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  1. #1
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Europa Barbarorum

    My initial thought was to work with the factions and units we have been given, to balance things out as we can, before moving on to adding a lot of content.

    I have actually been taking steps to do so, and would love some help in putting out something stable that includes a few key improvements.

    My wish list for this included removing ahistorical units, rebalancing the factions, moving quite a few provinces to different factions, renaming several factions, rebalancing a few units, and making a few changes to the Roman tech tree. If someone wants to do some basic skinning to modify a few existing units to make some "new" ones, that would be great.

    Things I've done so far (which may or may not be included in the above, depending on the folks we put in charge of the various tasks):

    -Gave Carthage more gold, ships, and several provinces, as well as more aggressive AI
    -Adjusted unit movement speed and kill speed
    -Reduced population growth rate
    -Increased requirements for Imperial Palace (i.e. for Marian reforms)

    If this is the route we're going to take, with a small step at first, I really need to sit down and chat with someone who understands better than I do with my limited reading how ancient combat played out, and how we can best manipulate the system to represent it. Both ground and naval combat can be tweaked. We also need to collect a list of which provinces should go to which factions, which units need to go and which that stay need to be tweaked, and anything else that can make the existing factions/units/provinces/battles look more historical.

    Many things that you would want to tweak, can be tweaked. If you think something could be changed, ask - you would be surprised what we can change. We could add names to a family tree, for instance.

    New provinces, factions, and units that require new models/animations probably needs to wait for future versions.

    The first step has to be getting folks in charge of the various areas of responsibility. So step up and volunteer! The work won't get done without you folks ;)

    -khel
    Cogita tute


  2. #2
    Saupreuss Member Stefan the Berserker's Avatar
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    Default Re: Europa Barbarorum

    I'll see what I can do, as I bought the Game yesterday I have no real insight how what can be changed...

    Initially I would rather say that the Barbarian Units are strangely weak and the Borders are wrong:

    - Germania Superior is Gaulish in 260 B.C.
    - Belgae should be Rebel, how sould it be British?

    For further things I'll first tryout for myself what's possible...

  3. #3
    Scruffy Looking Nerf Herder Member Steppe Merc's Avatar
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    Default Re: Europa Barbarorum

    Huge problem that I noted: mercanaries need to be totally different units. So you can't have a Gaul mercanary unit unless you create a whole new unit that's specifically a mercanary called Gaul Mercanary or some such. And since there is a unit cap (I think), we either need to find a way around this or have units that are normally mercs trainable.

    "But if you should fall you fall alone,
    If you should stand then who's to guide you?
    If I knew the way I would take you home."
    Grateful Dead, "Ripple"

  4. #4
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Europa Barbarorum

    Not true - I was able to add "barb cavalry dacian" units to Numidia by tacking on a single line in the North Africa section of the mercenaries file. Granted, the unit had the "grey peasant" unit card, but it was still hireable as a mercenary in that area without creating a different unit.
    Cogita tute


  5. #5
    Member Member Oleander Ardens's Avatar
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    Post Re: Europa Barbarorum

    The Economy section would suit me well, as I study it as well as History. I researched most European factions, especially the Germans and Celts and the Scythians and Sarmantians for EB with Angadil. I also could advise about the missile weapons and balance them. I have only limited mod-experience, but I usually learn very fast when I focus on something.

    ------------------------------------------------------------------------


    For fast changes:

    I would outright remove the Gaul Forester and the Chosen Archer Warband for the Germans and give them instead the "Archer Warband". The Gauls should get a Slinger, the Germans a Warband similar to the Britain and Gaul while having their Phalanx Warband only available at higher levels. No Axemen and Chosen Axemen for the Germans, instead a "Chosen Swordsmen"
    No Warhounds.

    This are just very small and very fast changes, but the gameplay would get far more historic as you can not rely on your superarchers and wardogs...

    Cheers
    OA
    "Silent enim leges inter arma - For among arms, the laws fall mute"
    Cicero, Pro Milone

  6. #6

    Default Re: Europa Barbarorum

    Uhm,removing the axemen?
    And replace them with swordsmen?
    I say give em a shirt instead.
    It's time to get physical whitchoo,foo'

  7. #7
    Member Member Oleander Ardens's Avatar
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    Default Re: Europa Barbarorum

    Well there are very very few findings of axes in germanic warrior graves, although in some regions the axe was more important than in others. Southern Sweden was surly on of this, and may even have been the originator of the throwing axe. I have seen a rockcarving of a Swedish "francisca"

    https://forums.totalwar.org/vb/showt...ight=franciska

    Anyway a German unit with a sword is a must, the Axemen could be restricted the Scandinavian province..

    Cheers
    OA
    "Silent enim leges inter arma - For among arms, the laws fall mute"
    Cicero, Pro Milone

  8. #8
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Default Re: Europa Barbarorum

    Quote Originally Posted by Steppe Merc
    Huge problem that I noted: mercanaries need to be totally different units. So you can't have a Gaul mercanary unit unless you create a whole new unit that's specifically a mercanary called Gaul Mercanary or some such. And since there is a unit cap (I think), we either need to find a way around this or have units that are normally mercs trainable.
    Don't worry. In MTW, it was the same. Total maximum for RTW is 300 units. In RTW, there about 200, so there will be enough room for mercs.

  9. #9
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Default Re: Europa Barbarorum

    Quote Originally Posted by Stefan the Berserker
    I'll see what I can do, as I bought the Game yesterday I have no real insight how what can be changed...

    Initially I would rather say that the Barbarian Units are strangely weak and the Borders are wrong:

    - Germania Superior is Gaulish in 260 B.C.
    - Belgae should be Rebel, how sould it be British?

    For further things I'll first tryout for myself what's possible...
    Great ot hear from you Stefan. We really need your imput.

    About CA's decision to give Belgae to the Britons, I think it concerns the lack of provinces in the British Isles. The Britons wouln't be able to survive without Belgae. But you're right, Belgae should be rebel. The way to solve this problem is to make more. BKB has been doing it already. The Gaul-Germanic amounts to the same.

  10. #10
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Default Re: Europa Barbarorum

    Quote Originally Posted by khelvan
    My initial thought was to work with the factions and units we have been given, to balance things out as we can, before moving on to adding a lot of content.
    Agreed.

    Quote Originally Posted by khelvan
    New provinces, factions, and units that require new models/animations probably needs to wait for future versions.
    Agreed.

    Quote Originally Posted by khelvan
    The first step has to be getting folks in charge of the various areas of responsibility. So step up and volunteer! The work won't get done without you folks ;)
    Have you heard him? Get to work, boys!

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