Probably the future equivalent of an EB-Proof rig nowadays?
No, honestly how is anyone supposed to know? On one hand the M2TW engine comes with the assumption of a much more potent PC than does the RTW one. (AFAIK the optimization towards lower-end-of-the-market system isn't pursued as far as was the case with RTW which runs on minimum requirements comparable to that of an age-old semi-3D strategy game we all know as 'Age of Empires'...)
On the other hand the entire scripting department seems now much more smooth, and much more integrated design: no more fancy work-arounds for the lack of persistency with event-counters to name just one big obstacle which causes the reforms to be far more complexed in EB1 than would ever have needed to be the case with the improved support of scripting for M2TW. Another is that it appears at least one big chunk of movement code & spawning code for client rulers and similar events can be immensely simplified because of the support of abstract names (labels) and more abstract commands for controlling characters on the campaign map. (Think of this: you can name a character by a label, and let the enigne do the gruesome task of keeping track of his actual in-game name. Then you can move him by using the label, rather than the actual name.)
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