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View Full Version : armour in ebII



Vasiliyi
09-22-2008, 18:13
I was wondering how the eb team was going to use the armour upgrades in eb2. in the mtw:k when u upgrade armor you can see the armour upgrade when you are battling. Now I can imagine this working with certain factions but some factions (such as rome) where they had IIRC fairly uniform armour and prolly didn't 'upgrade' their armour like other factions. So if you have figured it out and can share, please do.

Thanks for such an amazing mod.

Foot
09-22-2008, 22:32
This has been answered before. Using a search might offer some information. However I'll sum it up here. Its still being discussed. There are hardcoded stat bonuses which may affect stats, so only once they are finalised will we be able to make an accurate decision. However if were used they wouldn't be upgrades in the same way that MTW2 does, but rather to represent upgrades in the military overall. For example the camilian hastati being upgraded to the polybian hastati.

Foot

bobbin
09-22-2008, 23:11
That would be very handy way of conserving unit numbers, also being able to keep your experienced troops from the previous reform would be a nice bonus.
Here's hoping the EB team can get it to work.:2thumbsup:

Megas Methuselah
09-25-2008, 08:02
Yeah, that would be pretty cool. :cool:

Eastern Foot-Rocker
09-25-2008, 12:30
Sounds like a really good idea -the possibility to upgrade advanced old-reform-units to the new reform.

Aemilius Paulus
09-25-2008, 23:30
Yeah, especially since it means that more unit slots will be freed up.

I know that the EB team has asked Creative Assembly to change the hardcoded culture limit, so I'm guessing that the unit or even territory limit has also been one of the things that the EB team has asked for to be modded. Why isn't CA complying? Doesn't it know that the reason why RTW was so popular was 50% because it was a great game and 50% because it spawned so many great mods (or even more in the favour of mods). I've heard so many people say that they actually bought RTW again just to use it for a mod.

Couldn't we start an online petition asking CA to modify the hardcoded limits? Would that make CA listen?

Foot
09-26-2008, 08:52
Won't help anything. We asked them to change it before the release of the last patch. They've moved on now, and Sega is not going to fund any further work on Kingdoms.

Foot

Aemilius Paulus
09-27-2008, 01:12
How difficult is it to change the hardcoded culture, territory and unit limit for CA anyway? Isn't it just a couple of numbers?

I am not a big programming nerd, I can edit programming in C++ but not create a new program or make major changes, so can anyone tell me what is so difficult about editing hardcoding? I've never went that deep in Total War modding.

Foot
09-27-2008, 03:38
Editing parameters can add problems elsewhere. I'm sure they felt that the benefit of increasing these parameters did not outweigh the necessary testing that would have to accompany it.

Can we please stop talking about hardcodes and how its so easy to change them, or how we should change them, or how we cannot change them, or how CA should have changed them. Its boring, dull and repetitive. Please move on to something more interesting. I mean, we literally dropped a huge bomb on you with the tutorial campaign announcement. What the hell is a "city-state faction" and what the hell are "trade and military colonies"!?

Foot

grwn
09-27-2008, 12:47
What the hell is a "city-state faction" and what the hell are "trade and military colonies"!?


Answer that if you like :juggle2:

Foot
09-27-2008, 17:20
God I don't know. They don't tell me this stuff.

Foot

General Appo
09-27-2008, 20:09
Foot is just the bag they´ve hired to take the punches while the real masterminds sit back and relax, take a vacation, get kids, go to work and overall just have a life. Foot, sadly, lost his a few years ago.

RIP Foot.

Megas Methuselah
09-27-2008, 20:32
Wow, we're all being clowns today aren't, we? :clown: