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Countdown to Open Beta - Features and Gameplay
Greetings Europa Barbarorum fans!
First, please let me note that we are once again looking for excited, active EB fans to join us in our effort. Our primary goal is to raise our activity level, and we have many non-technical tasks to complete, such as writing descriptions, or organizing data, so experienced modders are a plus but not a necessity at all. We will be placing a recruitment post for you to read; please contact us if you have some time to commit, especially in the next couple of weeks, as we push to release our open beta.
In a similar vein to the Tabula Orbis Terra preview last month, this week we are taking a slightly different look at the mod in progress and revealing some aspects of the mod, of which we have never spoken before. :evilgrin:
This week we're taking the cover off the engine and highlighting some of the new gameplay features that you can expect to see in the open beta.
Never more so has a preview been really the product of the entire team as this preview spans all factions and aspects of the game, but nevertheless some particular people must be highlighted so special thanks go to Malrubius, The_Mark, Epistolary Richard, LorDBulA, Krusader and Teleklos Archelaou.
Traits & Ancillaries
The traits and ancillaries system for Europa Barbarorum attempts to add to the historical immersion for the player, to make him feel like he is really there and playing the ruling class of his faction. To accomplish this, a new system was developed, where each general has a set of Ability and Personality stats, similar to what you might find in a role-playing game. These 6 primary traits are the backbone of the EB system, and they affect the acquisition of many of the other traits and even ancillaries.
Transformation - How a historical personage becomes a general in Europa Barbarorum
Quote:
Arche Seleukideia
Magas Kyrenaios - 53 - Makedonian of obscure birth; phalanx commander for Alexander; liked by Ptolemy at first; governor of Kyrenaia under Ptolemy, held it 50 years; revolted under Ptolemy Philadelphos; abandoned to indolence and luxury; enormously fat; died from suffocation from fat; illiterate, but mild and gentle; long and tranquil reign.
We have a moderate amount of biographical knowledge for Magas, King of Cyrene. This can be simulated with a variety of traits. He would be Charismatic, with a low Vitality. He seems possessed of a Happy and Altruistic personality, representing his good nature. By the time we meet him in Europa Barbarorum, he has grown Indolent, and perhaps Epicurean. He could be described as a Kind Ruler. His experience as a commander would have given him Leadership skills.
Put this all together, and we have an approximation of Magas Kyrenaios that comes as close as possible to representing the real man who lived almost 2300 years ago.
https://img56.imageshack.us/img56/7692/magas1gr.th.jpg
Seasonal Campaigning
As has been previously announced, Europa Barbarorum will have Spring, Summer, Autumn and Winter turns each year. Historically, there were seasons for campaigning. This varied depending on climate and custom. Winter was usually not a time for armies to be on the march, forage being scarce, and weather being uncooperative. The movement of generals will be somewhat restricted during winter to reflect the historical realities of winter campaigning. But some people, such as those of the forests beyond the Rhine, and the people of the steppe, fared well in winter campaigning.
Arid regions are a different story, however. Here, water is scarce, the hot sun bakes men during the day, and the temperature drops at night. It is wise not to push one's men too far during the summer. The movement of generals in these areas will be restricted during this season.
As already previewed, summer is also time for the Olympics, held every four years, and open to all free Hellenes.
New Victory Conditions
Rome – though undoubtedly a mighty prize to capture – held little allure for many of our factions. For us at Europa Barbarorum – to truly portray a nation as authentically as possible – it is not enough to account for their starting lands and their leaders, we must also take account of their goals and desires.
Therefore we have dispensed with the vanilla victory conditions of capturing Rome and fifty provinces and given each faction its own personalised victory conditions – aligned as far as possible with what we know of their ambitions for conquest and development. These victory conditions include specific territorial gains as well the destruction of particular foes and more.
As illustration we present you the victory conditions for the Sauromatae (NB, some of the names of this map have been superceded)
https://img342.imageshack.us/img342/...atae3cy.th.jpg
The Sauromatae, though their homelands were vast, ranged even further afield in bands of raiders who would attack and loot lightly defended settlements before vanishing as the defenders scrambled together an army. To represent this, as well as territorial occupation we have included a range of raiding targets that they must strike to bring terror to the world before they may call themselves its masters.
Capturing Special Provinces
Upon capturing certain important provinces, you will receive special messages detailing the historical significance of those areas to your faction, such as the following, when a Parthian general conquers Babylon or Parsa:
https://img365.imageshack.us/img365/...ylon7kc.th.jpghttps://img323.imageshack.us/img323/...arsa2zw.th.jpg
Living off the land
All soldiers know how to forage, how to hunt and find food whilst on the road. Nevertheless, keeping a mighty army in the field can be a terrible expense that can drain a treasury dry supporting them with food, material and pay. The warriors of some nations, though, are so adept at living off the land, roaming free without supply lines or baggage trains that they may fight on for years without support from their leaders.
When the generals of certain factions such as the Swêbōz and others excel so at this that when they loot and pillage the enemy’s territory it will reduce the expense of their upkeep to the treasury.
Military Reforms
The Marian Reforms were the greatest sea-change in any military of the period, however it was not the only one. The soldiery of several factions evolved as time progressed and they came face to face with new enemies and new tactics. Depending on their fortunes, a few factions will develop new core units as they progress – sometimes based on time, sometimes based on the lands they conquer and sometimes upon the enemies they face.
In this example, it was not until the Seleukid’s own cavalry was bested by the terrible kataphractoi that they began to deploy these armoured juggernauts in their armies.
https://img203.imageshack.us/img203/...ract2tx.th.jpg
Neighbouring Countries
No nation in 272BC was ignorant of its neighbours - exploration, trade, political interest and colonisation all meant that each settlement knew much about those around it. For us at EB it was as ludricous to say that the Ptolemies knew nothing of Greece as it would be to say the Romans knew nothing of Rome! :beam:
Therefore at the beginning of the game, each faction will have some knowledge of those settlements with which it historically had had significant contact. Not in as much detail as their starting territories, of course, but no longer will it seem as though they've simply fallen from the sky.
Alliances with the Independent Cities
With contact between these nation-states, came diplomacy. The politics of the lands around the Mediterranean were a complex spider-web of alliances, pacts and treaties. No power could take a step without considering the likely reactions of their rivals. These alliances were not just between the major players, many settlements – though nominally independent – had close, binding ties with the greater nations around them. An attack upon them was an attack upon their nation-patrons, who would not shy from defending their interests in battle.
Any general who believes that such cities can be conquered without stir or ripple around the Mediterranean pond will quickly find themselves embroiled in wars they cannot win. Equally, you too will not be able to escape conflict if your local allies are threatened. Consider though, that such arrangements are not entirely burdensome, every successful liberation expands your empire one city further.
Triumphs
Each one of Rome’s commanders has a chance to be awarded this highest accolade, but only a few may ever achieve it. To be even considered, a general must smash the barbarous foes that lie beyond Rome’s borders though displays of tactical brilliance, he must be adored and acclaimed by his soldiers, and even beyond that he must be a political player of the highest order to survive the intricate machine of patronage and privilege that is Republican Rome.
For those who achieve it, though, they will become the leaders of their nation and will always be remembered as the finest of Rome.
Do not fear that other factions have not been forgotten. Both mighty tribal war chieftains and skilful eastern princes will have their own rewards of men, money and power.
https://img363.imageshack.us/img363/...mph76kx.th.jpg
And more...
And these are not all, there are many more historically authentic events, goals and achievements to be discovered as you explore the world of the past – the world of Europa Barbarorum.
https://img365.imageshack.us/img365/...ria49xg.th.jpg https://img365.imageshack.us/img365/...08wd0au.th.jpg https://img142.imageshack.us/img142/...omb16th.th.jpg
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We hope you’ve enjoyed this week’s update!
Please note that unless stated otherwise, ALL pictures shown in our previews are of works in progress. We continue to improve on all parts of EB, and we will continue to do so long after our initial release.
Since some areas where these news items are posted cannot handle wide images, we appreciate your restraint from quoting full-size images.
As always, if you have questions or comments, the best place to post them is here, where the EB team is most active:
Europa Barbarorum ORG forum
Europa Barbarorum TWC forum
We give special thanks to Imageshack that provides us with a simple, foolproof, and free way to show you all these pictures each week.
Have a great day!
Sincerely,
The Europa Barbarorum team.
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Re: Countdown to Open Beta - Features and Gameplay
This is my first post despite having lurked EB forums for more than a year.
I must say that this preview had me worried. You have now set my hopes so high that it will be difficult to live up to them. ~;)
You have clearly shown that you're really not just "a dozen historic realism freaks" like it's being said here and there. Your mod is about making this great game, that really lacks on support by it's developers, a master piece.
I must say thank you. Even before playing EB I have to thank you for making me dream of what this game should have been.
kayapó
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Re: Countdown to Open Beta - Features and Gameplay
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Alliances with the Independent Cities
Sorry. But do you mean that we'll be able to make alliance with rebels?
I didn't get this. :help:
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by kayapó
Sorry. But do you mean that we'll be able to make alliance with rebels?
I didn't get this. :help:
Yes.
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Re: Countdown to Open Beta - Features and Gameplay
How does the four seasons work? Do you have to start up a script everytime you want to play?
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Re: Countdown to Open Beta - Features and Gameplay
Welcome to the boards, kayapó. ~:grouphug:
Don't worry about not understand how it is exactly done, since I'm a member and I have no clue myself. ~;)
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How does the four seasons work? Do you have to start up a script everytime you want to play?
I think you have to press a key...
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by kayapó
Sorry. But do you mean that we'll be able to make alliance with rebels?
I didn't get this. :help:
Well, historically, some peoples sought protection from stronger neighbors in times of distress. What better way to protect someone than to bring them into your empire? :devilish:
It's not the same as allying with all the rebels.
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by Aymar de Bois Mauri
Yes.
Talk about pushing the limits of this engine. I'm amazed :dizzy2:
Quote:
Welcome to the boards, kayapó.
Thank you!
Quote:
It's not the same as allying with all the rebels.
That's exactly why I'm amazed.
There seems to be a problem with the last picture I can't acess it. The one called tomb16 or something like that.
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Re: Countdown to Open Beta - Features and Gameplay
after seeing this preview, im begining to think you guys are witches.
good job!
i still in heaven over you bactrians
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Re: Countdown to Open Beta - Features and Gameplay
Wow guys. This is tremendous work. You really are showing us why you aren't competing with any other fan made mod. You're completing with BI! This is amazing stuff.
I hope you'll be explaining how all this stuff works though so that others in the community can benefit? I'm especially interested in that trait system. :book:
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Re: Countdown to Open Beta - Features and Gameplay
This to me is by far the best update yet.
I cant wait!
I hope that we wont have to manually start the various scripts every time we load a game however. Did you manage to get around this?
The third picture is an event when the Seleucids capture Alexandria from the Ptolemies and move Alexander the Great's remains to Aigai(?) where they rightfully belong.
Its really quite amazing all the little details that go into this mod. I am incredibly impressed. I thought RTR6.0 was a huge improvement but suddenly it seems pale and childish.
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by Morat
I hope you'll be explaining how all this stuff works though so that others in the community can benefit? I'm especially interested in that trait system. :book:
Our tech experts, including Epistolary Richard and Malrubius, have kept the community updated through their research threads and community mods. Nothing here is a new discovery that has not been shared, though we are fortunate to have some very bright minds working together on how to implement things into EB.
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Re: Countdown to Open Beta - Features and Gameplay
I don't post here much, but absolutly great job. I love the idea of the messanger talking to you in that second to last pic.
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by Renly
I don't post here much, but absolutly great job. I love the idea of the messanger talking to you in that second to last pic.
What's really great is you don't have to listen to it telling you how to set taxes or recruit a unit; the EB advisor does not require the tutorial advisor to work.
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by Malrubius
What's really great is you don't have to listen to it telling you how to set taxes or recruit a unit; the EB advisor does not require the tutorial advisor to work.
Sweet! You guys are amazing, great update! :balloon2:
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Re: Countdown to Open Beta - Features and Gameplay
What the...How did you...And even...I didn't know it was possible to...GAAAAAAAHHH!!!
ALL HAIL EB!!
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by khelvan
Our tech experts, including Epistolary Richard and Malrubius, have kept the community updated through their research threads and community mods. Nothing here is a new discovery that has not been shared, though we are fortunate to have some very bright minds working together on how to implement things into EB.
Sure. It was not my intention to suggest otherwise. But knowing the basic principles behind a car engine doesn't mean that you can build an engine yourself. Not without help from a few experts anyway. :bow:
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Re: Countdown to Open Beta - Features and Gameplay
:dizzy2:
You... are... GODS!
When EB comes out, it will be the first time I have played RTW since this past May... it's going to seem like a different game. Congratulations, EB team: you may have just saved RTW.
Also, please do not be distracted or dismayed by BI, which was (I am certain of this) released when it was to kill your mod. Keep working on RTW 1.2 and don't get distracted, and BI will collapse and die like a gazelle beset by hyenas.
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by Morat
Sure. It was not my intention to suggest otherwise. But knowing the basic principles behind a car engine doesn't mean that you can build an engine yourself. Not without help from a few experts anyway. :bow:
Well, I am sure our scripting and traits teams are happy to help, but don't you pester them with questions until the open beta is out the door! :smash:
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by Malrubius
What's really great is you don't have to listen to it telling you how to set taxes or recruit a unit; the EB advisor does not require the tutorial advisor to work.
Meaning you just overwrite the default adviser stuff, or you can actually coexist with it? Some people do use the adviser, according to my research (viz., being RTR's tech support guy and checking out a lot of saved games).
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Re: Countdown to Open Beta - Features and Gameplay
On again, the sheer level of detail in this mod shocks me. Keep up the good work!
*edit*
Simetrical, i see that you are playing EE2. ~D is it any good? i liked the first but the bad AI was annoying and there was a alittle too much Microing IMO.
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by Simetrical
Meaning you just overwrite the default adviser stuff, or you can actually coexist with it? Some people do use the adviser, according to my research (viz., being RTR's tech support guy and checking out a lot of saved games).
I don't think the advisor would be any use since its "advice" was mainly for the original game.
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Re: Countdown to Open Beta - Features and Gameplay
:afro: lovely
if you need a hand here i am
i think i can help with writing
let me know, now im quite unbusy
would be a honor for me guys
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Re: Countdown to Open Beta - Features and Gameplay
beautiful...now we're really getting juicy stuff here. I love this! Especially the fact that you can now ally with 'rebels' on individual terms and not as a general-Eleutheroi thing.
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Re: Countdown to Open Beta - Features and Gameplay
Haven't posted much but now I must come out and say cheers to all you. This is what I was praying for when RTW came out. :bow:
But if you need help writing, doing any mundane task I am at your command. Hell I'll be coffee boy if you want it.
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Re: Countdown to Open Beta - Features and Gameplay
Excellent job, keep it up.
Kushan
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Re: Countdown to Open Beta - Features and Gameplay
Though most of my enjoyment will surely comes from the many new events created to give the game "personality", I'm most intrigued by the ability to ally with specific "rebel" provinces and the renewed victory conditions.
I presume these were done mainly through the use of script, right?
I read somewhere about a CA tech guy commenting about the possibilities of scripting, despite the apparent inconvenience.
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Re: Countdown to Open Beta - Features and Gameplay
Even playing the beta with the new character traits is cool. It adds a bit of roleplaying to the game, as you get the feel of actually training your generals and having the results become much more apparent and useful.
Kushan
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Re : Countdown to Open Beta - Features and Gameplay
Awesome, easily the best preview so far
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Re: Countdown to Open Beta - Features and Gameplay
Easily the most impressive preview yet. All these new features look to create a more involving game, one which draws the player into the day to day events of ruling an ancient nation. I'm truly impressed by the continuing abilities of the EB team to add more depth to every aspect of RTW.
If it's not classified, what's the movement rate of armies? Is it similar to the old speed, or can armies march across more realistic distances now?
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by Geoffrey S
If it's not classified, what's the movement rate of armies? Is it similar to the old speed, or can armies march across more realistic distances now?
Well, one thing that is certainly declassified is that EB are using a 4 turn per year script. One advantage of this is that movement rates per year can be substantially increased whilst still allowing opposing armies to intercept any invaders. So I think it's fair to say that the movements rates per year (but not per turn of course) will be roughly double that of vanilla. Like it says above, the exact movement rates used in EB will vary depending on a number of in game factors, and that is something that will no doubt need to be balanced by testing.
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Re: Countdown to Open Beta - Features and Gameplay
well at least we now know it's actually going to be a completely new gaming expirience :sombrero:
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Re: Countdown to Open Beta - Features and Gameplay
BTW, the first Parthian message is rather amusing due to a small typo. ~:)
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Re: Countdown to Open Beta - Features and Gameplay
:beam: :2thumbsup: ~:wave: :iloveyou: :grin: :smitten: :grin2: :grin3: :shocked: :pleased: :daisy: :laugh2: :happy: :speechless: :jawdrop: :jumping: :jumping: :thumbsup: :thumbsup: :fainting: :gring: :medievalcheers: :medievalcheers:
If can do all that...
Too good!!!!
Like someone said, you may make RTW what I hope for at first!!!!
~:cheers: ~:cheers: ~:cheers:
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Re: Countdown to Open Beta - Features and Gameplay
Talk about "thinking outside the box"! :yes: Remarkable preview indeed, congrats all around!! :thumbsup:
O_Stratigos :bow:
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Re: Countdown to Open Beta - Features and Gameplay
The only thing I dislike in this preview is the victory conditions, which seem even more restrictive than the standard RTW goal of capturing Rome.
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Re: Countdown to Open Beta - Features and Gameplay
The game doesn't have to end when the victory conditions are achieved. ~:)
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Re: Countdown to Open Beta - Features and Gameplay
Oh man, i can`t believe in this. It is to beautiful to be true, you are making a completely new game.
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by Malrubius
The game doesn't have to end when the victory conditions are achieved. ~:)
I know that, I was just thinking that I might not want to capture all the required territories, instead expanding to a different direction. And then one of the AI controlled factions on the other side of the world map reaches it's own victory conditions and "wins".
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Re: Countdown to Open Beta - Features and Gameplay
Wonderfull.....easily the best preview so far......Can't wait for the open beta.. ~:cheers: ~:cheers: ~:cheers: ~:cheers:
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Re: Countdown to Open Beta - Features and Gameplay
i really don't know wat to say. this is the happiest day of my life thus far.
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Re: Countdown to Open Beta - Features and Gameplay
You make my dream of RTW come true :bow:
I really like the victory conditions for each faction. Personal Iam bored when my only task is to conquer as much provinces as i can. I like different strategic goals with a detailed background and some kind of a "reward" when i archieve such a goal (a nice message, short video clip etc.). Such things motivate me to play a campaign.
Also iam very happy with the implementation of many new events. They really add atmosphere to the game and give me the feeling of a living ancient world. Maybe you can trigger some random events that their appearing depends on what the player does in his campaign. For example if he is very successful, then a event could be appear that a region of him declares independence and so the player has to fight first the rebellion before he can continue his conquests. This events should help to keep the campaign interesting and challenging through all the years. Even when i have conquered complete western europe, it should then not be sure that i win the campaign. There should always be the danger to lose something you have conquered or even to get complete defeated. Winning the campaing or completing all victory conditions of the faction should be a real challenge.
I fully believe that you guys can make RTW what it should be !
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by Bartix
:beam: :2thumbsup: ~:wave: :iloveyou: :grin: :smitten: :grin2: :grin3: :shocked: :pleased: :daisy: :laugh2: :happy: :speechless: :jawdrop: :jumping: :jumping: :thumbsup: :thumbsup: :fainting: :gring: :medievalcheers: :medievalcheers:
If can do all that...
Too good!!!!
Like someone said, you may make RTW what I hope for at first!!!!
~:cheers: ~:cheers: ~:cheers:
i tottally agree
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Re: Countdown to Open Beta - Features and Gameplay
Will someone explain how this whole 'allying with rebels' thing works? Because the screenshot with the messanger is a little frustrating- it cuts off the important bit.
'If you send a competent general North....' what happens? Do they automatically become yours? Or do they just not attack you, and then become yours after you have won?
Also, the messangers message looked like it was written specifically for Pontus. Does this mean that it is simply an 'event' that takes place at a certain date and will happen every time you play the game? Or will it be a random event that might or might not happen?
Also, when chersonesos is attacked, (for example) does it actually go and look for someone to ally with to protect them? Or is it a cause=effect that if the sarmatians attack chersonesos the rebels in chersonesos will send a message to pontus and become part of pontus' empire?
Annyhow, yep, I was sceptical before this preview about how much of RTW could actually be changed apart from superficial things, given the restrictions, but...well yeah, I'v changed my mind.
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Re: Countdown to Open Beta - Features and Gameplay
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Re: Countdown to Open Beta - Features and Gameplay
hmm ya I always wondered if the AI will break the alliance without any reason? unless its war that is :help: and nice preview!
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Re: Countdown to Open Beta - Features and Gameplay
Quote:
Originally Posted by Greek_fire19
Will someone explain how this whole 'allying with rebels' thing works? Because the screenshot with the messanger is a little frustrating- it cuts off the important bit.
'If you send a competent general North....' what happens? Do they automatically become yours? Or do they just not attack you, and then become yours after you have won?
Also, the messangers message looked like it was written specifically for Pontus. Does this mean that it is simply an 'event' that takes place at a certain date and will happen every time you play the game? Or will it be a random event that might or might not happen?
Also, when chersonesos is attacked, (for example) does it actually go and look for someone to ally with to protect them? Or is it a cause=effect that if the sarmatians attack chersonesos the rebels in chersonesos will send a message to pontus and become part of pontus' empire?
Ah, I afraid you're confusing two different features there. There was no screenshot for the alliances with Independent Cities, the Pontos screenshot was for an entirely different event - specific to Pontos. It's an event that may happen or may not, depending on how the game develops and the actions of other factions.
The alliances with independent cities run completely independently of the diplomatic engine - they represent the fact that many nations had close cultural, trading and societal bonds with their neighbours - and also that aggressive action by other factions against nearby cities cannot be ignored. So you're no longer able to expand and swallow up independent settlements without considering the consequences on the nearby factions. They're there to give a more authentic version of the political world at the start date and will gradually fade away, allowing you complete control over how your relationships with other factions (well, as much control as you might expect to have). LorDBulA handled a lot of the work behind this and brought a lot of his experience from his Siegemod.
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Re: Countdown to Open Beta - Features and Gameplay
-------~:eek:
:jawdrop: O me god! :jawdrop:
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Re: Countdown to Open Beta - Features and Gameplay
it appears that the advice woman has been replaced with some bearded dude.
have you got a voice actor to read out all his text?
that would be pretty cool.
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Re: Countdown to Open Beta - Features and Gameplay
Great job gents ! Its the best update yet.
I have a small question, i look around and couldnt find my answer. Will EB reduce move and kill speed ? :bow:
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Re: Countdown to Open Beta - Features and Gameplay
Thanks Epistolary Richard! that cleared a lot of things up, and it sounds fantastic. Does this mean that individual Rebel states can be more aggressive and launch attacks on your cities?
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Re: Countdown to Open Beta - Features and Gameplay
I thought EB was just a map/unit mod, which would have been fine... but dear God!
You shocked the hell out of me when you announced types of governments...
And now this? This is amazing. You guys aren't just changing the cabinets in the kitchen, you're breaking down the walls and rebuilding the house!
Every now and again a game comes along that is nearly infinitely replayable. You know the type. These are the ones we can stay up playing during all-nighters, and can't wait to get on when you wake up. These are the games that you can play anytime after purchase and still be hooked all over agin. The type of game you play when the novelty of the newest game is over. These are the classics, the old stand-bys.
RTW had the potential to be that game. Now we see that potential fulfilled. This really is an incredible feat. An amazing accomplishment. EB is everything that this game could possibly be. I think I am going to cry.
Is there anything you have left untouched?
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Re: Countdown to Open Beta - Features and Gameplay
The rebels will be as aggressive as they ever are - possibly more so as the team has put effort into rounding them out into proper sub-kingdoms rather than just being a simple bump in the road to empire.
The 'alliance' between a faction and a nearby independent city is primarily in place to influence how the faction reacts to other factions that may endanger their own interests in that area. While there are trading relations and cultural affinity, that has never historically prevented warfare erupting!
So, conflicts between yourself and your 'allied' city can certainly happen without invalidating your overriding interests in the area. Even if Rome is having difficulty with the Sicilians for example, they still wouldn't be prepared to allow Carthage to take the island - it would be too much of a threat to their homeland security.
Equally, should you choose to impose your control over the city more directly by invasion you can expect them to defend their homes vigorously.
Ideally we would have had myriad different factions to represent all these societies and your diplomatic relations could be as complex as with any other faction - alas there are limitations that simply prevent that. We can simulate some aspects of it in other ways, which is what we're doing. You should always remember that the open beta is only going to be able to include a prototype version of some of these new game features. There'll be lots more exciting work and development to do once the open beta has been released before a final version - and then beyond that - in other mods that choose to pick up these ideas and focus on them more.
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Re: Countdown to Open Beta - Features and Gameplay
again
I WANT TO HELP :charge: :charge: !!!
Organizin data and writing dec sounds good to me
let me know :bow: :bow:
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Re: Countdown to Open Beta - Features and Gameplay
Quote:
Originally Posted by shifty157
I hope that we wont have to manually start the various scripts every time we load a game however. Did you manage to get around this?
I think you just have to press like Escape or something... I'm not sure which key, but you do have to do something.
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Re: Countdown to Open Beta - Features and Gameplay
cant wait for this to come out
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Re: Countdown to Open Beta - Features and Gameplay
Quote:
Originally Posted by Steppe Merc
I think you just have to press like Escape or something... I'm not sure which key, but you do have to do something.
What we've done is try to integrate the activation as seamlessly into the game as possible, some player involvement will be involved unfortunately (they'll have to click a button, maybe two) but from our internal beta testing we reckon that players will quickly get used to it once they get the hang of things.
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by the_handsome_viking
it appears that the advice woman has been replaced with some bearded dude.
have you got a voice actor to read out all his text?
that would be pretty cool.
Different advisors for different cultures ~;)
But as usual ER is the best person to describe it.
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Re: Countdown to Open Beta - Features and Gameplay
Yes, SaFe is quite correct, we have different advisors for different cultures (a couple of whom you may recognise :grin:). We're using placeholders at the moment, which we're hoping to change to better artwork - probably not unitl after the beta though. No speech for them yet, unfortunately either, again, it's a low priority.
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by UglyandHasty
I have a small question, i look around and couldnt find my answer. Will EB reduce move and kill speed ? :bow:
Done. And still tweaking it.
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Re: Countdown to Open Beta - Features and Gameplay
have you guys gotten a script together so carthage and rome come into conflict again. Like how the CA script did?
P.S. this preview is utterly amazing. i cant wait for this mod!
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Re: Countdown to Open Beta - Features and Gameplay
This preview is simply amazing EB will be a completely new game!!!
Congratulations !!!
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Re: Countdown to Open Beta - Features and Gameplay
Marinakis, not sure about that specific event, but I do know that we will not force factions to go to war with a specific faction at a specific date. This is because depending on how a faction expands, different wars would start.
But ER can answer it better.
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Re: Countdown to Open Beta - Features and Gameplay
That's right. We did discuss recreating the Punic wars and so forth as they historically started, but it was decided that that was against the idea of 'setting the table'. While EB has put every effort into making the start date as authentic as possible, we felt that it should be then up to the player to decide how to develop his faction. Obviously we have taken the trouble to recreate some events, but it's intended that they be provoked by the player's (or the AI's) actions and not just set at a date, which is historically accurate but perhaps completely out of keeping with how the player is playing the game.
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Re: Countdown to Open Beta - Features and Gameplay
The goal is to, wherever possible, understand and set conditions for specific things happening. Not to simply script those things to happen on a particular date; to understand why they happened, and then look for that cause as the game progresses.
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Re: Countdown to Open Beta - Features and Gameplay
At our start date, all kinds of things are possible. A Roman-Carthaginian alliance against the Greeks maybe, the very next year? Hey, it could happen! Look it up! :book:
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by Epistolary Richard
That's right. We did discuss recreating the Punic wars and so forth as they historically started, but it was decided that that was against the idea of 'setting the table'. While EB has put every effort into making the start date as authentic as possible, we felt that it should be then up to the player to decide how to develop his faction. Obviously we have taken the trouble to recreate some events, but it's intended that they be provoked by the player's (or the AI's) actions and not just set at a date, which is historically accurate but perhaps completely out of keeping with how the player is playing the game.
sounds about right, thanx for the response
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Re: Countdown to Open Beta - Features and Gameplay
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Originally Posted by Aymar de Bois Mauri
Done. And still tweaking it.
Thank you sir. I will download the open beta as soon it's released. You gents are creating a lot of expectation with your mod. :bow:
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Re: Countdown to Open Beta - Features and Gameplay
Awesome.
I had a lot of expectations... but you surpased them. The little history buff in me can't wait to experience your mod.
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Re: Countdown to Open Beta - Features and Gameplay
~:eek: ~:eek: ~:eek:
How in the...What?, Thats...
Wow, just, just WOW...This mod has transcended the status of a mere "mod" its like a totaly remake!
I am awed by your infinite genious :bow:
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Re: Countdown to Open Beta - Features and Gameplay
It all sounds excellent, Khelvan. I really liked the Glorious Achievements of MTW - although they were half-baked for some factions - and personally find conquering X provinces rather dull and lacking in historical flavour. Sounds like you are proposing something similar to GA here, but in an innovative way.
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Re: Countdown to Open Beta - Features and Gameplay
I thought victory conditions were hardcoded. Howd you manage to get around the 'take rome and 50 provinces'?
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Re: Countdown to Open Beta - Features and Gameplay
We didn't, as far as I know. We just have the system ignore it when it happens, I believe.
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Re: Countdown to Open Beta - Features and Gameplay
Ah. I see what youre saying. So when the faction specific conditions are met you get a little message saying congratulations but you technically dont actually win? So technically the game really doesnt have an end?
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Re: Countdown to Open Beta - Features and Gameplay
I don't know, this is out of my league now, Epistolary Richard is going to have to answer this one.
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Re: Countdown to Open Beta - Features and Gameplay
Extraordinary :dizzy2:
That looks like an amazing set of changes and additions, and as others have commented, appears to take the game to 'where it should and could have been'.
Cheers,
Hunter
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Re: Countdown to Open Beta - Features and Gameplay
Good Work EB team, ive said it before but this preview easily surpasses whats come before, some of the new features look amazing. I love the idea of the Olympic games, i allways thought that vanilla was a bare bones game, but it seems youve quite nicely fleshed it out. The best thing of all though is that your not showing us everything so there is more to look forward to ~D btw, im not sure if this is the correct thread but i missed out on the closed beta so i would like to spare some of my time to help out if i can. I dont have any particular skills, but i do have plenty of free time :bow:
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Re: Countdown to Open Beta - Features and Gameplay
fantastic work. It looks as though you want the player to experience a closer connection with the faction members.
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Re: Countdown to Open Beta - Features and Gameplay
Very much so, yes, it's one of our main objectives in this area.
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Re: Countdown to Open Beta - Features and Gameplay
Very nice preview as usual! Can't wait to the open beta... Really cool that you've managed to add all those useful features despite all hardcoded stuff in R:TW!