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  1. #1
    cedric37's Avatar Why Not ?!
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    Icon7 Strong mongols minimod

    This minimod is compatible with last RR/RC compilation (**Apr 11**) and propose a slightly more powerfull mongols faction, with more cash more armies and more regions to start with and more realistic win conditions. It affects the late era campaign (1220 AD).
    Also the upkeep of most of the field troops has been lowered too.

    I found that in RR/RC mongols were merely goats and nothing compared to the raging storm they were in SS6.2 RC4.

    So now all is fixed, and mongols get the cheer power that they deserve

    Screen 1: you can see finances is not diminishing from turn 1
    Spoiler Alert, click show to read: 


    Also you can see 1 added horde near Urgench.

    Screen2: You can see mongols have Embi back and 3 hordes there + altered win conditions
    Spoiler Alert, click show to read: 


    THIS IS NOT SAVE GAME COMPATIBLE.

    Note you can benefit from the changes either by playing the mongols or playing against them.

    Downloads:

    - "almighty mongols": strong_mongols_campaign.rar (mongols get a king's purse of 30K)
    - "big initial boost": strong_mongols_campaign_v2.rar (mongols get normal king's purse but start with 250K)
    - "balanced mongols": strong_mongols_campaign_v3.rar (mongols get a king's purse of 30K, but this lower when they conquer more settlements to become normal at the end, so 2.5K after 30 settlements conquered)


    Just extract into your M2TW folder and enjoy
    Last edited by cedric37; July 30, 2010 at 04:33 AM.
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



  2. #2

    Default Re: Strong mongols minimod

    Very splendid sir! This will be fun

  3. #3
    cedric37's Avatar Why Not ?!
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    Default Re: Strong mongols minimod

    Ha ha glad to get a so fast comment (and positive moreover ).
    Let the golden horde put the occident on his knees again
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  4. #4
    axnsan's Avatar Protector Domesticus
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    Default Re: Strong mongols minimod

    Won't the 30k king purse make their economy too easy once the initial hordes are expended?

  5. #5
    cedric37's Avatar Why Not ?!
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    Default Re: Strong mongols minimod

    Well, that's correct, that's why they are so strong

    But there are 2 means to avoid the immense debt that mongols gain in a few turns (and which ruins completly their expansion):
    - lowering the upkeeps (i already did that, now the upkeeps are between 100 and 200 roughly instead of nearly 600 for the elite cavalry units)
    - increasing the king's purse (well as you see i doubled it).

    So if i let the king's purse to 15K that means i must lower more the upkeeps or reduce the number of armies (which will kill the "Golden horde" effect, if at the end it is "Genghis, his 2 buddies and a dog conquering the east ).

    So what do you suggest mate ?

    EDIT: one last fix could be let the purse to 15K and give initial treasury amount to 100K or more ?
    Last edited by cedric37; April 17, 2010 at 01:12 PM.
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  6. #6
    axnsan's Avatar Protector Domesticus
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    Default Re: Strong mongols minimod

    Well I dunno. Just saying. An idea may be to decrease the purse by 1000 or such for every settlement captured so by the time they have about 20 settlements and most probably lost the initial momentum they will just become an ordinary faction with a regular kings purse.
    Last edited by axnsan; April 17, 2010 at 01:30 PM.

  7. #7
    cedric37's Avatar Why Not ?!
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    Default Re: Strong mongols minimod

    Well unfortunately i am not sure i can do that, but here is a version with 15K a turn (which is the normal king's purse in RR/RC) and starting 250K of gold (10x the normal amount). This let you around 15-20 turns (depending what you build or recruit) before you reach the red finances zone.

    Spoiler Alert, click show to read: 


    Download: strong_mongols_campaign_v2.rar

    EDIT: You gave me an idea though, maybe we can do the opposite, i mean boost the cash of mongols each end of turn depending on the number of regions gained (change in the custom script). The less settlements the more cash given. And in this case, well a purse of 2.5K is enough
    Last edited by cedric37; July 30, 2010 at 04:32 AM.
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  8. #8
    axnsan's Avatar Protector Domesticus
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    Default Re: Strong mongols minimod

    Quote Originally Posted by cedric37 View Post
    Well unfortunately i am not sure i can do that, but here is a version with 15K a turn (which is the normal king's purse in RR/RC) and starting 250K of gold (10x the normal amount). This let you around 15-20 turns (depending what you build or recruit) before you reach the red finances zone.
    If you're talking about the purse, you can just check at the start of every turn how many settlements they have.
    e.g if they have 3 settlements set their purse to 28500
    4 = 27000
    5 = 25500
    etc

    (set_kings_purse mongols x)

  9. #9
    cedric37's Avatar Why Not ?!
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    Default Re: Strong mongols minimod

    Yep, i have found some piece of script to do this, i will try it. In this case you get 2.5K as king's purse.

    ;---- Mongol money
    monitor_event FactionTurnStart FactionType mongols
    and I_NumberOfSettlements mongols < 10
    and I_NumberOfSettlements mongols > 0
    console_command add_money mongols, 27500
    end_monitor

    monitor_event FactionTurnStart FactionType mongols
    and I_NumberOfSettlements mongols < 20
    and I_NumberOfSettlements mongols > 9
    console_command add_money mongols, 12500
    end_monitor

    monitor_event FactionTurnStart FactionType mongols
    and I_NumberOfSettlements mongols < 30
    and I_NumberOfSettlements mongols > 19
    console_command add_money mongols, 5000
    end_monitor

    Or i will try the command set_kings_purse mongols x
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  10. #10
    cedric37's Avatar Why Not ?!
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    Default Re: Strong mongols minimod

    I've added this piece of code in the custom_script.txt:

    ;---- Mongol money script (by cedric37)
    monitor_event FactionTurnStart FactionType mongols
    and I_NumberOfSettlements mongols < 10
    and I_NumberOfSettlements mongols > 0
    set_kings_purse mongols, 30000
    end_monitor
    monitor_event FactionTurnStart FactionType mongols
    and I_NumberOfSettlements mongols < 20
    and I_NumberOfSettlements mongols > 9
    set_kings_purse mongols, 15000
    end_monitor
    monitor_event FactionTurnStart FactionType mongols
    and I_NumberOfSettlements mongols < 30
    and I_NumberOfSettlements mongols > 19
    set_kings_purse mongols, 2500
    end_monitor
    The game starts and run well and my king's purse is 30K so it seems to work (it is 15K in the descr_strat, so definitely it works ).

    Thanks for the comments axnsan, i think this way is more balanced

    Download: strong_mongols_campaign_v3.rar
    Last edited by cedric37; July 30, 2010 at 04:32 AM.
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  11. #11

    Default Re: Strong mongols minimod

    A very low upkeep for hordes and the normal upkeep when recruited in cities . So a couple of turns, new stacks appear as cheap hordes ,until the end of the invasion . And in city recruited units have normal upkeep .
    Son of the now supersilly walking MasterBigAb/戦国無双



  12. #12
    cedric37's Avatar Why Not ?!
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    Default Re: Strong mongols minimod

    Quote Originally Posted by BURNY26 View Post
    A very low upkeep for hordes and the normal upkeep when recruited in cities . So a couple of turns, new stacks appear as cheap hordes ,until the end of the invasion . And in city recruited units have normal upkeep .
    Thanks mate this is exactly what i did, all horde-like units are cheap but other units are normal cost including the city units. But castle recruited units of horde type are still cheap.
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  13. #13

    Default Re: Strong mongols minimod

    Quote Originally Posted by cedric37 View Post
    Thanks mate this is exactly what i did, all horde-like units are cheap but other units are normal cost including the city units. But castle recruited units of horde type are still cheap.

    Just rered your first post , with field troops you meant hordes . Thought normally recruited ,but not present in a city . sry
    Son of the now supersilly walking MasterBigAb/戦国無双



  14. #14
    SoulBlade's Avatar Vicarius
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    Default Re: Strong mongols minimod

    ^ Is this possible?
    No need to increase khan's purse to 30k, just learn to play SS in EB style. Hah
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    Regarding the Irish, if its between them and the Timurids:
    Irish: ran around bogs and forests munching on potatoes
    Timurids: slaughtered millions and threw empires into terror
    OK I'm not sure the Irish had potatoes in medieval times but that still doesn't tip things in their favour
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  15. #15
    cedric37's Avatar Why Not ?!
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    Default Re: Strong mongols minimod

    Quote Originally Posted by SoulBlade View Post
    ^ Is this possible?
    No need to increase khan's purse to 30k, just learn to play SS in EB style. Hah
    What is EB style ? Sack and advance ? This just doesn't work as the loot is too poor (i tried this way and this does not make up for your finances...)
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  16. #16
    SoulBlade's Avatar Vicarius
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    Default Re: Strong mongols minimod

    Quote Originally Posted by cedric37 View Post
    What is EB style ? Sack and advance ? This just doesn't work as the loot is too poor (i tried this way and this does not make up for your finances...)
    Yeah, something like this, you've never played EB the best mod for RTW? Basically you need to sack like 7-8 settlements before you can a decent economy.
    Quote Originally Posted by Eastern Roman View Post
    Satan works in cunning way to keep us away of god. Sciene is the religion of Satan.
    Quote Originally Posted by Hobbes. View Post
    TWC is ruining my abilty to have an erection
    Quote Originally Posted by Point Blank View Post
    Regarding the Irish, if its between them and the Timurids:
    Irish: ran around bogs and forests munching on potatoes
    Timurids: slaughtered millions and threw empires into terror
    OK I'm not sure the Irish had potatoes in medieval times but that still doesn't tip things in their favour
    When in doubt, say - Trve Norsk Blękk Mettal


    a

    // [Last.fm][/SPOILER]
    Play Supremacy 1914, the free real-time strategy online games and the Browsergame of the Year 2009!


    [SPOILER]


    Supremacy1914 - the best MMO




    Spoiler for Dangerous stuff
    Code:
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  17. #17
    cedric37's Avatar Why Not ?!
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    Default Re: Strong mongols minimod

    Quote Originally Posted by SoulBlade View Post
    Yeah, something like this, you've never played EB the best mod for RTW? Basically you need to sack like 7-8 settlements before you can a decent economy.
    If this would work it would fit 100% to the mongols, unfortunately even looting a good city gave me like 10K and you loose around 30K a turn in RR/RC. But if we can increase sacking JUST for the mongols to big amounts, it will really give the horde spirit
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  18. #18
    SoulBlade's Avatar Vicarius
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    Default Re: Strong mongols minimod

    Quote Originally Posted by cedric37 View Post
    If this would work it would fit 100% to the mongols, unfortunately even looting a good city gave me like 10K and you loose around 30K a turn in RR/RC. But if we can increase sacking JUST for the mongols to big amounts, it will really give the horde spirit
    Well, we can give a few traits for +Looting to the mongol generals, if they haven't got any already.
    Or create special +100/200% looting traits which disappear as time passes by.
    Quote Originally Posted by Eastern Roman View Post
    Satan works in cunning way to keep us away of god. Sciene is the religion of Satan.
    Quote Originally Posted by Hobbes. View Post
    TWC is ruining my abilty to have an erection
    Quote Originally Posted by Point Blank View Post
    Regarding the Irish, if its between them and the Timurids:
    Irish: ran around bogs and forests munching on potatoes
    Timurids: slaughtered millions and threw empires into terror
    OK I'm not sure the Irish had potatoes in medieval times but that still doesn't tip things in their favour
    When in doubt, say - Trve Norsk Blękk Mettal


    a

    // [Last.fm][/SPOILER]
    Play Supremacy 1914, the free real-time strategy online games and the Browsergame of the Year 2009!


    [SPOILER]


    Supremacy1914 - the best MMO




    Spoiler for Dangerous stuff
    Code:
    Signature stock:  
    
    

  19. #19
    Navajo Joe's Avatar SS Forum Moderator
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    Default Re: Strong mongols minimod

    Cedric,
    What are the consequences of these changes to K-Shah, Cumans and the Rus, as this change will give the Mongols a greater miltiary advantage and improved economy, these factions will die alot sooner?





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  20. #20
    cedric37's Avatar Why Not ?!
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    Default Re: Strong mongols minimod

    Quote Originally Posted by Navajo Joe View Post
    Cedric,
    What are the consequences of these changes to K-Shah, Cumans and the Rus, as this change will give the Mongols a greater miltiary advantage and improved economy, these factions will die alot sooner?
    Kwarezm is meant to die TBH, so this one if not played by the player should die. The others can still resist as the initial hordes will mainly attack Kwarezm and no script will force them to attack the north. But the odds that they are destroyed by the mongols is great.

    In the case of the cumans it is also a normal and historic output.

    Well it is still in its "beta" version, but i would like some guys (including me) to try it out and give me feedbacks on their campaogn, either as mongols or playing against them
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



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