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

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

    Quote Originally Posted by Centurio Nixalsverdrus View Post
    Perhaps a CA insider can help out of the phalanx dilemma? As I understood it, the same happened with the battle map settlements, so why not with the phalanx issue? Surely it's not a big deal, just toggling some value here or there ... (I understand that the M2TW engine is based on the RTW one?)
    Do you think we would have had this problem for all these years if it were that simple? The phalanx as it was in RTW does not exist, its code in the exe has been rewritten to make the M2TW pike wall and in the process CA have broken the formation.


  2. #2
    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default Re: EB II Mechanic and M2TW AI (and other stuff)

    Quote Originally Posted by bobbin View Post
    Do you think we would have had this problem for all these years if it were that simple? The phalanx as it was in RTW does not exist, its code in the exe has been rewritten to make the M2TW pike wall and in the process CA have broken the formation.
    IIRC you had the settlement problem quite a long time until someone came around with CA insider knowledge. Often, when a new version of an engine is developped, things get occultus, if you get me, and sometimes it just takes toggling the switch again. No offense intended.

  3. #3
    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 Centurio Nixalsverdrus View Post
    IIRC you had the settlement problem quite a long time until someone came around with CA insider knowledge. Often, when a new version of an engine is developped, things get occultus, if you get me, and sometimes it just takes toggling the switch again. No offense intended.
    The circumstances are quite different. The settlements was that we didn't understand how the files worked, and CA were able to point those modders in the right direction. The phalanx in M2 was a design decision. Its not that we don't understand how it works, its that how it works just doesn't.

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    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default Re: EB II Mechanic and M2TW AI (and other stuff)

    Ah yes I see. And you cannot alter existing formations to make them look like a phalanx, right? Shieldwall, for example?

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

    We use M2tW's pikewall formation. It's the most appropriate.

  6. #6

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

    Problems like that have me worried about the final quality of the game. I have no doubt that the team will do all that is in their power to deliver a great mod, but it's a different game than RTW, a game which wasn't even set in the antiquity to begin with. One can almost be sure that there will be problems...

  7. #7

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

    Don't worry about that too much. Even the vanilla Pike wall is decent so I'm sure the EB team will come up with something even better

    IMO the RTW exe had more issues. Though I may be biased as I typically use thorakitai based armies when playing as Greek factions so this doesn't affect me too much.
    Last edited by Olaf The Great; 08-21-2011 at 20:46.
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