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  1. #1
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: Stele #4

    thanks! I'll be looking orward to the FAQ.

    so Euzonoi are medium skirmishers essentially? I see-nice!

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  2. #2

    Default Re: Stele #4

    Good stuff!

    I have a few questions

    1. JMRC, your title says "EB2 PM" - what does "PM" stand for?
    2. What is the "Eras functionality"? I still don't quite understand.
    3. Which factions (or which EB1 factions, at least) will use Q-Celtic? I.e. which language is it in layman's terms?
    Cheers!

  3. #3
    EBII PM Member JMRC's Avatar
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    Default Re: Stele #4

    Quote Originally Posted by I Am Herenow
    Good stuff!

    I have a few questions

    1. JMRC, your title says "EB2 PM" - what does "PM" stand for?
    2. What is the "Eras functionality"? I still don't quite understand.
    3. Which factions (or which EB1 factions, at least) will use Q-Celtic? I.e. which language is it in layman's terms?
    Cheers!
    Hi. I'll answer the first 2 questions, but the other one will be answered in our FAQ, ok?

    PM stands for Project Manager. I'm happy and proud to be contributing to the team in the organizing function.

    The Eras funcionality can be used when you're preparing a custom battle and you can choose between 3 predetermined sets: Early, Later and All (I'm answering from memory, so they may be 4, though). We are going to use one of those settings to represent the factional recruitment, so the players don't need to be changing the EDU file, as happens currently in EB1.

    This is necessary because a faction will be able to recruit more than 100 units, so some of them don't show up in the selection pool.



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  4. #4
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Stele #4

    Is there anyway to disable the built in reenforcement limit? It seriously underestimates my specs.
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  5. #5

    Default Re: Stele #4

    Quote Originally Posted by antisocialmunky
    Is there anyway to disable the built in reenforcement limit? It seriously underestimates my specs.
    Yes, open up your medieval2.preference file in Sega\M2TW folder and add "unlimited_men_on_battlefield = 1" under [game]. It should look like this;

    [game]
    unlimited_men_on_battlefield = 1
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  6. #6
    Hellpuppy unleashed Member Subedei's Avatar
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    Default Re: Stele #4

    WOW! A spiritual supporter of ths mod!

    I will be patiently waiting for this! And play EB 1.1. in the meantime...
    “Some may never live, but the crazy never die” (Hunter S. Thompson)

  7. #7

    Default Re: Stele #4

    What is the process of making the LODs? Does the modeler have to turn those in with the main model, or do you have a separate group of modelers doing this terribly boring but really necessary work? Some units in EB1 didn't have LODs, which is a bit of a problem for even fast computers, let alone in mp.

  8. #8
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Stele #4

    That is a good point, I'm not sure of the answer.

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  9. #9
    EBII PM Member JMRC's Avatar
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    Default Re: Stele #4

    I can help here since this is a very recent development in the team.

    Given the dramatic increase in the number of polygons per model and consequent impact in the performance, in EBII we will give much attention to this issue.

    The LODs are not made by the modelers, since it's a "mechanical process" (so to speak) and people with a little knowledge of 3ds max can do it. Currently, some of our modelers are fine tuning the variables: distance vs number of polygons vs visual quality, so we can have the best balance between them.
    Last edited by JMRC; 04-27-2008 at 23:25.



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  10. #10

    Default Re: Stele #4

    i know this has nothingto do with unit creation but will the factions in custom battles have their real unit roster becuse in eb1 everyone had exactly the samew thing in custom battle. also will the faction names stay the same because i didnt actualy know who anyonewas other than the romans.

  11. #11

    Default Re: Stele #4

    I'm not actually an EB member, but i think noone will mind if i answer those questions?

    Yes, factions will have their own units due to the eras functionality (ie 'early', 'high', 'late' and 'all' settings you get before a custom battle in med 2, which was previously unavailible) as has just been said.

    and no, the factions names wont be changed, as even i know that Sweboz are germanic, Casse british, Pahlava parthian, Quarthadast carthaginian, Romani roman, Makedonia macedonian, Sauromatae sarmation, etc, without so much as a PHD in Ancient roman history.

    Also there is a screenshot showing the faction select, and the names haven't been changed.
    Last edited by Copperknickers; 03-18-2008 at 19:51.
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  12. #12
    WotD 2D graphic Dude Member Gebeleisis's Avatar
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    Default Re: Stele #4

    hoplites!


    found this on the .net EB forum



    Good Job

  13. #13
    Master of Puppets Member hellenes's Avatar
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    Default Re: Stele #4

    Quote Originally Posted by Gebeleisis
    hoplites!


    found this on the .net EB forum



    Good Job
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  14. #14
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Stele #4

    Can we have some crazy picks of EBII units fighting M2TW units? Lol.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  15. #15

    Default Re: Stele #4

    Quote Originally Posted by Gebeleisis
    hoplites!


    found this on the .net EB forum



    Good Job

    Don't know how you found that pic, but just so you all know, that isn't the real skin for the hoplites, just a mix and match from EB1...the EB2 skin, is gonna be different.

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  16. #16

    Default Re: Stele #4

    Quite different, it is...
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  17. #17
    Master of Puppets Member hellenes's Avatar
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    Default Re: Stele #4

    Quote Originally Posted by Megalos
    Don't know how you found that pic, but just so you all know, that isn't the real skin for the hoplites, just a mix and match from EB1...the EB2 skin, is gonna be different.
    So its fake? Well the poly count is too high for it to be a EB1 port...
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  18. #18
    EBII PM Member JMRC's Avatar
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    Default Re: Stele #4

    Quote Originally Posted by hellenes
    So its fake? Well the poly count is too high for it to be a EB1 port...
    You didn't understand. This is a work-in-progress for EB2. The model is from M2TW, but the skin is not. If you liked, I can only say that final will be even better.

    I would also like to know how the pic was found... I just hope it was just... luck... (?)



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  19. #19
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Stele #4

    Quote Originally Posted by dom385
    i know this has nothingto do with unit creation but will the factions in custom battles have their real unit roster becuse in eb1 everyone had exactly the samew thing in custom battle.
    Actually, you can get the correct units in EB1 custom battles by replacing R:TW\EB\Data\export_descr_unit.txt with the file found in the "R:TW\EB\mp custom game edu" folder. Don't forget to replace it with the back-up file (in the "R:TW\EB\sp game edu backup" folder) when you want to play a campaign game again.
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  20. #20

    Default Re : Stele #4

    Great work I cant wait!!!!!

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