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  1. #1

    Default Re: force the composition of roman armies

    ... And then there's the bit about EB being a game. There are different styles of play. Some people like to recreate history step by step, some (like me) prefer to take the given historical conditions and do whatever they want inside those rules (it's sort of an achievement in itself, surpassing the historical limitations). It is my belief (and surely not only mine) that in a game as open as TW the player should be given complete freedom inside the rigid structure of the mod.

    Personally, I'm glad to hear the M2TW unit limitations will be used. For the team, it means representing historical conditions more accurately. For me, it means I'll feel a little more pride after making elite unit stacks and cherish my elites even more. For someone else, it means that they'll get their rules of historical reconstruction. Everybody wins, right? No need to force generic armies upon all players.

    Since we're talking about this, just how flexible is that limit system? Does it put an overall unit cap, like in E:TW? Can you set in some file the number of turns it takes to replenish the unit pool? Does it work for the whole unit AoR at once? I'm sorry, didn't play M2 that much, didn't mod it at all, so I don't really know.

  2. #2
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: force the composition of roman armies

    Do they have any practical artillery pieces this time around? :( It would be nice if the artillery meant for field deployment didn't slow the army down.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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