Rise of the Mongols - v0.4 beta released. (Nov 20, 2015)

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Vulcan54
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by Vulcan54 »

Yes, that's what I did, but it's still not working. My directory tree is as follows:
D:\Program Files (x86)\Slitherine\Panzer Corps\MODS\Rise of the Mongols - this folder contains the four sub-folders, AUDIO, DATA, GRAPHICS, UI
BiteNibbleChomp
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by BiteNibbleChomp »

Have you loaded the game up with GME enabled? If so, you won't be seeing a new startup screen or anything like that (this isn't WWI!). Instead, just load up what appears to be the vanilla 1939 campaign. Opening this will cause the Mongol campaign to open instead (the first scenario is a massive river - if something like this appears then :D ).

If that doesn't work, a screenshot might be helpful for us.

- BNC
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Vulcan54
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by Vulcan54 »

It's still not working, although I'm getting closer. Here's what I've done:
* Enable 'Rise of the Mongols' using GME
* Start Panzer Corps
* Select 'New Game'
* Open the 'More Campaigns' folder on the right
* Select 'Grand Campaign 39' from the menu
* Select the desired 'rank' - I chose Jagutu
* Select Play - Proceed - Proceed
This is a screenshot of the game screen as soon as I start the scenario
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Vulcan54
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by Vulcan54 »

Ah, I've figure it out! :oops: I don't need to go into 'More Campaigns', just start the vanilla 1939 campaign as the Wehrmacht. It's working now. Thanks
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by BiteNibbleChomp »

windtalker wrote:Ah, I've figure it out! :oops: I don't need to go into 'More Campaigns', just start the vanilla 1939 campaign as the Wehrmacht. It's working now. Thanks
Great to see it's working :D .

Let me know how your army looks by the end of scenario 5

- BNC
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Vulcan54
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by Vulcan54 »

Like CaptainJack a few weeks ago, in the second scenario: I ended up with 20 Keshiks (plus a few auxiliaries), had all three camps and destroyed the enemy. I clicked through each remaining turn and then it gave me a loss. What am I doing wrong?
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by BiteNibbleChomp »

windtalker wrote:Like CaptainJack a few weeks ago, in the second scenario: I ended up with 20 Keshiks (plus a few auxiliaries), had all three camps and destroyed the enemy. I clicked through each remaining turn and then it gave me a loss. What am I doing wrong?
For now you are welcome to use endscn0 cheat to proceed one both camps have fallen. Did the forces owned by each enemy tribe disappear once you conquered their main camp?

Very strange, as I thought I fixed this a while ago. :|

- BNC
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Vulcan54
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by Vulcan54 »

OK, thanks, I'll give that a try. The enemy forces remained after their camps had been occupied.
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by BiteNibbleChomp »

windtalker wrote:OK, thanks, I'll give that a try. The enemy forces remained after their camps had been occupied.
That must mean the code has been stuffed somewhere. Will look into it further.

- BNC
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Vulcan54
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by Vulcan54 »

FYI, after Scenario 5, I was left with 8 Keshiks, 5 Mongol Cavalry units, and a few peasant units. I really enjoyed playing this mod, and can't wait to see the finished game.
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by BiteNibbleChomp »

windtalker wrote:FYI, after Scenario 5, I was left with 8 Keshiks, 5 Mongol Cavalry units, and a few peasant units. I really enjoyed playing this mod, and can't wait to see the finished game.
What did you do to the other 12 Keshiks? Or were they left behind for that mission and then you forgot that you had them?

- BNC
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by Vulcan54 »

They were killed off in scenarios 3, 4 and 5!
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by BiteNibbleChomp »

windtalker wrote:They were killed off in scenarios 3, 4 and 5!
:shock: I've tested all of the scenarios before and only lost peasants and a melee cavalry at some point. I have no idea how you lost 12 Keshiks! (Scenarios 6+7 are much less forgiving than the ones you've faced so far and seem to require at least 10 keshiks for you to make much progress.)

For the rest of the campaign (which probably won't be coming for a few months), you'd better hope that the engineers in Persia and other conquered places are feeling kind (even though you would have just wrecked the place)

- BNC
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by Vulcan54 »

I'm going to start all over again, and try to conserve my forces better! Am I right in thinking I can only play 5 scenarios so far, you mentioned 6 and 7 but I didn't have the option of progressing further?
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by BiteNibbleChomp »

6+7 are completed scenarios sitting on my hard drive, they will be appearing in the next update.

Also, assuming you have the same folder as me (I haven't done anything in the newest update compared to v0.1, but something may have changed for one of my scenario files):

In scenario 2, it seems you have to kill the guard unit and then wait a turn for victory to fire, without needing to capture the camps. Try this and don't use the cheat, I would like to know if your campaign files are the same as mine.

- BNC
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by Vulcan54 »

OK, I'll let you know how I get on.
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by Vulcan54 »

Well, I tried it. I killed the guard units at the enmy camps, but didn't occupy them. Then I went after the main enemy force, but even after I'd killed all the enemy units, nothing happened. I clicked through all the remaining turns up to turn 24, but it still ended as a loss. The only way I could win was to cheat.
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Re: Rise of the Mongols - v0.2 beta released. (Mar 8, 2015)

Post by BiteNibbleChomp »

http://www.mediafire.com/download/dpvcd ... ls_v02.zip

Here is v0.2!

I have managed to fix the issues surrounding the second battle, so you shouldn't need to use cheats on it any more.
Also, a few of the units have been modified, particularly the Peasant Archers which have been significantly strengthed and given a range of 2 (was 1).

Also, the first two missions in China are now included.

Finally, this is the ideal core force at the end of Zhongdu:
:arrow: 27 Keshiks
:arrow: 16 Mongolian Cavalry
:arrow: 10 Peasant Spearmen
:arrow: 4 Chinese Archers
:arrow: 3 Chinese Peasant Archers
:arrow: 7 Chinese Cavalry

Although, I find it highly unlikely that anyone will ever manage to keep their entire core force alive! (I usually lose the peasant units quite quickly!), so having 50 core units by the end of the campaign is a good amount to aim for (otherwise you won't be making it to Europe!)

- BNC
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Re: Rise of the Mongols - v0.2 beta released. (Mar 8, 2015)

Post by BiteNibbleChomp »

Severe lack of posting has been noticed....

Anyway, how is everyone getting on with the extended campaign (particularly the two Chinese scenarios at the end)?

I am currently finishing off the Khitai scenario ( 8 ) and need to know how much of an army you are able to keep by the end of Zhongdu so I can balance the Persian missions accordingly.

v0.3 will probably appear around the end of next week, and I hope to include all scenarios up to and including the 'Throne Claims' mission that appears once Genghis dies.

- BNC
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Re: Rise of the Mongols - v0.2 beta released. (Mar 8, 2015)

Post by captainjack »

I've been trying out some bad tactics and finding new things to do wrong in your WW1 mod, as well as Nikki's Panzer General rework, so haven't had a chance to lead the hordes across the world recently!
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