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Hi, in this tutorial i will show you how to create a playeble horde in Medieal 2, like in barbarian invasion, sorry for my english
So we will work on:
descr_strat
campaign_script
descr_sm_factions (OPTIONAL)
descr_win_conditions (OPTIONAL)
The first file is descr_strat, here we must set our horde as playeble faction, i will use the mongol faction for this example. At the top of descr_strat we have something like this:
BEFORE
we should insert mongols playeble, so:Code:campaign imperial_campaign playable england france sicily milan aragon moors portugal spain egypt venice normans zenghids byzantium turks cumans scotland hre hungary denmark russia poland novgorod papal_states pisa aztecs saxons emirs barons end unlockable end nonplayable mongols slave end
AFTER
Now, find the mongols lines in the descr_strat and you have something like this:Code:campaign imperial_campaign playable england france sicily milan aragon moors portugal spain egypt venice normans zenghids byzantium turks cumans scotland hre hungary denmark russia poland novgorod papal_states pisa aztecs saxons emirs barons mongols end unlockable end nonplayable slave end
BEFORE
delete many lines, and create a faction leader, you must also give one region to mongols, but be sure that in game mongols will not have this regions, because you must simply insert a NON-REBEL CHARACTER in the same coordinates of the settlement, for example i give York to the horde, but at the coordinates of York i put an english general, in game this will cause that YORK WILL BE ENGLISH AND MONGOLS HAVE NO SETTLEMENTS :Code:faction mongols, balanced smith ai_label default dead_until_resurrected denari 500000 denari_kings_purse 25000
AFTER
I have created only 1 army, but you can create more army, as you prefer.Code:faction mongols, fortified genghis ai_label default denari 100000 denari_kings_purse 25000 settlement { level large_town region York_Province year_founded 0 population 2600 plan_set default_set faction_creator england building { type core_building wooden_wall } building { type barracks town_watch } building { type missiles bowyer } building { type hinterland_roads roads } building { type temple_catholic small_church } building { type guild_masons_guild masons_guild } } character Genghis, named character, male, age 30, x 344, y 234, portrait gen traits EasternWarlord 3 , GoodCommander 2 , Bloodthirsty 2 , BattleDread 4 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , ContentGeneral 3, Membro_Orda 1, GoodTaxman 3, CaptorDread 4, FactionKiller 4, Genocide 3, VictorVirtue 3 army unit Mongol Bodyguard exp 9 armour 0 weapon_lvl 0 unit Khan's Guard exp 6 armour 0 weapon_lvl 0 unit Khan's Guard exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 0 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 0 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 0 weapon_lvl 0 unit Mongol Militia exp 6 armour 0 weapon_lvl 0 unit Mongol Spearmen exp 6 armour 0 weapon_lvl 0 unit Mongol Infantry exp 6 armour 0 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 0 weapon_lvl 0 unit Dismounted Archers exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 unit AS Trebuchet exp 6 armour 0 weapon_lvl 0
To make a valid horde you must create a script that spawn in campaign some reinforcements army, IF YOU DON’T DO THIS, THE FACTION WILL NOT BE A CORRECT HORDE, so create this script(in campaign_script):
I have spaw the army after lots of turns (590), so the game will always see that there is a reinforcement army, and so the faction will be an horde forever in the game.Code:monitor_conditions I_TurnNumber = 590 spawn_army faction mongols character Aragibag, named character, age 30, x 342, y 232, family traits LoyaltyStarter 1 , GoodCommander 2 , GoodAdministrator 1 , PublicFaith 4 , Loyal 2 , ContentGeneral 3 , ReligionStarter 1 unit Mongol Bodyguard exp 1 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 0 armour 0 weapon_lvl 0 end terminate_monitor end_monitor
Now open descr_sm_factions and modify as your prefer the horde settings, this settings will works only when the horde will be reformed after capture and the lose some regions:
We must only create the victory conditions for our new horde, the file is the descr_win_conditionsCode:faction mongols, spawned_on_event culture nativeindian religion tengri symbol models_strat/symbol_mongols.CAS rebel_symbol models_strat/symbol_rebels.CAS primary_colour red 244, green 231, blue 170 secondary_colour red 0, green 0, blue 0 loading_logo loading_screen/symbols/symbol128_mongols.tga standard_index 8 logo_index FACTION_LOGO_MONGOLS small_logo_index SMALL_FACTION_LOGO_MONGOLS triumph_value 5 intro_movie faction/minor_intro.bik victory_movie faction/minor_win.bik defeat_movie faction/minor_lose.bik death_movie faction/minor_lose.bik custom_battle_availability yes horde_min_units 18 horde_max_units 20 horde_max_units_reduction_every_horde 5 horde_unit_per_settlement_population 250 horde_min_named_characters 8 horde_max_percent_army_stack 80 horde_disband_percent_on_settlement_capture 15 horde_unit Mongol Infantry horde_unit Khan's Guard horde_unit Mongol Foot Archers horde_unit Mongol Heavy Archers horde_unit Mongol Heavy Lancers horde_unit Mongol Light Lancers horde_unit Mongol Horse Archers horde_unit AS Rocket Launcher horde_unit AS Trebuchet can_sap yes prefers_naval_invasions no can_have_princess no has_family_tree yes
If you do all correct the faction will be 100% an horde like the horde that are spawned and controller like the IA.
As you can see you can sack a settlement and the continue without take the region:
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All horde events and message 100% works:
a little + rep is appreciated![]()









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