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  1. #1
    Member Member anubis88's Avatar
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    Default Fans suggestion thread for future releases

    Hi guys,

    as some of you might know, i've been enrolled as the EB team's liaison (secretary sounds girly :S), and as you might assume my work will basically be to be a link between the fans and the EB developers; one way i'd like to achieve this, is to open this suggestion thread, where fans can give their suggestion on improving the mod.

    So feel free to give your suggestions in this thread; i'll be happy to read through them and forward them to the team members responsible for that part of the game; while these won't be in the next release, good ones will have a good chance of being implemented in the future, if of course we will have the manpower and time to actually make them work. Unfortunately sometimes an idea can be really good, but it would take too much time for too small results.

    Ok, so please post your suggestions and ideas in this thread;

    Regards,

    Anubis
    Europa Barbarorum Secretary

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  2. #2

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by anubis88 View Post
    Hi guys,

    as some of you might know, i've been enrolled as the EB team's liaison (secretary sounds girly :S), and as you might assume my work will basically be to be a link between the fans and the EB developers; one way i'd like to achieve this, is to open this suggestion thread, where fans can give their suggestion on improving the mod.

    So feel free to give your suggestions in this thread; i'll be happy to read through them and forward them to the team members responsible for that part of the game; while these won't be in the next release, good ones will have a good chance of being implemented in the future, if of course we will have the manpower and time to actually make them work. Unfortunately sometimes an idea can be really good, but it would take too much time for too small results.

    Ok, so please post your suggestions and ideas in this thread;

    Regards,

    Anubis
    Thanks for putting up this thread, please allow me to begin my 'nagging' right away. :p

    *Perhaps this thread could be stickied?
    *Perhaps a similar thread could be opened over at the TWC?
    *I'm not sure if it's realistic (or even possible), but I'd like to suggest giving cavalry armed with lances and swords (or axes, maces etc.) an animation that allows them to attack other units in front of them once they have engaged said unit with their melee weapons. This because they're currently at a huge disadvantage against cavalry armed with spears, since those can attack an opponent directly in front of them, whereas the sword-armed cavalry can't strike back, leading to such situations as the early Roman equites beating the much heavier Carthiginian noble cavalry in a protracted melee.
    *Creating the government option of an allied (and closely allied) monarchy, adding to the options of the allied democracy and oligarchy. This to demonstrate for example the allied/client kingdom the Romans backed in Thrace in the late first century B.C. / early first century A.D. If such an option is already available in the game and I've simply missed it, I hereby apologize.

    Again, thanks for putting this up and I hope we get to see some interesting ideas posted here in the near future. :)
    Last edited by Adalingum; 05-02-2015 at 19:28.

  3. #3
    Uergobretos Senior Member Brennus's Avatar
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    Default Re: Fans suggestion thread for future releases

    Stickied.

    And what's girly about the term "Secretary?". e.g. Secretery General of the xxxx Party.



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  4. #4
    Member Member anubis88's Avatar
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    Default Re: Fans suggestion thread for future releases

    @Adalingum

    See, those are all relevant ideas that i'll definetly talk to the guys about. I will open a thread on TWC tommorow; i'm at a different computer and i don't remember the login :D.
    @Brennus

    Secretary of defence might work too :D But yeah i don't care what i'm called. As long as it's not expected of me to have an affair with my boss :D
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  5. #5

    Default Re: Fans suggestion thread for future releases

    Just something small
    If you receive a colonization point (for building a polis or colonization building) you get a message that you can build a polis or colonization building but if you can not build one you get that message every turn which is very annoying. It would be great if this could be changed to a single message when you earn the colonization point.

    Keep up the good work

  6. #6
    Priest of Tanit Member Saigrin's Avatar
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    Default Re: Fans suggestion thread for future releases

    Hi people! I have a suggestion and a request,

    First of all, I don't know if this will be achievable at all: Would it be possible to have an emergent message, just like that one from "faction announcements", that informs the player of earning a colony point, or some other mechanic like that? I find annoying that this message from the advisor do not appear for some factions, as the A.S.

    Relating to the culture conversion bonus, I've observed that the message in the building description (1% culture conversion bonus) only appears in winter, is this intentional? Can you offer some kind of guide to fully understand those strange mechanics? I understand that clerics are inaccurate, but some light over this matter would be great. My reference buildings are: "KATOIKIAI LAON" and "PHROURIOI LAON".

    EDIT: Oh, and other thing I have noticed, the first TIER of farming, brings "Forest Tribal Culture" conversion bonus, is this intentional?

    Sorry if I'm not clear with my message, if something is wrong I'll do my best to explain what I meant, thanks team!
    Last edited by Saigrin; 05-04-2015 at 19:51. Reason: Pointing culture conversion problems

  7. #7
    Gisgo Governer of Ippone Member madmatg's Avatar
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    Default Re: Fans suggestion thread for future releases

    For attuned governor... With romans when I send my guy back to Rome for elections he loses this trait then gets it back only to lose it again when he goes back for elections, ant chance you could change the switch to lose it to two turns outside the city? Then he could go back for elections and come back the next season and not lose his governor abilities?

    Phil 2:9-11 Phil 4:4

  8. #8

    Default Re: Fans suggestion thread for future releases

    Something I thought of since the Jewish spearmen have recently been previewed: is there a chance we could see a Maccabean or Judean revolt script in future releases? I'm not too familiar with modding Total War games, but here's what I thought of:

    You could perhaps do something like create a script that increases unrest in the province Judea is included in (don't remember exactly which one it is atm) for certain levels of the 'Hellenistic Polities' 'religion' for as long as the Second Temple remains standing as a unique building, to simulate the tensions between hellenizing and traditional Jews at the time, with several rebel units spawning should public order drop below a certain threshold. Whereas destroying the temple could trigger another scripted revolt of several units, both to deny the player an easy way out the situation and to simulate that likely a lot of people would be pissed off if their most sacred site would just be desecrated like that. Finally the script could perhaps keep track of a counter which documents for how long it has been active, with tensions dropping and public order increasing once more after a few decades have passed, to reward the player for his/her provincial management and to simulate that a modus vivendi has been found between the hellenised and traditional factions. Something similar could possibly be implimented for the Roman faction (through Western Mediterranean Polities and the requirement of it firing only for the Romans), though the Roman-Jewish wars were largely outside of EB II's time-frame IIRC.

    I'm not entirely sure how realistic or historical this idea would be or even if it's possible to script something like this. Also, my apologies if something similar is already (planned to be) accounted for in EB II. I'd be interested to hear your thoughts.

    P.S. I used the term 'Judea' for the area because I'd like to avoid the whole Israeli-Palestinian conflict in this matter. Please don't think I'm suggesting this out of pro-Israeli sentiments or something, I just wanted to propose an idea which I think would be beneficial to the historical feel and gameplay of EB II (managing a real, divided population, rather than simple numbers).

  9. #9
    Member Member anubis88's Avatar
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Adalingum View Post
    Something I thought of since the Jewish spearmen have recently been previewed: is there a chance we could see a Maccabean or Judean revolt script in future releases? I'm not too familiar with modding Total War games, but here's what I thought of:

    You could perhaps do something like create a script that increases unrest in the province Judea is included in (don't remember exactly which one it is atm) for certain levels of the 'Hellenistic Polities' 'religion' for as long as the Second Temple remains standing as a unique building, to simulate the tensions between hellenizing and traditional Jews at the time, with several rebel units spawning should public order drop below a certain threshold. Whereas destroying the temple could trigger another scripted revolt of several units, both to deny the player an easy way out the situation and to simulate that likely a lot of people would be pissed off if their most sacred site would just be desecrated like that. Finally the script could perhaps keep track of a counter which documents for how long it has been active, with tensions dropping and public order increasing once more after a few decades have passed, to reward the player for his/her provincial management and to simulate that a modus vivendi has been found between the hellenised and traditional factions. Something similar could possibly be implimented for the Roman faction (through Western Mediterranean Polities and the requirement of it firing only for the Romans), though the Roman-Jewish wars were largely outside of EB II's time-frame IIRC.

    I'm not entirely sure how realistic or historical this idea would be or even if it's possible to script something like this. Also, my apologies if something similar is already (planned to be) accounted for in EB II. I'd be interested to hear your thoughts.

    P.S. I used the term 'Judea' for the area because I'd like to avoid the whole Israeli-Palestinian conflict in this matter. Please don't think I'm suggesting this out of pro-Israeli sentiments or something, I just wanted to propose an idea which I think would be beneficial to the historical feel and gameplay of EB II (managing a real, divided population, rather than simple numbers).
    Problem with this is that it would single out this rebelion, which was just one of many. You could argue almost every part of the map had seen a rebelion in our timeframe; the maccabean revolt was just one of them. Rebellions were prone everywhere, not just in judaea. Sure it was more drastic when religions were changed, but again this didn't just happen there.
    Europa Barbarorum Secretary

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  10. #10

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by anubis88 View Post
    Problem with this is that it would single out this rebelion, which was just one of many. You could argue almost every part of the map had seen a rebelion in our timeframe; the maccabean revolt was just one of them. Rebellions were prone everywhere, not just in judaea. Sure it was more drastic when religions were changed, but again this didn't just happen there.
    Fair enough, it was just a suggestion. That said, I remember something being posted or mentioned about an 'Arvernian Revolt' event way way back. Wouldn't that be equally in violation of your argument above?

  11. #11
    Minister of Useless Tidbits Member joshmahurin's Avatar
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Adalingum View Post
    Fair enough, it was just a suggestion. That said, I remember something being posted or mentioned about an 'Arvernian Revolt' event way way back. Wouldn't that be equally in violation of your argument above?
    If you are referring to the revolts of Celtic tribes in Northern Italy then I would say they make far more sense because they are involving two separate defined factions, the Roman aggressors and the defending Arverni/Boii/Aedui, so while they are starting as rebel settlements the scripted event gives an opportunity for them to be annexed by a specific faction. We don't have a Jewish faction for Judea to revolt to, even if Arjos' well explained point wasn't the case. So historically and from a game play perspective it makes less sense. Not to say we couldn't eventually figure out something to simulate this but it is a low low priority if you understand. Your suggestion is appreciated for sure.


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  12. #12

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Arjos View Post
    Just my thoughts on this: the problem there is that rebel units spawning (therefore acting against the polity in power) makes little sense. Those tensions resulted in killings among the Jewish communities and not against Hellenistic citizens, or even coordinated actions against the power in place...

    The Maccabean Revolt happened because the Hellenising faction thought held enough power to implement reforms and acting as local representatives informed the Seleukid Basileus that these could/should be enacted...
    Even when this revolt took place, again iirc, most of the violence was directed at other Jews, in order to terrorise them into not siding with the Seleukidai, while of course what forces were mustered fought the armies sent to end the rebellion...

    However this resulted from a very specific combination of events, overall in the general religious freedom of the Hellenistic period, especially under the Seleukidai, also keeping in mind as I said that those tensions were of an internal factional nature, I think that script wouldn't be as accurate...

    Already the destruction of temples cause the loss of public happiness, making a unique building solely in Ioudaia would be rather arbitrary (any community would revolt whenever sacred grounds would be violated and temples destroyed). I suppose that considering the Zeus temple in Syria kai Phoinike as the temple to Zeus Ouranios already works along those lines...

    Then of course, a sub-mod, or scripts for historical revolts could be definitely a possibility. Unfortunately lacking slots for emerging factions, some of these would just be Eleutheroi armies running around and taking at best one settlement...
    I remember there being a unique building for the Second Temple, which is was I was referring to. Could be something that was in EB I that didn't get carried over in EB II though. Anyway, thanks for your explanation, I now understand why my suggestion wasn't as great as I made it out to be.

    Quote Originally Posted by joshmahurin View Post
    If you are referring to the revolts of Celtic tribes in Northern Italy then I would say they make far more sense because they are involving two separate defined factions, the Roman aggressors and the defending Arverni/Boii/Aedui, so while they are starting as rebel settlements the scripted event gives an opportunity for them to be annexed by a specific faction. We don't have a Jewish faction for Judea to revolt to, even if Arjos' well explained point wasn't the case. So historically and from a game play perspective it makes less sense. Not to say we couldn't eventually figure out something to simulate this but it is a low low priority if you understand. Your suggestion is appreciated for sure.
    I was referring to a term that was used on these forums a few months or even years ago. I'm not sure what it referred to, so it might indeed be what you described. And yes I understand it's low priority, but I thought I might suggest it anyway.

    Anyway, I rest my case. You guys have made your point abundantly clear. Thanks for that. I hope you didn't mind my ramblings.

  13. #13
    COYATOYPIKC Senior Member Flatout Minigame Champion Arjos's Avatar
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    Default Re: Fans suggestion thread for future releases

    Just my thoughts on this: the problem there is that rebel units spawning (therefore acting against the polity in power) makes little sense. Those tensions resulted in killings among the Jewish communities and not against Hellenistic citizens, or even coordinated actions against the power in place...

    The Maccabean Revolt happened because the Hellenising faction thought held enough power to implement reforms and acting as local representatives informed the Seleukid Basileus that these could/should be enacted...
    Even when this revolt took place, again iirc, most of the violence was directed at other Jews, in order to terrorise them into not siding with the Seleukidai, while of course what forces were mustered fought the armies sent to end the rebellion...

    However this resulted from a very specific combination of events, overall in the general religious freedom of the Hellenistic period, especially under the Seleukidai, also keeping in mind as I said that those tensions were of an internal factional nature, I think that script wouldn't be as accurate...

    Already the destruction of temples cause the loss of public happiness, making a unique building solely in Ioudaia would be rather arbitrary (any community would revolt whenever sacred grounds would be violated and temples destroyed). I suppose that considering the Zeus temple in Syria kai Phoinike as the temple to Zeus Ouranios already works along those lines...

    Then of course, a sub-mod, or scripts for historical revolts could be definitely a possibility. Unfortunately lacking slots for emerging factions, some of these would just be Eleutheroi armies running around and taking at best one settlement...
    Last edited by Arjos; 05-20-2015 at 21:34.

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    Gisgo Governer of Ippone Member madmatg's Avatar
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    Default Re: Fans suggestion thread for future releases

    Any chance we see recruitable generals like eb1 had? Seems like it would be a way for computer to have an officer in charge of armies and also makes it more enjoyable having something that really seems like a puppet leader
    Last edited by madmatg; 05-21-2015 at 16:04.

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  15. #15
    Member Member anubis88's Avatar
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by madmatg View Post
    Any chance we see recruitable generals like eb1 had? Seems like it would be a way for computer to have an officer in charge of armies and also makes it more enjoyable having something that really seems like a puppet leader
    Thing is there's a new concept for bodyguards in EB; if you look closely, they are almost free. The idea is to give the small factions a better chance by them having cheap elite units.

    I think it's tied to the fact that the recruitable generals would also be very cheap, and spamming them could become a huge issue. Someone correct me if i'm wrong :D
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    Gisgo Governer of Ippone Member madmatg's Avatar
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by anubis88 View Post
    Thing is there's a new concept for bodyguards in EB; if you look closely, they are almost free. The idea is to give the small factions a better chance by them having cheap elite units.

    I think it's tied to the fact that the recruitable generals would also be very cheap, and spamming them could become a huge issue. Someone correct me if i'm wrong :D
    Seems like you could just set a hard cap like you do now with spies so you could only have like 1 or 2 per settlement

    Phil 2:9-11 Phil 4:4

  17. #17
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by madmatg View Post
    Seems like you could just set a hard cap like you do now with spies so you could only have like 1 or 2 per settlement
    If they were going to be available anywhere, it would be in Allied Governments, not factional ones, I'd say.
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  18. #18

    Default Re: Fans suggestion thread for future releases

    recruitable generals would be great. A very low repletish rate and hard cap would prevent any spamming.
    maybe make the amount (hard cap) dependant on the amount of allied gov you have. So if you have a lot of allies you also get a few allied generals to lead their armies (or go rebel with them :p)

  19. #19

    Default Re: Fans suggestion thread for future releases

    So, another thing I've been thinking about: the workings of the predecessor government buildings (regional pacification).

    First off, it's working is inconsistent: the Roman version, for example, provides a 10% law bonus, a minus 20% happiness penalty and a third effect I can't think of atm (I believe an agricultural effect), whereas in most other factions (perhaps even all others) it only provides a happiness penalty (of 15%, if I'm not mistaken).

    I don't know if the Romans were more effective in pacifying a region militarily than others, but to me this seems like an unfair advantage or at least a case of inconsistency. This is, however, not the main point of my suggestion.

    Since regional pacification only provides a negative stat in most cases and money is usually tight in the early stages of an EB campaign (meaning more advanced forms of government are at times unavailable for some time, I tend to hold off on setting up regional pacification until I've got the funds immediately start building the next government building. In practice, this can mean keeping the region in what is effectively a state of lawlessness for what can amount to several years. Not very realistic imo, which is why I suggest the following changes to the current system:

    1 For the sake of consistency I propose adding a minor law bonus (in the vein of the Roman one) to at least the regional pacification buildings of the 'civilized' factions, if not to those of all factions. In my mind at least, 'regional pacification' represents the forceful restoration of (at least the semblance of) civil order amongst a resentful and unhappy population (one can imagine soldiers patrolling the streets at night, their movements followed by civilians with anger and hate in their eyes...) Thus, even though the natives are still very much upset, order has been restored after the chaos that follows a governmental breakdown and military conquest. This leads me nicely to my second point...

    2 In my previous remark, I spoke of 'the chaos that follows a governmental breakdown and military conquest'. The issue I see here is that, in my opinion, EB II doesn't actually represent this situation in its current state. As noted before, setting up regional pacification is actually worse in terms of public order compared to leaving the region in a state of governmental limbo (leading to issue I noted above). Therefore, I propose the creation of a building that represents a state of civil chaos. This building could be tied to script that checks whether there is a government building in a settlement and if there isn't, spawns one of these buildings in said settlement (also destroying it if a goverment has been built). Effects could include a law and happiness penalty or even a minor population growth penalty (to represent people fleeing, migrating or moving away) or a taxation penalty (such as can be found in RS II, where it represents the maintenance cost of, for example, roads) to represent that effective collection of tribute or taxation isn't possible in such situation. I believe this would be a good incentive for the player to begin restoring order to a province either by pacifying it or handing over power to the local elites.

    So, I hope this has been enough to present my idea. Once again, I'm interested to see what you people think about it (perhaps my view of what things follow after a military conquest is wholly inaccurate). Please do not think this is a critique or meant to be condescending towards the mod.

    Also, please ignore any spelling and grammar mistakes I likely made.
    Last edited by Adalingum; 06-14-2015 at 00:23.

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  20. #20

    Default Re: Fans suggestion thread for future releases

    A RECRUITER - a person (or best 2 or 3 persons) that will post from time to time on every: 1. mod-related, 2. history-related 3. total-war rel
    Have you guys ever thought about outsourcing some work to students that can be used for both their project/thesis and EB?

    Here some examples to clarify my idea:
    - A history student does research for some EB related stuff and publishes the results in a seminar thesis
    - A designer creates 3D models for a university project that can be used in EB

    They would be more inclined to do the work since they have to do papers/projects for their degree anyway.

    So the recruiters duties could include getting students to propose stuff like that to their professors or even better, getting professors to put that kind of work on their "list of possible topics/projects".

    Would that even be possible/make sense or is the idea completely stupid?

  21. #21

    Default Re: Fans suggestion thread for future releases

    Having played quite abit as Pergamon and Makedon I have found the pikes to be quite underpowered. If given an ideal position in a chokepoint and with a thick unit they only tend to get around 30 kills for me when fighting generic spear-levy units. The main problem is their damage, they can usualy hold enemies back for quite some time but they get barely any kills in the process. I understand the idea is to use them with the hammer and anvil tactic but they are just so useless at killing stuff you might aswell have levy hoplites. I have seen skirmishing cavalry do full frontal charges into prepared pike phalanxes and not taken a single casualty.

    Also sometimes when the AI targets something behind the pike unit they can just pull trough the entire pike phalanx and end up behind them. This is particulary annoying in siege defences where the enemy just runs trough my pike blocks while only taking 3-10 casualties.

    Other than this I think the game seems balanced. I really enjoyed playing as Aruernoi. But as a pike fanboy I hope you will buff pikes in future versions. They dont need to be slaughter machines but if someone does a frontal charge (particulary cavalry) I think they should atleast take some casualties.

    This is from my experience anyway, keep up the good work this mod is amazing!

  22. #22

    Lightbulb Re: Fans suggestion thread for future releases

    I just finished a H:H Epeiros 150 turn campaign. I remember this project from 10 years ago, and I am very pleased to see that it is still so much alive. Truly incredible how much this project has grown over the years. To all those who have contributed: hats off for your dedication.

    Here are a few of my points that I think could be improved.

    * Enemy generals die too quickly. This was also a problem back in the days with R:TW. I think this could be solved by giving the AI general +3-5 hitpoints extra. This would counter his suicidal tendencies.
    * Macedons had 1 town left (Pella). Still, each turn they could produce 1 unit. Eventually they had 2,5 full stacks. This is not realistic. I think it would be more appropriate to script that when a AI town is attacked, levies are mobilized (i.e. the AI can go in red with buying troops). But not under normal conditions. The way it is now, the Macedon AI army is growing to unrealistic sizes.
    * The M2:TW recruitment engine is so much better than R:TW. But I had a feeling that too much troops were produced overall. There are way more troops than money can buy. If the troops were more scarce, the campaign would be a bit more realistic and maybe the AI would invest more in city upgrades. Levi mobilizations during attack would also make the cities more difficult to conquer. I would go for 2-3x longer replenishment times - at least.
    * AI doesn't upgrade its towns. This could be scripted (?), disregarding the finances. I remember in the days of EB, the AI got +5k or +10k each turn. But the AI just wastes it on troops. If the script could make sure that in at least 30% of AI towns something was build (and if not, just start building - disregarding financial resources), this would make the AI more realistic and sufficient later in the game.
    * Hastati have some strange cards (pikes?), while they are depicted with a gladius in the description.
    Last edited by Davor; 02-12-2018 at 19:41.

  23. #23
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Loka View Post
    Having played quite abit as Pergamon and Makedon I have found the pikes to be quite underpowered. If given an ideal position in a chokepoint and with a thick unit they only tend to get around 30 kills for me when fighting generic spear-levy units. The main problem is their damage, they can usualy hold enemies back for quite some time but they get barely any kills in the process. I understand the idea is to use them with the hammer and anvil tactic but they are just so useless at killing stuff you might aswell have levy hoplites. I have seen skirmishing cavalry do full frontal charges into prepared pike phalanxes and not taken a single casualty.

    Also sometimes when the AI targets something behind the pike unit they can just pull trough the entire pike phalanx and end up behind them. This is particulary annoying in siege defences where the enemy just runs trough my pike blocks while only taking 3-10 casualties.

    Other than this I think the game seems balanced. I really enjoyed playing as Aruernoi. But as a pike fanboy I hope you will buff pikes in future versions. They dont need to be slaughter machines but if someone does a frontal charge (particulary cavalry) I think they should atleast take some casualties.

    This is from my experience anyway, keep up the good work this mod is amazing!
    Pikes are still a work in progress; there have been some recent changes in the development build, but they haven't been comprehensively play-tested yet. It's difficult to get them to do what we want them to do, and avoid them being overpowered like in EB1.

    Quote Originally Posted by Davor View Post
    I just finished a H:H Epeiros 150 turn campaign. I remember this project from 10 years ago, and I am very pleased to see that it is still so much alive. Truly incredible how much this project has grown over the years. To all those who have contributed: hats off for your dedication.

    Here are a few of my points that I think could be improved.

    * Enemy generals die too quickly. This was also a problem back in the days with R:TW. I think this could be solved by giving the AI general +3-5 hitpoints extra. This would counter his suicidal tendencies.
    AI generals do get more hit points at the higher levels of the AIGeneral trait.

    Quote Originally Posted by Davor View Post
    * Macedons had 1 town left (Pella). Still, each turn they could produce 1 unit. Eventually they had 2,5 full stacks. This is not realistic. I think it would be more appropriate to script that when a AI town is attacked, levies are mobilized (i.e. the AI can go in red with buying troops). But not under normal conditions. The way it is now, the Macedon AI army is growing to unrealistic sizes.
    There's already just such a script for factional capitals (only, plus a handful of "Rebel capitals"). We are categorically not going to extend this to every settlement, that just makes sieges a tedious slog.

    The AI can't go into the red, the finance script clears all debt - because if we don't they go bankrupt then passive. But the corollary of that script is that they also can't build up large surpluses, anything over 30k gets clawed back.

    Quote Originally Posted by Davor View Post
    * The M2:TW recruitment engine is so much better than R:TW. But I had a feeling that too much troops were produced overall. There are way more troops than money can buy. If the troops were more scarce, the campaign would be a bit more realistic and maybe the AI would invest more in city upgrades. Levi mobilizations during attack would also make the cities more difficult to conquer. I would go for 2-3x longer replenishment times - at least.
    The only thing the AI wants to do is recruit units (and build things that allow them to recruit units). That's a hardcoded behaviour that overrides everything else that influences the AI. In earlier versions, the disparity between number of settlements and number of stacks was much worse.

    As above, we already have a selective and limited application garrison script, it won't be extended beyond that. The balance is skewed in the direction we'd prefer the gameplay to go - that you win a province by a field battle, not by a hard siege. We don't want to make settlements any more difficult to conquer, the difficulty should be coming from winning a battle in the province first (from those 2.5 stacks, for example).

    Making units more scarce won't make the AI build things instead.

    Quote Originally Posted by Davor View Post
    * AI doesn't upgrade its towns. This could be scripted (?), disregarding the finances. I remember in the days of EB, the AI got +5k or +10k each turn. But the AI just wastes it on troops. If the script could make sure that in at least 30% of AI towns something was build (and if not, just start building - disregarding financial resources), this would make the AI more realistic and sufficient later in the game.
    As above, the AI likes to recruit above all things. Giving them lots of money wouldn't result in construction, just more recruitment. That's why the finance script only gives a lump sum in spring, when recruitment slots for most governments are low (winter has lots of slots - it was the traditional recruiting time).

    We've given the AI huge construction discounts through the AIGovernor trait, which it does use. Again their primary interest is in troop-producing buildings, but they do build infrastructure as well.

    Otherwise, the level of specificity you're talking about is impossible. You can't measure "a proportion of their towns" without a huge script that checks every settlement, every turn, to see who owns it. You can't script construction behaviour.

    On a more general point, EB1 is neither suggestive nor indicative of what we're trying to achieve with EBII, least of all in the AI space.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR

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  24. #24

    Default Re: Fans suggestion thread for future releases

    The main issue is pretty simple: the game has a limit of 500 unit slots and we've already allocated practically all of them to units either made or unmade. Chinese troops would show up so late in the game and in so small an area that the team currently judges the slots are better used for other units.

  25. #25

    Default Re: Fans suggestion thread for future releases

    I understand, then.
    Where were the last units allocated?

    Also, I have never modded before but I wonder what would it take to make Sub-mod?

  26. #26

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Heavenlyhorses View Post
    I understand, then.
    Where were the last units allocated?

    Also, I have never modded before but I wonder what would it take to make Sub-mod?
    Not really to any region in particular. Most of the core rosters are pretty much finished, it's largely remaining regional and reform units scattered throughout that remain to be done, although I can note the northern and southern edges of the map are specifically still waiting for quite a few additions.

    Assuming you'd be taking the units from another mod, it mostly requires the copy-pasting of models, skins and sprites into the mod and the finicky task of editing the modeldb file to recognise them. Also some editing of text files to make them actually show up and have all the proper localisation.
    Last edited by Adalingum; 06-16-2021 at 22:33.

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  27. #27

    Default Re: Fans suggestion thread for future releases

    Will there be any West-African or Finnish tribes? Interesting.

  28. #28
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Heavenlyhorses View Post
    Will there be any West-African or Finnish tribes? Interesting.
    As factions? No. There is a Finnic unit or two planned.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  29. #29

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Heavenlyhorses View Post
    I understand, then.
    Where were the last units allocated?

    Also, I have never modded before but I wonder what would it take to make Sub-mod?
    It's not that hard honestly. If you get the models, it's easy to put them in the game as long as you understand what files you need to modify. Usually just the unit description, battle models file, the export_descr_units and the export_descr_buildings file. I have added more than 10 units to the mod already. The worst thing that can happen is that if the models have different skeletons than EBII, some things might look weird.

  30. #30

    Default Re: Fans suggestion thread for future releases

    EB2 is probably my favorite mod ever, the level of detail and attention is amazing and I couldn't be happier that the team is still working on it. Just wanted to add to the praise on the developers!

    So I think the mod is great but my suggestion is I would love to be able to start a custom campaign at the earliest date for the marian reforms, (obviously not historically accurate at 147 BC but I think the earlier the better). I just would love to start at that point historically rather than going all the time to turn 500 and see only a few massive factions at that point. All the same marian era units but starting at that point.

    I really love the look of the Marian era units, especially in this mod. All of the units look overall look great but to me the marian era romans look more detailed and refined than the polybians and the camillians. So maybe my other suggestion is to detail the polybian romans to the same quality as the marian units. Or if anyone could show me a good guide on how to upgrade their detail I would appreciate it. I am decent at modding but am new to model modding, so I would love to learn myself with some resources.

    Keep up the great work EB2 team!

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