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

Posted: Mon Feb 26, 2018 9:17 pm
by Panzerpimp
BiteNibbleChomp wrote:there is a scenario after the one in India that basically just heals your core
Yes, I got some replacements.
BiteNibbleChomp wrote:I don't think I ever released the Europe part (those are still not totally finished unfortunately)
Hope you finish them someday... The more the better.

Thank You for the reply! :)

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

Posted: Wed Mar 14, 2018 4:42 pm
by Panzerpimp
Finished the mongolian campaign. Enjoyed it, very nice overall. :)

Some thoughts:

- It's possible to amass a huge core in this campaign. However most units are useless, because you have keshiks;
and you need only keshiks to win scenarios.

- So keshiks are basically overpowered. They have superior spotting and range, so the AI units can't do much against them.
In some scenarios AI also has keshiks - those scenarios are much harder. So no worthy opponent for keshiks.

- No heroes. Why?

- No reinforcements/overstrenghth/purchase, so prestige is also useless. No reinforce/overstrength is ok, but I think the player should be allowed to buy units - for example new useful siege equipment/powerful unique units for a huge price.

Thank You for this mod. I hope you'll continue to improve it. :)
BiteNibbleChomp wrote: Anyone who manages to get to Korea, can you please upload your accumulated prestige up to that point?
8670 before Korea. 9920 after Korea.

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

Posted: Thu Mar 15, 2018 5:45 am
by BiteNibbleChomp
Panzerpimp wrote:Finished the mongolian campaign. Enjoyed it, very nice overall. :)

Some thoughts:

- It's possible to amass a huge core in this campaign. However most units are useless, because you have keshiks;
and you need only keshiks to win scenarios.

- So keshiks are basically overpowered. They have superior spotting and range, so the AI units can't do much against them.
In some scenarios AI also has keshiks - those scenarios are much harder. So no worthy opponent for keshiks.
.
There's about 20 million corpses strewn across Asia from the 13th century wishing that keshiks weren't so overpowered. To make the mod anything close to historically accurate, they simply have to be as such.
Panzerpimp wrote: - No heroes. Why?
.
Partly because I'm not smart enough to know how to code them in, and partly because they would probably break the game. If a unit has a 0 hard (wall) attack stat and gets a +3 attack hero or two, the unit can now smash walls down as if it were carrying cannons or something. Which quite obviously ruins the point of wall units in the first place.
Panzerpimp wrote: - No reinforcements/overstrenghth/purchase, so prestige is also useless. No reinforce/overstrength is ok, but I think the player should be allowed to buy units - for example new useful siege equipment/powerful unique units for a huge price.
.
Prestige is considered a measure of victory - the final planned scenario was going to involve "get 20k prestige" as a victory condition, so a less thorough conquest of Asia would make Europe more willing to resist you and it would be more difficult to call yourself Khan of everything. Because I lost that scenario and the campaign isn't finished its a bit pointless, but in the event that I do ever finish the mod (I'd like to at some point, but real life has gotten in the way and I've forgotten 70% of my modding skills anyway) then it would gain meaning.

As for the siege units - for the most part the Mongols grabbed these when they took over China and Persia, with very little new constructions happening afterwards. If anything it would be calling some engineers over, but they are represented by the units in your core (trebuchet &c units aren't strictly trebuchets unless actually attacking, but disassembled bits of them). Cannons weren't even built and got literally dragged across from wherever had metal forges to make them. Which wasn't all that many places. Unlike the Wehrmacht, Mongol armies couldn't call up Avraga (Mongol capital in Genghis' day) and say "oye, can we have some more stuff, the last trebuchet got set on fire". Not only is Avraga weeks or months away (the scenario would end before the messenger even got there), but there likely wouldn't be the equipment there anyway. Perhaps in the 1260s or so this was possible, but the first wave conquests (which is basically the entire mod) couldn't do that.

or, TLDR: Historical immersion

- BNC

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

Posted: Fri Mar 16, 2018 8:01 pm
by Panzerpimp
BiteNibbleChomp wrote:partly because they would probably break the game.
BiteNibbleChomp wrote:the unit can now smash walls down
:lol: :lol: :lol:
But then the game is already broken: keshiks are able to smash walls even without siege equipment...

Walls are dangerous, because they limit movement, you can't immediately see what's behind them.
But at the moment you can easily destroy sections of the walls to get to the objectives using only keshiks.
BiteNibbleChomp wrote:the final planned scenario was going to involve "get 20k prestige" as a victory condition
That's a great idea. I hope you'll finish those planned scenarios.
BiteNibbleChomp wrote:Mongol armies couldn't call up Avraga
That's unfortunate, i was hoping for some mongolian wunderwaffen - panzer gers or something.
BiteNibbleChomp wrote:or, TLDR: Historical immersion
Ok, i see your point overall. Thank You for the detailed reply. :)

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

Posted: Fri Mar 16, 2018 10:49 pm
by BiteNibbleChomp
Panzerpimp wrote: :lol: :lol: :lol:
But then the game is already broken: keshiks are able to smash walls even without siege equipment...

Walls are dangerous, because they limit movement, you can't immediately see what's behind them.
But at the moment you can easily destroy sections of the walls to get to the objectives using only keshiks.
Not really, because it still takes a couple of dozen attacks to kill the wall unit entirely - this represents the setting up of ladders and killing the defenders on top. Or doing what they did at Badger Mouth (Great Wall map) and just find a gap because a defecting general says 'screw it'

- BNC

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

Posted: Wed Jul 21, 2021 9:54 am
by uzbek2012
And how did the production of this mod end ? )

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

Posted: Mon Sep 04, 2023 2:38 am
by dsawan
How goes this one?

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

Posted: Mon Sep 04, 2023 2:38 am
by dsawan
can the link to 0.40 be restored?

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

Posted: Mon Sep 04, 2023 10:11 am
by bondjamesbond
dsawan wrote: Mon Sep 04, 2023 2:38 am can the link to 0.40 be restored?
https://latbalt-xtrainz.forum2x2.ru/t147-topic

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

Posted: Tue Sep 05, 2023 10:23 am
by jeffoot77
two versions of this mod : beta english mod and beta russian mod but more advanced graphics and briefing texts (in rus)

http://jeffoot.freeboxos.fr:41226/share ... X1hIEjyWU/