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  1. #1

    Default Re: EB/EB2 New Unit Thread

    Rebel factions would be something that I would look into with all the extra slots and without extra units available...
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  2. #2
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: EB/EB2 New Unit Thread

    The team said all the faction slots will be occupied by playable factions.
    But yeah this will be a challenge, I guess redundant units even though they are historically great to have will probably have to be cut in order for all factions to have decent variation in units.

  3. #3
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: EB/EB2 New Unit Thread

    But if eb2 is for kingdoms, prehaps there will be more units avalible then?
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  4. #4

    Default Re: EB/EB2 New Unit Thread

    One can hope. Or at least that these units don't share models. That would be an improvement as well. Too bad the modding community does not have the power to suggest to CA that they double the unit limit for Kingdoms.

  5. #5

    Default Re: EB/EB2 New Unit Thread

    Well, the problem is to balance the number of regionals as you will have to cut down on something to be able to implement such an enlarged (50% more) number of factions without having vanilla sized rosters...

    It would also be nice to know how many RTW code leftovers are in MTW2 and how much they could be used as stuff like shield wall and schiltrom could be nice but maybe also something like the old senate might be interesting to see and implement over the new system...
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  6. #6
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: EB/EB2 New Unit Thread

    I heard alot of the RTW formations are still in M2TW such as shieldwall, but they lack animations. (I think it was Zaknafien that was looking into it.)
    Last edited by MarcusAureliusAntoninus; 06-07-2007 at 00:31.


  7. #7

    Default Re: EB/EB2 New Unit Thread

    Yeah, it's kind of a pity that the EB team chose to stay on 1.5 as I sincerely think BI could have offered some interesting extras and new avenues for development but now with MTW2 the problem will be largely solved with its larger featureset available.
    The best is yet to come.
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  8. #8
    Texan Member BigTex's Avatar
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    Default Re: EB/EB2 New Unit Thread

    Quote Originally Posted by Pharnakes
    But if eb2 is for kingdoms, prehaps there will be more units avalible then?
    There will hopefully be a higher unit cap, with 4 different campaigns with many different factions in each, I would hope CA has the foresight to go ahead and increase the limit.

    But even without that I sure hope EB2 will be for kingdoms. The improved forts will be interesting. The more intriging thing will be the ability to command reinforcing armies though. That will certainly aid in creating larger battles, with more realistic sizes for the Classical period. With the ability to command 4+ armies at once you might just get those battles with 10,000+ romans against hordes of barbarians.
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  9. #9

    Default Re: EB/EB2 New Unit Thread

    But even without that I sure hope EB2 will be for kingdoms. The improved forts will be interesting. The more intriging thing will be the ability to command reinforcing armies though. That will certainly aid in creating larger battles, with more realistic sizes for the Classical period. With the ability to command 4+ armies at once you might just get those battles with 10,000+ romans against hordes of barbarians.
    Don't think we don't know about this.
    I drool over kingdoms, and my only wish on improvents on it is the BUMP UPWARDS of the units cap.


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  10. #10
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: EB/EB2 New Unit Thread

    I seem to remember Alpaca maybe, set up a thread for suggestions, has greater unit limit been mentioned? and more provinces would be nice while they're about it, too.
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  11. #11
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: EB/EB2 New Unit Thread

    Quote Originally Posted by BigTex
    With the ability to command 4+ armies at once you might just get those battles with 10,000+ romans against hordes of barbarians.
    And for a lot of guys even in slowmotion!

  12. #12
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: EB/EB2 New Unit Thread

    By the time EB2 is done I think most people will have rigs capable to run these types of huge battles, maybe not with details set to high but still good enough.

  13. #13
    Member Member AngryAngelDD's Avatar
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    Default Re: EB/EB2 New Unit Thread

    anyway...the reinforcing armies can only be commanded as a whole unit block...unlike your main army.

    this means the "reinforcing" armies should/could be specialised like only cavalry o r archers for harassing the enemy´s back oder flank.

    at least this would help to prevent allied commanders to die by cavalry charge ahead of his troops.

    my 2cents
    AADD

  14. #14

    Default Re: EB/EB2 New Unit Thread

    Quote Originally Posted by Redmeth
    By the time EB2 is done I think most people will have rigs capable to run these types of huge battles, maybe not with details set to high but still good enough.
    You know, if M2TW was perfectly programmed for multicore(multithread) processing, like Half Life Episode Two, an Intel Core 2 Quad overclocked processor could probably play, easily, 100K troops, no kidding. Just do the math yourself.

    3.5Ghz*4=14Ghz. Since these new processors do what older (Pentium IV for example) processors did, in half the clocks, that's 28Ghz by old standards.

    Sorry for the offtopic, I'm just drooling over the potential of these new CPUs...

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