Results 1 to 13 of 13

Thread: extra features?

  1. #1

    Default extra features?

    Imo, a game should be as historically accurate as possible at the start of the game. But I also feel that after the game starts, you the player, should have ultimate control over you factions destiny.

    Which means, I would love to have extra features so that your faction could branch off in different ways, outside of what "really" happened.

    For example. If you want the roman faction to have better archers, then you should be able to do this. Perhaps by investing much time and money into building a "building" at the capital, which would then trigger an "archer" reform. Or something like this. Or if you want a senate for a faction that doesn't have one, you should be able to have some way to trigger this.

    I just think having many features like this, for each faction, would make the game even better and would allow even more roleplaying. Is anything like this (extra feature control) going to be in EB2? Would it be hard to script in?

    -Apple
    Last edited by applebreath; 11-11-2009 at 17:20.
    Imo, the following "mod" is almost perfect:
    Spoiler Alert, click show to read: 
    For installation process, I followed the following: RTW Gold > Alexander > EB 1.1 > 1.2 > Official Fixes > 1.2 Mini Mod Pack 3.1 > LZ3's Custom EB Fix Adaptation > Phalanx Mod > RS Textures > Naval Strat Map Add On > Lysander's Sihunet Formations Adaptations > EOM 4 Carthaginian Governors Edition > Atraphoenix' RS Legions Adaptation For ALEXANDER EB > Getting Rid Of The Giant Trees Mod > (I've also modded the Roman reforms to happen sooner, deleted 7 files/folders to get rid of window lights and torches for night battles, and added 3 SKYMOD_BI .txt files for night lighting.) - The only thing missing is a 12 turns per year mod, maybe 6 tpy instead.

  2. #2
    Guest Azathoth's Avatar
    Join Date
    Jul 2009
    Location
    Gnawing hungrily in inconceivable, unlighted chambers beyond time and space amidst the muffled, maddening beating of vile drums and the thin monotonous whine of accursed flutes.
    Posts
    783

    Default Re: extra features?

    For example. If you want the roman faction to have better archers, then you should be able to do this. Perhaps by investing much time and money into building a "building" at the capital, which would then trigger an "archer" reform. Or something like this. Or if you want a senate for a faction that doesn't have one, you should be able to have some way to trigger this.
    Unit limits. Hard codes.

  3. #3
    Slixpoitation Member A Very Super Market's Avatar
    Join Date
    Jan 2009
    Location
    Vancouver, BC, Canada, North America, Terra, Sol, Milky Way, Local Cluster, Universe
    Posts
    3,700

    Default Re: extra features?

    Impossible. The engine is not that flexible.
    Spoiler Alert, click show to read: 
    WELCOME TO AVSM
    Cool store, bro! I want some ham.
    No ham, pepsi.
    They make deli slices of frozen pepsi now? Awesome!
    You also need to purchase a small freezer for storage of your pepsi.
    It runs on batteries. You'll need a few.
    Uhh, I guess I won't have pepsi then. Do you have change for a twenty?
    You can sift through the penny jar
    ALL WILL BE CONTINUED

    - Proud Horseman of the Presence

  4. #4
    Apprentice Geologist Member Blxz's Avatar
    Join Date
    Feb 2009
    Location
    Cairns
    Posts
    780

    Default Re: extra features?

    Quote Originally Posted by A Very Super Market View Post
    Impossible. The engine is not that flexible.
    In a perfect world with unlimited time and no unit limits it wouldn't be 'impossible'. But, EB isn't really that kind of game anyway. While it would be fun to do stuff like that it is highly unrealistic. If Rome could just magically invest time and money into something and have better archers that would have actually made a significant contribution to their military they would have.

    War is an arms race in a way and militaries that were unable to adapt of unwilling seldom stayed strong for long. Truth is, rome was not in the position to have strong archers. They were argrarian by nature so had no underlying 'class' of people that would have hunted and used the bow enough to have experience with it. It takes many many years to become proficient with a bow. Furthermore the climate is unsuited for the adoption of the composite bow, so even if they had put much time and effort into it they were unlikely to have a successful design. The longbow is an idea, but not one they took up. In fact outside wales I don't think any other country has ever designed such a bow (do not quote me on that, it is merely an after-point). The welsh may have just stumbled on an effective design.

    HOWEVER, if you want to do this yourself then it is easy enough to mod in. Simply change one of the temple buildings. Make the first level take say...10 turns to build and put any weak archer unit recruitable there. Make the next level 20 turns and put a mid range archer unit there (or whatever). And for the next make it 50 turns and put a top end recruitable unit like a far eastern unit there. And when you need to build this chain in each settlement, each costing tens of thousands of mnai and years of time for the simple use of an archer, maybe you can appreciate the difficulty in promoting the development of a particular warrior mentality that is different from the current, native one and realise why nations used local troops if possible. You can't simply just 'be like the romans but roleplay that you would do it better'.... there are actually other factors at play in real life.

    EDIT: I sound a bit patronising there. Didn't mean it that way, sounded much nicer in my head when writing it. And actually, my idea was meant to be a solution to your problem. Just modify a temple building to take time and money to build to represent your archers reforms. Then once you have built it once, you can cheat build it in any town you think would be able to field archers due to reforms OR simply leave it and ship the units around to represent my idea of promoting the archer warrior ethos in that once location and then rebuild it in places that you would like to also promote and build those units from.
    Last edited by Blxz; 11-12-2009 at 06:16. Reason: sounded angry
    Completed Campaigns:
    Macedonia EB 0.81 / Saby'n EB 1.1
    Qart'Hadarst EB 1.2 / Hai EB 1.2
    Current Campiagns:
    Getai/Sauromatae/Baktria
    donated by Brennus for attention to detail.

  5. #5
    Member Member Darius's Avatar
    Join Date
    Jul 2004
    Location
    Pennsylvania
    Posts
    306

    Default Re: extra features?

    While I'm sure there will be some "What if" or "It could happen" type units and perhaps even some buildings of the like, it won't likely be to the extent you'd likely prefer. The problem is that the EB team prefers (to my understanding at least) to give as fair and equal amount of attention to each individual faction as possible. That would mean EVERY faction would need to get a lot of these buildings and units, which would in turn leave far less room for what would otherwise be actual historical buildings and units.
    All men will one day die, but not every man will truely live.

  6. #6
    Overthinking? Always! Member Karamazovmm's Avatar
    Join Date
    Sep 2009
    Posts
    28

    Default Re: extra features?

    turning ths thread the other way what kind of extra features over EB 1.2 we can expect?

  7. #7

    Default Re: extra features?

    Quote Originally Posted by Blxz View Post
    EDIT: I sound a bit patronising there. Didn't mean it that way, sounded much nicer in my head when writing it. And actually, my idea was meant to be a solution to your problem.
    A bit, yes. And I do disagree with much of what you said. The subject/argument of "change" is very complicated, not one I'll start here.

    I would just like more features and not be so tied to "history"... Or at least have current features not so tied to history. For example, reforms. Perhaps certain reforms could have another trigger, one you could get faster by spending much money or something like that. A "research" type option. I guess I'm trying to add more of a civ-like option to the game.


    As for hijacking this thread for other "features", I'm all for it and curious.
    Last edited by applebreath; 11-12-2009 at 13:28.
    Imo, the following "mod" is almost perfect:
    Spoiler Alert, click show to read: 
    For installation process, I followed the following: RTW Gold > Alexander > EB 1.1 > 1.2 > Official Fixes > 1.2 Mini Mod Pack 3.1 > LZ3's Custom EB Fix Adaptation > Phalanx Mod > RS Textures > Naval Strat Map Add On > Lysander's Sihunet Formations Adaptations > EOM 4 Carthaginian Governors Edition > Atraphoenix' RS Legions Adaptation For ALEXANDER EB > Getting Rid Of The Giant Trees Mod > (I've also modded the Roman reforms to happen sooner, deleted 7 files/folders to get rid of window lights and torches for night battles, and added 3 SKYMOD_BI .txt files for night lighting.) - The only thing missing is a 12 turns per year mod, maybe 6 tpy instead.

  8. #8
    Overthinking? Always! Member Karamazovmm's Avatar
    Join Date
    Sep 2009
    Posts
    28

    Default Re: extra features?

    Phew, glad you agreed! I was almost going to let the capslock fury unleashed!
    Last edited by Karamazovmm; 11-12-2009 at 13:08.

  9. #9
    urk! Member bobbin's Avatar
    Join Date
    Aug 2008
    Location
    Tin Isles
    Posts
    3,668

    Default Re: extra features?

    Quote Originally Posted by Darius View Post
    While I'm sure there will be some "What if" or "It could happen" type units and perhaps even some buildings of the like, it won't likely be to the extent you'd likely prefer. The problem is that the EB team prefers (to my understanding at least) to give as fair and equal amount of attention to each individual faction as possible. That would mean EVERY faction would need to get a lot of these buildings and units, which would in turn leave far less room for what would otherwise be actual historical buildings and units.
    I'm pretty sure the team has explicitly stated that they wouldn't never make any "what if" units.


  10. #10
    Slixpoitation Member A Very Super Market's Avatar
    Join Date
    Jan 2009
    Location
    Vancouver, BC, Canada, North America, Terra, Sol, Milky Way, Local Cluster, Universe
    Posts
    3,700

    Default Re: extra features?

    Quote Originally Posted by bobbin View Post
    I'm pretty sure the team has explicitly stated that they wouldn't never make any "what if" units.
    History is a fluid, complicated mechanism. It is folly to assume that we could artificially induce reforms that would have stretched the limits of feasibility, with the construction of one building. As Blxz stated, the Romans never developed a great archer culture, because of their social situation, geographic situation, and their successes in other fields.
    Spoiler Alert, click show to read: 
    WELCOME TO AVSM
    Cool store, bro! I want some ham.
    No ham, pepsi.
    They make deli slices of frozen pepsi now? Awesome!
    You also need to purchase a small freezer for storage of your pepsi.
    It runs on batteries. You'll need a few.
    Uhh, I guess I won't have pepsi then. Do you have change for a twenty?
    You can sift through the penny jar
    ALL WILL BE CONTINUED

    - Proud Horseman of the Presence

  11. #11
    EBII Mod Leader Member Foot's Avatar
    Join Date
    Apr 2005
    Location
    Brighton, East Sussex, England (GMT)
    Posts
    10,736

    Default Re: extra features?

    Quote Originally Posted by applebreath View Post
    A bit, yes. And I do disagree with much of what you said. The subject/argument of "change" is very complicated, not one I'll start here.

    I would just like more features and not be so tied to "history"... Or at least have current features not so tied to history. For example, reforms. Perhaps certain reforms could have another trigger, one you could get faster by spending much money or something like that. A "research" type option. I guess I'm trying to add more of a civ-like option to the game.


    As for hijacking this thread for other "features", I'm all for it and curious.
    We aren't replicating civ, and so we certainly wouldn't do that.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


  12. #12
    Member Member seienchin's Avatar
    Join Date
    Feb 2009
    Posts
    588
    Blog Entries
    2

    Default Re: extra features?

    In EB you have all the unrealistic freedom you need.
    For example you can make an army full of mercenary phalangitai, tindanotae and horsearchers and send them to the hindus as a roman or even as Casse.

  13. #13
    urk! Member bobbin's Avatar
    Join Date
    Aug 2008
    Location
    Tin Isles
    Posts
    3,668

    Default Re: extra features?

    Quote Originally Posted by A Very Super Market View Post
    History is a fluid, complicated mechanism. It is folly to assume that we could artificially induce reforms that would have stretched the limits of feasibility, with the construction of one building. As Blxz stated, the Romans never developed a great archer culture, because of their social situation, geographic situation, and their successes in other fields.
    Think you quoted the wrong person there, also i noticed a small mistake in my last post.
    Quote Originally Posted by bobbin View Post
    I'm pretty sure the team has explicitly stated that they wouldn't never make any "what if" units.


Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO