the rhompaia fellow is really nice, but the biggest change is no doubt the lighting - i always hated the linear RTW lighting :2thumbsup:
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the rhompaia fellow is really nice, but the biggest change is no doubt the lighting - i always hated the linear RTW lighting :2thumbsup:
Yeah I downloaded the lighting patch from the TWC link and it's better but just a bit too dark, but like I said better than before I'd say the units looks just right when selected (highlighted) maybe they should be like they are when highlighted all the time and a bit brighter when selected.
That's what I understood, although the EB member (I think it was Anthony) emphasized that the druids won't be particularly skilled fighters.Quote:
Originally Posted by Watchman
I love those Indian Elephants, especially the one on the right! I'm also looking forward to the new families system for the Romani, it will be a new highlight of the game.:2thumbsup:
Yeah, mostly intimidation guys, but they also provide support for their allied troops. For the player it is more of a tactical use rather than one of brute force. Anthony will correct me if I'm wrong, but think of them a bit like the Germanic Axewomen in Vanilla though more useful.Quote:
Originally Posted by Ludens
Just wait until until you see the rest of them. There is a particular one that is jaw-dropping.Quote:
Originally Posted by CaesarAugustus
:2thumbsup: :2thumbsup: :2thumbsup:
The Rhompaiaguy and the Lonchophoroi Riders are absolutely stunning. I want them in my current Mak campaign. Damn.:wall: :wall: :wall:
hmm, that portrait looks like something from asterix... hmm.
So sort of like BI priests, right?Quote:
Originally Posted by Ludens
Also, Ludens, just out of interest, does your name mean "playing"? Because "ludo" is "I play" if I'm not mistaken. Cheers!
cool!
amazing!
I have been wating most patiently for the Elephants to finally get some attention.Quote:
Originally Posted by abou
And to whom(Faction) does the best looking Nellie belong to, may one ask, and is it armoured?
Ill you guys star making Preview every month, i have read about some new faction any more news about .
Wow....i thought EB wasn`t going to get any better except for a few minor updates..........:2thumbsup: how cool is that. I`m a major Romani fan so the new families system is going to be great. I think i should make a donation on the EB website because of you guys there is not one single bored moment in my life.
Glad to hear it Mart. There may be a handful of donations that have been made, but the vast vast majority of the donations, which strictly and only go to maintaining the FTP and website server, are from a relatively small number of EB members.Quote:
Originally Posted by Mart2Play
Krusader has done a lot of research to find awesome blankets for the elephants and all of them look great, but some look better due to the henna. I don't want to ruin the surprise though.Quote:
Originally Posted by Digby Tatham Warter
The armored elephants haven't been started yet. They have been planned, but no skinning yet. Hopefully they'll be started soon.
Is the new cav for the successors the cavalry they "adopted" from the Galatians after facing them??
Cheers...
I don't know anything about this unit beyond what Abou posted about it. It will be a well-equiped unit, capable but not exceptional at combat. Their main function will be morale support so in that they resemble units like priests,vanilla druids and screeching women. However, I guess that unlike these units the EB druids' morale support won't be tied to a special function.Quote:
Originally Posted by I Am Herenow
Units look great guys. :2thumbsup:
Of special note, the Cordinau Orcaa is well done. Shield design, colours, helmet etc are all great.
The Drwdae is equally well done (especially the depiction of the shield) but I don't believe the helmet the best choice of depiction for the unit. A tonsure, golden sun head band and slightly longer beard would have been a far better choice for such a unique unit Imho. I did explain / discuss this with Ranika / Anthony when I formulated the design of the unit some years ago.
Yup. The Drwdae should actually be fairly average fighters, just have excellent morale. They should be noticeably worse than the continental Cingetos.Quote:
Originally Posted by Ludens
my2bob
Why is the Cordinau Orca's sword curved? As I was aware, La Tene blades were generally straight ones. Are there archaeological finds to the contrary of which I am not aware? (I wouldn't be surprised; I am not as up to date as I'd like to be.)
It does certainly seem a sort of proto-sabre. Doubtless oozing historical trivia too. :beam:
Still, I thought that type of blade didn't appear until around the 500-600s AD among the Avars...? Concave-curved sabres, besides requiring some tricky smith-work, are after all first and foremost a horseman's weapon.
Wow. This preview kick ass. Its really great work. My favorite new feature would be those new familly portraits - I am really looking forward to it Antiochus looks great.
Great work guys!!! :2thumbsup:
My jaw! Not again...:shame: :wall:
Hello, guys, I’m a newbie here, yet I played RTW and its mods more or less… and I’m also interested in ancient history; thus I’d like to put here some comments of Europa Barbarorum mod, which may be the best one, yet it still is not. Of course the May preview is making a jaw lay on the table, but… there’s still something that may be added to the EB to increase its capabilities.
Here some of my notes:
1. Cavalry strength – well, it’s definitely not what could be expected – in EB the cavalry just does not have the strength it already have in ancient times. Though not so powerful as in Middle Ages, yet it was still capable of wreaking havoc in enemy rank. Of course the Roman cavalry did not pretend to be the best one, however, for example, the cataphracts were such powerful force, which they showed at Magnesia, 190 BC. It was not their fault that Antiochus the Great lost his mind and came leading the charge after had broken through the whole depth of a one Roman legion…
Something like this is impossible in EB, which I regret a lot.
2. Costs of purchasing units and their upkeep – that’s really nasty thing; and though it may be true for any mercenary-type armies, like most of Hellenic, it was not in many citizen-type, especially the Roman. It just makes the game unrealistic, as the player may face the problems the real masters never had. The problem for Pyrrhus was not to defeat Roman armies in field, but to defeat so many newly raised armies with ever decreasing number of own troops… which finally lead to his fall back as he had no more money and fresh troops, while the Romans could easily muster another legion, or two… or more…
Also the mines seem as a joke – with so many capital needed to invest and long time of building (some 8 or 12 turns and 14000 mnai level 1, 20 turns and 32000 mnai level 2 and the income being some 600 mnai per turn… that’s a joke, not an income – the total time of capital return would be some 24 turns (6 years) before the level 1 starts to make profits, and maybe similar number or even greater (I don’t know how many mnai brings level 2 – some 1000?) for level 2. Which means that after we spend money, we have to wait some 7 years before the level 1 mines start to make profits, and another ~15 years before the level 2 does the same! Really that’s waste of time and money.
Some solution of that problem was done by Polish modder Thorlof, who seems to be present here too – in his mini-mod Reign of Ares (to be installed over the original EB) he increased the power of cavalry as well as allowed the “citizen-type” units, like most of basic Roman (hastati, principes, all kinds of skirmishers) as well as some other militia-type (for example some Greek cities’ units) to have recruitment time set to “0”. He also increased the trade and farming income, which allows the player to better use his trade buildings and improved agriculture; it also makes the Sicily and Egypt, as well as Carthage (in some areas) be the real farming centers, which they were in reality (especially the Sicily – the “granary of Rome” and Egypt).
Also maybe decrease of costs needed to build and upkeep the siege artillery – besides, where and when can it be purchased? I can see it in EDU file, but have no idea how and when are they constructed and used in the field…
3. Another problems are fleets – they’re so expensive to buy and upkeep, that they almost completely extinct during the first turns of a campaign. The consequence is, that for example Carthaginian fleet, being the most powerful one in the world in around 270 BC, is just a one-ship large “squadron” in my campaign currently being in 263 BC – with 2 pentekonterai and 2 triremes I’m the wave ruler with no real opposition at sea! Thus I suggest to decrease the costs for fleets – maybe by 50 %, maybe just 40%... yet especially the upkeep should be much lower, as this is what really kills the fleets in game.
4. To increase the chances of some powers in game, I think it would be quite nice to make some new settlements in Italy and North Africa, as well as in Sicily, especially to make the conquest for Rome harder (even with it’s ability to muster new armies to replace beaten ones, with “0” turn time) and to fight a protracted war for Carthage easier – that was in the 1st Punic War, lasting some 24 years. I suggest add some provinces based in what is present in RTR Ancient Empires, for example by adding Croton (Calabria) in Southern Italy (and making it initially the Epeirote town). I made a list what might be added to enhance the player’s and AI’s options, I think:
Croton (Calabria), Canusium (Daunia), Paestum (Lucania), Ancona (Picenum), Pisae (Tuscia) – in Italy
Agrigentum in Sicily, and Melite (Malta) – an important island and a home port for many carthaginian fleet raids against the Romans, being one of the keys to naval superiority in the area
In Africa: Hippo Regius (Ippone) and Hadrumentum (Adrumeto) already exist, buth there’s a noticeable lack of Utica between Carthage and Ippone, and Thapsus (present in vanilla, renamed into Adrumeto in EB… yet there should be BOTH Adrumeto and Thapsus).
These are places that I think would be very nice add-ons… as well as I think that some places of these (like Canusium, Paestum, Ancona, Pisae and Croton) should have the ability to become full Roman Home province, with all its advantages.
4. I have the problem with Roman Home provinces – is that factor restricted only to the 5 starting Roman provinces and cannot be further developed, especially to those Gallic (rebel) provinces south of Po river? (Segesta and Bononia) as well as Rhegion or Croton?
Of course after I conquered them, I could establish a Type I government (home province) but I was unable to build ANY troop-recruiting building, either Roman or Allied. The best I could was a type II govt, which allowed me to build some allied troops… yet I still do not understand of that system. I have the building in those cities saying “Home Province Available (Western Greek)” – what does it mean? Can the Greeks make a Home province, while the Romans can’t?
And what about the “Allied barracks” in already “Roman Home provinces” like Roma or Capua? I can build these buildings but I can get nothing from them, only decrease of order and a little trading income. Maybe these would be some sort of recruiting “Roman allied” troops like those present in Ancient Empires? (Picenian principes etc.).
5. More about provinces: PLEASE make the Lilybaeum a large town with STONE WALLS, as in AE – this city was one of the strongest strongholds of the era, which even Pyrrhus was unable to capture, and the Romans had to besiege it for many years, finally getting that place only after winning the war… Currently in game its wooden wall stopped my forces for only 1 turn necessary to build enough rams; with Stone Walls it would be harder to attack that place; and with additional provinces and income + lower upkeep costs it would be easier for Carthage to keep the Romans at bay.
That’s all for the moment… maybe some new things after further playing…
1. We believe them to be plenty powerful enough. There are a few changes here and there, particularly to eastern cataphracts (to bring their formation closer), but other than that we are happy with the strength of the cavalry. Unless you can come up with some pretty powerful evidence to the contrary, we are unlikely to change them from what we have now.
2. Within the limits of the RTW engine, we believe that this is the best way of representing the recruitment and upkeep costs of units in EB. The high level of costs represent many many things, that we just wouldn't be able to do otherwise. These include such things as maintaining an armoury and armourers, provisions for troops, logistics train, upkeep on military buildings. The same goes for ships, maintain a large fleet at sea should be expensive, and should cost you a lot. We may decrease the strength of rebel ships in some later release, but again we are happy with our choices here.
As for Mines, again, within the limit of RTWs system, we believe this is the best we could do. RTW cannot simulate the immense costs required to maintain mines and furthermore, move them elsewhere when a particular vein is gone. The immense price and time for building top level mines reflects the fact that once it is built you will get massive returns from now until the end of the game (or if you manage to lose the settlement). As part of our economy we are happy with how this works, but there is still some tweaking to be done and some additions to be made. But again, do not expect anything drastic.
3. See above, re. ships.
4. Unfortunately we are at the province limit for RTW. RTW only allows 199 provinces on the map, and we have used them all. It is not an option to delete a province elsewhere so that one of your chosen provinces above can be put in instead. EB's mission is to represent the the areas in our map equally as far as we are able. Obviously some areas are have much fewer records for major cities during our timeframe, and the mediterranean already has many provinces compared to other areas. There are no plans to change our currently selected provinces around.
4a. This is designed. In the Camillian era the Romans did not recruit outside roman-esque troops outside of their starting provinces. Once you get the polybian reform (see FAQ) you will be able to recruit in most of italy. Once the Marian reforms arrive much of europe and africa will be able to train roman troops. The reason you cannot get italic troops in your regional MICs in Rome and other places, is that we cannot control when those troops arrive. As the Romans get more and more advanced they stopped using italic troops, and just subsumed italic troops under roman military training. We can only represent this if we put the italic troops in the factional MICs rather than the regional MICs. Outside of italy regional MICs work as normal.
In addition, the number of units we can make in RTW is limited so many types of italic troops will not be avaliable. Currently there are Samnites and Lugians, though there are plans for a couple more.
5. Upgrading Lilybaeum's walls to stone walls is possible, but the carthaginian FC would need to look at that. Again we will not be increasing provinces in the Mediterranean area, nor will be reducing upkeep.
I hope that has answered some of your questions, if you have any more then you are welcome to ask.
Foot
Something for the Romans. After seeing what you have decided to do for the Romans, I think that this is going to be awesome. The Julii where too members of the clan Fabia, so would you please insert Caius and Julius among there names.
Cheers.
I'm glad you like them :-) Elaborate on what you mean for the head?Quote:
Originally Posted by PSYCHO V
The Drwdae is going to be touched up a little. The helmet is there because it shares a model with the Cordinau Orca, but I figure alpha channels can be used to good affect to clean that up. Before EB is finished with, at least, they'll be bare-headed with the druidic tonsure, hopefully sooner rather than later though. I had wanted a longer beard, but it was either a bit unwieldy or a misunderstanding. May have to settle for it for the time being, I'll look into it again later.Quote:
Originally Posted by PSYCHO V
Also, to the curious, no, they're not that tough in a fight, but they do lower enemy morale, and raise allied morale, as druids could. But, they're not fighters, they're scholarly men who fought at times under duress. They're not at all CA's super druids, but more realistic. Historical British druids, when pushed to fight, were better at frightening their enemies and encouraging their fellows than the actual grunt work of fighting, given their social status and the fear both Celts and foreigners had of them when they went to fight (the Romans were frightened to fight them, even with a clear advantage over them). It doesn't mean they're remotely unstoppable though, they'll be pretty easy to pick off. They could be reasonably geared and equipped, given they were powerful folks, but equipment doesn't equal experience and training. Tactically, they'd probably be better to keep near allies without commiting them to a fight until the enemy's morale is breaking, or, if you want to get them a bit of experience, putting them up against weak, low morale units that are quick to route as it is. They'd not be awful fighters, mind you, just, in small numbers, and so very average in their stats except for exceptionally great morale, and their affect on those near them. So, they have their use, but it's not the grunt work that Carnutes can do. Carnutes, much tougher fighters, and they'd take Drwdae apart easily in a head on fight.
these aren't clans necessarily. Gens Julii is its own unique gentes, with families including Ivlvs, Caesar, and Mento.Quote:
Originally Posted by Reno Melitensis
I guess that's the difference between the President and the dudes Bad Enough To Save Him. :balloon2:Quote:
Originally Posted by Anthony
I'm really looking forward to the update, guys, but I have a few questions about the family system.
It certainly adds interest and depth to the game - nobody is going to deny that, I think - but I'm not quite sure what it will do gameplay-wise. Some of the descriptions - e.g. the family is fond of vices - is pretty self-explanatory in what traits etc. it may entail, but I'd like some more clarification about the other ones.
For instance, if a family thinks Rome should expand southward into Carthaginian territory, does putting one of their family members at the head of an army rampaging through Arveni lands give them less morale? Or decrease movement points (as they protest against your request)? Or does it make them rebel, even?
Also, if a family's "wishes" have been fulfilled - i.e., the Mediterranean has been conquered, do they acquire new ones or will they be happy from that moment on to do whatever you want? Does the fact that Terhazza cannot be conquered mean that family members wanting to expand into Africa will be forever irritated? Do these morale/command/whatever bonuses (if any) mean a whole load of micromanagement and ferrying generals around to the war front of their choice?
If anyone could clear any of those points up, I would be very grateful! :beam: