View Poll Results: it is worth ?

Voters
22. You may not vote on this poll
  • yes

    15 68.18%
  • no

    7 31.82%
Page 1 of 2 12 LastLast
Results 1 to 20 of 25

Thread: hordes

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default sub_mod hordes

    The title says all, this submod will make all factions to horde when they dont have any more regions
    only the slaves, jerusalem (crusader states) and papal states dont horde
    it works to SS 6.3, and if the names of the units in ss6.4 are the same as the ones of ss6.3 it will work to 6.4 too

    to install it just overwrite the file with the same ame

    have fun !!!

    Download
    Last edited by Ishan; March 11, 2011 at 12:49 PM.

  2. #2

    Default Re: sub_mod hordes

    definately worth a try!

  3. #3

    Default Re: sub_mod hordes

    already making it... today i finnish it
    the poll is just to know if it worth publishing it...

    ps: its for version 6.3
    Last edited by anonimo272; March 08, 2011 at 07:31 AM.

  4. #4

    Default Re: sub_mod hordes

    Quote Originally Posted by anonimo272 View Post
    basicly factions in SS would never die, for beeing conquered they would settle again...
    and if you dont like a faction to horde just do the cheat: surrender_regions "faction name"
    it is worth to make a submod ?
    Not sure, but I think if you use surrender_regions to a horde faction it will not perish but just loose all regions, so actually to kill off horde faction you must kill all army and all agents - not just regions (like in regular faction)
    If you see something you like in my posts +rep me Thx in advance

  5. #5

    Default Re: sub_mod hordes

    Quote Originally Posted by Avalanche View Post
    Not sure, but I think if you use surrender_regions to a horde faction it will not perish but just loose all regions, so actually to kill off horde faction you must kill all army and all agents - not just regions (like in regular faction)
    really ???
    dont knowed that, next weekend i will see if it work on hordes...

    cause sometimes i want factions to be really destroyed...

  6. #6

    Default Re: sub_mod hordes

    Well it is easy to test - just start Late Era and type surrender_regions mongols.
    Would test it myself but am @work atm
    If you see something you like in my posts +rep me Thx in advance

  7. #7

    Default

    ok testing...

    ok mongols in late are not horde... i destroyed them with kawzerimian (taked their last city)...
    so only way to test ir is to wait for timmies... and i dont have patient to wait that long
    so someone can teste it in a carrer put the cheat surrender_regions timburids (or whatever thei name), if you want them in the game just dont save...
    Last edited by Ishan; March 11, 2011 at 12:46 PM. Reason: double post

  8. #8

    Default Re: sub_mod hordes

    I suppose Mongols not set as a horde because if I recall correct they start with one city (non horde faction must have at least one starting region) and are playable (I suppose).

    Easiest way is to change starting parameters of one of factions (set is as a horde), start campaign and type surrender_regions. I think it will be faster than wait for Timurids.
    If you see something you like in my posts +rep me Thx in advance

  9. #9

    Default Re: sub_mod hordes

    ok i have already 20faction for horde... i will test with portugal early era

  10. #10

    Default Re: sub_mod hordes

    BTW I found interesting article on TWC Wiki http://www.twcenter.net/wiki/Hording_and_Emergent_Factions_-_RTW/BI

    It is based on RTW but am sure it applies also to MTW and Kingdoms. There are some notes:
    Spoiler Alert, click show to read: 
    Horde Factions on Map at Start - With Settlements

    Factions like the Franks have the ability to horde but start on vanilla map with ownership of a settlement. If their last settlement is captured by another faction, or (in case of human player), if they opt to leave their last settlement a horde army will be produced for them and they will act as above.
    If you see something you like in my posts +rep me Thx in advance

  11. #11

    Default Re: sub_mod hordes

    i already playied BI so...
    well obviously factions will start in sthe exact same spots... but they will not have the option to horde, just when they are without settlements
    the cheat doesnt apply for hordes... but when they have a region it should work...

  12. #12

    Default Re: sub_mod hordes

    If you kill all the family members it will wipe out the faction. though that might take a while with the console! This is definitely worth a go though. How big are you going to make the scripted horde armies?
    Veni Vidi Velcro


  13. #13

    Default Re: sub_mod hordes

    How big are you going to make the scripted horde armies?

    well i cant choose the size the only thing related to that is : settlement_population_per_unit (normally its 100, so more population has the last city bigger will be the horde,

    ps : in this submod jerusalem and papal states will never horde ...
    jerusalem will not be horde because: crusades so normally egypt will conquer them and after you can conquer the holy lands, fighting the powerful egypt...

    ps2: the submod is already is now completed... now i just need to test it...

  14. #14
    Ferdiad's Avatar Patricius
    Join Date
    Feb 2010
    Location
    Ireland
    Posts
    28,041

    Default Re: sub_mod hordes

    I won't tell you what not to mod, but it is as ahistorical as it gets.The great migrations had finished over in Europe for hundreds of years.

  15. #15

    Default Re: sub_mod hordes

    normally they dont migrat to others lands... they just continues their wars... whith theirs neyboughrs... so basicly they will revenge of the faction that killed them...

  16. #16
    Ferdiad's Avatar Patricius
    Join Date
    Feb 2010
    Location
    Ireland
    Posts
    28,041

    Default Re: sub_mod hordes

    Hordes will migrate, of you have ever played BI you'd know this.

  17. #17

    Default

    yes in BI they migrate...
    but in medieval the factions are in war with their neibors, in BI the horde factions were all in war or with bad relations with the romans...
    so in m2tw if for example portugal is in war with kwarezmian (0.1 chances that will happen i our campaigns) when they horde if they try to go to theirs lands they not reache them... because of the factions that surround them will attack the horde (ex: cristian hordes in islamic land will not be welcomed)
    so normally the ai will attack the neibor wich is at war with them... they will not remain exactly in the same spot but in 90% of games they will have the same neibors and almost the same cities...

    despiste the controversy i will release it today just to inform...
    Last edited by Ishan; March 11, 2011 at 12:46 PM. Reason: double post

  18. #18

    Icon10 hordes

    the title says all, this submod will make all factions to horde when they dont have any more regions
    only the slaves, jerusalem (crusader states) and papal states dont horde
    it works to SS 6.3, and if the names of the units in ss6.4 are the same as the ones of ss6.3 it will work to 6.4 too

    to install it just overwrite the file with the same ame

    have fun !!!

  19. #19

    Default Re: hordes

    Excellent stuff, always thought this would be an interesting idea. just never had the inspiration to implement it! good work.
    Veni Vidi Velcro


  20. #20
    Navajo Joe's Avatar SS Forum Moderator
    Join Date
    May 2008
    Location
    England
    Posts
    4,182

    Default Re: sub_mod hordes

    anonimo272,

    When you release sub mod, you must do it in the Sub Mods Section of the forum





    'Proud to be patronised by cedric37(My Father and My Guardian)

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •