Page 3 of 13 FirstFirst 123456789101112 ... LastLast
Results 41 to 60 of 248

Thread: Announcement: Europa Barbarorum II 2.35A released!

  1. #41

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

    There is nothing quite like EB2. I have missed it greatly. Thank you everyone involved for your efforts on making this patch.

  2. #42
    Lusitanio's Avatar Senator
    Join Date
    Jan 2018
    Location
    Portugal
    Posts
    1,444

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

    Quote Originally Posted by Brasilaeco View Post
    Well, i just realized that I should have the EBII expansion already haha. Sorry, i am new to the expansion. So, now I'm downloading the installer and then I'll do all the required process to the new version. Thanks guys.
    Good luck and enjoy it! Post here if you need any help!

  3. #43

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

    Congratulations to the team!

  4. #44

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

    Quote Originally Posted by Brasilaeco View Post
    Well, i just realized that I should have the EBII expansion already haha. Sorry, i am new to the expansion. So, now I'm downloading the installer and then I'll do all the required process to the new version. Thanks guys.
    Yes, as you realised, this is a patch that goes on top of 2.35, not a standalone mod itself.

  5. #45

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

    I had attempted to copy the patch over the old 2.35 data folder and it replaced the old files but the game still plays as if the patch never existed. I did the deed on the M2TW install on the C drive itself and not outside of the program files/steam pathway.

  6. #46

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

    I just ran into the following issue, CTD when i try to play as pontos, or any other faction Overwrote all of data folder, Game Not in Program files folder. can start game just fine, but as soon as it gets to the point of finishing load it crashes.

    Spoiler Alert, click show to read: 
    20:01:29.090 [game.script.counter] [trace] counter <factionsize_f_carthage> = 195
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91009 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91012 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91015 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91018 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91021 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91024 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91027 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91030 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91033 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91036 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91039 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91042 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91045 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91048 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91051 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91054 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91057 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91060 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91063 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91066 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91069 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91072 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91075 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91078 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91081 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91084 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.091 [game.script.exec] [trace] exec <if> at line 91087 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.091 [game.script.exec] [trace] exec <if> at line 91090 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.091 [system.rpt] [error] Unspecified error. Please compress your error log in a zip format and upload it on the EBII technical help foru

  7. #47

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

    Wow guys great news, i am really looking forward to start up EB2 again. 2 little questions:

    1) Campaign AI: in the past the AI in my games was very passive (probably because they go bancrupt a lot). Was this fixed?
    2) The heir ancillary system never really worked in my games. Was this fixed too?

  8. #48

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

    Quote Originally Posted by greekpoison88 View Post
    Wow guys great news, i am really looking forward to start up EB2 again. 2 little questions:

    1) Campaign AI: in the past the AI in my games was very passive (probably because they go bancrupt a lot). Was this fixed?
    2) The heir ancillary system never really worked in my games. Was this fixed too?
    Unfortunately, neither of these issues were fixed, but the money scripts the AI gets enables them to be fairly aggressive in the very late campaign once they string together a sizable empire.

  9. #49

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

    Some Iberian units crashes the game once the loading screen loads. Also Lougiones does not get any of their goverments to recruit units only allied governments let them to recruit "factional" units. Turn 68 still no sign of Dievas guard or any unit pomeranian units only available if a player takes allied democracy or oligarchy. Religion : over 75% pastoral tribalism no factional units available. Playing on my home regions with allied governments, the only way to recruit Any units.
    Last edited by bordinis; April 07, 2021 at 04:18 AM.

  10. #50

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

    Quote Originally Posted by realm56 View Post
    I had attempted to copy the patch over the old 2.35 data folder and it replaced the old files but the game still plays as if the patch never existed. I did the deed on the M2TW install on the C drive itself and not outside of the program files/steam pathway.
    That's weird. If anyone remembers back in the days of 2.01, 2.1 and 2.2 patching, there were always instances where the patch wouldn't "take". Files inexplicably refused to overwrite. I wonder if it's a Windows 10 thing?

    Quote Originally Posted by moisesjns View Post
    I just ran into the following issue, CTD when i try to play as pontos, or any other faction Overwrote all of data folder, Game Not in Program files folder. can start game just fine, but as soon as it gets to the point of finishing load it crashes.

    Spoiler Alert, click show to read: 
    20:01:29.090 [game.script.counter] [trace] counter <factionsize_f_carthage> = 195
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91009 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91012 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91015 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91018 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91021 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91024 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91027 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91030 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91033 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91036 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91039 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91042 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91045 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91048 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91051 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91054 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91057 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91060 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91063 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91066 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91069 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91072 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91075 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91078 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91081 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.090 [game.script.exec] [trace] exec <if> at line 91084 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.091 [game.script.exec] [trace] exec <if> at line 91087 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.091 [game.script.exec] [trace] exec <if> at line 91090 in mods/ebii/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:01:29.091 [system.rpt] [error] Unspecified error. Please compress your error log in a zip format and upload it on the EBII technical help foru
    What platform are you playing on? I'm guessing this recurs?

    Nothing useful in that log, besides the terminating error.

    Quote Originally Posted by greekpoison88 View Post
    Wow guys great news, i am really looking forward to start up EB2 again. 2 little questions:

    1) Campaign AI: in the past the AI in my games was very passive (probably because they go bancrupt a lot). Was this fixed?
    2) The heir ancillary system never really worked in my games. Was this fixed too?
    The AI can't go bankrupt, any debt is reset every turn and they are regularly scripted money. In the patch the ceiling at which their surpluses are clawed back has been raised, as well.

  11. #51

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

    I remember seeing a while back that satrapies would be in the next release, but I haven't seen anything about them in the updated player guide?

  12. #52

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

    Satrapies are indeed in the game for the Seleucids. Your prospective characters must stay within the areas they are to preside over (Ex. Satrapeia tes Babylonike for the Satrap of Babylonia), the position will be granted sooner or later, the position is a non-transferable ancillary.

  13. #53

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

    How to decrease Culture in this game??;D

  14. #54

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

    Quote Originally Posted by realm56 View Post
    Satrapies are indeed in the game for the Seleucids. Your prospective characters must stay within the areas they are to preside over (Ex. Satrapeia tes Babylonike for the Satrap of Babylonia), the position will be granted sooner or later, the position is a non-transferable ancillary.
    Excellent! Although I thought that they would be available for Ptolomies/Makedonia as well?

  15. #55

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

    Quote Originally Posted by Aodh Mór Ó Néill View Post
    Excellent! Although I thought that they would be available for Ptolomies/Makedonia as well?
    Makedonia can make a Satrapeia government building in this patch - not sure about the Ptolemaioi

  16. #56

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

    Quote Originally Posted by Electricity View Post
    Makedonia can make a Satrapeia government building in this patch - not sure about the Ptolemaioi
    The Ptolemaioi remain mostly unchanged in 2.35A except for some new scripted events.

  17. #57

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

    Quote Originally Posted by bordinis View Post
    Some Iberian units crashes the game once the loading screen loads.
    There are some missing files for the Cantabrian Infantry and Scutarii Swordsmen. Going to have to re-issue the patch.

    Quote Originally Posted by bordinis View Post
    Also Lougiones does not get any of their goverments to recruit units only allied governments let them to recruit "factional" units. Turn 68 still no sign of Dievas guard or any unit pomeranian units only available if a player takes allied democracy or oligarchy. Religion : over 75% pastoral tribalism no factional units available. Playing on my home regions with allied governments, the only way to recruit Any units.
    The Wertegernos should be available in your home regions, and the Tributary Nation outside of the Baltic core. Most of your governments come after the reform. If they're not appearing, then the EDB is playing up and I'm going to have to move the event_counter requirement.

    The Conquered Nation never provides any units, only free upkeep.
    Last edited by QuintusSertorius; April 07, 2021 at 05:04 AM.

  18. #58

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

    Actually, I'll make a bridging zip with the missing files for people who've downloaded release 1, as well as making a new release 2.

    As soon as I work out why these Lugian governments are failing to appear...

  19. #59
    redin5ide.82's Avatar Foederatus
    Join Date
    Jan 2021
    Location
    The Eternal City. Rome.
    Posts
    25

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

    Is there a quick way to check if versione 2.35 is correctly installed? Version number ingame is still 2.35.

  20. #60
    redin5ide.82's Avatar Foederatus
    Join Date
    Jan 2021
    Location
    The Eternal City. Rome.
    Posts
    25

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

    Sorry ... to check if version 2.35A is correctly installed.

Posting Permissions

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