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Thread: Suggestions for v0.8

  1. #91

    Default Re: Suggestions for v0.8

    i'd like removal of several units in the game such as "elite mercenary bands". that gets way too specific because im sure there was quite a number of famous mercenary squads available all over the world, so why just add the ones that were from europe. i just think that they can be removed in favor for more units of other factions.
    also to my understanding the mod focuses on the general time period for all factions, and not just rome and greece. so i thought it would also be pretty cool to add chinese mercenary units available to the yuezhi as they were neighbors and frequent trading partners as well.

  2. #92
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Suggestions for v0.8

    Mercenaries have been added on an availability basis. If the unit had been made, it was added to the mercenary pool. In general, mercenaries are low priority compared to faction and regional troops, so they will be fleshed out later.
    Cogita tute


  3. #93

    Default Re: Suggestions for v0.8

    I don't know if this is possible in 1.5, but if it is, wouldn't it be great if Thorakitai had a sword? Well, they carry one in their skin, but if they could use it, I'd have my very own Eiperote immitation legionnaries!

    "Roman influence" my ballooney , they aren't influenced unless they draw their swords out.

    Well, I'm sure there's a good reason why so many troops who carry a sword in their bodies can't draw them in battle, I just wonder if it's because EB isn't 1.5 yet, or BI for that matter.

  4. #94

    Default Re: Suggestions for v0.8

    Peltests are almost Thorakitai, they use swords too. :)

  5. #95

    Default Re: Suggestions for v0.8

    If scripted events are possible in 1.5 how about having the Italian revolt against Rome of 91bc (and possibly the later Spartacus revolt) scripted. I know its supposed to be an alternate history but events like that would keep the game interesting. I also know its slightly late in the timeframe but I find that I rarely finish campaigns because they seem to offer diminishing returns to effort (fun to begin with but get a little dull, especially policing an overblown Empire). Scripted events like these would keep the campaign fresh.

  6. #96
    Member Member cunctator's Avatar
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    Default Re: Suggestions for v0.8

    Something like this is already in the que for new scripts, but with dynamic conditions.

  7. #97

    Default Re: Suggestions for v0.8

    Have you guys thought of using different .exe files to offer different campaigns? I just installed 'The First Triumvirate' and was impressed by the way they did that. Obviously this would be extremely low-priority but could it allow additional factions to be added to EB?

  8. #98

    Default Re: Suggestions for v0.8

    It's taken us an incredible amount of time to get factions, units, setups for 272, and everything else just for what we have (and we still aren't done). It'd be cool to have multiple campaigns or what not, but they'd lack content differences and setting up scripts for them, new histories, etc. would be exceedingly difficult for this mod in particular.

  9. #99
    Krusader's Nemesis Member abou's Avatar
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    Default Re: Suggestions for v0.8

    Would it be possible to make the warcry special ability frighten elephants? To take this a step further, would it then not be too much out of character to give an ability similar to the warcry to the pre-Marian Roman units that do not already have special abilities?

    I am under the impression that it was general noise making that upset the elephants and allowed the Romans to carry their own against Pyrrhus and at the battle of Zama. I would assume that by the Marian reforms, the chances of the Romans fighting against elephants would be small enough that there learning of this ability would not be worthwhile militarily and would just be forgotten, meaning no conflicts with the testudo.
    Last edited by abou; 04-20-2006 at 12:21.

  10. #100

    Default Re: Suggestions for v0.8

    Going further couldnt u have some kind of shield banging for roman troops or atleast horn blowers or something?
    Last edited by Mithradates; 04-20-2006 at 17:47.
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  11. #101
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Suggestions for v0.8

    Can you fix all the units cards for 0.8 guys?

    Plus, please explain one thing. Why the urge for 1.5? I know it's a better AI, but at least on 2 chapters it sucks, at which 1.2 is much better:

    -diplomacy
    -abilities

    Generals hardly get any good abilities. And if they get them, especially command and management are worth more than 1 million denarii.
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  12. #102

    Default Re: Suggestions for v0.8

    -Better battlefield AI
    -Can set individual faction's core attitudes towards other factions
    -Can move culture groupings around
    -Resolves some graphics card issues (mine looks a lot better on campaign map -1.2 was causing fuzziness in lots of places)
    -Fixes coastline problems in 1.2
    -Fixes cavalry charge bonus problem
    -It does something else really cool I'll not mention here

  13. #103
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Suggestions for v0.8

    Many pluses. You're the Al Capone anyhow here.
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  14. #104
    Resident Pessimist Member Dooz's Avatar
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    Default Re: Suggestions for v0.8

    Quote Originally Posted by Teleklos Archelaou
    -It does something else really cool I'll not mention here
    That's not cool man, not cool. Why would you do that? Why, I ask you?

  15. #105

    Default Re: Suggestions for v0.8

    Oh, c'mon. It's not some big secret, people who have modded it (1.5) probably know, but we still won't come out and say it and we'd probably like folks to continue to be coy about it. Needless to say it's a good thing.

  16. #106

    Default Re: Suggestions for v0.8

    Quote Originally Posted by Teleklos Archelaou
    -It does something else really cool I'll not mention here
    I'm guessing he's referring to the extra faction slot that will be opened up. I'm probably wrong though, as I usually am.

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  17. #107

    Default Re: Suggestions for v0.8

    Quote Originally Posted by khelvan
    If our farming script is in place for the next version, which it may be, we'll be able to reduce population growth rates to a more appropriate level.
    Will this affect just how fast they get to their maximum, or will it re-define the maximum? Also, how far will these effects spread? While a 24k+ city in the steppes seems a little odd, as I understand these are just the biggest representives in the area, if you were to reduce it to only the second tier in population, it would seem like your cutting out a lot of the village that didn't make it in due to limits. If one did decide to cap it at a much lower rate, is it possible to change how fast it will grow back to that limit?

    I'd also like to suggest a finish for the unit cards, I'd be nice to know what I just recruited or am facing without first having to send it into battle.

  18. #108
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Suggestions for v0.8

    Quote Originally Posted by Teleklos Archelaou
    -It does something else really cool I'll not mention here
    Got your drift Teleklos.
    Can you work your way around the diplomacy with 1.5? I'll send a mail to CA about the diplomacy stuff.
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  19. #109

    Default Re: Suggestions for v0.8

    I don't know what other issues with diplomacy exist actually. If anyone wants to point the problems out to us (where they have been found elsewhere), please do. We haven't gotten the core attitudes all worked out yet, but we certainly hope to have them done by the next build.

  20. #110
    Member Member tdiith's Avatar
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    Default Re: Suggestions for v0.8

    Quick Question:

    I have talked a friend into trying EB (an 82nd AB friend)--he's had some bad mod experiences crashing his system. When will 8 be coming out? Would you recommend he wait for 8 (if it's coming soon) or just go ahead with 7.4?

    Rich

  21. #111

    Default Re: Suggestions for v0.8

    Most mod members think 074 is very stable - if you know there is one thing that can cause problems and you work around it by avoiding those type battles or just rely on autoresolve on them (but they are usually big ones - so it's hard to hit autoresolve on those ). We won't give any estimates on the next release though. But I think we can safely say it won't be this weekend or the next . If they want to play as KH or celts or Maks, I'd say go for it. If they really want the best experience for other factions, they might wait. Romans are good too, they just have much more on the way.

  22. #112

    Default Re: Suggestions for v0.8

    u should have glads for the romans since they really did use them in that time period i think.

  23. #113
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Suggestions for v0.8

    Huh? After the Polybian reforms, the Romani have the gladius.

    208BC - Polybian Reforms
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  24. #114
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Suggestions for v0.8

    Quote Originally Posted by The Choosen
    u should have glads for the romans since they really did use them in that time period i think.
    Quote Originally Posted by edyzmedieval
    Huh? After the Polybian reforms, the Romani have the gladius.
    I suppose he means gladiators.

    The Choosen, as far as I know these gladiators were equiped as common legionaries. There is limit to how much units can be added, and the EB team has planned up to this limit, so they don't like to impliment gimmick units that were used only once or twice, especially not when they can be represented with ordinary units.

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  25. #115
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Suggestions for v0.8

    Actually, the limits are:

    -255 for models
    -500 for units

    So basically, you just need to throw an already used model and reskin it. And you get gladiators, still looking like hell.
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  26. #116
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Suggestions for v0.8

    Quote Originally Posted by edyzmedieval
    Actually, the limits are:

    -255 for models
    -500 for units

    So basically, you just need to throw an already used model and reskin it. And you get gladiators, still looking like hell.
    I don't see how this contradicts what I said.
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  27. #117
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Suggestions for v0.8

    EB can't possibly have 500 units!!!!

    300,at the most. And you said they are at the limit. How?
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  28. #118
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Suggestions for v0.8

    You have to consider planned units as well.
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  29. #119
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Suggestions for v0.8

    Quote Originally Posted by edyzmedieval
    EB can't possibly have 500 units!!!!

    300,at the most. And you said they are at the limit. How?
    Actually, I said they have planned to use all units up to the limit.
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  30. #120
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Suggestions for v0.8

    Quote Originally Posted by QwertyMIDX
    You have to consider planned units as well.
    How many?
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