EBII v2.4b script fix (NOT savegame compatible) released!

EBII v2.4b script fix (NOT savegame compatible) released!

Added v10 which tweaks the finance scripts to give more money to the AI on VH.

Can anyone comment on siege defense in v9 or v10? I've reverted to baseline BAI, is it better?
Hi Quintus. Long time MacOS player here. I was very excited to see some of the recent changes regarding more stability in battles and especially the fix to the settlement issue for the MacOS and Linux versions. I’ve testing some of these out using a Roman campaign and generally these have worked as advertised. I must admit I had fallen into the habit of auto resolving most large battles, particularly siege battles, because of the stability issues and lack of customized settlements, but I’ve now been fighting them out to test these features. In the past any battle with more than one stack for either side had pretty good chance of crashing. This seems to be resolved as I’ve fought several with 3 or 4 armies in total and have not had any crashes. As far as the customized settlements go I’ve now fought several and they seemed to be working but I just experienced a CTD assaulting Lilubim. It happens immediately after clicking the fight battle on battle map button. I don’t know this related to the custom settlement issue or not. Unfortunately Feral never implemented error logging so I cannot send an error log. On the BAI siege defense, the behavior I am seeing is for the defending AI armies immediately head en mass to the town square at the start of battle. I’m not sure if this is a change because like mentioned previously I had been predominately auto resolving in previous versions.

I hope this feedback helps, and thanks for all of the work. Caymus
 
On the BAI siege defense, the behavior I am seeing is for the defending AI armies immediately head en mass to the town square at the start of battle. I’m not sure if this is a change because like mentioned previously I had been predominately auto resolving in previous versions.

I hope this feedback helps, and thanks for all of the work. Caymus
Was this on v9 or v10 that they did that?
 
A couple of updates:
1) I just completed a siege battle at Syracuse. Three full stacks (2 mine vs 1 AI) with no issues. The AI once again started for the town center at the start of battle but once I breached the gate it immediately turn around to attack my forces.
2) As an experiment, I removed the settlement folder from the data folder, reloaded my save from prior to the attack on Lilubim on attempted another siege attack. This time it worked fine so I suspect there is something specific to the Lilubim settlement that is not working with the new fix.
 
A couple of updates:
1) I just completed a siege battle at Syracuse. Three full stacks (2 mine vs 1 AI) with no issues. The AI once again started for the town center at the start of battle but once I breached the gate it immediately turn around to attack my forces.
2) As an experiment, I removed the settlement folder from the data folder, reloaded my save from prior to the attack on Lilubim on attempted another siege attack. This time it worked fine so I suspect there is something specific to the Lilubim settlement that is not working with the new fix.
Did they abandon the walls of Syracuse before turning around? Or was it loose units not stationed on the walls that went for the centre?

Lilubim is a Punic settlement, I wonder if there's something specific to them that's causing this behaviour?
 
I just went on discord for the first time and saw you had a mac specific update to the settlement fix. I downloaded it but it did not seem to fix the Lilubim issue. For the time being, I guess a kludgy workaround if I run into a similar issue is to remove the settlement folder for any other problematic settlements and then put it back once the battle is over (or simply auto-resolve).
 
I just went on discord for the first time and saw you had a mac specific update to the settlement fix. I downloaded it but it did not seem to fix the Lilubim issue. For the time being, I guess a kludgy workaround if I run into a similar issue is to remove the settlement folder for any other problematic settlements and then put it back once the battle is over (or simply auto-resolve).
It's a stability fix that should make things less likely to crash, not related to siege behaviour or the like.

I can double check but I think they abandoned the walls.

OK, I'd appreciate that. Abandoning the walls is not good, that definitely needs to be addressed in the BAI.
 
Two screen shots. One at start of battle showing the walls occupied. The second after about thirty seconds at 6X speed showing most of the walls abandoned. There are a few remaining units however, a little different from smaller settlements where 100% of the units fled to the town center.
 

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Two screen shots. One at start of battle showing the walls occupied. The second after about thirty seconds at 6X speed showing most of the walls abandoned. There are a few remaining units however, a little different from smaller settlements where 100% of the units fled to the town center.
Is this Syracuse?
 
Before I start messing with the BAI, is this battle script any better? I've reinstated a very simple siege defense that just sets the initial "defend the walls" then leaves it til near the end before a general "fight to the death" is called.
 

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It seems about the same if not a little worse, although it looks like some of the defenders are shifting towards the reinforcement army.
 

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It seems about the same if not a little worse, although it looks like some of the defenders are shifting towards the reinforcement army.

What happens when you attack with just one army? Reinforcements are bugged in general, I need to separate that out from what we're seeing.

That the scripting had little impact does suggest the BAI is the primary culprit here.

Being excited to be able to play sieges with proper settlement models, I can confirm the fix works for Western Greek but not Punic culture. It seems the settlement and campaign fixes threads were merged resulting in some confusion.

Um, there was no settlement fix thread, only the campaign hotfix and the battle scripting thread, which I merged because they were using the same file.

There are settlement fixes on moddb which I posted, including a special fix for Mac users.
 
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OK using v11 with one army, at start of battle and 30 - 45 seconds later (at 6X speed). Most have units have retreated to the town square but now three units are manning one section of the wall juts out towards the sieging army. I think it’s an improvement over v9.
 

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