The first occultus sigs were before the release of 0.7, so it couldn't have been Saba or Saka.
The first occultus sigs were before the release of 0.7, so it couldn't have been Saba or Saka.
- my first balloon, from Mouzafphaerre
- LS balloon
Modo Egredior
https://www.perseus.tufts.edu/cgi-bi...ookup=Plb.+toc <- read this!
"Do you know what's worth fighting for?
When it's not worth dying for?"
I can't remember how the first occultus signs looked, but they referred to the secret factions of the open beta (EB 0.7). These were Epeiros, Averni and the Yuezhi. The team had kept quiet on the fact that they had unlocked the Roman faction slots (apart from the senate one, which could only be used after EB ported to R:TW 1.5), so nobody expected that there were three factions in addition to the ones already previewed. The Saba were not added until EB 0.8, and the Yuezhi were replaced by the Saka at that time. IIRC they didn't get occultus signatures: instead the team released their faction symbols while leaving us to guess which faction they might belong to.
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Ah, so it is!
Thanks, Ludens![]()
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you have had ?
or...
YOU HAVE ONE RIGHT NOW ?
LOL
Oh ...
and why was Yuezhi removed from the mod :???
Last edited by eddy_purpus; 01-31-2009 at 11:36.
Edvard0
Only the evil will triumph if good men do nothing .
Edmund . . . .
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Last edited by Moros; 01-31-2009 at 12:04.
REally excited about the news Boii preview this week. Also looking back through old thread I found this. So far I'm hitting 3 for 3 in confirmed predictions (Boii, Bosphorean Kingdom, & Massyli). Cmon EB team lets continue this clairvoyance streak. Keep up the great work EB.
1.0 completed:
-Baktria
Somebody said something about clairvoyance long ago...
Tell to the king that the carven hall is fallen in decay;
Apollo has no chapel left, no prophesying bay,
No talking spring. The stream is dry that had so much to say.
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!
Last edited by Mulceber; 03-07-2010 at 23:18.
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There is a dire need to have a faction in Iberia so that is a must and I really hope that they split up KH a bit so I can just take control of one of the leagues or Sparta. Does anyone think KH will be split up.
I doubt it - if they were to split up the KH, the only logical way to do it would be to make each city state its own faction, and there just aren't enough slots for that. To my mind, there aren't any problems with the Koinon Hellenon that don't come down to the limitations of the RTW engine. -M
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I for one would like to see the suiones, but i can understand that maybe there are not sufficiant sources in order to make an accurate faction.
I really can't imagine why anyone would want to see the KH divided into separate factions. I must admit that I haven't played them yet, but from what I've read around here, they have an extremely difficult campaign start. Based on that impression, seems like splitting them up would make it impossible for each individual city-state.
The reason is that they're not historical: the Koinon Hellenon is supposed to represent the alliance between Athenai, Sparte and Rhodos that happened during the Chremonidean War of 267-261. That's all well and good, but if they had won the war (they didn't), they would have then split up and likely resumed the internecine civil wars which had characterized Greece from the Archaic period all the way down to the conquest of Greece by Philip II. Thus, the idea of the KH driving out Makedonia and then going on to unite a whole bunch of Greek colonies throughout the Mediterranean into one Greek Empire is ridiculous. The ideal would be if we could have Athenai, Sparte and Rhodos as separate factions and have them just be firm allies, but anyone who's played EB knows that 1. The AI is too stupid for a Greek Alliance to be effective if 2/3 of its members are controlled by the AI and 2. the AI would likely betray the player in a heartbeat. Unfortunately, the Koinon Hellenon faction is the best the EB team can do with the limitations of the RTW engine. -M
Last edited by Mulceber; 03-15-2010 at 15:06.
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Best way to do it would probably be spawning a lot of rebellions after you "liberated" Greece. But yeah having independant factions would be better but not possible within the faction limits.
and there are forced by game alliances in MED II Kingd. as I remember the tripple beast of Russia/Kiev/Byzanz in "Schwert und Speer 4.0" they couldn't cease the alliance - only a player who played one of them.
orationes tuas ego laudare soleo, imitari neque possim, si velim, nec velim fortasse, si possim. [M. T. C.]
That is true - and there was the whole Iulii/Bruti/Scipiones (I refuse to say the names Creative Assembly ACTUALLY gave them) alliance in Vanilla RTW which couldn't be ended except by the end of the Republic. So I suppose it would be possible to make a KH that would stick together (at least long enough to get rid of Makedonia), but then you have the issue of the AI being too stupid. Vanilla dealt with that by nerfing everyone but Rome, but I don't see the EB team wanting to do that (for the KH or for anyone else).
I suppose if they had the available faction slots, they could make either the Athenaioi, the Spartiatai or the Rhodioi playable (apologies if that was the incorrect plural for someone from Rhodes - my Greek isn't as good as my Latin), and make a fixed alliance between the three. Then, they could trigger the alliance to end right after the death of the Makedonian Faction and maybe the Epeirote Faction and give the player the task of conquering the other two members of the alliance before going on to conquer the Mediterranean. That would be pretty darn cool, if they had the faction slots, although they'd have to list the difficulty for each member as "nigh impossible," since they'd be having to conquer Makedonia with little help from their AI allies and then defeat said AI allies.
Either that or, instead of making it a "fixed" alliance," they could just use the jihad function from Medieval II so that the Greek factions would work in concert to destroy the Makedonioi, and could theoretically do the same for the Epeirotes or the Romani, or whoever represented a danger to Greek independence. The problem you run into there though is the risk of one member just declaring a jihad on whoever they were at war with, but I suppose you MIGHT be able to find some coding ways around that; for example, you could make jihad only available if certain regions (such as any of the following: Attica, Aitolia, Thessaly, the Peloponnese, and Rhodos) are under siege or held by a non-Greek-or-Eleutheroi faction. But this is all hypothetical, since the EB team has said they are not splitting up the KH. -M
Last edited by Mulceber; 03-16-2010 at 16:17.
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We have plans for the KH, and you shouldn't expect to play them in the same way as you would play another faction. You will need to balance internal politics between the three major city states in the alliance, and the more territory you gain, the more unstable the alliance becomes. But you will be able to solidify the alliance into something for stable through careful diplomacy between the different cities.
Foot
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Hayasdan Faction Co-ordinator
Does that mean that you can 'transform' into an empire?
Exegi monumentum aere perennius
Regalique situ pyramidum altius
Non omnis moriar
- Quintus Horatius Flaccus
Moreover, I advise that Syracusans must be added to EB (insp. by Cato the Elder)
Is looking forward to the 2090's, when EB 20.0 will be released - spanning the entire Eurasian continent and having no Eleutheroi - with a faction for every independent state instead. Look out for the Gedrosians, the Cretans and the kingdom of Kallatis!
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Also known as SPIKE in TWC
They're not going to split them. The team has said already that all EB1 factions will remain in, which means the KH will remain as one entity. Plus, three faction slots is a bit much to use for three city-states whose importance was historically in decline in this period.
I'm also fairly sure that the team has previously said that they will not use a faction slot for a "Pope" faction, although I might be wrong. I do remember that they ruled out the use of "crusades" as a feature (to represent migrations I believe) because they require a separate "Pope" faction, which makes it seem unlikely to me that they will include one. But, who knows?
from Megas Methuselah, for some information on Greek colonies in Iberia.
I don't think you'd actually need the "pope" faction slot - Jihad in M2 doesn't make use of it, even though it functions in a similar manner to crusades. -M
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Yeah, depending what they decide to use these labels... Catholic, Orthodox, Islam, Pagan, and Heretic.....
My Projects : * Near East Total War * Nusantara Total War * Assyria Total War *
* Watch the mind-blowing game : My Little Ponies : The Mafia Game!!! *
Also known as SPIKE in TWC
Oh ok, my bad - I saw that you said that they ruled out crusades, but didn't realize that you were intentionally leaving open jihads. -M
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