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Thread: EB II Mechanic and M2TW AI (and other stuff)

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  1. #1
    Member Member Gustave's Avatar
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    Default Re: EB II Mechanic and M2TW AI (and other stuff)

    No offense, but I am surprised to read this from EB team
    Why ? We are modding a game, not creating a new one, and unfortunately there are some limitations we have to work with..

    EDIT: found this thread that explain the pikemen issue pretty well. Apparently, there's some room to improve the situation, but in the end people found the less annoying way to deal with the problem is to delete the secondary weapon... for example RR/RC in older versions had pikemen with secondary swords, but in more recent updates Point Blank get rid of them, so it seems it's nigh-impossible to have infantry with 2 melee weapons working properly...
    http://www.twcenter.net/forums/showt...light=pike+bug
    Exactly. Several EB members (including me) have already spent countless hours trying to solve it, with no success. Actually, even if you keep the secondary weapons you can manage to make them fight more or less as a phalanx, with a lot of micromanagement, but unfortunately the AI is unable to do that. The common solution is to remove them, but then the phalanx becomes very powerful and doesnt have any real weakness from flanks or rear anymore...
    Removing the swords is very easy, its just a matter of editing one line in the EDU, so after the first release people will be able to try both configurations if they want to.

  2. #2

    Default Re: EB II Mechanic and M2TW AI (and other stuff)

    Quote Originally Posted by Gustave View Post
    Why ? We are modding a game, not creating a new one, and unfortunately there are some limitations we have to work with..
    Well, I believed the pike bug was a thing of the past, because some time ago several modders on TWC claimed to have more or less fixed it. It seems they were wrong, from what I saw today: I downloaded bugfixer and minimods of several major mods to check their EDU, and saw they almost all in the end decided the best solution was to remove the secondary weapon from pikemen... I hadn't more luck searching through threads, so I'm quite confident no one have still found how to resolve the problem. Sorry if I sounded rude.
    Last edited by Aper; 08-11-2011 at 20:38.
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  3. #3
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: EB II Mechanic and M2TW AI (and other stuff)

    Can you give every unit multiple HPs but phalanxes 1 HP and delete the secondary?
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  4. #4
    Apprentice Geologist Member Blxz's Avatar
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    Default Re: EB II Mechanic and M2TW AI (and other stuff)

    Quote Originally Posted by antisocialmunky View Post
    Can you give every unit multiple HPs but phalanxes 1 HP and delete the secondary?
    What munky said, its going to have be solved by some careful and creative stating somehow.

    I also wonder if you are going to use HP to get around the lack of moddable leathality in M2TW? I mean, units with 10 or 11 HP could represent a weapon that doesn't kill on hit.
    Completed Campaigns:
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    Qart'Hadarst EB 1.2 / Hai EB 1.2
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    donated by Brennus for attention to detail.

  5. #5
    EBII Mod Leader Member Foot's Avatar
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    Default Re: EB II Mechanic and M2TW AI (and other stuff)

    Quote Originally Posted by Blxz View Post
    What munky said, its going to have be solved by some careful and creative stating somehow.

    I also wonder if you are going to use HP to get around the lack of moddable leathality in M2TW? I mean, units with 10 or 11 HP could represent a weapon that doesn't kill on hit.
    How would the HP of a unit represent anything about a weapons effectiveness? We still wouldn't be able to differentiate between weapons.

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  6. #6
    Apprentice Geologist Member Blxz's Avatar
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    Default Re: EB II Mechanic and M2TW AI (and other stuff)

    Quote Originally Posted by Foot View Post
    How would the HP of a unit represent anything about a weapons effectiveness? We still wouldn't be able to differentiate between weapons.

    Foot
    Well aware of that. But having slower battles trumps not being able to show the differences in weapon leathality; provided you haven't found another way around it. Also, you could use different attack values in an effort to represent the lethality of particularly lethal weapons. But hey, I was just throwing it out there. I know its no where near ideal. Still eager to know how you will work around this.

    Want some game mechanics stele/previews !!!
    Completed Campaigns:
    Macedonia EB 0.81 / Saby'n EB 1.1
    Qart'Hadarst EB 1.2 / Hai EB 1.2
    Current Campiagns:
    Getai/Sauromatae/Baktria
    donated by Brennus for attention to detail.

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