Results 1 to 8 of 8

Thread: Horde mod?

Hybrid View

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

    Default Horde mod?

    Hello,

    Using mods, when conquering the last settlement of a horde faction, how can i prevent them from springing up hordes? I find it really annoying when i've finally taken their last town and suddenly 5 huge armies pop out and take it back.

    Thanks

    EDIT: Also, how could i make a faction, i.e alemani capable of being a horde?

  2. #2

    Default Re: Horde mod?

    here you go... it's a tutorial that might help: http://forums.totalwar.org/vb/showthread.php?t=54896

    [LEFT]Blue Lotus
    zulu tw trait/ancilliary progress-bar: (*******___________)
    Zulu Total War

  3. #3

    Default Re: Horde mod?

    thax but what about my first question? any ideas?

  4. #4
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,184

    Default Re: Horde mod?

    Well it should really be the steps of the tutorial to make a faction horde in reverse.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  5. #5

    Default Re: Horde mod?

    that would stop them from being a horde faction, what i want to do is prevent hordes from springing up when you conquer their last settlement. for example, i sacked the roxolani's village and then a horde came out.

  6. #6
    makanyane's Avatar Praeses
    Content Emeritus

    Join Date
    Feb 2006
    Posts
    9,093
    Blog Entries
    1

    Default Re: Horde mod?

    Factors that effect how large a horde is when it is generated either by spawn_on_revolt, emerging or loss of last city are set in descr_sm_factions.txt

    Have been experimenting with this but haven't tested very fully so you either need to test yourself or could someone else confirm please???

    For factions who start on map as a horde i.e. like vandals in BI with horde armies but no city you could try
    horde_min_units 10
    horde_max_units 10
    horde_max_units_reduction_every_horde 1
    horde_unit_per_settlement_population 100
    horde_min_named_characters 4
    That should mean that once their existing armies have occupied cities, when they then lose their last city they only generate a puny army.

    For hording factions that either emerge, are spawned by revolt or like the Roxolani start with one small city (which you want to generate a large horde the first time) try:
    horde_min_units 200
    horde_max_units 200
    horde_max_units_reduction_every_horde 190
    horde_unit_per_settlement_population 1
    horde_min_named_characters 6
    or similar, that should give you a mega horde the first time they emerge, but kill them off when the last city is taken the next time. Relevant bit is the horde_max_units_reduction_every_horde, this needs to be high but not equal to min/max units otherwise the horde seems to lose the ability to sack. (Also with the above settings if the horde occupies a city then uses the abandon settlement to leave it, they also lose the ability to sack !? - don't think this should affect AI as I've never seen it opt to abandon a city)

    There seems to be lots of odd interactions between these figures, does anyone understand in more detail?

    EDIT: Just realised using the last section would make the horde too easy to kill as it would exterminate them if you manage to take their first city when they start to settle, oops!
    Last edited by makanyane; April 11, 2006 at 12:49 AM.

  7. #7

    Default Re: Horde mod?

    Thankyou for that but it hasn't solved my prob. I'm currently playing WRE and the franks have one city, i captured it with a small army and 3 huge hordes have appeared, i could reduce it to a small horde but that would make the franks a lot crapper when playing them. Is there another solution???

  8. #8

    Default Re: Horde mod?

    completely get rid of their horde ability so they can't horde
    or in game kill every one of their family members outside their cities so they can't horde... there isn't much more to suggest apart from put up with it...

    GMM
    [LEFT]Blue Lotus
    zulu tw trait/ancilliary progress-bar: (*******___________)
    Zulu Total War

Posting Permissions

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