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Thread: Infinite Mongols

  1. #1

    Default Infinite Mongols

    I know this is a currently known bug, but is there any temp fix to stop the hordes from overrunning the east?

  2. #2
    Arbitrary Crusader's Avatar Praefectus
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    Default Re: Infinite Mongols

    Beat them with your army kill all the general,or if that too much you can cheat.

    ♪ Now it's over, I'm dead and I haven't done anything that I want, or I'm still alive and there's nothing I want to do

  3. #3

    Default Re: Infinite Mongols

    I sort of like it :X. And they aren't really infinite are they? I think they stop spawning stacks after a certain amount of time.

  4. #4
    Gorrrrrn's Avatar Citizen
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    Default Re: Infinite Mongols

    re mongol spam.
    PB will be releasing an not save game compatible version of the campaign script which should deal with this issue.

  5. #5

    Default Re: Infinite Mongols

    i have a similiar problem the Mongols dont overrun the east and they dont push towards europe. how do i fix this?

  6. #6

    Default Re: Infinite Mongols

    No easy way> mongols are subject to dumb AI, its a crapshoot.

  7. #7
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Infinite Mongols

    Getting the mongols to attack who you want is like putting wheels on a tomato: very hard to do and ends up getting you nowhere.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  8. #8

    Default Re: Infinite Mongols

    my late era sub mod stops them

    http://www.twcenter.net/forums/showthread.php?t=324085

    it also changes the build times (up by 50%) and adds dismounted knights to the knight guild buildings

    you will need to start a new late era campaign though
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  9. #9

    Default Re: Infinite Mongols

    Here is updated mongol invasion code that stops infinite mongols. New update soon, but this may help some people. Note that all that has been done is to add 'terminate_monitor' to each mongol-controlled settlement, so the bonus troops are just generated once, not every turn:

    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_SettlementOwner Urgench = mongols
    create_unit Urgench, Khabutu Archers, num 1, exp 3, arm 0, wep 0
    create_unit Urgench, Hoshiga Horse Archers, num 2, exp 2, arm 0, wep 0
    create_unit Urgench, Hoschuchi Lancers, num 1, exp 4, arm 0, wep 0
    create_unit Urgench, Nukeri Horse Archers, num 2, exp 4, arm 0, wep 0
    create_unit Urgench, ME Trebuchet, num 2, exp 5, arm 0, wep 0
    console_command add_money mongols, 3000
    terminate_monitor
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_SettlementOwner Khiva = mongols
    create_unit Khiva, Disamounted Turhagut, num 1, exp 2, arm 0, wep 0
    create_unit Khiva, Hoshiga Horse Archers, num 1, exp 2, arm 0, wep 0
    create_unit Khiva, Nukeri Horse Archers, num 2, exp 4, arm 0, wep 0
    create_unit Khiva, Turhagut Lancers, num 1, exp 4, arm 0, wep 0
    console_command add_money mongols, 2000
    terminate_monitor
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_SettlementOwner Konjikala = mongols
    create_unit Konjikala, Khabutu Archers, num 1, exp 3, arm 0, wep 0
    create_unit Konjikala, Hoshiga Horse Archers, num 2, exp 4, arm 0, wep 0
    create_unit Konjikala, Turhagut Lancers, num 2, exp 4, arm 0, wep 0
    create_unit Konjikala, Nukeri Horse Archers, num 2, exp 4, arm 0, wep 0
    create_unit Konjikala, ME Catapult, num 1, exp 4, arm 0, wep 0
    console_command add_money mongols, 2000
    terminate_monitor
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_SettlementOwner Embi = mongols
    create_unit Embi, Khabutu Archers, num 1, exp 2, arm 0, wep 0
    create_unit Embi, Disamounted Turhagut, num 1, exp 2, arm 0, wep 0
    create_unit Embi, Hoshiga Horse Archers, num 2, exp 4, arm 0, wep 0
    create_unit Embi, ME Catapult, num 1, exp 4, arm 0, wep 0
    console_command add_money mongols, 2000
    terminate_monitor
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_EventCounter DifficultyLevel >= 2
    if I_SettlementOwner Jaiksk = mongols
    create_unit Jaiksk, Disamounted Turhagut, num 1, exp 1, arm 0, wep 0
    create_unit Jaiksk, Hoshiga Horse Archers, num 2, exp 3, arm 0, wep 0
    console_command add_money mongols, 1000
    terminate_monitor
    end_if
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_EventCounter DifficultyLevel >= 2
    if I_SettlementOwner Astrakhan = mongols
    create_unit Astrakhan, Khabutu Archers, num 1, exp 3, arm 0, wep 0
    create_unit Astrakhan, Disamounted Turhagut, num 2, exp 4, arm 0, wep 0
    create_unit Astrakhan, Hoshiga Horse Archers, num 2, exp 3, arm 0, wep 0
    create_unit Astrakhan, ME Catapult, num 1, exp 5, arm 0, wep 0
    console_command add_money mongols, 2000
    terminate_monitor
    end_if
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_EventCounter DifficultyLevel >= 3
    if I_SettlementOwner Sarkel = mongols
    create_unit Sarkel, Khabutu Archers, num 1, exp 4, arm 0, wep 0
    create_unit Sarkel, Disamounted Turhagut, num 1, exp 3, arm 0, wep 0
    create_unit Sarkel, Nukeri Horse Archers, num 1, exp 4, arm 0, wep 0
    create_unit Sarkel, Turhagut Lancers, num 1, exp 4, arm 0, wep 0
    create_unit Sarkel, ME Trebuchet, num 1, exp 5, arm 0, wep 0
    console_command add_money mongols, 4000
    terminate_monitor
    end_if
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_EventCounter DifficultyLevel >= 3
    if I_SettlementOwner Tmutarakan = mongols
    create_unit Tmutarakan, Disamounted Turhagut, num 1, exp 1, arm 0, wep 0
    create_unit Tmutarakan, Hoshiga Horse Archers, num 1, exp 4, arm 0, wep 0
    console_command add_money mongols, 1000
    terminate_monitor
    end_if
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_EventCounter DifficultyLevel = 4
    if I_SettlementOwner Kutaisi = mongols
    create_unit Kutaisi, Khabutu Archers, num 1, exp 3, arm 0, wep 0
    create_unit Kutaisi, Disamounted Turhagut, num 1, exp 3, arm 0, wep 0
    console_command add_money mongols, 1000
    terminate_monitor
    end_if
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_EventCounter DifficultyLevel = 4
    if I_SettlementOwner Tbilisi = mongols
    create_unit Tbilisi, Nukeri Horse Archers, num 1, exp 3, arm 0, wep 0
    create_unit Tbilisi, ME Trebuchet, num 1, exp 5, arm 0, wep 0
    console_command add_money mongols, 1000
    terminate_monitor
    end_if
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_EventCounter DifficultyLevel = 4
    if I_SettlementOwner Yerevan = mongols
    create_unit Yerevan, Hoshiga Horse Archers, num 1, exp 5, arm 0, wep 0
    console_command add_money mongols, 1000
    terminate_monitor
    end_if
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_SettlementOwner Gorgan = mongols
    create_unit Gorgan, Khabutu Archers, num 1, exp 3, arm 0, wep 0
    create_unit Gorgan, Disamounted Turhagut, num 1, exp 4, arm 0, wep 0
    create_unit Gorgan, Nukeri Horse Archers, num 2, exp 3, arm 0, wep 0
    create_unit Gorgan, Turhagut Lancers, num 1, exp 4, arm 0, wep 0
    console_command add_money mongols, 2000
    terminate_monitor
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_EventCounter DifficultyLevel >= 2
    if I_SettlementOwner Mashhad = mongols
    create_unit Mashhad, Khabutu Archers, num 1, exp 2, arm 0, wep 0
    create_unit Mashhad, Disamounted Turhagut, num 1, exp 3, arm 0, wep 0
    create_unit Mashhad, Hoshiga Horse Archers, num 2, exp 4, arm 0, wep 0
    console_command add_money mongols, 2000
    terminate_monitor
    end_if
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_EventCounter DifficultyLevel >= 3
    if I_SettlementOwner Damghan = mongols
    create_unit Damghan, Nukeri Horse Archers, num 1, exp 3, arm 0, wep 0
    create_unit Damghan, Turhagut Lancers, num 1, exp 2, arm 0, wep 0
    create_unit Damghan, ME Trebuchet, num 1, exp 5, arm 0, wep 0
    console_command add_money mongols, 3000
    terminate_monitor
    end_if
    end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    if I_EventCounter DifficultyLevel >= 4
    if I_SettlementOwner Yazd = mongols
    create_unit Yazd, Khabutu Archers, num 1, exp 4, arm 0, wep 0
    create_unit Yazd, Disamounted Turhagut, num 1, exp 1, arm 0, wep 0
    console_command add_money mongols, 1000
    terminate_monitor
    end_if
    end_if
    end_monitor

    ;mongols weaken and no longer are a superpower
    monitor_event PreFactionTurnStart FactionType mongols
    and not FactionIsLocal
    and I_EventCounter mongols_invasion = 6
    set_event_counter is_the_ai 0
    end_monitor

    declare_counter attack_urgench
    set_event_counter attack_urgench 0
    monitor_event FactionTurnStart FactionType mongols
    and I_IsFactionAIControlled mongols
    and I_CharacterExists mongols4genghis
    and I_CharacterExists mongols4aradai
    if I_EventCounter attack_urgench = 1
    siege_settlement mongols4genghis, Urgench, maintain
    siege_settlement mongols4aradai, Urgench, attack
    set_event_counter attack_urgench 2
    move mongols4aradai, 453, 207;for jaiksk
    terminate_monitor
    end_if
    if I_EventCounter attack_urgench = 0
    siege_settlement mongols4genghis, Urgench, maintain
    siege_settlement mongols4aradai, Urgench, maintain
    set_event_counter attack_urgench 1
    end_if
    end_monitor
    declare_counter attack_khiva
    set_event_counter attack_khiva 0
    monitor_event FactionTurnStart FactionType mongols
    and not FactionIsLocal
    and I_CharacterExists mongols4jebe
    and I_CharacterExists mongols4bayan
    if I_EventCounter attack_khiva = 1
    siege_settlement mongols4jebe, Khiva, attack
    siege_settlement mongols4bayan, Khiva, maintain
    set_event_counter attack_khiva 2
    terminate_monitor
    end_if
    if I_EventCounter attack_khiva = 0
    siege_settlement mongols4jebe, Khiva, maintain
    siege_settlement mongols4bayan, Khiva, maintain
    set_event_counter attack_khiva 1
    end_if
    end_monitor
    declare_counter attack_konjikala
    set_event_counter attack_konjikala 0
    monitor_event FactionTurnStart FactionType mongols
    and not FactionIsLocal
    and I_CharacterExists mongols4chindu
    and I_CharacterExists mongols4nayuk
    if I_EventCounter attack_konjikala = 1
    siege_settlement mongols4chindu, Konjikala, attack
    siege_settlement mongols4nayuk, Konjikala, maintain
    set_event_counter attack_konjikala 2
    terminate_monitor
    end_if
    if I_EventCounter attack_konjikala = 0
    siege_settlement mongols4chindu, Konjikala, maintain
    siege_settlement mongols4nayuk, Konjikala, maintain
    set_event_counter attack_konjikala 1
    end_if
    end_monitor

  10. #10
    Galain_Ironhide's Avatar Semisalis
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    Default Re: Infinite Mongols

    My spin.

    In my campaign, their army has gradually dropped over 120 turns as they have lost settlements to rebellion and fought battles. This makes me think they are defeatable eventually. Also from my own observations, their whole army does not spawn as fast once they start losing settlement after settlement due to rebellion.

    Does anyone else get this happen? Personally I'm loving my game, I've got mongols knocking on my door and currently succeeding in holding them back.
    Last edited by Galain_Ironhide; January 22, 2010 at 05:23 PM.

  11. #11

    Default Re: Infinite Mongols

    Quote Originally Posted by Galain_Ironhide View Post
    My spin.

    In my campaign, their army has gradually dropped over 120 turns as they have lost settlements to rebellion and fought battles. This makes me think they are defeatable eventually. Also from my own observations, their whole army does not spawn as fast once they start losing settlement after settlement due to rebellion.

    Does anyone else get this happen? Personally I'm loving my game, I've got mongols knocking on my door and currently succeeding in holding them back.
    yes, I've also noticed that the mongols start to lose regions due to rebelion.
    but it is strange since they still have an impressive army (like 4 or 5 times bigger than the second) just wondering around doing nothing.
    they should try to get those settlements back, no?

    I would say to reduce mongols strength by reducing the new stack spawning frequency with time (until it ends in the 1280s).
    I get the idea that mongols are just a faction with endless units and free upkeep ...
    I think it should start like that, as a horde, but gradually become a "normal" faction without all those extra bonus of money/units/etc... and having to rely on the conquered settlements for survival


    just an idea...


  12. #12
    Byg's Avatar Read The Manual
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    Default Re: Infinite Mongols

    Quote Originally Posted by Caesar Clivus View Post
    Getting the mongols to attack who you want is like putting wheels on a tomato: very hard to do and ends up getting you nowhere.
    I'm quite interested in any photos you may have of you with your wheeled tomatoes.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

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