Re: Mongol Empire mod (WIP)
Posted: Fri Jul 18, 2014 11:47 pm
It seems everyone is on vacations, that's why. Not much activity around here lately, let's hope it's not because people started playing Mortal Kombat 63 instead 

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https://forum.slitherine.com/
That's the spirit!ducesettutamen wrote:If you need any more info on weaponry or tactics feel free to ask. If I don't know something it just gives me an excuse to go find out.
I was looking at things the same way. If historical accuracy was based on the map size then every missile unit would have a range of 1. If he creates ranges and movement speeds based on a tactical match up and just expands them to the strategic level things should flow smoothly. Kind of a reverse to the way Panzer Corp did it where artillery was only firing a couple hundred meters on city maps but retained a measure of historical accuracy on the strategic maps.Halibutt wrote:I gather BNC thinks more in terms of 1 hex = 10 km, so he would have to chose the ranges based on playability rather than historical accuracy, as he did with WWI artillery ranges. Or am I wrong?
Cheers
It is pretty hard to get each individual unit in its correct location when we're thinking about a war where (according to Western Europe anyway) it was "Civilization v. the Plague". With WWI, yes there could have been for more historical accuracy, but I din't want to spend 8 years researching and stuff for it, and so I just found some rough maps, and have been gradually fixing it in the patches. But in short, if it isn't playable, why bother?Halibutt wrote:However, I understand that your main concern is playability, and not really historicity.
The WWI artillery were set up as historically, as in its early stages I planned to have a row of barbed wire in no-man's land for each side, as well as an empty line, so 6 was the lowest feasible amount of range in one arty battery was to hit the other. Later one that idea began to have major issues, especially when I did the Verdun map, and so I scrapped it, but the long range worked well anyway, and so I kept that.Halibutt wrote:I see we're thinking along the same lines, though from the maps (and the WWI mod he made earlier) I gather BNC thinks more in terms of 1 hex = 10 km, so he would have to chose the ranges based on playability rather than historical accuracy, as he did with WWI artillery ranges. Or am I wrong?
Cheers
a) Remind me when Agincourt was - I can't recall it too well (My guess is 1500s)captainjack wrote:Arrows are pretty effective against armour until effective plate armour became available. Against the armour available to front line Knights at Agincourt you were probably looking at 20m range for full armour penetration. But then again the quality of armour was rather variable and with multiple hits and partial penetration there would be a lot of serious injury (to men and horses) well outside the 20m effective range. But I digress.
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One option might be to look at how nations mixed units, and tweak combat stats accordingly. Units with integral missile troops would be swtitchable to weak artillery units (maybe Rof 30%) but retain high passive attack as the combat troops would be ready at all times, while a double armed unit could switch between either arty, combat or mixed status.
I was planning on using something like that as well - unfortunately there's a HUGE issue, namely that PzC doesn't support a "Gaia faction" that is hostile to everyone.BiteNibbleChomp wrote:- Fighter -> Weather units (Including that storm that killed the Mongol fleets in 1274 and 1281 near Japan)
25 October 1415BiteNibbleChomp wrote:Remind me when Agincourt was - I can't recall it too well
I think that was me. I haven't yet worked out if RoF is brilliant or a real pain - I keep changing my mind on this one. WW1 was fine without it, but it could be useful for cannon as noted above.BiteNibbleChomp wrote:Someone brought up ROF for one of the units
The typhoon unit is an 'aircraft'. In the Middle Ages, their wasn't any other aircraft, so it can't be shot down.rezaf wrote:I was planning on using something like that as well - unfortunately there's a HUGE issue, namely that PzC doesn't support a "Gaia faction" that is hostile to everyone.BiteNibbleChomp wrote:- Fighter -> Weather units (Including that storm that killed the Mongol fleets in 1274 and 1281 near Japan)
Hopefully one of the new games that are on their way - Rudankort's WH40k:Armageddon or Order of Battle - will support something like that (or even a greater number of factions hostile to each other or allied, depending on scenario settings).
I cannot say I'm surprised. Is that the map you want to see next?Akkula wrote:I am looking forward to storm the western europe![]()
That's fine for the bonus difficulties, but It would make less sense for the normal ones. Also, after Genghis, Ogedei was sole Mongol leader until ~1240, after which the unified empire split. from there Kublai and Batu would be the next most important.rezaf wrote:How about taking a cue from the scoring in ye old Microprose games and just use names of historical Khans?
I.e., highest difficulty is "Genghis Khan", then you have Kublai Khan, Möngke Khan etc. I'm not sure on the actual order beyond Genghis, but I'm sure Wikipedia can help.
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rezaf
Interestingducesettutamen wrote:The Mongol ranks were as such.
Aravt (Squad) Commander= Arban
Zuut (Company) Commander= Jagutu
Mingghan (Regiment) Commander= Minggan
Tumen (Division) Commander= Tumetu
Ordu (Horde) Commander= Khan