Page 1 of 2 12 LastLast
Results 1 to 30 of 41

Thread: EB/EB2 New Unit Thread

  1. #1

    Default EB/EB2 New Unit Thread

    There has been a lot of talk that EB should have more regional and factional units, so I want to poll the EB fan membership and see what ideas everyone has. Now remember, make sure that any unit suggestions cannot be ones you made up off the top of your head. Please try to have some historical background to each. Also, feel free to suggest units that could possibly be factional in EB2 (for example, Belgae units are currently regional, but they will be factional if the Belgae are made into a faction). I have two possible units to suggest:

    Sacred Band of Thebes: This was an elite group of homosexual hoplites from the city of Thebes. They were able to defeat Sparta several times. The only thing I'm not sure about is the historical accuracy. I believe that most (but not all of the band was wiped out by Phillip II of Macedon in 338 BC. I know that some of the Band survived, but I don't know if they were ever reformed after the death of Alexander the Great and the subsequent "rebellion" of such cities as Athens and Sparta. There have been some who have said that the creation of Sparta hoplites in EB was not quite historically accurate, because they were not as great as they once were. Maybe they can twist history again for this unit? If they don't I understand though.

    Carthaginian Citizen Light Infantry: I was on Phoenicia.org yesterday (a website dedicated to all things Punic) and found references to this in the military and armor section. Apparently the Carthaginian citizenry not only fought in a citizen phalanx, but they also fought in units of skirmishers. They were armed with javelins and used a thureos shield ( the same one used by peltastai). No idea what kind of armor they used or what secondary weapon they had though.

    Now lets hear your ideas!!!
    Give me a place to stand, and I shall move the world - Archimedes

  2. #2

    Default Re: EB/EB2 New Unit Thread

    Mada Asabara with the half cataphracting that you saw near the end of the Persian empire(can't spell that dynasty worth a ****.)


    Join the Army: A Pontic AAR
    https://forums.totalwar.org/vb/showthread.php?t=96984
    ...uh coptic mother****er:A Makuria Comedy AAR
    https://forums.totalwar.org/vb/showt...93#post1814493

  3. #3
    Last user of scythed chariots Member Spendios's Avatar
    Join Date
    May 2005
    Location
    Tolosa (Volcallra)
    Posts
    6,153

    Default Re: EB/EB2 New Unit Thread

    RTW units limit : 500
    MTW2 units limit : 500



  4. #4

    Default Re: EB/EB2 New Unit Thread

    "Twist history again"? To include a group of soldiers who died and whose city was destroyed - vs. having a group of soldiers who were serving as mercs and defending their city (successfully, for as long as was needed) against Pyrrhos in the year our game starts? Dude, there is no comparison. "There have been some that said" is a way of weaseling out of taking responsibility for the statement also.

  5. #5
    Marzbân-î Jundîshâpûr Member The Persian Cataphract's Avatar
    Join Date
    Dec 2005
    Posts
    3,170

    Default Re: EB/EB2 New Unit Thread

    Quote Originally Posted by russia almighty
    Mada Asabara with the half cataphracting that you saw near the end of the Persian empire(can't spell that dynasty worth a ****.)
    Of course, I'm not going to say anything, but if you believe in Santa's existence and the joy that fat old guy can spread during summer, then perhaps.

    Which means, "no"


    "Fortunate is every man who in purity and truth recognizes valiance and prevents it from becoming bravado" - Âriôbarzanes of the Sûrên-Pahlavân

  6. #6
    fancy assault unit Member blank's Avatar
    Join Date
    Dec 2006
    Location
    Tallinn, Estonia
    Posts
    1,273

    Default Re: EB/EB2 New Unit Thread

    Quote Originally Posted by Alexander777
    There has been a lot of talk that EB should have more regional and factional units
    They can only add more factions in EB2, not units. I'm actually curious to see how they deal with it, so each faction would still have enough units
    Quote Originally Posted by Skullheadhq View Post
    Now I can even store my dick in EB underwear

  7. #7

    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...
    The best is yet to come.
    ZX MiniMod: Where MTW meets AOE
    https://www.wmwiki.com/hosted/ZxMod.exe
    Now on beta 3 with playable golden horde!



  8. #8
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: EB/EB2 New Unit Thread

    It has been decided to that EB1 won't fill all unit spaces and save a small handfull for EB2, but it will still be difficult.


  9. #9
    Closet Celtophile Member Redmeth's Avatar
    Join Date
    Mar 2007
    Location
    Bucharest, Romania
    Posts
    3,740

    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.

  10. #10
    Asia ton Barbaron mapper Member Pharnakes's Avatar
    Join Date
    Feb 2007
    Location
    The Kingdom of Fife
    Posts
    1,768

    Smile Re: EB/EB2 New Unit Thread

    But if eb2 is for kingdoms, prehaps there will be more units avalible then?
    Asia ton Barbaron The new eastern mod for eb!

    Laziest member of the team My red balloons, as red as the blood of he who mentioned Galatians.
    Roma Victor!

    Yous ee gishes?

  11. #11

    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.

  12. #12

    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...
    The best is yet to come.
    ZX MiniMod: Where MTW meets AOE
    https://www.wmwiki.com/hosted/ZxMod.exe
    Now on beta 3 with playable golden horde!



  13. #13
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    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.


  14. #14

    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.
    ZX MiniMod: Where MTW meets AOE
    https://www.wmwiki.com/hosted/ZxMod.exe
    Now on beta 3 with playable golden horde!



  15. #15
    Texan Member BigTex's Avatar
    Join Date
    Jan 2006
    Location
    Arlington, Texas, United States of America.
    Posts
    1,187

    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.
    Wine is a bit different, as I am sure even kids will like it.
    BigTex
    "Hilary Clinton is the devil"
    ~Texas proverb

  16. #16

    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.


    You like EB? Buy CA games.

  17. #17
    Asia ton Barbaron mapper Member Pharnakes's Avatar
    Join Date
    Feb 2007
    Location
    The Kingdom of Fife
    Posts
    1,768

    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.
    Asia ton Barbaron The new eastern mod for eb!

    Laziest member of the team My red balloons, as red as the blood of he who mentioned Galatians.
    Roma Victor!

    Yous ee gishes?

  18. #18
    Speaker of Truth Senior Member Moros's Avatar
    Join Date
    Jan 2005
    Location
    Belgium
    Posts
    13,469

    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!

  19. #19
    Closet Celtophile Member Redmeth's Avatar
    Join Date
    Mar 2007
    Location
    Bucharest, Romania
    Posts
    3,740

    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.

  20. #20
    Member Member AngryAngelDD's Avatar
    Join Date
    May 2006
    Location
    Dresden, Saxony, Germany
    Posts
    95

    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

  21. #21
    EB2 Baseless Conjecturer Member blacksnail's Avatar
    Join Date
    Jan 2006
    Posts
    3,074

    Default Re: EB/EB2 New Unit Thread

    Quote Originally Posted by Zarax
    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.
    BI's interesting extras solve exactly none of the development issues we have behind the scenes, and taking advantage of them creates some new problems. Beyond this, BI is owned by less people than RTW. It's not an option for us to make it BI-exclusive.
    Last edited by blacksnail; 06-07-2007 at 15:40.

  22. #22

    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?
    Quote Originally Posted by d'Arthez
    Too bad the modding community does not have the power to suggest to CA that they double the unit limit for Kingdoms.
    Quote Originally Posted by Pharnakes
    Has a greater unit limit been mentioned? and more provinces would be nice while they're about it, too.
    To be honest, guys, I'm confused - why set limits in the first place? I'm a complete technology noob, but why would CA want to deliberately hinder modders by imposing limits? Surely it's not hard for CA to change a few numbers and hope people have good enough PCs for it?

    Quote Originally Posted by blacksnail
    BI's interesting extras solve exactly none of the development issues we have behind the scenes.
    What sort of problems are you having, if I may ask?
    Last edited by I Am Herenow; 06-07-2007 at 20:07.

  23. #23
    Voluntary Suspension Voluntary Suspension Philippus Flavius Homovallumus's Avatar
    Join Date
    May 2005
    Location
    Isca
    Posts
    13,477

    Default Re: EB/EB2 New Unit Thread

    Quote Originally Posted by I Am Herenow
    To be honest, guys, I'm confused - why set limits in the first place? I'm a complete technology noob, but why would CA want to deliberately hinder modders by imposing limits? Surely it's not hard for CA to change a few numbers and hope people have good enough PCs for it?
    The max unit/faction/province limit determines the amount the resources (CPU, RAM) that the app uses. Raising the unit limit regardless of whether you use the slots or no raises the workload on your machine.

    If raising the cap pushes the resources needed to reasonably run the game above the min spec CA won't do it.

    You are correct though, the actual changes in the code are relatively easy.
    "If it wears trousers generally I don't pay attention."

    [IMG]https://img197.imageshack.us/img197/4917/logoromans23pd.jpg[/IMG]

  24. #24
    EB2 Baseless Conjecturer Member blacksnail's Avatar
    Join Date
    Jan 2006
    Posts
    3,074

    Default Re: EB/EB2 New Unit Thread

    Quote Originally Posted by I Am Herenow
    What sort of problems are you having, if I may ask?
    As always, hammering the round EB peg into the square Vanilla hole.

  25. #25
    gourmand of carrot juices Member Lowenklee's Avatar
    Join Date
    Dec 2006
    Posts
    37

    Default Re: EB/EB2 New Unit Thread

    I recently paid a long overdue visit to the RTR forums at twcenter.net...

    I'm certain the idea is not new to the EB team but they (the RTR team) seem to have gotten around the problem of limited faction slots using emerging factions and batch files, to be honest the whole description was somewhat confusing and I don't really understand it.

    I'm curious what the reasons were for the EB team dismissing this approach, were there certain untenable side effects, or perhaps it was a workload issue?

    Or is there another thread that covers all that information, I did do a cursory search with the keywords "batch files" but couldn't find anything specific.

    As for new units, I would like to see an expanded roster of baltic and protoslavic units. There are albeit fantastical accounts of the nature of the people living in the area during the timeframe of EB afforded us by Herodotus (I think it was him), but certainly the archeological evidence could be used to bridge the gap between fact and fiction?

    As is, the vast geographic area represented by these people lies underused. Stronger representation of baltic and protoslavic people would also make for an interesting environment wherein steppe peoples, germans, and thracian elements would have greater reason to contest these areas for locally available troops to use in foreign expansion elsewhere. It may also serve to check these peoples expansion so far from their homelands. At least in the case of the germans and their tendency to thunder across the east let them waste themselves a bit in the wilderness of russia and the baltic forests

    In terms of general composition ideally they'd be cheap, of relative poor quality, but great ambushers and with certain habits of behavior distressing to more cultivated peoples?

    As an aside, it would be nice to have an economic incentive to expansion in this area. Nothing on par with the southern trade routes but perhaps an increase on the income available through control of the amber trade or through more river port type options?

    I'll look into how supportable the idea is from a historical standpoint as soon as I have a book or two available to me

  26. #26
    Closet Celtophile Member Redmeth's Avatar
    Join Date
    Mar 2007
    Location
    Bucharest, Romania
    Posts
    3,740

    Default Re: EB/EB2 New Unit Thread

    Quote Originally Posted by Lowenklee
    As is, the vast geographic area represented by these people lies underused. Stronger representation of baltic and protoslavic people would also make for an interesting environment wherein steppe peoples, germans, and thracian elements would have greater reason to contest these areas for locally available troops to use in foreign expansion elsewhere. It may also serve to check these peoples expansion so far from their homelands. At least in the case of the germans and their tendency to thunder across the east let them waste themselves a bit in the wilderness of russia and the baltic forests

    In terms of general composition ideally they'd be cheap, of relative poor quality, but great ambushers and with certain habits of behavior distressing to more cultivated peoples?
    I agree on this plus the Sweboz usually conquer that area and just spam at least a couple of stacks of Kirisilinkas, no variety (maybe 1-2 baltic archers tops) maybe they should get more of their troops there or more baltic units should be implemented.

  27. #27

    Default Re: EB/EB2 New Unit Thread

    Quote Originally Posted by Lowenklee
    What does that damned waving-a-briefcase smiley mean?! People keep using it in their posts, but I can never understand what they mean by it!

    And as I'm on the subject of stuff that bugs me because I don't understand it, what does "IIRC" mean?


    P.S.

    Lowenklee, as for what you actually posted, I agree with it

  28. #28
    Closet Celtophile Member Redmeth's Avatar
    Join Date
    Mar 2007
    Location
    Bucharest, Romania
    Posts
    3,740

    Default Re: EB/EB2 New Unit Thread

    Dude, it's a hammer "smash"

  29. #29
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: EB/EB2 New Unit Thread

    The RTR batch files approach works by essetially them making 20 different mods. They make different mods based on each faction and you run a program to replace files in the RTW folder. When you start up their game you can only place as, say, Aedui or Arverni, but if you exit and run the Rome batch file, you can play as only Rome and there is no Arverni anymore. The Arverni slot is replaced by Roman Rebels.
    Quote Originally Posted by I Am Herenow
    What does that damned waving-a-briefcase smiley mean?! People keep using it in their posts, but I can never understand what they mean by it!

    And as I'm on the subject of stuff that bugs me because I don't understand it, what does "IIRC" mean?
    It is a guy with a hammer smashing stuff. IIRC = "If I recall correctly"
    Last edited by MarcusAureliusAntoninus; 06-07-2007 at 21:42.


  30. #30
    Come to daddy Member Geoffrey S's Avatar
    Join Date
    Jun 2005
    Location
    Shell Beach
    Posts
    4,028

    Default Re: EB/EB2 New Unit Thread

    Quote Originally Posted by I Am Herenow
    To be honest, guys, I'm confused - why set limits in the first place? I'm a complete technology noob, but why would CA want to deliberately hinder modders by imposing limits? Surely it's not hard for CA to change a few numbers and hope people have good enough PCs for it?
    As Philipvs Vallindervs Calicvla said, mainly hardware limitations. But also, think for a second about this: if there were no limits to how far RTW could be modded, and modders could add increasing amounts of factions and units as computers improved, wouldn't that rather hurt sales of future TW titles? They'd be creating their own competition.
    "The facts of history cannot be purely objective, since they become facts of history only in virtue of the significance attached to them by the historian." E.H. Carr

Page 1 of 2 12 LastLast

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