Europa Barbarorum is a total conversion for Medieval II: Total War: Kingdoms and successor to Europa Barbarorum for Rome: Total War. The aim is to give the player an even better gaming experience compared to EB1 on the RTW engine and a deeper comprehension of the ancient world and its correlations.

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How is this for an intro post:

--------------------------------------------

Click here to view the original image of 821x153px.

Greetings fans of Europa Barbarorum!

This has been a little longer in the development than we'd originally planned; what was supposed to have been a bugfix and gameplay update (2.1c if you will), has instead morphed into another full release, complete with a load of new units and a host of other new features. There was a target date floated on Facebook of May, we're slightly over that because we've been allowing the pre-release testing to run its course. It was rushing this vital, last phase, that led to 2.1 having to ship with a Day One patch, and all the woes that attended that. There may well be a 2.2a/b/whatever patch, but hopefully we've ironed out enough of the issues that popped up that it won't be necessary.

As always it's necessary to be absolutely explicit about this point:

THIS RELEASE IS NOT SAVEGAME COMPATIBLE

This is a complete installation, it's best if you remove any previous versions of EBII you have installed.



Pre-installation instructions

1) If you are a Steam user, and your M2TW is in Program Files or Program Files (x86) you need to move your game, or reinstall it outside of that folder. This isn't negotiable, you will not be able to patch or otherwise modify your EBII if the game is installed there. UAC may unpredictably and silently interfere with your files, breaking your installation, to say nothing of problems with VirtualStore. The official instructions on how to move a game are here. If those do not work, try these instead.

2) If you are not a Steam user, but you have M2TW installed in Program Files or Program Files (x86) you need to move your game, or reinstall it outside of that folder. For exactly the same reasons as above.

Optional: Re-install M2TW. Then start a campaign to make sure it's all still working. If you have other mods active, you won't want to do this, but it will likely result in a cleaner experience.

3) You must have Kingdoms installed - at least one of the mods, though not necessarily all of them. EBII needs the kingdoms.exe to run.

If you ignore step 1/2 and later come to the Bug Reports/Technical Help forum, and it arises you have your game installed in Program Files/Programe Files (x86), don't expect any meaningful assistance until after you've moved your installation and tried that.


Installation instructions

1. Download the EBII installer using one of the provided download links.

2. Uninstall the previous version of EBII (there's a shortcut for it in your start menu).

3. The downloaded file is a zip archive, which means you need to unpack the installer files from the zip file. Windows Explorer should allow you to simply copy the contents out. If not, you can download 7-zip for the purpose.

4. Run EBII.exe.

5. Step through the install wizard. Make sure the installer is pointed at your M2TW directory - you may need to change it from the default if it is pointing at Program Files.

6. Wait for the installer to copy all the files.

7. If you have never run M2TW vanilla after installing it, run that now. Start a campaign, then quit.

8. Run the mod using the shortcut placed in your start menu or desktop. Start a campaign, then quit.

9. Make sure your error log is working properly so you can properly report any issues. Go into [your M2TW directory]\mods\EBII\EBII.cfg and make sure under [log] it says:

Code:

to = mods/ebii/logs/eb.system.log.txt 
level = * trace

This means the log will be stored as eb.system.log.txt in [your M2TW directory]\mods\EBII\logs\ - we will need this log any time you report an error. No log, no resolution, for the most part.

Report your errors in the EB Bug Reports and Technical Help forum, not in this thread.

10. It's highly recommended that you play with windowed, borderless mode - this both improves campaign performance and increases stability too. In the same config file as above, ensure these values:

Code:

[video]
windowed = 1
borderless_window = 1

If "1" doesn't work, try "true" instead. Note you'll have to enter your native resolution in there to get a proper-sized window. You also need to ensure your medieval2.preferences.cfg doesn't have conflicting values.

Alternatively, we've bundled a windowed mode/fullscreen mode switcher program in with the installation, it looks thus:



All you should need to do is click the Windowed button.



Post-installation instructions

1. Note that the first time you run a campaign (or start a custom battle) it will take anywhere up to 5-10 minutes - it has not frozen. Be patient, let it finish.

2. If you interrupt the first campaign, you will break the map. Delete your map.rwm in [your M2TW directory]\mods\EBII\data\world\maps\base\, start a new game again, and WAIT. It only has to do this once.

3. We've bundled the Recruitment Viewer in with the installer; in order to use it, you need to ensure you have the latest version of Java installed.


Downloads

We host 2.2b here at moddb. You can download from the files section. Other sources are:

EBII v2.2 Download:
Torrent - installer version
Torrent - ZIP version
EB FTP (installer version)
EB FTP (no installer version)
Totalwar .Org FTP (installer)

If you have the means to host the files, please do so and share the link - I'll update this post with it.


Change List

The change list since 2.1b is pretty huge, given it's been six months of near-constant development since then. There have been 1904 logged changes since 21st December last year, some small, some huge as you'll see. At the summary level, please see the preview thread, which captures the essence of most of them.


Credits

These are the main team-members, past and present, who've been involved in making Europa Barbarorum II come to life:

Spoiler Alert, click show to read:

Special mentions also go to all the people who've been invaluable acting as playtesters in the long-running testing cycle. You've been tireless in finding bugs, checking things work, making suggestions and for a select group, seeding the mod so everyone can get it. Thank you.


And finally...

In closing - EBII is still not complete. We are not finished. We are somewhere past halfway now - what we still need, what we always need, are more willing volunteers. If you are a 3D artist able to work with 3DS Max, or a 2D artist who can work to instructions, we want you. If you have a knowledge in ancient history and a desire to contribute, we want you. If you are a scripter or coder, and have some familiarity with the files used here (compiled with C++ I believe), we want you. If you can proofread and edit XML files accurately, we want you. If you can playtest the ever-living crap out of a game, then do it all over again after a minor change, we want you. If you like the mod, and are eager to learn how to do something that can help to contribute, we want you. Applyhere.

As ever, thank you for your support and remember to read more history.

- The Europa Barbarorum II Team

 Europa Barbarorum 2.1 released!

Europa Barbarorum 2.1 released!

News 10 comments

The day has come. Lots of people thought Europa Barbarorum II was dead, that it had become vapourware - they couldn't be more wrong. After the previous...

 Europa Barbarorum 2.01 released!

Europa Barbarorum 2.01 released!

News 9 comments

Europa Barbarorum II is a total conversion modification (mod). It covers roughly the same time period as the Imperial Campaign included with Rome: Total...

Europa Barbarorum II 2.0 Released!

Europa Barbarorum II 2.0 Released!

News 25 comments

Europa Barbarorum II is a total conversion modification (mod). It covers roughly the same time period as the Imperial Campaign included with Rome: Total...

Settlement Mini Preview

Settlement Mini Preview

News 3 comments

The Europa Barbarorum II team would like to share with you our Settlement Mini Preview.

RSS Files
Europa Barbarorum 2.2b (no installer)

Europa Barbarorum 2.2b (no installer)

Full Version 2 comments

Greetings fans of Europa Barbarorum! This has been a little longer in the development than we'd originally planned; what was supposed to have been a bugfix...

Europa Barbarorum 2.2b

Europa Barbarorum 2.2b

Full Version 19 comments

Greetings fans of Europa Barbarorum! This has been a little longer in the development than we'd originally planned; what was supposed to have been a bugfix...

Europa Barbarorum 2.1b Hotfix (Old Release)

Europa Barbarorum 2.1b Hotfix (Old Release)

Patch 4 comments

Hotfix release patch for Europa Barbarorum v2.1. EB is a total conversion for Medieval Total War 2.

Europa Barbarorum 2.1 (Old Release)

Europa Barbarorum 2.1 (Old Release)

Full Version 22 comments

This is Europa Barbarorum release 2.1. Europa Barbarorum is a total conversion mod for Medieval Total War 2.

HOTFIX - for broken trait mechanics(old release)

HOTFIX - for broken trait mechanics(old release)

Patch 2 comments

With sincere apology for several broken trait mechanics I am presenting a quick hotfix that should hopefully resolve several of the most annoying ones...

Europa Barbarorum 2.01(old release)

Europa Barbarorum 2.01(old release)

Full Version 16 comments

Europa Barbarorum (EB) is a total conversion of Medieval Total War II Kingdoms.

Comments  (0 - 10 of 533)
Isildur
Isildur

Why no princesses? Diadochs often married princesses of other Diadoch-Familys.

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QvintvsSertorivs
QvintvsSertorivs

Because the mechanic that's presented to us by the M2TW engine is nothing like the way it was.

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Isildur
Isildur

So no international marriages at all is more historical?

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QvintvsSertorivs
QvintvsSertorivs

Greetings fans of Europa Barbarorum!

Work continues on expanding and improving the mod, but we're struggling with a shortage of resource in one particular area: skinners for units. That's the people who make the textures which overlay the unit models and give the wonderful final look of a unit. Without new skinners, unit production will slow right down, and we'll have 3D modellers unable to make any meaningful progress by themselves.

What we're looking for is someone with a good knowledge of Adobe Photoshop, who has some experience/understanding in painting textures for 3D models, as well as their associated normal maps. If that person also knew how to use 3DS Max to move around the UVs that would be great, but it's not necessary, we can provide ready-to-paint UV maps for our units. They would need to be able to adapt to and emulate the artistic style of the assets already in our mod, otherwise they wouldn't fit in with what we have, so it isn't total artistic freedom.

If that sounds like you, or someone you know, and you'd be interested in helping out, please get in touch. That could be on a temporary/commission basis (eg "I'll do 5 units") or for a longer-term arrangement if you want to join the team. Please apply here: Forums.totalwar.org with any examples you have of your work.

Also note, we are a multi-lingual team; if your primary language is any one of French, Italian, German, Polish, Slovenian, Russian, Spanish, Greek, Swedish, Romanian or Croatian, and you prefer to converse in your native tongue, we can accommodate.

As ever, thank you for your support and remember to read more history.

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QvintvsSertorivs
QvintvsSertorivs

As a general public service announcement, the EBII development team doesn't really use moddb much for anything besides dissemination of the mod when we have releases. Rather than posting comments here, your best bet is to register an account on TWC and post in our forum there: Twcenter.net

Also worth letting you all know that we have a new patch 2.2d: Twcenter.net!

You need a working version of 2.2b before patching. Pay attention to the instructions - there's also an animations update you need to download. There is a release 2.3 coming, we're just not sure when it will be ready.

One other thing that needs to be addressed. For a long time v2.2b wasn't hosted here on moddb, meaning people were downloading obsolete 2.2 which had it's share of bugs we'd fixed. Worse, people were trying to use it with the 2.2c AI update that was featured on TWC, which wasn't compatible. For absolute clarity, the only version of EBII you should be playing is 2.2b, preferably with the 2.2d patch installed.

-QuintusSertorius - EBII Game Mechanics

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Malivamar
Malivamar

Does anyone know if the EB II team have an e-mail or some more reliable way of communicating them?
I've found several things in the mod I'd like to address since I would like to see this mod get better, and since the mod is not finished yet it seems like the best time to tell them a few complains and some constructive criticism. Thank you.

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QvintvsSertorivs
QvintvsSertorivs

We don't use email to communicate, everything is done via our fora. Your best bet is TWC, where we have a very active forum (and have just released 2.2d to patch on 2.2b): Twcenter.net

Speaking only for myself, and not any other member of the team, I much prefer to deal with feedback openly on the forum, I hate receiving PMs when topics are often the sort of thing everyone should be involved in.

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Malivamar
Malivamar

I just wanted to say that you made an amazing mod, its very fun to play but I do have some complains that I'd like to adress for version 2.2b .

1. When you play a battle and both the infantry or the calvalry charge, the charge feels weak and slow, as if it lacked any impact, this shocked me because I played Medieval 2 vanilla again and it was not a problem THERE. They dont charge they just get close and attack weakly. Pls fix it. It takes a lot of joy out of the combat.
2. Most of the spear units in the game use their spear over-arm rather than under-arm (like its done in Medieval 2), that makes almost no sense since it results in a slower and a weaker thrust. Historically it was barely used, and when it happened it was in duels, not in dense units.
3. Even tho I understand that you wanted to use historically accurate names for all units, it is still a bit hard to distinguish them. The same problem goes for factions.
4. The Phalanx formation dosent work. Go to costume battle, when some unit charges into the Phalanx it will be pretty obvious that it dosent work as intended.

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QvintvsSertorivs
QvintvsSertorivs

From the EBII team's perspective:
1) Cavalry charges are working just fine. This wasn't the era of the medieval knight who conquered all before him merely by levelling his lance. They work as intended, only charges to the rear of engaged infantry by proper melee cavalry (with a spear or lance) are effective, and even then require re-charging a lot of the time.

Infantry charges are broken, that's due to the way we fixed the more serious bug with the "prec" attribute.

2) Going to have to agree to disagree on the perennial and irresolvable overhand v underhand debate. It's not changing.

3) Displaying both a native name and translated name in the unit cards, mouseovers and scrolls results in clunky, unreadable interfaces. We had to use one or the other, and given our intent that people make an effort to learn some history along the way, went with the native names. Translated names are in the unit descriptions.

4) Phalanx is much improved in 2.2d, we reworked the animations, I'd suggest you try them out.

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Malivamar
Malivamar

Well, thanks for mentioning the patch am gonna download it right now, and also thank you for letting me know why the infantry charges are not working, just plz try to fix it.
Despite its flaws EBII is still a great mod. Im looking forward to the 2.3 version you mentioned!

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QvintvsSertorivs
QvintvsSertorivs

We can't fix it; infantry with a javelin will stop to change weapons before charging. Infantry with only one weapon (like hoplites) are fine.

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KaiphasKain
KaiphasKain

These are excellent points!
I notice many charges result in a drip feed of units instead of full proper charge as a cohesive unit.

For #2 I cannot agree more, the overhead spear thrust is really lame since historicly they did not fight like that in pitched battles and it looks ridiculous

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Thorvaldo
Thorvaldo

1-Have you seen a charge of the thracian rhomphaioi or the dacian falxmen? The shock troops are more valuable now, it's more realistic. And the cavalry charges are pretty good balanced as well: In vainilla you would loose a LOT of men (even spearmen in formation) by a charge of almost any mounted unit. In EB 2 there is a clear difference between heavy, medium, and light horseman (i think they are called fast cavalry). While light or medium horseman charges kills a few units (almost none when dealing against spearmen in formation, ready for a charge), a heavy cavalry charge can be decimating (try the parthian catraphacts). So battles are more realistic than vainilla.

2-It's the good old hoplite fashion, the animations are beatiful. It's amazing when you see a battle between hoplites in this mod.

3-When you double click a unit and the description screen appears, if you scroll down a little bit you would see like a shorter and tactical-friendly description of the unit, for example: ''Celtic levy spearmen'', ''armenian archer'', ''parthian heavy cavalry'', etc.

4-Actually the phalanx system featured in this mod it's my favourite hahaha The phalanx fulfill their historical role: They are contention units, that engage the enemy, letting the general use medium-heavy cavalry or medium infantry do they good-old ''hammer and anvil'' tactic. It's macedonian warfare. Only a phalanx combined with flexible infantry and heavy cavalry can win battles. Don't expect a ''terminator'' phalanx system like the one in RTW: Alexander, when everything that was caught in the way of a phalanx got destroyed.

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Metal_Izanagi
Metal_Izanagi

For number 2, he told you already why overhead spear thrusts don't make any sense in fights between units of men. Regardless of whether it looks good or not, it's not accurate, and that's what the mod is going for. Accuracy, not looking pretty. If you want **** that looks good at the expense of accuracy, go play Rome II.

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QvintvsSertorivs
QvintvsSertorivs

Try using a spear underhand when there are rows of men behind you. Or when your shield is lapped to the man next to you.

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Malivamar
Malivamar

5. There should also be intros for the Romans or the Carthagenians, like it happens when you play as Pergamon.

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9.2

109 votes submitted.

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Highest Rated (6 agree) 8/10

Still a WIP, but heading in the right direction for sure.

Sep 1 2014 by TheRomanRepublic

Twitter

Latest tweets from @ebteam

When conquering the Greek heartland - Hellenes expect to be given their autonomy by Hellenistic powers T.co

Nov 22 2016

Hellenic Autonomy - concepted by Arjos, implemented by Kull and QuintusSertorius. A complication for Hellenistic factions, other than KH

Nov 22 2016

That was old unit. Here is the new one i'm working on - nazgool T.co

Nov 19 2016

Umbro-Picenian Warriors - Concept by paullus/Arjos, models and textures by Tux, Gustave and nazgool T.co

Nov 19 2016

We are looking for 2d artists to help us make new faction icons and banners. Some need to be redone, and the new factions are waiting...

Oct 26 2016

More work on the Areuakoi. New system of Celtiberian colonies. Concepted by Trarco, implemented by QuintusSertorius T.co

Oct 11 2016

Many changes coming for Areuakoi. Eight new Celtiberian governments- Concepted by Trarco, implemented by QuintusSer… T.co

Oct 9 2016

Be sure to check out the completely revamped barbarian cities by xHolyCrusader! Youtube.com

Sep 25 2016

Doryphoroi kata Galaton - Concept by paullus, models and textures by Haedar, UVW correction by justme T.co

Sep 18 2016

Machairophoroi kata Galaton - Concept by paullus, models and textures by Haedar, UVW correction by justme T.co

Sep 14 2016

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