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| Broken Crescent Broken Crescent is a M2TW total conversion modification centered on the Middle East starting from 1174 and concluding in 1400. Featuring a gorgeous new campaign map spanning from Anatolia to India, Broken Crescent allows you to take control of over 17 brand new factions all complete with over 300 new artistically crafted warriors ready to do you bidding! |
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**Retired**
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BC 2.0 Preview
What’s new BC 2.0 is the product or many months of development. The most obvious changes from the first release will be the new AOR system, newly reworked units by Strelac and YeluDashi, newly configured factions and recruitment system, various graphical contribution form community artist like Pacco, Bward and Leif_Erickson In addition to visual upgrades, BC 2.0 features brand new unit balance system, economy, as well as the newly adjusted diplomatic system. BC 2.0 embraces various suggestions, complaints and new ideas, by BC players and Dev team, to offer more polished and improved game play. As always, we will continue to monitor our work, and listen to your recommendations and reports, with scope to shape the BC mod to meet expectations of large variety of BC player Recruitment Recruitment is in BC 2.0 broken into the Native Region recruitment tree and Auxiliary Regions recruitment tree. Native Recruitment Native recruitment starts and stop in the regions first settled by the factions. *Everything outside the native regions is considered AOR recruitment. In BC 2.0 recruitment of native units will be still constrained to the building tree, however, the technology gap has been reduced to allow recruitment of the highest tier units already in level 3 of barracks, stables or missile range. As the development of the training building advances, availability of low level, untrained native units will diminish, leaving only the professional army recruitment toward mid to end of the campaign. The presence of high Class units (Elites) is minimized mainly by rate of occurrence in the training building, although, cost will also play a moderate factor in units selection. AOR Recruitment Fig 1: AOR Regions ![]() ![]() BC 2.0 uses on auxiliary system to provide unit recruitment for each faction on non-native areas, or otherwise considered captured territory. The Auxiliary system allows for realistic recruitment of regionally characteristic units. The BC 2.0 Aux system is only a baseline for further work development which could be limitlessly expended. The auxiliary territories are divided into 15 new regions (See Fig 1). Each region offer 3 classes of unit types: Levy – Professional – and *Nobles. In addition, KOJ and Muslim faction also feature mounted and dismounted units as part of the solely religious supporter group.
Every occupier puts and emphasis in winning the support of local rulers. The AOR Nobles simulate the landlords of the region who are willing to join the occupying force from financial or other reasons. Nobles are recruited in predefined cities or castles, and they are not tied to the building tree development, which means that they are recruitable from the beginning of the game. *All factions can recruit nobles in any regions regardless of faction’s territorial, religious or cultural background. *Exception: KOJ is the only faction excluded from recruiting some ‘Muslim’ nobles, or some Muslim based professional AOR units. This is aligned with strategy that KOJ must attract the native ‘supporters’ of the cause to join the recruitment ranks. For this purpose, KOJ is “allowed” some native recruitment outside its native territories.
Muslim Infantry Supporters BC System of Units Changes from old system for unit balance. Classes vs. Tiers Classes are now used in the EDU to symbolize the overall “worth” of the unit in the battle. Tiers are used for building recruitment system, and often do not correspond to classes. For example, a unit can be Tier 1, which means that is recruitable from early stages of campaign, but it can be Class 2, based on its battle grade. Classes directly impact: defense, attack points, moral, charge, range (for missiles) Unit types and battle behavior BC 1.5 separates various groups and subgroups of unit types based on their primary objectives. Stats are then assigned accordingly. Code:
Heavy Cav
Each subgroup is solved separately in terms of battle performance. For example, the Heavy HA has some diminished stats properties compare to a standard Heavy Cav Charger unit, or in same case Heavy HA is shaped primarily as charger with minimum number of arrows. In the end, the tradeoff factor had to be established to prevent players to spam battle with “all purpose” units with no trade-off effect. The other example is heavy missile inf, these units are now characterized as primarily inf unit (less missiles and lower accuracy projectile then standard missile units of the same Class). Nevertheless, the advantage of so call hybrid cav or inf unit is still maintained, but with balanced benefits from both category.. Defenses Defenses in BC 2.0 are primarily designed around units ability to withstand cav charge. Defense is now product of unit Class, shield size, armor, and defensive property. These inputs resolve to total defense value. The function used is as following: If total defense >= 25 then unit has excellent defense against cav charge If total defense is smaller then 25, the units ability to withstand charge is degraded with every point drop in total defense. Anything below total defense 20 is considered poor charge resistance. Missiles Missile system is now based on the accuracy of the projectiles. There is 4 classes of projectiles based on accuracy settings and type of weapon Code:
Levy - for untrained archer units Medium - for trained archer units High - for trained professional units Ultra High - For trained professional based of faction selection. Attack points are the same for med - ultrahigh. Unit Cost Unit cost is now directly derived based on unit type, Class, weapon type, number of man in the formation, and cost of animal if mounted. This formula is applied universally across all units. What this mean that economical impact on unit recruitment is now centered only on the player, while AI economic balance is offset with regularly added income. This method also eliminates the inconsistency from units of the same Class but different factions costing differently, which ultimately made it difficult to balance the faction economical system. You will get what you pay for in terms of skill and overall battle qualities regardless of what faction is played. Auxiliary units may have different costing values, while mercenary cost has been increased from pervious release. Continuing on page 2 Last edited by Strelac; July 01, 2009 at 04:51 PM. |
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