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Thread: Unreal Europa Barbarorum II SUBMOD RC5 V0.851

  1. #1
    The Great Khan of Rome's Avatar Civis
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    Default Unreal Europa Barbarorum II SUBMOD RC5 V0.851

    UNREAL is coming for you and your mods!


    UNREAL totally changes the gameplay of Total War and it's various mods. Combat pace is steady, (alt) history is preserved, and fun is number one priorty. UNREAL radcaily changes how units feel, act, and the balance of things, all in accordance with mathematical rules. Every faction is made to feel unique and has it's place in the battlefield. Much is the same of culture. Campagin feels more like CK2 and CK3, with an emphasis on charcters and economy, even having CK2 traits in game! Units will locked behind armor producing buldings when applicable and how qucikly and how much are prodcued is based on many factors. In UNREAL, everything is diffrent and (hopefully) better. Most of this is planned and not in the RC version, but will come when the time is right.


    Master doc for UNREAL:
    https://docs.google.com/document/d/1...it?usp=sharing

    Features (from master doc; summarised here)
    Spoiler Alert, click show to read: 

    - Every faction and culture is good and bad at something. 3 buffs are applied to each, but in diffrent ways (in terms of so to speak). The guiding principle for these is history, but gamenss is sometimes there when needed. When a category of units gets buffed, it's cost and upkeep increases. Conversely, every time a category of units gets debuffed, gennraly to make sure that balance is in place and so every faction has units that can be used as cheap cannon fodder.

    - Unit radii is pretty small (for inf it's 0.1, the highest is 1 for elephants) for unit cohesion, as it's pretty terrible in M2TW. At least in comparison to RTW.

    - AP weapons exist now. They repsent force weapons (maces and lances, weapons with a powerful charge), cleaving weapons (axes and scythes) and big attacks (elephants and chariots).


    - Attack for units is comprised of a units morale (basically skill), with the cultural/factional buffs and debuff. How much of unit's skill is used is set by morale type. Low skilled units (levy type units) divide moral by 2 and use the reminder to subtract. Normal skilled units divide moral by 4 and use the reminder to add. Disciplined skilled units divide moral by 2 and use the reminder to add. Impetous units divide moral by 1.5 and use the reminder to add. If the wep is AP, the dividers are multiplied by 2.

    - Charge has the same factors as attack, but mass now plays a statistical role. This is most notable for cav units.

    - MORE TO BE ADDED SOON!
    Last edited by The Great Khan of Rome; December 23, 2020 at 02:46 PM.
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

  2. #2

    Default Re: Unreal Europa Barbarorum II SUBMOD RC5 V0.851

    What traits did you add?

  3. #3
    The Great Khan of Rome's Avatar Civis
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    Default Re: Unreal Europa Barbarorum II SUBMOD RC5 V0.851

    Non yet. I'm going to add them when I can. Again, It will be CK2 traits, so come to expect those.
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

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