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  1. #1
    Meneth's Avatar I mod, therefore I am
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    Default The Mongol Horde (MH) 2.0.1

    The Mongol Horde
    No new versions will be uploaded in this thread, go download the Compilation if you want the newest version (note: MH is as of this edit, broken), this is due to me running out of ideas, meaning development has mostly ceased
    The version for the Early campaign is broken, sorry
    Don't enable it together with anything that modifies descr_strat (e.g. BGR or permanent watchtowers)
    A sub-mod that makes it so that the mongol horde keeps going west, by making their armies successively spawn further west as the game progresses.Based on when the Mongols historically captured settlements.
    Permanent watchtowers included in the late campaign. The early version doesn't change the descr_strat, so it's compatible with permanent watchtowers.

    Warning:
    Only play as the Khwarezmians or Cumans in the late campaign if you're a masochist.
    Playing as the Seljuk Sultanate, Novgorod, Kievan Rus, Lithuania, Hungary, the Fatmid Caliphate and the Crusader States (to some extent) will be a much bigger challenge than usual.
    Installation


    1. Download
    2. Un-zip in mod folder
    3. Turn on through the sub-mod manager

    List of scripted attacks
    Year Settlement General
    1221 | Astrakhan | Batu
    1221 | Tabriz | Bayju
    1221 | Gorgan | Chaghatai
    1221 | Urgench | Genghis
    1221 | Mashhad | Jebe
    1221 | Ray | Jelme
    1221 | Yazd | Ogedai
    1221 | Khiva | Sorkin-shara
    1221 | Tbilisi | Subutai
    1221 | Damghan | Boorchu
    1221 | Konjikala | Tolui
    1222 | Kerman | Subutai
    1222 | Shiraz | Kasar
    1222 | Kermanshah | Khubilai
    1222 | Isfahan | Mukali
    1223 | Bulgar | Subutai
    1234 | Embi | Jebe
    1235 | Kazan | Batu
    1235 | Yelabuga | Subutai
    1236 | Jaiksk | Batu
    1236 | Caffa | Jebe
    1236 | Bulgar | Random
    1236 | Tbilisi | Random
    1236 | Sarkel | Subutai
    1237 | Murom | Batu
    1237 | Ryazan | Mongke
    1238 | Moscow | Mongke
    1238 | Baia | Subutai
    1238 | Tmutarakan | Guyuk
    1238 | Yaroslavl | Jebe
    1239 | Serdobinskaya | Berke
    1239 | Pereyaslav | Burundai
    1239 | Azaq | Jebe
    1240 | Kiev | Batu
    1240 | Riga | Burundai
    1240 | Bryansk | Jebe
    1240 | Khynov | Guyuk
    1240 | Zhytomyr | Orda
    1240 | Smolensk | Mongke
    1240 | Oleshe | Subutai
    1241 | Esztergom | Batu
    1241 | Sofia | Berke
    1241 | Wroclaw | Baidar
    1241 | Plock | Orda
    1241 | Halych | Nogai
    1241 | Belgrade | Random
    1241 | Varad | Random
    1241 | Zagreb | Random
    1241 | Kassa | Random
    1241 | Targoviste | Shiban
    1241 | Brasov | Subutai
    1241 | Krakow | Talabuga
    1243 | Ankara | Bayju
    1243 | Yerevan | Ghazan
    1243 | Isparta | Mulay
    1243 | Trebizond | Random
    1243 | Sinop | Random
    1243 | Iconium | Samagar
    1244 | Adana | Samagar
    1256 | Alamut | Sorkin-shara
    1257 | Diyabakir | Bayju
    1257 | Tabriz | Ghazan
    1257 | Mosul | Mulay
    1257 | Ahvaz | Samagar
    1258 | Baghdad | Bayju
    1258 | Basra | Ghazan
    1258 | Qarisiya | Mulay
    1259 | Krakow | Baidar
    1259 | Vilnius | Burundai
    1259 | Damascus | Ghazan
    1259 | Hrodna | Nogai
    1259 | Palanga | Talabuga
    1259 | Mensk | Berke
    1271 | Edessa | Abagha
    1271 | Casearea | Baidar
    1271 | Aleppo | Kitbuqa
    1271 | Antioch | Samagar
    1274 | Murom | Berke
    1274 | Smolensk | Orda
    1287 | Krakow | Burundai
    1299 | Aleppo | Kitbuqa
    1299 | Damascus | Abagha
    1300 | Jerusalem | Kutluqshah
    1310 | Bryansk | Random
    Change-log
    1.0


    • MH released

    1.1


    • Late campaign bug removed
    • Description added in the sub-mod manager

    1.2


    • Army-sizes for mongols reduced, experience increased

    1.2.1


    • No army spawning by Ankara in 1243 fixed
    • Mongol economy re-balanced

    1.3


    • Mongol starting money reduced by 50000
    • Mongol start-income increased by 1000
    • Income increase in year 1234 decreased by 5000
    • Income increase in year 1223 decreased by 2000
    • Some army re-balancing
    • 1238, 1239, 1240, 1241 invasion reduced somewhat
    • Mongol economy increase per turn reduced from 600 to 550
    • 1236 spawn at Caffa fixed
    • CTD due to the parser hating some names fixed

    1.3.1


    • Script-breaking typo fixed

    2.0


    • Minor rebellions added 3 years after a settlement gets taken
    • Faction-spanning rebellions added ~10 years after they get conquered

    2.0.1


    • Nothing getting spawned in the early campaign fixed
    • Improved compression


    Credits:

    • Tan Zhi Han for his list of settlements attacked, and ideas

  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Concept/WIP - The Mongol Horde

    When these westerly armies spawn, will you script them to attack certain settlements? Because in my experience whenever I've spawned armies (even right next to a settlement that they're at war with and have abysmal relationship with), the AI doesn't use them to attack but just moves them back to the own territory.

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

  3. #3
    Meneth's Avatar I mod, therefore I am
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    Default Re: Concept/WIP - The Mongol Horde

    Yeah, I'll probably script most of them to attack settlements.
    So that also opens for a few more questions:
    Which settlements should they attack?
    How big should the spawned armies be?
    How far west should it go?

  4. #4
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Concept/WIP - The Mongol Horde

    Historically the Mongols ravaged large parts of Poland and Hungary. They even reached as far south as Zagreb.

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

  5. #5
    Meneth's Avatar I mod, therefore I am
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    Default Re: Concept/WIP - The Mongol Horde

    Do people want mongols in Poland, though?
    Edit: added a poll on when the invasion should end.

  6. #6
    Meneth's Avatar I mod, therefore I am
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    Default Re: Concept/WIP - The Mongol Horde

    Hmm...
    With how I'm setting it up now, they'll pretty much destroy the whole of the Khwarezmian Empire in one turn or two. Might be a bit too overpowered?
    Though apparently, that's pretty much what happened IRL.

  7. #7
    romy's Avatar Semisalis
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    Default Re: Concept/WIP - The Mongol Horde

    Sounds really good , I prefer historical accurate than the balance of the game , to be honest. :-)
    R.I.P. Calvin

  8. #8
    Meneth's Avatar I mod, therefore I am
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    Default Re: Concept/WIP - The Mongol Horde

    I'll try play-testing my first attempt now. Hopefully it doesn't CTD

  9. #9
    Meneth's Avatar I mod, therefore I am
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    Default Re: Concept/WIP - The Mongol Horde

    For some reason, the mongol armies don't feel like spawning.
    Script, in case anyone knows what I'm doing wrong
    monitor_event FactionTurnStart FactionType mongols

    historic_event the_mongols_emerge event/mongols_invade.bik

    console_command diplomatic_stance mongols kwarezm war

    spawn_army ;Urgench
    faction mongols
    character Genghis, named character, age 48, x 500, y 153, label mongols4genghis, family
    traits Factionleader 1 , MilitaryInclination 1 , Military_Edu 3 , NaturalMilitarySkill 2 , GoodCommander 3 , Bloodthirsty 2 , BattleDread 4 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , GoodCavalryGeneral 2 , ReligionStarter 1
    unit Keshikten Bodyguard exp 6 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 4 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 4 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 4 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 4 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Lubchiten Horse Archers exp 4 armour 0 weapon_lvl 0
    unit Lubchiten Horse Archers exp 4 armour 0 weapon_lvl 0
    unit Lubchiten Horse Archers exp 4 armour 0 weapon_lvl 0
    unit Nukeri Horse Archers exp 5 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 4 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 5 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 5 armour 0 weapon_lvl 0
    unit ME Trebuchet exp 5 armour 0 weapon_lvl 0
    unit ME Trebuchet exp 5 armour 0 weapon_lvl 0
    end

    ;if I_CharacterTypeNearTile mongols, named_character, 0, 500, 153
    ;siege_settlement mongols4genghis, Urgench, attack
    ;end_if

    spawn_army ;Khiva
    faction mongols
    character Bayan, named character, age 21, x 504, y 147, label mongols4bayan, family
    traits MilitaryInclination 1 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 2 , Anger 3 , BattleDread 2 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , ContentGeneral 3
    unit Keshikten Bodyguard exp 6 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Khabutu Archers exp 6 armour 0 weapon_lvl 0
    unit Khabutu Archers exp 6 armour 0 weapon_lvl 0
    unit Khabutu Archers exp 6 armour 0 weapon_lvl 0
    unit Nukeri Horse Archers exp 6 armour 0 weapon_lvl 0
    unit Nukeri Horse Archers exp 6 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 6 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 6 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 5 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 6 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 6 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 6 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 6 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 6 armour 0 weapon_lvl 0

    if I_CharacterTypeNearTile mongols, named_character, 0, 504, 147
    siege_settlement mongols4bayan, Khiva, attack
    end_if

    spawn_army ;Konjikala
    faction mongols
    character Chindu, named character, age 25, x 490, y 125, label mongols4chindu, family
    traits MilitaryInclination 1 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 3 , Bloodthirsty 2 , BattleDread 4 , StrategyDread 2 , PublicFaith 1 , Loyal 3 , ContentGeneral 3 , ReligionStarter 1
    unit Keshikten Bodyguard exp 6 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 4 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 4 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 4 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 4 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Lubchiten Horse Archers exp 4 armour 0 weapon_lvl 0
    unit Lubchiten Horse Archers exp 4 armour 0 weapon_lvl 0
    unit Lubchiten Horse Archers exp 4 armour 0 weapon_lvl 0
    unit Nukeri Horse Archers exp 5 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 4 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 5 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 5 armour 0 weapon_lvl 0
    unit ME Trebuchet exp 5 armour 0 weapon_lvl 0
    unit ME Trebuchet exp 5 armour 0 weapon_lvl 0
    end

    if I_CharacterTypeNearTile mongols, named_character, 0, 490, 125
    siege_settlement mongols4chindu, Konjikala, attack
    end_if

    spawn_army ;Gorgan
    faction mongols
    character Aradai, named character, age 22, x 471, y 113, label mongols4aradai, family
    traits MilitaryInclination 1 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 2 , Anger 3 , BattleDread 2 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , ContentGeneral 3 , ReligionStarter 1
    unit Keshikten Bodyguard exp 6 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 3 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 3 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 3 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 3 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Khabutu Archers exp 4 armour 0 weapon_lvl 0
    unit Lubchiten Horse Archers exp 3 armour 0 weapon_lvl 0
    unit Lubchiten Horse Archers exp 3 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 3 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 3 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 5 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 5 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 4 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 4 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 4 armour 0 weapon_lvl 0
    end

    if I_CharacterTypeNearTile mongols, named_character, 0, 471, 113
    siege_settlement mongols4aradai, Gorgan, attack
    end_if

    spawn_army ;Mashhad
    faction mongols
    character Jebe, named character, age 25, x 499, y 107, label mongols4jebe, family
    traits Factionheir 1 , MilitaryInclination 1 , Military_Edu 3 , NaturalMilitarySkill 2 , GoodCommander 3 , Bloodthirsty 2 , BattleDread 4 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , GoodCavalryGeneral 2 , ReligionStarter 1
    unit Keshikten Bodyguard exp 6 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 4 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 4 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 4 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 4 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Lubchiten Horse Archers exp 4 armour 0 weapon_lvl 0
    unit Lubchiten Horse Archers exp 4 armour 0 weapon_lvl 0
    unit Lubchiten Horse Archers exp 4 armour 0 weapon_lvl 0
    unit Nukeri Horse Archers exp 5 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 4 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 5 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 5 armour 0 weapon_lvl 0
    unit ME Trebuchet exp 5 armour 0 weapon_lvl 0
    unit ME Trebuchet exp 5 armour 0 weapon_lvl 0
    end

    if I_CharacterTypeNearTile mongols, named_character, 0, 499, 107
    siege_settlement mongols4hebe, Mashhad, attack
    end_if

    spawn_army ;Damghan
    faction mongols
    character random_name, general, age 48, x 472, y 104, label mongols4damghan
    traits Factionleader 1 , MilitaryInclination 1 , Military_Edu 3 , NaturalMilitarySkill 2 , GoodCommander 3 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , GoodCavalryGeneral 2 , ReligionStarter 1
    unit Keshikten Bodyguard exp 6 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Merguen Archers exp 5 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 3 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 3 armour 0 weapon_lvl 0
    unit Disamounted Turhagut exp 3 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Khabutu Archers exp 4 armour 0 weapon_lvl 0
    unit Lubchiten Horse Archers exp 3 armour 0 weapon_lvl 0
    unit Lubchiten Horse Archers exp 3 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 3 armour 0 weapon_lvl 0
    unit Turhagut Lancers exp 3 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Hoschuchi Lancers exp 5 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 5 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 4 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 4 armour 0 weapon_lvl 0
    unit Hoshiga Horse Archers exp 4 armour 0 weapon_lvl 0
    unit ME Trebuchet exp 5 armour 0 weapon_lvl 0
    unit ME Trebuchet exp 5 armour 0 weapon_lvl 0
    end

    if I_CharacterTypeNearTile mongols, general, 0, 499, 107
    siege_settlement mongols4damghan, Damghan, attack
    end_if

    spawn_character mongols random_name, priest, age 23, x 480, y 140
    spawn_character mongols random_name, priest, age 24, x 500, y 98
    spawn_character mongols random_name, priest, age 27, x 470, y 120
    spawn_character mongols random_name, spy, age 22, x 500, y 135
    spawn_character mongols random_name, spy, age 21, x 493, y 178
    spawn_character mongols random_name, spy, age 29, x 489, y 110
    spawn_character mongols random_name, assassin, age 31, x 504, y 132
    spawn_character mongols random_name, assassin, age 33, x 485, y 189

    add_money mongols 250000
    terminate_monitor
    end_monitor
    Edit: seems I'm breaking the campaign script somehow. I'll try to debug it.

  10. #10
    Meneth's Avatar I mod, therefore I am
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    Default Re: Concept/WIP - The Mongol Horde

    I found the problem:
    A missing end label for one of the armies -_-

  11. #11

    Default Re: Concept/WIP - The Mongol Horde

    while it feel realistic, the whole mongol gone after certain date is well, disgusting.... hm I mean, it's the same as saying the Roman SHOULD GONE after 1453 for historical sake.

  12. #12
    Meneth's Avatar I mod, therefore I am
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    Default Re: Concept/WIP - The Mongol Horde

    Quote Originally Posted by napoleonic View Post
    while it feel realistic, the whole mongol gone after certain date is well, disgusting.... hm I mean, it's the same as saying the Roman SHOULD GONE after 1453 for historical sake.
    No, I mean as in only stopping the spawning of armies.
    The huge mongol army would remain until defeated.

  13. #13

    Default Re: Concept/WIP - The Mongol Horde

    Quote Originally Posted by Meneth View Post
    No, I mean as in only stopping the spawning of armies.
    The huge mongol army would remain until defeated.
    well the thread poll leaves the false impression of this sub-mod goal then

  14. #14

    Default Re: Concept/WIP - The Mongol Horde

    Sounds interesting... my only real concern is how AI factions (or myself for that matter) such as the Kwarezmian Empire, Cuman Khanate, Georgia (when it is implemented), etc will be able to hold up under such an invasion.

    Also, when the Mongols take a settlement, will they continue to own it? Or will it go rebel?

  15. #15
    Meneth's Avatar I mod, therefore I am
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    Default Re: Concept/WIP - The Mongol Horde

    Quote Originally Posted by Sanderlicious View Post
    Sounds interesting... my only real concern is how AI factions (or myself for that matter) such as the Kwarezmian Empire, Cuman Khanate, Georgia (when it is implemented), etc will be able to hold up under such an invasion.

    Also, when the Mongols take a settlement, will they continue to own it? Or will it go rebel?
    The Khwarezmian Empire would be destroyed, at least in late era.
    Other factions wouldn't get invaded quite as large-scale, and so should be able to survive.
    The only problem right now though, is that I can't seem to get the armies to spawn.

  16. #16

    Default Re: Concept/WIP - The Mongol Horde

    Regarding when the horde should stop, why not just have it stop when Ogedai dies in game? You could either have him be the Great Khan in 1220 (off by nine years, but close), or you could have him be the heir of a soon-to-die Ghengis.

  17. #17

    Default Re: Concept/WIP - The Mongol Horde

    historic_event the_mongols_emerge event/mongols_invade.bik
    You can call bik video files from the campaign script?
    The only problem right now though, is that I can't seem to get the armies to spawn.
    See above. Never seen that before...

  18. #18
    Meneth's Avatar I mod, therefore I am
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    Default Re: Concept/WIP - The Mongol Horde

    Quote Originally Posted by bane_tw View Post
    You can call bik video files from the campaign script?
    Apparently. That's part of the original script.
    Though I've removed it from my local version, as there's already a pop-up in the late campaign, which I use to test if it works.

  19. #19
    Meneth's Avatar I mod, therefore I am
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    Default Re: Concept/WIP - The Mongol Horde

    I've finally gotten the army spawning to work properly, now I just need to decide what settlements are to be attacked, and when.
    If anyone has any suggestions, please post them.
    Edit: found the problem, apparently the parser doesn't like it if you specify a character's sex in the campaign script.

  20. #20

    Default Re: Concept/WIP - The Mongol Horde

    1237: Batu and Subedei sack Ryazan and Moscow; Subedei sacks Yaroslavl, Murom
    1240: sack Pereyaslav, Kiev
    1241: sack Cracow, burn Wroclaw, sack Esztergom, Buda
    Last edited by princeps.omnis; August 19, 2010 at 09:18 AM.

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