It's all Germania to me.
But why aren't they available through the Chatti tribe building?
They are:
As late units, note the event_counter.Code:recruit_pool "germanic infantry veteran" 1 0.08 2 0 requires factions { f_sweboz, } and region_religion rel_f 50 and not event_counter ecSwebozEra 1 recruit_pool "germanic infantry chatti veterans" 1 0.08 2 0 requires factions { f_sweboz, } and region_religion rel_f 50 and event_counter ecSwebozEra 1 recruit_pool "germanic infantry spearman" 1 0.08 2 0 requires factions { f_sweboz, } and region_religion rel_f 40 and not event_counter ecSwebozEra 1 recruit_pool "germanic infantry spearman late" 1 0.08 2 0 requires factions { f_sweboz, } and region_religion rel_f 40 and event_counter ecSwebozEra 1 recruit_pool "germanic infantry clubman" 1 0.08 2 0 requires factions { f_sweboz, } and region_religion rel_f 30 recruit_pool "germanic infantry skirmisher" 1 0.08 2 0 requires factions { f_sweboz, } and region_religion rel_f 25 and not event_counter ecSwebozEra 1 recruit_pool "germanic infantry chatti youths" 1 0.08 2 0 requires factions { f_sweboz, } and region_religion rel_f 25 and event_counter ecSwebozEra 1 recruit_pool "germanic infantry archer" 1 0.04 1 0 requires factions { f_sweboz, } and region_religion rel_f 20 recruit_pool "germanic infantry slinger" 1 0.04 1 0 requires factions { f_sweboz, } and region_religion rel_f 15
Why are they immediately available as mercenaries then?
So. How do I get them (Sweboz Generals) to hire themselves out as mercenaries?
I have planted all my sub-30 Guys in Bogidunon (Or something, one of the mentioned cities in the description), and so far: Nothing.
Couple of Generations, none getting it.
I forgot to mention in the merc info trait that those Sweboz specific merc events don't start happening until after turn 150(this is to represent the fact that Germanic influence hadn't dominated the Rhine at game start). In future versions, I'll make it such that the info trait doesn't appear until turn 150 as well.
Hey EBII Team,
I have a question regarding performance.
I keep getting Fatal Graphics error when attacking a city with a full stack, and the defenders have a full stack inside and another stack outside.
I know it's a lot of men the battlefield so I expect some lag, but te game crashes.
I use the same settings on Stainless Steel 6.4 so I know my PC can handle it.
Still in EBII, it crashes.
Last edited by QuintusSertorius; December 10, 2018 at 07:28 AM.
Frei zu sein, bedarf ist wenig, nur wer frei ist, ist ein König.
Current Hotseat:
Britannia: The Isles of Chaos
I had the same problem but now it happens far less often with the windowed mode, only when there are three full stack. Do you play in fullscreen? Which resolution?I have a question regarding performance.
I keep getting Fatal Graphics error when attacking a city with a full stack, and the defenders have a full stack inside and another stack outside.
I know it's a lot of men the battlefield so I expect some lag, but te game crashes.
I use the same settings on Stainless Steel 6.4 so I know my PC can handle it.
LOTR mod for Shogun 2 Total War (Campaign and Battles!)
https://www.youtube.com/watch?v=bIywmAgUxQU
Here are my Specs:
Win10 64 bit
I play in windowed mode as recommended in the installation.
Game settings (same settings I use on SS6.4 and it runs flawlessly)
Custom: All on high except
- Grass and shadows on low
- Vegetation on Medium
No widescreen, with V-sync, No Anti-alaising, Texture filtering x4, Resolution 1920/1080
-------------
If I choose recommended settings, it puts everything on High but it drops the resolution to 1024/768.
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Last edited by QuintusSertorius; December 10, 2018 at 07:30 AM. Reason: more precise info
Frei zu sein, bedarf ist wenig, nur wer frei ist, ist ein König.
Current Hotseat:
Britannia: The Isles of Chaos
Few things bother me. I know that certain factions and ethnicities are more succeptible to certain traits and ancillaries, but really...as Makedonia, half of the charaters that marry into my family get Evil Mother-in-law, and almost everyone, including hellenes that marry into family, get mishellen trait.
And helcol_three...for what reason it loses recruitment options compared to both helcol_two and helcol_ref? It's weird seeing many units, including things like Katoikoi Thrakes and Thureophorentes Toxotai being unavailable from third but available from second and last colony building.
Last edited by QuintusSertorius; December 10, 2018 at 08:57 AM.
I see it in building browser, so far I wasn't actually building those, since I do not have any large city under factional government outside the Greece/Macedon/Epiros area. But in Histrie, Olbia and Byzantion I see the helcol_three in building browser, so I presume they're buildable there. I'll see about that once any of them reaches large city level....
Edit: by the way, a question..in places like Kabyle or Dardanion where I have allied government in order to gail local elites and are outside main hellenic sphere of influence, is it worth building hellenic poleis when it pops up as available, or will it cause unrest?
Last edited by Sar1n; December 10, 2018 at 10:26 AM.
Just because a building appears in the browser doesn't mean it's constructible. You can't build a helcol_three in any of those places, I'm surprised it offers any recruitment at all. Can you screenshot what the building browser shows?
The polis doesn't cause unrest. If you want Greeks, that's one of the easiest ways to get them.
Yes, it's basically the same information contained in the v2.35 Player's Guide (which is included with the installed game. Look in the mods\ebii directory)
The text from the Cursus Honorum message can also be referenced at any time during your game. It's the bottom 2/3 of the description in the "Mons Capitoline" unique building in Rome.
EBII Council
If some players want to try it: I have been testing Factions behaviour with the money limit increased from 29999 to 49999. What this mean? In EBII, AI Factions have a clawback of -20k on the next turn after they get more than 29999. This is done to prevent AI Factions from accumulating huge amounts of money. What I did was increasing the limit, allowing AI Factions to have more, but keeping the clawback after they hit more than 49999. Note that this change affects most the small factions since the big ones like Romani, Carthage, Seleucids, Ptolemai, rarely have more than 20k of money and even some minor factions can't reach the big numbers.
During the testing (I'm still not done testing), I played 105 turns in a Pontus campaign and I can say that the AI seems a bit more agressive (just slightly), they seem to have some more boats around the map (for example, the Lusitanian and the Numidian) and they have a lot more capacity to pay ransoms and not going bankrupt from that (I had the Hayadashan paying me two ransoms with captured FMs that costed them 16k one and 10k the other, on the next turn they sued for peace and accepted my demand to pay 2000 for peace, they still had money left but not much).
So, if anyone wants to try this and see if there are positive changes in the game, this is how:
With Notepad ++, go to the "AI Faction Excess Treasury Reduction" section of the campaign_script - change the and Treasury > 29999 to 49999 (or a higher number if you want).
And thanks QuintusSertorius for telling me how to change it!