Hi everyone!
Here's an interview from one of our team members V.T.Marvin, who, with some questions given to him by fans, gave some info on his area of expertise.
This was an idea from Brennus, I'm just copy pasting this from the org, so all credits should go to him please.
Enjoy!
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Greetings Europa Barbarorum II fans! Here is the first of our team member interviews.
This time we are interviewing V.T. Marvin
Thank you to all the fans who submitted questions.
And so, V.T. Marvin
Actually working in the EB Team is a lot like playing Skyrim. Do you remember how Todd Howard advertised the Skyrim levelling system as "be whoever you wanna be, do whatever you wanna do and do not be afraid to respec in the middle of the game"? Actually it does fit exactly to what being on the Team is all about.EB II:What is your role in the Europa Barbarorum II team?
More specifically, I joined with the idea to add a few trait-related mechanics that I fancied, but instead it so happened that what I am doing most often now is coding buildings. Currently I am responsible for restructuring and cleaning of the EDB file and adding new buildings to support mechanisms devised by our historians. Connected to that are minor contributions to campaign scripting and transferring building descriptions from forum posts so that they appear in the game. You might be surprised that something as basic as building trees is still in development, but there are two reasons for that. First, ideas are developing over time and new concepts of how to make the game more historically accurate and fun are emerging all the time and, second, EB2 will have A LOT of buildings. I will not go into details here, but let me tell you, that I am keeping track of how many complexes we have already, because there is a hard-coded limit to them and that number is 128...
Finding the bugs I have introduced in good faith, unknowingly running into one hard-code limit or another I had no idea they even are such. I am learning on the job, my modding experience before joining EB Team was very limited indeed.EB II:What is the most challenging aspect of your work?
For a short period of time I happened to have somewhat more free time than I was used to. Playing Skyrim was getting old, even EB1 was no longer so attractive after so many years spent on it, I am not interested in any other mod, and EB2 was still nowhere to be seen. So I applied to check from inside how are the guys doing and help them a little to speed things up. And here I am.EB II: Why did you decide to help the EBII project?
Pahlava - I love them since I first read the unsurpassable AAR "The Waste Land" by Arsacerse/Obelics. But Bosporans and the Boii are very high on my list as well. In fact, if time would permit I would love to play them all, because the Team is working hard to make each faction unique and present different opportunities as well as challenges than other factions. So if all goes well EB2 should have pretty high re-playability.EB II:What faction(s) are you looking forward to playing the most upon release?
Oh, yeah! A great many of these!!! But I am not going to tell you either.EB II: Are there any surprises in your work we have not yet been told about?:lipsrsealed2:
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I am pleased and flattered by by the devotion to the EB Team and its members implied in this invitation. But, you see, I prefer female partners for bouncy bouncy and the only two girls on The Org (AFAIK) are (1.) my wife and (2.) the wife of Pezhetairoi. I guess you are neither of these, so the answer is "no". Sorry.EB II: Would you like to come back to my place for bouncy bouncy?
Skinning and modelling as always. Creating new units is incredibly time-consuming process about which I have no clue and luckily for everybody I am not involved with at all. Having wider variety of units provide for more interesting game-play, but require a lot of work. So I guess our unit-makers could use some help.EB II: Are there any skills you are currently looking for that would help the team?
Custom settlements are also very much a work in progress, while being important for satisfying gameplay, so yes that would be welcome too.
But most importantly, the only truly required skill is the one how to make yourself a few hours a week of time to dedicate to the EB. Because there is so much to do that requires no previous computer skill or specialized knowledge at all that I am sure there is a niche for anybody.
There are good tutorials at The Org and over on TWC and anyone can become a modder with some patience and common-sense.
Also our historians are becoming scarce so we would welcome reinforcements here as well. A lot of buildings for a lot factions means a lot of descriptions to write and there are many very knowledgeable people in the community who could help us with them. Historians do not have any modding skills at all, but if they have it is of course big advantage. Currently we could use somebody knowing about Lusotonnan and Arevaci, preferably a Spanish speaker, Numidia, Nabatu , Saba and Sauromatae.
No. This issue has been raised several times and while attractive at the first glance it has always been refused. The reason is that for each such "rebel" faction - that has to be coded as unplayable faction in the engine - we would need to sacrifice a playable one. So the consensus is that the gameplay is better served overall by having a lot of factions - all playable - present on the campaign map all the time. It would be great if the engine worked similar to EU3 where any province can essentially become a state of its own, but it is not the case. So no re-emergent faction for EB2.Rex Somnorum: Several other mods include a re-emergent faction function -that is, formerly "dead" factions crop up later due to poor governance or just bad luck. Historically, the notion makes sense. Few subjugated nations balked at the opportunity to rise up and reassert their independence. Will similar scripting feature in EBII? And, if so, what conditions will provoke such a revolution?
We do not have this capability yet and we are not working on it. The priority is to get the game finished as a single player campaign. Once that is done and most of the balancing and tweaking done only then we will consider implementing this feature, which is of course very attractive. Taking the history of EB1 as a model, we are currently working on getting the 0.74 version (opn-beta) released. The first release will still contain a lot of placeholders, some features trimmed or not working and probably the campaign balance would be far from optimal. Only after this release and massive feedback from the player community we can identify the problems and start to fix them. And only after that we can add more features on already solid mod. So hopefully EB2v1.1 will have hotseat. At least I wish it has!cahtush:Will you be able to play the hotseat mode that is built into Med 2 (since kingdoms) in EB 2 with the script and all?
Both!Velho: Regarding the reforms in the EB2, I would like to ask are you going to make the reform conditions more complex or more streamlined.
Thanks to more advanced scripting possibilities in M2TW we can make the conditions more complex, while making it much less hassle for the player. Also it depends on each faction concerned. Some, like Saka Rauka, may change rather dramatically from nomads of Fergahna to hellenized rulers of India, while others, like the big Hellenistic kingdoms may go through the game period without any profound change.
Cybvep: As far as scripts are concerned, is there sth which we can expect to be done much better in EB2 than in EB1 because of the engine changes etc.? Can you give some examples?These two questions are basically about the same thing so I am going to answer them together.Evocata: I've heard mostly good things about the M2TW engine in terms of campaign scripting, so in comparison with RTW what's the biggest advantage?
Yes, it is true that M2TW, despite its limitations, is way better than RTW as far as scripting is concerned. Perhaps the most important scripting tool for us are the "event_counters" that can tie together buildings, units, traits and scripts in a way that was impossible in EB1. An example of that may be for instance how colonization of new territory is done for some factions:
You have conquered a new province. Good for you. You want to settle your people there in order to affirm your control over it and eventually incorporate it fully into your empire. Fine. To do that you need people to settle on newly conquered land in the first place. So the script will count how many buildings that represent such population you have faction-wide and based on how many they are and how much time has passed since your last colonization attempt the "colony" building will become available, if all other conditions are met. Similarly some building and/or recruitment options may depend on particular traits of the faction leader or city governor etc.
In effect the reforms can be handled much better, in more natural and plausible way and we can spice the campaign with scripted events that present new challenges or opportunities.
This another great use of the better scripting opportunities provided by M2TW engine compared to the RTW one and we intend to use it fully. Eventually all factions will have some, currently about a half of them has, if I am not mistaken.Stath: Will there be scripted events for the majority of factions or just for some?
As far as my personal contribution is concerned I rather proud of implementing a way in which every faction can have its own unique government structure and options. And also of finding and coding in a way in which some phenomena represented by buildings in the game will have appropriate running cost, upkeep, associated with them. At this stage it is difficult to test the economy of mid- to late-game, but I hope it will help to mitigate the problem of being overly rich once you cross a certain size threshold and force little more of planning and strategic choices throughout the whole campaign, because it will no longer be wise to just build everything everywhere.Ailfertes: What particular new accomplishment are you most proud of so far?
Thank you for your time, V.T. Marvin, and good luck with your work.
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Next time round we will be interviewing Gaius Scribonius Curio our Roman historian. If you wish to ask him a question please PM me (Brennus). As previously stated, only one question per member.
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Note from RD: preferably, send those PMs on the org... I know it's not very conenient, but that's where our dev forum is.
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