Loving the patch, was having tons of fun with my seleucid campaign but its no issue if i have to restart it. Should i wait then for the pergamon emergence fix patch?
Loving the patch, was having tons of fun with my seleucid campaign but its no issue if i have to restart it. Should i wait then for the pergamon emergence fix patch?
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
Ouch, my heart. I'm in too deep already to restart (even if it's only 45 turns, it's been dozens of hours and emotional attachment to awesome battles and events). Guess I'm keeping Pergamon alive by hook or by crook in this world!
Intentional, it's an unfortunate timing clash. They disappear with the reform, but the Lugiones don't have a government that can recruit them until after.
In the console:
create_unit [Settlementname] "[UnitName] 1 0 0 0"
Yep, those are the only two places the late ones are available. Mateliludis goes Germanic with the reform.
Carry on for now, checking on some other things before issuing the R2 patch that should close it all off.
That's all you can do for now.
I believe it goes like this:
If you want to check what additional units you can add, look out for the "type" code in the "export_descr_unit.txt" file in the data folderCode:create_unit Pergamon "hellenistic infantry hoplitai" 2 0 (note: adds two Hoplitai with zero experience, for example)
Is there perhaps any way to disable the faction reemergence script? Either through console or file editing...
Playing as Romani, I recruited two additional raiding fleets, but I cannot merge them. Is this intended behaviour?
Nevermind, found it answered here: https://www.twcenter.net/forums/show...erging-Fleets)
Sorry for the inconvenience.
Thanks for the help guys, started a new Pergamon campaign lol. Actually never played them before lol. It s a nasty thing coding that is. One can make a slight mistake or fall a sleep and then the script does not read the code correctly and then the whole operation callapses. And finding those slight mistakes is the hardest part when one has so many code lines to go through.. So it s best if we find any inconsistencies now before this new patch since it will override the script aand current campaigns..
Last edited by bordinis; April 12, 2021 at 03:44 AM.
Pergamon they have OP location and units! Much better than my lugian barbarians running with trousers!
Oh, one thing I totally forgot to mention - the new unified unit cards! Lots of units' icons are now done in the same style/aspect and it improves the game experience so much lol. Great job to whoever decided to make that a priority
The really powerfull thing is the cavalry selection with Pergamon. So many lancers that win battles easy. Also when galatians come and raid? I got Ankyra under my control.
Yeah unit cards are really pretty this time arround. The only coplaints I have are the music for barbaric factions. It s still arround for so many years. I think something calmer and more composed than brrrrrr bzzzzzz bzzzzzzz bzzzzzz all the time would be better lol. Also my dislike is always with every mod i Play is that moders not giving armour-piercing for all the axemen, sica, scythes for units. For example those "basternai draugai" look like a cool unit and judging by description they and weapon they use they should have " fast moving " and armour-piercing lol. Anyway EB 2 was always weird on those regards.
Regarding the barbarian music, its been an issue for me since the very first release of the mod. It is very easy to create a new mix from the current songs, just go at descr_sounds_music, to the barbarian section, and change up the TENSION, MOBILIZE, BATTLE sections for battle, and STRATMAP_summer and STRATMAP_winter for campaign (after the change i think you gotta delete the sound files as suggested in the installation of this patch too, iirc). The main culprits (outside of some anachronistic "celtic" music from the 0 A.D game that seems to be removed in this version from the barbarians at least) is barbbattle 18, barbbattle 11, barbattle long 1, barbbattle long 2. Which is sad because there are a lot of great other tracks already in the mod (a great one for the campaign, OTN7, is in the files but currently unused, for example). This is the mix that i had done a few versions ago:
Spoiler Alert, click show to read:
Usually i change up for whatever faction i am playing. Bactria Prevails is my favorite track for the hellenistic factions, so i add it up to all of them.
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