Results 1 to 13 of 13

Thread: Sub-Mods for EB II

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Sub-Mods for EB II

    Does anyone have any Ideas for a EB II sub mod?

    I have been noticing that a lot of people have been requesting lorica segmenta armor. Mabe a skilled skinner can make a lorica segmenta roman legionarie that shows up later on on the game. You wouldnt need to make it a new unit but a Armor upgrade that is allowed in at the end of the game. Then you would just need to extend the end date by 100-200 turns. then, Lorica Segmenta armor! It might be stupid but I would like to see it a as a sub mod that is released later on.

    Id love to see what you EB fans want to see as a sub mod in EB II.

  2. #2

    Default Re: Sub-Mods for EB II

    arent you the guy who was constantly asking for lorica segmentata on these forums or at the org ?

  3. #3

    Default Re: Sub-Mods for EB II

    Quote Originally Posted by eddy_purpus View Post
    arent you the guy who was constantly asking for lorica segmentata on these forums or at the org ?
    no, and im not sly. Whos asking at the org. my account on that is midieval lord.

  4. #4

    Default Re: Sub-Mods for EB II

    Haha he's sly... Believe me EBII will probably keep us all occupied until the sequel to ETW comes out.

  5. #5
    eggthief's Avatar Praepositus
    Join Date
    Sep 2006
    Location
    Netherlands
    Posts
    5,562

    Default Re: Sub-Mods for EB II

    I'd say no to LS, but a submod like BGR 3 would be great.

  6. #6
    Space Voyager's Avatar Campidoctor
    Join Date
    Mar 2004
    Location
    Slovenia
    Posts
    1,665

    Default Re: Sub-Mods for EB II

    Quote Originally Posted by eggthief View Post
    I'd say no to LS, but a submod like BGR 3 would be great.
    I believe EB will have its own scripts in that direction, meaning supply scripts etc..

  7. #7
    eggthief's Avatar Praepositus
    Join Date
    Sep 2006
    Location
    Netherlands
    Posts
    5,562

    Default Re: Sub-Mods for EB II

    Quote Originally Posted by Space Voyager View Post
    I believe EB will have its own scripts in that direction, meaning supply scripts etc..
    Im not talking about the supply system, the thing that I love about BGR 3 are the faction zeal - war councils features, those two features combined completely kill off the snowball effect in the tw games.

  8. #8
    delra's Avatar Praepositus
    Join Date
    Jun 2007
    Location
    Warsaw, Poland
    Posts
    5,590

    Default Re: Sub-Mods for EB II

    Lithuania mod! And playable Papacy mod! (just kidding)

    Porting some battle and campaign AIs probably will come useful, Lusted, Xeryx, Grandviz and bunch of others did a great job to improve the AI and it's kind of their speciality.

    I don't know if EB team will manage to keep up with those guys, especially Lusted, in the quality of AI they provide.

    Not that I have no faith in the EB team. AI wasn't moddable in RTW and the whole EB team was assembled back then so I simply am unsure whether they have AI modders of Lusted's quality on board.

    People will probably attempt to remove permanent forts and add normal ones instead too. You can have either buildable ones you can place wherever you want or permanent ones which location was decided by map creators. Many people opt for choice here.

    BYG's mod won't probably fit well with EB's own supplies and traits systems. I think we could rather port EB's work to other M2TW mods since IMO it's much better than what's there currently.

    Modding special buildings and spawnable special people will probably be fashionable. Like adding a Pyramid or two here and there. Or an ancient Greek temple you've read so much about. Or spawn that Hannibal guy once Carthage is at war with Rome with his whole army. So on.

    I doubt people will try to reskin, EB has best skins out there for RTW and for M2TW they also did remarkable job from what I can see on screenshots.

    In SS it's popular to mod in interactive events like for example sending your priests to council of Clermont to raise their skills. It costs cash but also gives some bonus. You can say yes or no. I doubt EB team has those prepared but possibilites with them are almost endless so adding a bunch (like Omens?) could probably add to the depth of the mod.

    Seriously though, we have to see the mod first to decide what needs upgrading. Especially that we'll get a beta first, so we can have a say about what needs fixing and what needs improving.

  9. #9

    Icon3 Re: Sub-Mods for EB II

    Quote Originally Posted by delra View Post
    Modding special buildings and spawnable special people will probably be fashionable. Like adding a Pyramid or two here and there. Or an ancient Greek temple you've read so much about. Or spawn that Hannibal guy once Carthage is at war with Rome with his whole army. So on.

    I doubt people will try to reskin, EB has best skins out there for RTW and for M2TW they also did remarkable job from what I can see on screenshots.

    In SS it's popular to mod in interactive events like for example sending your priests to council of Clermont to raise their skills. It costs cash but also gives some bonus. You can say yes or no. I doubt EB team has those prepared but possibilites with them are almost endless so adding a bunch (like Omens?) could probably add to the depth of the mod.
    Historical buildings are already present in EB. However, historical characters, with the exception of Xantippos, will not be included. For one thing, the only factions we've got proper records of are the Romans and the Hellenes, so such events would inevitably centre around them and their direct opponents. Also, no matter which way you turn it, it's unrealistic if out of nowhere a Carthaginian army spawns in the Alps. Especially if Hannibal's dad got killed before ever conceiving him. EB allows you to create your own characters, it will not included scripted ones. The exception is Xantippos, who was already around at the starting date, but not in Carthaginian service yet.

    Scripted events sound interesting. There are already a couple in EB (alliances with rebel cities, the sadly-disabled mission involving recovery of Alexander's body), and I am hoping we will be seeing more in EB2. Do you have any suggestions

    As for reskinning, EB's skins are very good, but some people will want to have a lorica-segmentata wearing legionnaire, historical accuracy be damned.

  10. #10
    delra's Avatar Praepositus
    Join Date
    Jun 2007
    Location
    Warsaw, Poland
    Posts
    5,590

    Default Re: Sub-Mods for EB II

    Hard to have suggestions a year before the release. We'll see some beta probably, will play and figure out what it needs. I'm just saying what's popular in M2TW mods that EB could use since I'm playing them a lot.

    Interactive events could be used for example for festivals, gladiator games, sending people to pray in some distant temple, pilgrimages, tribe gatherings, so on. Historical figures, well, Greek and Roman is 3/4 of this game so we can probably find many occassions to spawn someone. Also you can always have more historical buildings. Well. We'll see.

    The whole Lorica Segmentata thing is just insane for me. So is the idea that one could do better job in skinning than EB team. Should be forbidden just like RTR vs EB stuff is.

  11. #11

    Icon3 Re: Sub-Mods for EB II

    Quote Originally Posted by delra View Post
    Hard to have suggestions a year before the release. We'll see some beta probably, will play and figure out what it needs.
    Good point.

    Quote Originally Posted by delra View Post
    Historical figures, well, Greek and Roman is 3/4 of this game so we can probably find many occassions to spawn someone.
    What I was trying to say is it is going to be unfair if the Greek and Romans get loads of historical generals, while their opponents only get a few who opposed the Romans (because those are the only ones we hear about). Anyway, I am sure the team won't include Hannibal, Caesar and similar characters. Simple reason: if Hannibal's dad (who is a starting character, IIRC) had died early, Hannibal wouldn't have been born. But even supposing that he was born, would he have been born the same man in the same world? Would he have had the same genes and the same upbringing if the world had been different? There are too many intangibles here.

    Quote Originally Posted by delra View Post
    Also you can always have more historical buildings.
    Not if there's a building limit, like there was in R:TW.

  12. #12

    Default Re: Sub-Mods for EB II

    Will EB 2 be using anything like konny's allied legion mod ?

  13. #13

    Default Re: Sub-Mods for EB II

    No, because we don't have the unit slots that Konny uses in his mod. Konny is an EB member, you know.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •