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Thread: Casualty numbers

  1. #1
    Member Member arctic_hobo's Avatar
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    Default Casualty numbers

    Sorry if this has been raised before, but I searched and didn't see owt. Just wondering - isn't the number of deaths in EB ahistorically large? It's quite possible to wipe out six thousand men in a season... seems absurd and impossible. Shouldn't we have slower killing rates and quicker routing, thus keeping total time-to-rout the same but with fewer deid? Obviously EB battles are scaled down, so six thousand men a season could translate to tens or even hundreds of thousands, historically speaking. I know some battles did result in near-genocide, but not as a regular occurence..
    Thoughts?
    Kit
    (Long time player and lurker, first time poster)

  2. #2

    Default Re: Casualty numbers

    early rout would lead to even more casualties.

    plus, fundamental game balancing makes this a fact

  3. #3
    Apprentice Geologist Member Blxz's Avatar
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    Default Re: Casualty numbers

    Feel free to let the enemy escape after a battle without continuing to chase them down. Of course the flaw with not wiping out enemy armies is that the AI is not designed to accept a single crushing loss as a loss but will continue to send its armies at you. EB can't get around crippling AI a-historical issues such a lack of adequate diplomacy or threat analysis.
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    donated by Brennus for attention to detail.

  4. #4
    EB Support Guy Senior Member XSamatan's Avatar
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    Default Re: Casualty numbers

    Welcome to the forum!

    The team intended to have the battles last longer compared to Vanilla, to have less arcade-style battles and give player and AI the chance to build formations on the battlefield.
    Don't forget that it's just a game...
    The spamming of units is covered with the new introduced recruitment system of MTW2 in EB2!

    XSamatan

    1.2 fixes - Updated regularly. Latest news from 2009-02-01.
    EB FAQ --- Tech help important thread list --- Frequent issues and solutions

  5. #5

    Default Re: Casualty numbers

    If it helps, consider that the 'Killed' result on the battlefield actually means 'Killed + Wounded + Captured + Deserted'.

    The RTW engine doesn't allow for men to be wounded badly enough to prevent them running away, or allow men of a routed unit to surrender (throwing themselves on their knees and begging for mercy!) - or for deserters - so these men are lumped together with the dead.

    It's also good to let routing enemies escape, since in reality routed soldiers would throw all their weapons and shields away, allowing them to run faster, but in EB exhausted routers can only run at a slow pace and keep all their gear.

    I nearly always let routers escape, except in the early game when my treasury is in the red and I can't recruit any new units. Then I have to kill as many of the enemy as possible just to survive.
    Last edited by Titus Marcellus Scato; 08-03-2011 at 14:46.

  6. #6

    Default Re: Casualty numbers

    full agree with TMS, also add deserters which can be quite a bunch o people.
    "Who fights can lose, who doesn't fight has already lost."
    - Pyrrhus of Epirus

    "Durch diese hohle Gasse muss er kommen..."
    - Leonidas of Sparta

    "People called Romanes they go the House"
    - Alaric the Visigoth

  7. #7

    Default Re: Casualty numbers

    Quote Originally Posted by Ca Putt View Post
    full agree with TMS, also add deserters which can be quite a bunch o people.
    considering that most armies where summened for a season and expected to be back at home for harvest in the case of any significant defeat those casualties aren´t far off from the trufh since those man would desert and return to their fields

    even romans had such problems as keeping men on the field until the marian reform

    only one´s who probably weren´t "levy´s" where klerochiai greeks thracians galatians since they had slaves in their kleurocheias to tile the lands and ofc mercenaries wich due to their cost where normally 2 expensive to keep in significant numbers for too long anyway

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