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Thread: The Mongols, Timurids and Aztecs are now fully playable

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  1. #1
    Burebista's Avatar Electro Artifacts AP
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    Default The Mongols, Timurids and Aztecs are now fully playable





    It took me some time yesterday (4PM - 4AM) to make them work and some interesting scripting - but here they are working in campaign mode. Lemme know if you have any bugs or issues. I need to know if all is perfect (in the todays MTW2 modding limits of course).

    http://www.twcenter.net/forums/showthread.php?t=69213

    Enjoy,
    Burebista / Cain
    Last edited by Burebista; November 19, 2006 at 04:56 PM.
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  2. #2

    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    Woah, sounds awesome.

  3. #3

    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    wow, I'm looking forward to invading europe with the elephant mounted cannons

  4. #4
    Burebista's Avatar Electro Artifacts AP
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    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    Quote Originally Posted by Nikko0102
    wow, I'm looking forward to invading europe with the elephant mounted cannons
    You will be needing to evolve your faction until then. And because you have low or none upkeep - I've made it hard for ya. You don't invade from the start - you have to prepare the way for the invasion that will come.
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  5. #5
    Gaius Baltar's Avatar Old gods die hard
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    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    Hey! This looks very interesting! Ill give it a shot. Im enjoying my Spain campaign, but anything to get past the "ahem" short list of bugs is a great relief.

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  6. #6

    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    Does the Timurid Elephant artillery unit crash the game when they attempt to fire their weapons in combat in your mod? I just discovered this problem with the mercenary Elephant Artillery you can hire from the world map. Not sure if its a problem with just them or any player controlled elephant artillery. Computer definately has no problems firing their weapons without crashing the game. But when I use one...

    Edit: hmm i've tested them in the custom battle mode and they fire fine there. Must be either a problem with mercenary units or the main campaign.
    Last edited by Fallout386; November 18, 2006 at 07:32 AM.



  7. #7
    Spartan's Avatar Divus
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    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    For the next update we will have a redone diplomacy section and maybe an AI matrix.
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  8. #8
    edmont's Avatar Miles
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    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    I've started to play on Aztecs,but after some time I lost all possibility to recruit any units in any of my settlments including Europian(Dublin)
    Make WAR not LOVE.In the GRIM DARK MEDIEVAL there's only WAR !!!

  9. #9
    Soulghast's Avatar RAWR!
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    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    Quote Originally Posted by Burebista
    It took me some time yesterday (4PM - 4AM) to make them work and some interesting scripting - but here they are working in campaign mode. Lemme know if you have any bugs or issues. I need to know if all is perfect (in the todays MTW2 modding limits of course).

    http://www.twcenter.net/forums/showthread.php?t=69213

    Enjoy,
    Burebista / Cain
    How did you do it?
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  10. #10
    Burebista's Avatar Electro Artifacts AP
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    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    Quote Originally Posted by RTR Fan View Post
    How did you do it?
    EA secret ... well they are pretty much blocked/locked as a faction so workarounds were needed. I will explain in detail after the weekend since there is a ton of information to write about how to make them to work without CTDs. Maybe some modders will find this info useful since it expands the way we can play around with MTW2 data text.

    edmont interesting ... that's probably an CA legacy issue. Maybe they all got infected with european viruses. The first thing I see is that they can't recruit units if they upgrade town. Can you tell me the date when they lost this ability and if you upgraded anything?
    Last edited by Burebista; November 19, 2006 at 03:21 AM.
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  11. #11

    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    Just a quick Q, how do you invade Europe as the Aztecs, 'cos when I recruit a mercenary ship (being a cog or a carrack.) I can't go to Europe. It says this target is unavailable for this character type.

    "The Spartans do not ask how many but where they are"-Agis II of Sparta
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  12. #12
    piko's Avatar Tiro
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    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    you have to click closer to Europe every time your itinerary is finished.
    RTR FORUM DIEHARD! 3400 posts and counting!

  13. #13
    Burebista's Avatar Electro Artifacts AP
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    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    Quote Originally Posted by piko View Post
    you have to click closer to Europe every time your itinerary is finished.
    Indeed - this is the only way.
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  14. #14

    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    Thanks for that, I've landed my invasion force In Spain now and I've took Toledo!

    "The Spartans do not ask how many but where they are"-Agis II of Sparta
    Persian envoy: "Our archers are so numerous that the flight of their arrows darkens the sun."
    Leonidas: "So much the better, we shall fight them in the shade."

  15. #15
    selenius4tsd's Avatar Happiness Is A Warm Gun
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    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    Could we have some screenshots pls? :original:
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  16. #16

    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    Quote Originally Posted by selenius4tsd View Post
    Could we have some screenshots pls? :original:
    Yep, I'll get some as soon as I can.
    edit- Here we go:
    If anyone wants any more just say.
    Last edited by "Et Tu Brute"; November 19, 2006 at 12:36 PM.

    "The Spartans do not ask how many but where they are"-Agis II of Sparta
    Persian envoy: "Our archers are so numerous that the flight of their arrows darkens the sun."
    Leonidas: "So much the better, we shall fight them in the shade."

  17. #17
    Soulghast's Avatar RAWR!
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    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    How does the Mongol clan thing work?(Note that I don't have the game, I'm just asking)
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  18. #18
    Burebista's Avatar Electro Artifacts AP
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    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    "Et Tu Brute" - don't upgrade your cities (or you will loose the ability to build more units). We had reports of aztecs not able to build more units after a certain number of turns. I wonder if it is an european deasease or just CA never imagining that the aztecs need to build units at the next town level.

    RTR Fan - they don't work by default to be exact. i used some workarounds to make them start with one city. Anyway it was a bit hard to rebalance them because most of their units don't have upkeep and the aztecs for example are too powerful in my view for an early starts. (*just look at their CA stats).
    Last edited by Burebista; November 19, 2006 at 01:26 PM.
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  19. #19
    selenius4tsd's Avatar Happiness Is A Warm Gun
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    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    "Et Tu Brute" - More screens if possible? Thanks!
    Under the patronage of vikrant
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  20. #20

    Default Re: The Mongols, Timurids and Aztecs are now fully playable

    This mod sounds interesting. But I think Ill wait abit for more tweaks and upgrades. If they will come that is ;D
    good job anyway burebista

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