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Thread: EB 1.2: unit size suggestions?

  1. #1
    A Livonian Rebel Member Slaists's Avatar
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    Default EB 1.2: unit size suggestions?

    By the way, has EB 1.2 economies/populations been optimized for any particular unit size? I tend to play on large, but maybe the developers had different sizes in mind?

  2. #2
    EBII Mapper and Animator Member -Praetor-'s Avatar
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    Default Re: EB 1.2: unit size suggestions?

    No, population levels in settlements are the same for every unit size you pick.

    It depends on your processor, memory and video card capacity really, but I personally use huge unit sizes, and I've always adviced other to do so.

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    Sage of Bread Member Rilder's Avatar
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    Default Re: EB 1.2: unit size suggestions?

    Large myself.

  4. #4
    Guest Aemilius Paulus's Avatar
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    Arrow Re: EB 1.2: unit size suggestions?

    Quote Originally Posted by k_raso View Post
    It depends on your processor, memory and video card capacity really, but I personally use huge unit sizes, and I've always adviced other to do so.
    Why? I mean, it does make the battles more epic, but on the downside, much of the fighting happens inside cities and towns. And it is a nightmare to move units on huge unit size there...

    I play on Large myself.

  5. #5
    That's "Chopper" to you, bub. Member DaciaJC's Avatar
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    Default Re: EB 1.2: unit size suggestions?

    Large works well enough for me. I'm too used to the standard ~80 man unit (or 120 for phalangites) to try anything else.
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  6. #6
    Slixpoitation Member A Very Super Market's Avatar
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    Default Re: EB 1.2: unit size suggestions?

    I use huge, simply to get a feel for the epicness of the period.
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  7. #7
    Cavalry Fanatic Member Tolg's Avatar
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    Default Re: EB 1.2: unit size suggestions?

    Won't AI settlements grow much faster if the unit size is smaller than huge because the script adds 200 for each recruited unit?


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    Sage of Bread Member Rilder's Avatar
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    Default Re: EB 1.2: unit size suggestions?

    The script has different population modifiers for different unit sizes, so if you your on huge it will give like 200, and 80 or something if your on large.

  9. #9
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: EB 1.2: unit size suggestions?

    Quote Originally Posted by Rilder View Post
    The script has different population modifiers for different unit sizes, so if you your on huge it will give like 200, and 80 or something if your on large.
    ok. that answers my question. in vanilla, playing on huge would make the demographics work very differently. obviously, if the script adds what the player subtracts by training, then unit size does not affect demographics balance at all.

    on a different note, i find that on huge size, units get even more disoriented (pathing problems) in city battles...

  10. #10
    Guest Aemilius Paulus's Avatar
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    Wink Re: EB 1.2: unit size suggestions?

    Quote Originally Posted by Tolg View Post
    Won't AI settlements grow much faster if the unit size is smaller than huge because the script adds 200 for each recruited unit?
    The AI settlements will always grow if they recruit 120-man (or 240 on Huge) units. And they always decrease (although not by much) if the AI recruits 80-man units, or worse, 60-man units.

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    Slixpoitation Member A Very Super Market's Avatar
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    Default Re: EB 1.2: unit size suggestions?

    No the script only does that for the AI. You lose population no matter what.

    AP, I think you have it backwards. Doesn't the script add 100 on large? 60-man elite units will result in a gain of 40 for the AI
    Last edited by A Very Super Market; 03-14-2009 at 16:38.
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    No ham, pepsi.
    They make deli slices of frozen pepsi now? Awesome!
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    Uhh, I guess I won't have pepsi then. Do you have change for a twenty?
    You can sift through the penny jar
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  12. #12
    Member Member Bucefalo's Avatar
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    Default Re: EB 1.2: unit size suggestions?

    I always play on large too, mostly because my computer can´t handle too much units on huge while keeping the quality of graphics. There are also another reasons:
    -Huge units tend to have more pathfinding problems than smaller ones, specially on sieges an narrow passages.
    -I find more realistic the size of the units on "large" compared to buildings, trees etc.
    -I just find units on huge a bit weird, difficult to manouver and a bit imbalaced towards archers.

  13. #13
    Guest Aemilius Paulus's Avatar
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    Red face Re: EB 1.2: unit size suggestions?

    Quote Originally Posted by A Very Super Market View Post
    AP, I think you have it backwards. Doesn't the script add 100 on large? 60-man elite units will result in a gain of 40 for the AI
    Yes, you are right.

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