Results 1 to 30 of 152

Thread: State of the Mod Address, Fall 2013: We're Almost There

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: State of the Mod Address, Fall 2013: We're Almost There

    I love you. I hope my face has been added as a skin. If this is the case I will spam post amazing screenshots of me performing act of valour ang gore on fb

    Member thankful for this post:



  2. #2

    Default Re: State of the Mod Address, Fall 2013: We're Almost There

    Quote Originally Posted by kaptainplanet View Post
    I love you. I hope my face has been added as a skin. If this is the case I will spam post amazing screenshots of me performing act of valour ang gore on fb

    What is love, baby don't hurt me, don't hurt me, no more.

    Lets play Divide et Impera, Ptolemy Campaign. Link to full playlist down below!

    https://youtube.com/playlist?list=PL...2oIDsmGrPrKpzM

  3. #3
    Member Member HopliteLegion's Avatar
    Join Date
    Jun 2013
    Location
    Kosciusko, MS
    Posts
    9

    Default Re: State of the Mod Address, Fall 2013: We're Almost There

    You know what truly sucks?

    I lost M2TW + Kingdoms when my old laptop bit the dust...and the one I'm using now will barely run EB1 on the RTW.exe. And even if I had a computer that would run it, Direct2Drive got bought out by demon GameFly, and now my validation keys and downloads are no longer available.

    I didn't care much for some of the things from M2TW (such as two years per turn, or merchant characters, or how boringly slow cavalry seemed in comparison to RTW), but the ability to recruit multiple units from a single MIC per turn, special guild buildings I liked....oh, and the battles. Used to love finding a cinematic camera angle and watching as two units clashed on the battlefield.

    Perhaps I could talk my wife into trading laptops with me, then I could not only play EBII, but I could also get Rome II (although I hear it's a major disappointment...I still want those gorgeous graphics).

  4. #4
    Uergobretos Senior Member Brennus's Avatar
    Join Date
    Dec 2007
    Location
    Korieltauuon.
    Posts
    7,801

    Default Re: State of the Mod Address, Fall 2013: We're Almost There

    Thankfully we have dispensed with the boring merchant character (and the witches). I can sympathise HopliteLegion. If it makes you feel better my laptop won't run Medieval 2... and yet I am on the development team (which can get pretty annoying for other team members).



    donated by ARCHIPPOS for being friendly to new people.
    donated by Macilrille for wit.
    donated by stratigos vasilios for starting new and interesting threads
    donated by Tellos Athenaios as a welcome to Campus Martius


  5. #5
    ΤΑΞΙΑΡΧΟΣ Member kdrakak's Avatar
    Join Date
    Nov 2009
    Posts
    244

    Default Re: State of the Mod Address, Fall 2013: We're Almost There

    I really have no idea what went on in this thread in these last 6 to 7 posts...
    -Silentium... mandata captate; non vos turbatis; ordinem servate; bando sequute; memo demittat bandum et inimicos seque;
    Parati!
    -Adiuta...
    -...DEUS!!!

    Completed EB Campaigns on VH/M: ALL... now working for EBII!

  6. #6

    Default Re: State of the Mod Address, Fall 2013: We're Almost There

    Incredible news! An amazing amount of dedication and time have been put into it by all associated with this mod, to be honest even an unrefined version will be extremely welcome.

    Good job guys

  7. #7
    (cmlax999) Member adishee's Avatar
    Join Date
    Jul 2006
    Location
    currently homeless
    Posts
    200

    Default Re: State of the Mod Address, Fall 2013: We're Almost There

    Yes, please

  8. #8

    Default Re: State of the Mod Address, Fall 2013: We're Almost There

    Quote Originally Posted by Brennus View Post
    Thankfully we have dispensed with the boring merchant character (and the witches)
    To be replaced with an interesting merchant character? I happen to have enjoyed the depth merchants added to the game.

  9. #9
    Villiage Idiot Member antisocialmunky's Avatar
    Join Date
    Feb 2005
    Location
    ゞ( ゚Д゚)ゞ
    Posts
    5,974

    Default Re: State of the Mod Address, Fall 2013: We're Almost There

    If this was a Hellas only mod, I would have suggested that witches be exiled statesmen from the previous political party that had fallen out of favor that are trying to incite revolt.

    Maybe you could make them an anarchist element or escaped slaves or something. Merchants could be slaves, sent to toil in working the various resources.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



    "Hi, Billy Mays Here!" 1958-2009

  10. #10

    Default Re: State of the Mod Address, Fall 2013: We're Almost There

    Quote Originally Posted by antisocialmunky View Post
    If this was a Hellas only mod, I would have suggested that witches be exiled statesmen from the previous political party that had fallen out of favor that are trying to incite revolt.

    Maybe you could make them an anarchist element or escaped slaves or something. Merchants could be slaves, sent to toil in working the various resources.
    You keep your darned slaves off my land!

  11. #11

    Default Re: State of the Mod Address, Fall 2013: We're Almost There

    Quote Originally Posted by antisocialmunky View Post
    Merchants could be slaves, sent to toil in working the various resources.
    Or they could just be merchants. Historically speaking, non-merchant trade income reflects taxes on private enterprise while merchants represent state sponsored ventures. Merchants add to the game's accuracy, not detract from it.

  12. #12

    Default Re: State of the Mod Address, Fall 2013: We're Almost There

    Quote Originally Posted by antisocialmunky View Post
    If this was a Hellas only mod, I would have suggested that witches be exiled statesmen from the previous political party that had fallen out of favor that are trying to incite revolt.

    Maybe you could make them an anarchist element or escaped slaves or something. Merchants could be slaves, sent to toil in working the various resources.
    I like this idea a lot. If I ever acquire the skills to do it it could be an unofficial sub-mod in the very distant future. The only thing I would add would be non-exile prominent statesmen, family members or generals (what ever works best) which either by traits or certain actions (say wiping out a city's population completely) impacts diplomacy.

    Example: Factions could demand the expulsion of or death of this figure as a diplomatic option, failure to do so would prevent coming to a ceasefire, or obtaining trade rights, or something else.

    I've been re-reading Thucydides, which is the reason I jumped from witches to statesmen that your enemies despise. I'm thinking specifically of the Spartan demand (before the outbreak of fighting between Athens and Sparta) that the Athenians "drive out the curse of the goddess", which was more or less their way of suggesting the Athenians should exile Pericles and the Athenian counter reply that the Spartans drive out the "curse of the brazen goddess" which was connected with Pausanias (Book 1 Para:126-135). For whatever reason, the ways in which some of the Greeks used their religion as an instrument of foreign policy has always fascinated me (don't get me started with some of the ways an oracle at Delphi feature could be used as a game feature) this one in particular.

    Its fun to think about, but I think everyone recognizes the fact that the EB 2 team has had to pass on a thousand of good ideas (most of which are probably better then my own) or else the mod will never be released. I'm excited to see what made the cut, and glad to see its really starting to come together.-Nick.

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