PDA

View Full Version : A Question and an Idea.



Knobbyboy88
01-26-2010, 19:47
Hey everyone. I'm a longtime lurker, but a first time poster. I loved EB1 and I have a question about and a minor suggestion for EB2.

A) Will there be any horde factions in EB2? If so, would it be possible for these factions to function like the horde factions in RTW: BI, or would they have to be emerging factions (which I have already gathered are out of the question for EB2) like the Mongols and Timurids of MTW2?

I believe that nomad and barbarian factions like the Saromatae, Saka, Getae, and Sweboz could fill such a role quite nicely, and that an occassional mass barbarian "migration" in to more civilized sections of the map would not only be historically accurate to the period in question, but could greatly enhance gameplay as well.

B) Would it be possible to add any kind of "baggage train" unit to the game? The addition of such a unit could add an element of logistics to EB2 which nearly all TW games lack.

For instance, the Romani could get a "Legion Camp/ Auxillary Support" unit which could (if possible) grant them a movement bonus (especially during winter months), a massive bonus to morale in battles (like the "True Cross" unit in the MTW2: K Crusades campaign), and possibly even heal additional casualties after each battle (once again, considering that such a thing is possible).

On the flip side of things, the horde factions I mentioned before could get some kind of automatically spawning "women and children on carts" unit, which would impede their movement, but bolster morale, and possibly grant healing benefits.

AS and PT could possibly even get a "Kings Encampment" or "Pack Elephants" unit.

On the battle map, the Legion Camp could be represented by a roughly square formation of stationary tents, surrounded by spikes and immobile carts (for decorative purposes), which can be either "manned" or "unmanned" like the arty units of MTW2 by a contingent of 100 or so lighty armed auxilaries on the off chance that you might need them to bolster the line or flee for their lives. Likewise, the "women and children" of a horde faction could be represented by a circle of immobile carts manned by a bunch of female and adolescent units with battle stats roughly equivalent to militia or peasants.

The loss of these units would represent a major blow to morale, and as such, the player would have extra incentive not to allow stray cavalry units to flank around them and "plunder" their camps.

Would any of this be possible, or even desirable, or would it simply be too much trouble to justify sacrificing the unit slot for a minor gameplay tweak?

Knobbyboy88
01-26-2010, 20:03
My mistake, artillery units in MTW2 can only be REMANNED after engaging in melee or being routed, not "manned" and "unmanned." :oops:

Ludens
01-27-2010, 20:32
Hello Knobbyboy88, welcome to the .Org and to EB ~:wave: .

To answer your questions: there will be no emerging factions in EB2. All factions will be playable from the start. I am not sure about the hording factions, but if M2:TW hording is like that of BI then I doubt it will be in. Migrations generally resulted from overpopulation or displacement, not conquest. For example: there were several massive Celtic migrations round EB's time-frame, but when the Romans conquered Gaul this did not happen. However, the TW engine does not make the distinction between conquest and displacement: if you take their last town, they will horde.

I don't think we can add logistical units to the game. I expect logistics will be simulated in the same way as in EB1: through character traits. Nor do I think we can create wagon camps/ manned camps as you propose. There are limits to how far you can mod the game.

Knobbyboy88
01-28-2010, 03:38
Thanks for answering my question on the horde units.

I figured that the camp unit might be impossible to mod into the game. It could only really work if you either made them a non-family member alternate general unit (like an admiral) which automatically becomes a "Canidate for adoption" when an army reaches a certain size, and comes with the "Chirgeon" ancilliary, the "well supplied" trait, and some other various traits which enhance movement on the campaign map...

OR

...make it a simple artillery unit (or whichever unit type the team might prefer) and add some kind of script which automatically adds the ancilliaries and traits listed above to the general in command of whichever army stack these units join, and make the logistical penalties of the first game A LOT more harsh for generals without these units.

The second strikes me as being the more plausible. However, I don't have much modding experience, so I really couldn't say.


Would it be possible to reskin a unit to look like a tent, and just rig the thing so it was totally immobile?

WinsingtonIII
01-28-2010, 06:15
Nor do I think we can create wagon camps/ manned camps as you propose. There are limits to how far you can mod the game.

Well I have never actually used this unit, but it does appear to exist in M2TW, so it may be that a wagon unit is possible?

Here's the unit:

http://m2tw.warlore.org/units/CE_Wagon_Fort

Genava
01-28-2010, 11:33
WinsingtonIII, a tutorial explain the problem with wagons, but it's maybe possible to resolve it.
http://www.twcenter.net/forums/showthread.php?t=82549


If it's possible to make camps in the battlefield, it's revolutionary :rtwyes: