Results 1 to 5 of 5

Thread: [WIP] Unreal Total War: EBII

  1. #1

    Default [WIP] Unreal Total War: EBII

    Unreal Total War: EBII
    Where things get unreal.

    Unreal is a mod series that runs from Rome to Attila. Unreal attempts to strike a balance between fun and realism. Battles are longer, but not boringly so. Campaigns are better, etc. For now this is focused on battles.

    Spoiler Alert, click show to read: 

    - Armour makes sense now as heavily armored troops (30 armour value or above is heavy) can't be killed easily unless with the use of javs, or weapons such as maces and axes. Armour also informs morale. Heavily armored units get +1 morale for every 10 armor beyond 30 armor value (not implemented in EBII).
    Armour is an average now as in EBII it was not standardized.

    - Morale is everything, not just for routs. Morale now informs def skill, charge bonus, attack, etc. Def skill is just morale, with a -3 for low, +3 disciplined, and a +5 for impetuous. Same goes for the rest of the stats, sine the values being the same as the morale. They also inform missile damage now.

    - Speed of inf depends on armor, so heavy units are slower while lighter units are fast. Speed for cav is dependent on the mount.

    - Unit sizes are dependent on many factors. Armour, morale, and weaponry, especially for ranged weapons.

    - Mount effects are more dynamic. Light cav do poorly against other cav, heavy cav stand a better chance, but both get crushed by elephants. Spearmen bonus vs cav scales with their spear_bonus_x in their stat_pri_attr. It's always half. Units with shorter weapons get maluses vs cav, such as axes and maces, and inf in generally is weak towards elephants, unless it's a phalanx unit. Camels are anti-cav-cav, but get wrecked by elephants.

    - Shield values represent the coverage of it. A 5 is the starting value for all shields, as the start at the wrist and move upward towards the head. An elbow coverage gets 8, the shoulder gets an 11, and the head gets a 15. Morale as effects shield values to represent competency (the same goes for weapons as well).

    - No ap weapons (no ap stat_pri_attr or stat_sec_attr)

    - No attack delays to make combat faster

    - Projectiles make more sense. Ranges are better balanced. Javelins and thrown weapons have short ranges. Arrows are in the middle, having modest ranges.

    - Charge bonus determined now by a number of factors. The type of weapon (longer weapons get more charge), morale, how much armor the unit has (it's every 10 beyond 30), and the mount.

    DL link (Public Beta v0.7):!dvBHVKjI!IhCg75AKX...HbcjbMq8eE04t0

    We need feedback, so put in your replies on what I can do.
    Last edited by The Great Khan of Rome; May 24, 2019 at 10:28 PM.

  2. #2

    Default Re: [WIP] Unreal Total War: EBII

    Aw man I havent played this yet but these changes sound pretty good and not unreal at all. Generaly what all mods need and especialy eb is statistical encouragement of flanking while decreasing the damage units can take upfront significaly for all line units. Especialy units such as hoplites should have this driven to the maximum, while units as skrimishers should take loses from any direction. You can do this by instead of giving units armor because they wear armor you give them stat points for how they should play like (meaning unit that even when unit has no shield but I want that units to take little damage upfront but be absolutely defenseless when flanked, I give that unit shield stats)
    This could be futher encouraged by traits (I know rome had stabbing trait, meaning unit dealt more damage from back attacks, dont know if its in med2)

    Anyway good luck at making the changes you want. I certainly support any kind of inovative stat approach.

  3. #3

    Default Re: [WIP] Unreal Total War: EBII

    Great idea!
    After first testing i can say the battles looks amaizing and spectacular
    Need to play more.

    Will you also create unreal submod for Devide & Conquer?

  4. #4

    Default Re: [WIP] Unreal Total War: EBII

    I have ideas for Lord of the rings total war, but they're still in beta stages, so you'll have to wait.

  5. #5

    Default Re: [WIP] Unreal Total War: EBII

    Quote Originally Posted by The Great Khan of Rome View Post
    I have ideas for Lord of the rings total war, but they're still in beta stages, so you'll have to wait.
    Thank You for answering
    After some hours of plaing i can say
    The length of the fighting time is perfect in my opinion.
    Battles enjoy the eyes, until you want to roll them during the campaign every time. Farter battle combat is what i was looking for😊
    Battles are great fun and they are also balanced.
    Thank you for your work

Posting Permissions

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