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  1. #1

    Default Modifying the Mongol invasion

    I would like to mod my mongol invasion script so that invading mongol armies appear in multiple locations, to give the real sense of an invading horde, rather than simply another faction showing up on the board, and struggling to survive against entrenched factions. I am looking at my campaign script in my imperial campaign folder. I see what appears to be a scouting invasion, as well as 3 major scripted invasions. Is anyone familiar with this part of the the file? What would I need to modify to include all 3 invading armies? I am really looking to have the mongols as a superpower in my game, one that does not struggle to knockout the Kwarizmians and Cumans, but breaks through those factions to threaten the Russians factions as well as the Seljuks. In the games I've started and observed them, they simply don't seem to be on the way to world power status, which was my constant complaint with the Deus Lo Vult mod.

  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Modifying the Mongol invasion

    I think you'll need to edit the campaign script in Stainless_Steel_6\data\world\maps\campaign\imperial_campaign\campaign_script.txt. There are sections in there that spawn the mongol armies.

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

  3. #3

    Default Re: Modifying the Mongol invasion

    I knew WHERE to find these scripts, but not HOW to modify them in order to place the Mongol armies in all 3 starting spots, rather than in just one.

  4. #4

    Default Re: Modifying the Mongol invasion

    Darviathar
    On my 'To do' list is to script in more Mongol hordes and try to give two hordes (north and south). However something you need to be aware of is that they act with one 'brain' so even if you place in diferent locations they will still all dash off to the same spot. What you must do is script an army to attack and besiege a settlemnt until it is taken, that way it does not join the others.

    Will try and get round to doing a script for this over weekend and post for you. Once you have one script to do it, its just then a matter of changing the x,y co-ordinates and settlement to be seiged.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  5. #5

    Default Re: Modifying the Mongol invasion

    Quote Originally Posted by Quark View Post
    Darviathar
    On my 'To do' list is to script in more Mongol hordes and try to give two hordes (north and south). However something you need to be aware of is that they act with one 'brain' so even if you place in diferent locations they will still all dash off to the same spot. What you must do is script an army to attack and besiege a settlemnt until it is taken, that way it does not join the others.

    Will try and get round to doing a script for this over weekend and post for you. Once you have one script to do it, its just then a matter of changing the x,y co-ordinates and settlement to be seiged.

    Many thanks. A dangerous Mongol faction that really disrupts the status-quo on the map is the only thing I really miss from the vanilla game. I only finished one game there, days after release almost two years ago. I played England and some of my last battles were in what was once the HRE, fighting against the Mongols. They had pressed that far westwards. I've never seen anything like that in any mod I've played since

  6. #6

    Default Re: Modifying the Mongol invasion

    Yeap, Mongols are very weak in SS.

  7. #7

    Default Re: Modifying the Mongol invasion

    I am hoping they aren't as poorly-managed as they are in the Deus Lo Vult mod....It would be hard to do any worse, honestly.

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