Page 9 of 19 FirstFirst 123456789101112131415161718 ... LastLast
Results 161 to 180 of 375

Thread: Stainless Steel Preview: Units overhaul

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    VektorT's Avatar Biarchus
    Join Date
    Oct 2008
    Location
    Brazil
    Posts
    694

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Damn it... when they will realease it? I want it so much!

    Since I played Stainless Steel last time in early 2012 I bought myself a new pc... a MUCH MORE powerful pc... and thought "Shogun 2, here I go!".

    ...

    Was nice for... two weeks. Compared to the FIVE YEARS playing Medieval 2, mainly Stainless Steel, I coudn't take Shogun 2. SO LAME!!! Poor unit diversity, almost no faction diversity, no real character traits... sucks so hard, only better graphics.
    Was moving back to SS but when I see that 7.0 news... OMG, is like SS becames super saiyan! I cant play 6.X when I see such great news for 7.0!
    I want so hard Rome 2 (Rome TW best TW ever!), but honestly, after Shogun 2 I'm pretty sure that SS team will do a much better game with the old Medieval 2 engine than vanilla Rome 2 (they should call Europa Barbarorum team right away).

    So... All my coins in SS 7.0!!! Will be the best TW experience in existence when it is release!
    Last edited by VektorT; April 29, 2013 at 08:41 AM.

  2. #2

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    You sound a bit too hyped, for both SS and Rome 2. I doubt 7.0 will be coming anytime soon, most of the team has moved on to their own or other projects or has gone inactive for the most part. SS team needs new modders, thats for sure.

  3. #3
    VektorT's Avatar Biarchus
    Join Date
    Oct 2008
    Location
    Brazil
    Posts
    694

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    That's sad. I'm sorry to hear that...

  4. #4
    Aguirre's Avatar Decanus
    Join Date
    Apr 2008
    Location
    Gothenburg
    Posts
    548

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    There are lots of mods with great new units. many are strict with permissions due to historical accuracy, but wouldn't it be great to make an effort to include mods such as this?
    http://www.twcenter.net/forums/showt...olished-Poland
    there is also one for Sicily and many others, why not combine as many unit-mods as possible since making new units and factions are such a timeconsuming issue and one that often makes a halt..
    great jobs though, the units shown here are nice!

  5. #5
    paleologos's Avatar You need burrito love!!
    Join Date
    Feb 2011
    Location
    Variable
    Posts
    8,431

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Quote Originally Posted by Aguirre View Post
    ...why not combine as many unit-mods as possible since making new units and factions are such a timeconsuming issue and one that often makes a halt..
    That's why I make mine available for all, without the need to ask for permission, as long as nobody sells them for profit.
    By the way, transitional armour is nearing completion.

    Sneak peek...
    Click image for larger version. 

Name:	GHT31.jpg 
Views:	53 
Size:	94.0 KB 
ID:	277098Click image for larger version. 

Name:	PPlate-3.jpg 
Views:	38 
Size:	471.1 KB 
ID:	277112Click image for larger version. 

Name:	PPlate-4.jpg 
Views:	52 
Size:	486.9 KB 
ID:	277110Click image for larger version. 

Name:	PPlate-2.jpg 
Views:	29 
Size:	407.5 KB 
ID:	277111

    Edit: To be honest I am a little bit disappointed. I saw some people downloaded the ug0 and ug1 versions but there were no comments about it, whether they liked them in-game.
    Not to mention, with us skinners being notorius prima donnas, I expected a few more rep points...
    Last edited by paleologos; May 04, 2013 at 09:48 AM.

  6. #6
    Gondolin's Avatar Tiro
    Join Date
    Apr 2012
    Location
    الفردوس المفقود
    Posts
    285

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Quote Originally Posted by Aguirre View Post
    There are lots of mods with great new units. many are strict with permissions due to historical accuracy, but wouldn't it be great to make an effort to include mods such as this?
    http://www.twcenter.net/forums/showt...olished-Poland
    there is also one for Sicily and many others, why not combine as many unit-mods as possible since making new units and factions are such a timeconsuming issue and one that often makes a halt..
    great jobs though, the units shown here are nice!

    Second this. Is there a mod that include these units ?


  7. #7

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    paleologos,your units looking great,i wanna get them into mine game but do't know the code for the battle_model file.plus rep for them!

  8. #8
    paleologos's Avatar You need burrito love!!
    Join Date
    Feb 2011
    Location
    Variable
    Posts
    8,431

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Quote Originally Posted by stevietheconquer View Post
    paleologos,your units looking great,i wanna get them into mine game but do't know the code for the battle_model file.plus rep for them!
    Thanks for the rep.
    I posted before, the units are not mine, they are vanilla with very minor tweaks.
    The skins are mine and even they, incorporate pieces of work from other artists.
    I am a skinner not a modeller.
    Make patience for me to finish the ug2 (transitional armour) model, then I will upload a version of the battle_models file that makes use of them, or...
    you can browse this: http://www.twcenter.net/forums/showt...glish-speakers
    Last edited by paleologos; May 05, 2013 at 10:27 AM.

  9. #9

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Looking good!

  10. #10

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    ok thanks !

  11. #11
    paleologos's Avatar You need burrito love!!
    Join Date
    Feb 2011
    Location
    Variable
    Posts
    8,431

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    More WIP screenies...
    This is my take on the bascinet helm with a houn visor.
    I used a piece from the teuton skin for the metal of the cap.
    The gilding and the visor are mine.
    Click image for larger version. 

Name:	PPlate-5.jpg 
Views:	52 
Size:	433.5 KB 
ID:	277314
    Click image for larger version. 

Name:	PPlate-6.jpg 
Views:	41 
Size:	526.7 KB 
ID:	277315
    Click image for larger version. 

Name:	PPlate-7.jpg 
Views:	36 
Size:	468.1 KB 
ID:	277313


    Still a WIP but I have also done the preliminaries on the pamplona style visor, plus another style, I think French.
    Last edited by paleologos; January 21, 2015 at 03:34 PM.

  12. #12

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    I just wrote a massive long reply to this, to the effect that the COMBAT side of RC2.0 is completed (which reply TWC deleted, thanks TWC), and it is now quite possible to have extended tactical engagements of well over an hour. Many new mechanisms have been introduced focussing on morale, equipment quality, experience, combat psychology, multiple new weapon-dependent custom animations ranging from the rather considered estoc-play of the 16th century to furious greatsword-swinging barbarians, with stats, timings, areas needed to employ etc. Lancers leap in for precision attacks then rapidly withdraw, while heavy Gendarmes lock horns and grind over all opposition.

    Northern European peoples now hide better in forests to offsett their heat disadvantages.
    Gentlemen or troops of higher quality can naturally expect higher-quality weapons and armor. Firearms add shock effect for extra lethality.

    Cohesion has been further improved via animation, formation and primary weapon X-radius employment zone, along with the usual Bodyguards, Guard, Impetuous, Reckless, Fanatics and Desperates.

    Enemy AI starting formations vary more and it works very well with G5's Really Bad AI.

    Many units have had graphical overhauls to conform to such excellent mods as Vaz's ME 'Broken Sword', with the RC stats corresponding 1:1, ie armed and armored as depicted.

    See attached for latest RC2.0 Guide_May

    Also FYI MoneyBags14 has made some great progress in automating the unit generation process.

    Hopefully all can be released soon.

    Quote Originally Posted by poisoned goat View Post
    I was thinking of changes to the EDU, freeing up many slots for underrepresented factions and removing useless units. Warning: wall of text.

    Listed in order of appearance in the EDU
    Spoiler Alert, click show to read: 
    Fewer ships: We can't fight naval battles anyway, I don't think many people will mourn the merger of cogs, galleys and longboats. 20 slots can be reduced to 5-6.

    yes

    Italian Men-at-Arms (mounted and dismounted): They're very similar to the normal MAAs that other factions use, except for +1 armor and slightly better availability. Could these 2 MAAs be combined, saving 2 slots? I think the increased availability of Italian MAAs can be preserved by modifying EDB entries?

    true unless the mental stats differ much. Note that by taking control of the prime armor-producing areas of northern Italy, one can access new model types faster.

    In addition, Feudal and high-quality professional units get access to new armor types 10-20 years in advance of the rest.


    Italian Cavalry Militia: Their 14 charge bonus looks good, but is absolutely useless in practice. I don't think their 14 charge bonus is realistic either; a bunch of rich folks in a militia shouldn't be able to form up for charges as devastating (as the number implies) as well-trained knights, and then be absolutely useless with a sword.

    Charge is OK, atack with that charge is useless, then they are in melee and in trouble

    Polish Retainers: Same problem with Italian Cavalry Militia, they're good at charging but (slightly less) useless in a knife-fight. They're feudal status is also a bit weird because they're just a bunch of retainers instead of being part of the aristocracy.

    Hangers-ons

    Bodyguards: Can the number of bodyguards be reduced? The late bodyguards sometimes feel like a waste of space.

    Done

    Mounted Sergeants: Should be available to all Catholic factions. For factions with local light cavalry units (instead of mounted sergeants), it's kinda depressing when you can't even build a single unit out of King's Stables when outside the AoR.

    yes

    Chude Militia: For some reason, a “weak” militia unit has 4 armor.

    Not any more

    Peasant Archers: Taking up 4 slots when they're virtually identical, except for armor upgrades. Same thing goes for peasants, spear militia, archer militia (England's archer militia is a bit too strong), crossbow militia (the Moorish crossbow militia has 4 armor??), peasant crossbowmen.

    Longbowmen: I feel that the local longbowmen are way too strong, making England steamroll once they get access to these units. Reducing their ranged attack to 3 or 4, and their range to 170 (or less) would be better.

    Reduced from superior to average, unit size lowered

    Yeoman Archers, Grandine Lancers, Lithuanian Regular Cavalry and other units with a 6-turn recruitment time: It's really long.....

    reduced in some cases

    Sherwood Archers: Fantasy unit. Interestingly, they have a shorter range than the other longbowmen.

    U must have a pretty old version

    Highland Archers: They're kinda useless, to be honest.

    They are, what of it laddie?

    Pavise crossbowmen and their militia version: They're very similar, with slightly better stats on the professional version. I feel that they could be merged into 1 unit, probably militia quality. Same goes for the Genoese variants.

    Genoese are up in quality, best are elite.


    Free Company Longbowmen and MAAs: I would like to add "Free Company" to the unit names, to distinguish them from normal longbowmen/MAAs.

    Javelinmen and their Lusitanian version: The Lusitanian version is slightly stronger, but fulfill very similar roles because they're both AoR units. At least Almughavars are unique to Aragon and available throughout the map.

    Transylvanian Peasants: I feel like they're a fantasy unit with very limited availability.

    long gone, replaced by vampires

    Irish Kerns, Gwent Raiders, Welsh Spearmen and Longbowmen, Galloglaich: Too many special mercs in the British Isles.

    I want Rachel Weiczs in blue face paint. but yeah maybe.

    Flagellants: (Relatively useless) Crusade unit with low availability, can probably remove with little effects.

    All merc availability will be reviewed.

    Fyrd Spearmen: Very similar to spear militia (except for upkeep).

    Pavise Spearmen: I'm not sure why such a generic-sounding unit is unique to Hungary.

    Others get PV Militia.

    Armored Swordsmen: Again, a very generic sounding unit that's unique to England, but also strangely a feudal unit. Almost identical to Scotland's Noble Swordsmen and the generic dismounted Chivalric Knights.

    Yes but with different mental stats etc.


    Battlefield Assassins, Hashishim (plus merc version): Fantasy units? Pretty useless too.

    50/50

    Turkish Horse Archers, Turkomans (x2), Turkopoles, Akinjis: Really similar, except some of them are merc units with higher upkeep (and/or reduced numbers).

    Varying skill levels, formations, armor, mental stats...50/50 again.

    Siphais (Fari Cav), Mamluk Archers: They have an absurdly long range. The same goes for Bekh Druzhina but the latter doesn't feel so absurd.

    No, range is less than foot counterpart, way less accurate, lower shooting rate, less attack.


    Moorish spearmen (Spear Militia, Arab Infantry, Nubian Spearmen, Lamtuna Spearmen, Heavy Spearmen): The Moors have too many pointless varieties of spearmen, and a bunch of semi-redundant swordsmen too.

    yep

    Tabardariyya: Their availability, along with the Mamluks, should be reduced somewhat. Late game Fatmids just spam endless waves of these units.

    TBD but reduction most likely

    Mongol archers: Mounted Khorchis are weaker then Nukeri, when the description says they’re the elite within the elite.

    Khorchi NOT weaker, they are missile. Nukeri must close to 80 to shoot.


    Then, Dismounted Khorchis are weaker than the Merguen, which are the elite units within the elites of the elite? These Mongols use too many superlatives. Additionally, why doesn’t the Merguen have a mounted version?

    Merguen has absolute maximum (human) accuracy allowed in M2TW, they are skirmishers and take their time on their targets.


    Dismounted Turhagut: There’s 2 entries, one of which is misspelled.

    long fixed

    Artillery units: Apart from merc siege units, there are also duplicate artillery units like NE Ballistas, ME Ballistas etc.

    Halberd MAAs and Halberdiers:

    Halberd MAA is like JHI, runs around creating havoc. Halberdiers are phalanx units best used against eg pikes and aganst cav.

    Genoese Carroccio Standard: The voice actor actually says “Standard of Milan” instead of Genoa.

    Traitor

    Smolensk Infantry, Desert Raiders: I don’t recall seeing these units in the game.

    Light Swordsmen and MAAs: Aren’t these units the same thing?

    Diff models for variety


    Andalusian Infantry: Very low availability, barely seen unless fighting the Moors for a hundred turns.

    ok

    Normal Serjeants: Almost identical to Spearmen Sergeants.

    better mental stats


    The incredibly bloated roster of the Crusader States: They have a ton of useless unique units in the game: Knights of Jerusalem (x2), Knights of Lazarus (x2), Constable of Jerusalem, Canons of the Holy Sepulcher, Edessan Guard, Syrian Auxiliaries, Marinae, Templar Sergeants, Squires, Heavy Spearmen, Zweihander, Guard, Crossbowmen, Longbowmen, Confrere Knights. That’s 18 unique units for a faction that’s almost always wiped out by the Fatmids. Their roster could be trimmed extensively, using other preexisting units. For example, Canons of the Holy Sepulcher can be removed, the Knights of Lazarus can be replaced with Knights Hospitaller (they’re technically from the same order), the Templar Heavy Spearmen and Zweihanders can be replaced by Templar Foot Knights, Templar Confrere Knights can be replaced by Knights Templar, Templar Crossbowmen/Longbowmen can be replaced by some generic crossbow/longbow unit, Syrian Auxillaries can be more numerous (currently they’re virtually nonexistent). Keep the Templar Guard because they’re so cool (although they’re more suitable candidates to be replaced). This will free up a ton of slots to expand the rosters of other factions.

    fair enough

    The Lithuanian roster: Also quite bloated, but feels unique instead of pointless like the CS roster. However, a few units could be streamlined: Lettish crossbowmen (kinda generic), Lithuanian and Ruthenian archers (overlapping), Baltic and Ducal spearmen (somewhat overlapping), Ducal Cavalry (useless and expensive), Lithuanian Cavalry Militia (generic too).


    could be better yes

    With these changes, >50 slots can be opened up in the EDU, making a lot of room for other changes. I would suggest the following changes:
    Spoiler Alert, click show to read: 
    The Cumans really need more units. Their roster is depressingly small.
    More Jihad units. The Muslim factions only have 2 rather crappy Jihad units, in contrast to the 7 Crusade units.
    The non-Catholic factions should get more unique units, especially in the super late era. Currently, the Catholic factions are the only ones with the super late units (heavily armored units, pike-and-shot). Giving the Muslim/Russian/Pagan factions some of these units would make their rosters more balanced.
    On the flipside, the majority of Catholic factions need a larger variety of early era units. Spear militia vs spear militia (with the occasional Mailed Knight) is really boring.


    I hope that this feedback will be useful to the SS7.0 team. I would like to help out if you guys need some additional assistance.
    Attached Files Attached Files
    Last edited by Point Blank; May 08, 2013 at 02:38 PM. Reason: add attachment

  13. #13
    Senator
    Join Date
    Apr 2013
    Location
    Germany ,NRW
    Posts
    1,250

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Sounds really nice .

    Quote Originally Posted by Point Blank View Post
    custom animations ranging from the rather considered estoc-play
    Does this mean that the will get "half swording" animations ?

    Btw. Are you using material from the german and italian sword schools (Lichtenauer,...)?
    Last edited by Sint; May 07, 2013 at 03:20 PM.

  14. #14

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Quote Originally Posted by Sint View Post
    Sounds really nice .



    Does this mean that the will get "half swording" animations ?

    Btw. Are you using material from the german and italian sword schools (Lichtenauer,...)?
    Really a kind of WiP. There are no models in play right now using say Gothic/Estoc combo but sure would like to see some in play. Stats-wise it's a very effective weapon in tight combat.

  15. #15

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    My post got lost due to the awesome 404 error, so here's a summary of my points.

    France has 6 unique units while HRE has 7.

    The Templar squires and sergeants are good line infantry of the CS, alongside the very generic light MAAs. And unlike these units, the zweihanders and heavy spearmen take a staggering 18 turns to replenish. In other words, you don't really see these units unless you're playing as the CS. Also, I think you might agree with me that Canons of the Holy Sepulcher is a pretty useless unit.

    CS cavalry definitely has 1 totally useless unit: Templar Confrere Knights. Regarding the St Lazarus Knights, their description says that they originated from the St John hospitals so that's where my confusion came from.

    Among the CS archers, the Templar crossbowmen can probably be replaced by generic crossbowmen, and while the longbowmen are excellent units, the CS has access to Mourtatoi due to their territories of Nicosia and Tortosa, so in that sense the longbowmen has is semi-redundant.

    The other point about CS is that unless the human player controls them, they get rapidly eliminated. Not a very good way to spend 18 unique slots.

    As for the Cumans, despite the fact that you can win by spamming 3-4 different types of units, that's not the point. Their roster is extremely barren, in contrast to the CS' roster. Also any faction can spam spear militia/peasant infantry to win too, it just won't make for a particularly interesting campaign.

  16. #16
    valky's Avatar Ducenarius
    Join Date
    Dec 2009
    Location
    Germany
    Posts
    967

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Ah, I didn't exactly remember the Lazarus description, remembered only the information while I was checking for something, one was founded in the early 11th cent, the other roughly at the end.
    Lazarus was kind of a military hospital to take care for leprosy inflicted victims or knights at all. I think they had some existent small fighting force to protect them, but in the time of a crisis even the sick would take up their arms and fight. Both are a 'Hospitaller' order, though but they don't really have anything in common....anyway

    When I was playing them I used 2 different types of mounted knights: obviously the Templar Knights and mixed in later Lazarus Knights. While they look pretty weak compared to the Templar, the ability to ignore half the enemies' armor is just sick. Any other mounted unit is just useless: ...of Jerusalem & Confrere & maybe the Constable as well. Hmm given the easy access to all your OP knights, you won't need the Mounted Sergeants, but other factions have them as well - so they can't just be removed.
    The Dism. Lazarus are also a wicked unit in the player's hand but they need a Citadel and for AI-controlled CS, they never made it that far. And the unmodded Citadel requirement is pretty harsh. I lowered mine by 1000, so that they aren't completely useless and uber-hard to get.

    Hmm, about the Canons of Holy OPness - I staple them only in Jerusalem, as it is usually target of a Jihad and they are just sick. They can be recruited right away and are just too OP. For the purpose of balancing I'd remove them.

    Arg, I forgot about the Mourtatoi - but I'd argue to remove the French Archers at all. They are only used by CS & France and both factions have another nearly identical unit as well, with slower recruitment time but better stats. I'd keep the Templar Bowmen instead, just to have at least one ranged Citadel-unit.
    For the xbowmen, they shoot slightly faster and have a bit more range and accuracy compared to the generic xbows, but they should do the trick as well. (I would also remove all those stupid Crusade peasants only the AI recruits...)
    Would also keep the Templar Guards, it's roughly the same like any bigger European Faction has.

    From the realistic point of view for the Cumans, you are right though. I currently just spam 2 types of unit (+cavalry but use only 3-4), only in the early start I mixed in what I can get. The Bekhs are just friggin' good, given their ability to make their stand in melee as well. And the Khagan ain't bad neither...
    What I'd love to see is one 2-hander-axe infantry, should be realistic as well and was a favored weapon for the russians anyway. And the mentioned change to the Khagan guys, so they are bit more viable (have changed mine, cause several informations I found in teh web stated they used a wide array of weapons while mounted: mostly axes and maces and usually a saber too. Sword was introduced in the late 13th century)
    I'm Commander Shepard and this is my favourite store on the Citadel!
    I'm Garrus Vakarian and this is now my favourite spot on the Citadel!

    Better ingame Encyclopedia for Shogun 2 (reworked) - RotS - FotS (new map) + web-based version

  17. #17

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Yeah Lazarus knights are really strong because of their AP attribute.. but if there was a desperate need to cut units then they're an option. But yeah there are much better units out there to face the axe (pun intended). I forgot to mention the constables... yeah they're cool but space-wasting like the Canons.

    Have you tried playing as Scotland/England/Denmark etc etc? Build a King's stables in mainland Europe - can't recruit anything out of it. Mounted sergeants are pretty useful in these scenarios haha.

    Yeah French foot archers are pretty pointless. Both France and CS have a longbow unit that's way superior, and in the case of CS available sooner. I guess the Templar longbowmen are in a similar situation as the Lazarus knights... can be axed, but probably low on the priority list. As for the crossbowmen, they're an ok unit but I guess I'm not particularly excited about them.

    As for the Cumans, they currently have 12 unique units. While they do need more units to flesh out their barren roster, it comes at a cost of taking up precious slots in the EDU. I guess the problem is that they're a pretty unique faction so they can't get so many of those cookie-cutter units.

  18. #18
    valky's Avatar Ducenarius
    Join Date
    Dec 2009
    Location
    Germany
    Posts
    967

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Quote Originally Posted by poisoned goat View Post
    Yeah Lazarus knights are really strong because of their AP attribute.. but if there was a desperate need to cut units then they're an option. But yeah there are much better units out there to face the axe (pun intended). I forgot to mention the constables... yeah they're cool but space-wasting like the Canons.

    Have you tried playing as Scotland/England/Denmark etc etc? Build a King's stables in mainland Europe - can't recruit anything out of it. Mounted sergeants are pretty useful in these scenarios haha.
    I hate to admit, but I also love the Lazarus for the unique and awesome coloring If they'd ever get removed I will add them myself in...

    Only tried England & France so far, but this was mainly to test how I can adapt to BGR IV/V. I got issues with rabbit-like-breeding-France that gave me quite a headache
    Else I prefer non-catholic factions *d000h*, but plan a new run for Venice & Denmark. Compared to my still ongoing Cuman campaign that's a huge difference...after like 40 years you can start to field Khagans, which are vastly superior to nearly any other factions cavalry, maybe not necessary Byzantium, with the modded unit roster and their insane generals.
    (darn I needed like ages for moving in my new apartment and get everything up and running...I had so much sh..tuff to pack/unpack)
    I'm Commander Shepard and this is my favourite store on the Citadel!
    I'm Garrus Vakarian and this is now my favourite spot on the Citadel!

    Better ingame Encyclopedia for Shogun 2 (reworked) - RotS - FotS (new map) + web-based version

  19. #19

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    This looks awesome... But I'm starting to worry that RTW2 will come out before SS7.0 :S In which case I'm guessing this will be put on hold >_<

  20. #20

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Quote Originally Posted by h0llygh0st View Post
    This looks awesome... But I'm starting to worry that RTW2 will come out before SS7.0 :S In which case I'm guessing this will be put on hold >_<
    regardless of RTW2, work will continue, because we have no idea how moddable Rome will be and since the combat engine is based on Shogun I'm not optimistic about the tactical aspects, which are my main interest.

Posting Permissions

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