or bad you decide )
    Another point :
    Since movement range changed substancially, CAI is more eager to keep their armies and stacks in their settlements at all times, meaning CAI calculates the risk of a potential siege by the enemy and keeps it s armies inside at all times. So settlements are packed with units.
    Another one : Factions that start off as big empires and nations like Seleukids and Carthage are now doing from the campaign start alot better, like a lot better since they can move through the map fast to defend it s territory. So in my campaign the Seleukids and Carthage are dominating hard. But there is a positive and negatie too, factions like Sabai which relied on remotness as security from others are now more reachable and can reach other nations faster so good or bad people will decide.
    Cavalry changes seems fine. CAI relies more on infantry though.
    Naval invasions : I don t think much changed besides the range at wich I saw factions send out their fleets. it comes about calculations of numbers and power of numbers present, so not much change from previous version.
    Last edited by bordinis; June 28, 2021 at 06:03 AM.

  20. #720
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    Default Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Quote Originally Posted by bordinis View Post
    CAI having very experienced armies very soon in the campaign.

    ... CAI is more eager to keep their armies and stacks in their settlements at all times, meaning CAI calculates the risk of a potential siege by the enemy and keeps it s armies inside at all times. So settlements are packed with units
    I've got questions on both statements:
    - does the CAI re-train the existing units? I think the general opinion was that the AI in Med2 is unable to replenish and thus you can see units with fraction of their initial strength. (I also do not know if the AI merges units, and if it's possible to program it to do so).
    - does the CAI calculate that risk of potential siege? Does it mean that in the mods with densely packed settlements the AI keeps larger garrisons?

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