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Thread: EB II Mechanic and M2TW AI (and other stuff)

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  1. #1

    Default Re: EB II Mechanic and M2TW AI (and other stuff)

    Quote Originally Posted by Gustave View Post
    Why ? We are modding a game, not creating a new one, and unfortunately there are some limitations we have to work with..
    Well, I believed the pike bug was a thing of the past, because some time ago several modders on TWC claimed to have more or less fixed it. It seems they were wrong, from what I saw today: I downloaded bugfixer and minimods of several major mods to check their EDU, and saw they almost all in the end decided the best solution was to remove the secondary weapon from pikemen... I hadn't more luck searching through threads, so I'm quite confident no one have still found how to resolve the problem. Sorry if I sounded rude.
    Last edited by Aper; 08-11-2011 at 20:38.
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  2. #2
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: EB II Mechanic and M2TW AI (and other stuff)

    Can you give every unit multiple HPs but phalanxes 1 HP and delete the secondary?
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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    Apprentice Geologist Member Blxz's Avatar
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    Default Re: EB II Mechanic and M2TW AI (and other stuff)

    Quote Originally Posted by antisocialmunky View Post
    Can you give every unit multiple HPs but phalanxes 1 HP and delete the secondary?
    What munky said, its going to have be solved by some careful and creative stating somehow.

    I also wonder if you are going to use HP to get around the lack of moddable leathality in M2TW? I mean, units with 10 or 11 HP could represent a weapon that doesn't kill on hit.
    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.

  4. #4
    EBII Mod Leader Member Foot's Avatar
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    Default Re: EB II Mechanic and M2TW AI (and other stuff)

    Quote Originally Posted by Blxz View Post
    What munky said, its going to have be solved by some careful and creative stating somehow.

    I also wonder if you are going to use HP to get around the lack of moddable leathality in M2TW? I mean, units with 10 or 11 HP could represent a weapon that doesn't kill on hit.
    How would the HP of a unit represent anything about a weapons effectiveness? We still wouldn't be able to differentiate between weapons.

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    Apprentice Geologist Member Blxz's Avatar
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    Default Re: EB II Mechanic and M2TW AI (and other stuff)

    Quote Originally Posted by Foot View Post
    How would the HP of a unit represent anything about a weapons effectiveness? We still wouldn't be able to differentiate between weapons.

    Foot
    Well aware of that. But having slower battles trumps not being able to show the differences in weapon leathality; provided you haven't found another way around it. Also, you could use different attack values in an effort to represent the lethality of particularly lethal weapons. But hey, I was just throwing it out there. I know its no where near ideal. Still eager to know how you will work around this.

    Want some game mechanics stele/previews !!!
    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.

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