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Re: Mongol Empire mod (WIP)

Posted: Thu Jul 31, 2014 11:07 am
by ducesettutamen
BiteNibbleChomp wrote:Interesting :D .

But, where did you find all this out? (So I have somewhere better than wiki and some video for research)

- BNC
Flexibility and Limitation in Steppe Formations: The Kerait Khanate and Chinggis Khan though I did modify them to fit within the limitations of the game. The real ranks are too long to fit within the text boxes for difficulty. For example...

The real titles.

Arban-u Darga

Jagutu-iin Darga

Chinggis Khan in his reformations copied Chinese military rank structure. Darga appears to be (there is no ancient Mongolian translator available) the Mongolian translation of the Chinese Duifu (Lieutenant) and Duizhu (Captain). They also command the same number of men in each army.


Minggan-u Noyan

Tumetu-iin Noyan

Noyan again appears to be the translation of the Chinese ranks for the same sized units. Jinzhou (Colonel) and Jiangjun (General).

Finally I took a leap in history (and European simplification) for the rank of Khan. When Chinggis led the empire the proper term for an Ordu commander would be Orlok. However no one without a background in Mongol military history would know that. So instead I jumped into the late 1300s when many of the upper echelon of the Mongol nobility used various derivations of the title Khan, which Europeans ignored the intricacies of and shortened to Khan (so there were dozens of different Khans according to Europe) as they had with previous Turkic nomads.

Re: Mongol Empire mod (WIP)

Posted: Thu Jul 31, 2014 12:23 pm
by BiteNibbleChomp
Thanks for the info!

- BNC

Re: Mongol Empire mod (WIP)

Posted: Mon Sep 29, 2014 12:37 pm
by BiteNibbleChomp
This mod is still happening (as we speak I am working on the first scenario).

Why none of you talking here? Do you want me to abandon it (I usually do if no-one talks for a long time)

- BNC

Re: Mongol Empire mod (WIP)

Posted: Mon Sep 29, 2014 6:01 pm
by Halibutt
Don't worry, vacation time is over, which means people have less time for chatting. But I gather the interest in the first non-20th century mod is still there :) Keep up the good job mate.

Re: Mongol Empire mod (WIP)

Posted: Mon Sep 29, 2014 6:06 pm
by ducesettutamen
Still interested myself.

Re: Mongol Empire mod (WIP)

Posted: Mon Sep 29, 2014 8:41 pm
by Akkula
BiteNibbleChomp wrote:This mod is still happening (as we speak I am working on the first scenario).

Why none of you talking here? Do you want me to abandon it (I usually do if no-one talks for a long time)

- BNC
Please don´t abandon it man. I bet most of the people is waiting for it release.
In my case I want to finish my mod as soon as possible so I can play your WWI and Mongol Empire projects.

Re: Mongol Empire mod (WIP)

Posted: Mon Sep 29, 2014 10:52 pm
by BiteNibbleChomp
Halibutt wrote:Don't worry, vacation time is over, which means people have less time for chatting. But I gather the interest in the first non-20th century mod is still there :) Keep up the good job mate.
But vacation used to be the whole reason no-one talked anyway. Man this is confusing! (Where's the emote involving a face bashing itself against a wall - I want to put that here!)
Akkula wrote:
BiteNibbleChomp wrote:This mod is still happening (as we speak I am working on the first scenario).

Why none of you talking here? Do you want me to abandon it (I usually do if no-one talks for a long time)

- BNC
Please don´t abandon it man. I bet most of the people is waiting for it release.
In my case I want to finish my mod as soon as possible so I can play your WWI and Mongol Empire projects.
I don't want to abandon it, but if no-one seems interested then that ends up happening.

Anyway, What I'll do is finish off the 4 'tutorial' scenarios (1200-1204), and release those. Then if I get a good amount of downloads (say 50+) then I'll finish the rest. Otherwise I'll probably leave it as is and someone else can finish it (or throw it if that ends up being preferred, but I imagine that won't happen).

- BNC

Re: Mongol Empire mod (WIP)

Posted: Mon Sep 29, 2014 11:02 pm
by BiteNibbleChomp
Also, I may have mentioned that you can't buy units in the campaign. Guess what? You can't heal them either except for normal replacements at the start of each scenario.

Can anyone guess how I will implement this? (setting 'nopurchase' and 'noreplace' won't work as those are added to strongpoints but in WotW I figured out that strongpoints in cities can still be healed!)

######################################
Also, does anyone have some good sounds + graphics I can use for the battles? I'll need things like a bow firing, spear being thrust, launching of a catapult etc.
######################################

- BNC

Re: Mongol Empire mod (WIP)

Posted: Tue Sep 30, 2014 1:20 am
by Halibutt
BiteNibbleChomp wrote:######################################
Also, does anyone have some good sounds + graphics I can use for the battles? I'll need things like a bow firing, spear being thrust, launching of a catapult etc.
######################################

- BNC
Not sure about arrow animations, but sounds - there's plenty. Freesound, SoundBible, FreeSFX are just three of the top of my head (and of the top of the basic google search for "free sound clips" :D).

Re: Mongol Empire mod (WIP)

Posted: Tue Sep 30, 2014 9:53 am
by BiteNibbleChomp
Halibutt wrote:
BiteNibbleChomp wrote:######################################
Also, does anyone have some good sounds + graphics I can use for the battles? I'll need things like a bow firing, spear being thrust, launching of a catapult etc.
######################################

- BNC
Not sure about arrow animations, but sounds - there's plenty. Freesound, SoundBible, FreeSFX are just three of the top of my head (and of the top of the basic google search for "free sound clips" :D).
:D It works. Now the mod is officially on the path to release!

- BNC

Re: Mongol Empire mod (WIP)

Posted: Tue Sep 30, 2014 10:21 am
by BiteNibbleChomp
Battle between Mongol and Merkit forces, May 1200
Battle between Mongol and Merkit forces, May 1200
battle1200.JPG (173.46 KiB) Viewed 6142 times
- BNC

Re: Mongol Empire mod (WIP)

Posted: Tue Sep 30, 2014 12:50 pm
by Tarrak
The mod looks quite interesting tho i wonder how the PG/PC typical stone - paper - scissors unit balance will work with less classes available in the time.

The screenshots looks quite good and all the icons seems to fit well together considering it's a total conversion. I know graphics are just eye candy but for me personally if it looks to bad i just can't get myself to play the game. This for example is what is putting me off the DMP mods. Not like their graphic is bad but i don't like their visual style somehow.

Now i just need to find some free time to catch up on my list of the game and mods i want to play. Bloody list is getting longer and longer and the time is getting less and less.

Re: Mongol Empire mod (WIP)

Posted: Tue Sep 30, 2014 11:38 pm
by BiteNibbleChomp
This mod doesn't work as Rock-Paper-Scissors like every other PzC one. Instead you just get given stuff, and have to use it in a way that it won't die (eg. don't send your Korean rocket launchers to fight melee. Maybe send a Keshik in with its good spotting range, then get the launcher to hit it. Finsh off with the keshik's ranged attack).

The melee units are going to be set up to be quite powerful - skilled use of the recon-move that comes with cavalry will be the only way not to get your core ripped apart (and if that happens, game over. You can't buy a new one!)

Also, I agree with the stuff you wrote about DMP.

- BNC

Re: Mongol Empire mod (WIP)

Posted: Fri Oct 03, 2014 11:38 am
by BiteNibbleChomp
Remember how I revealed this mod with a map and told you to guess what it was? (And somehow people worked it out in less than 24hrs). Well, I have another challenge for you geography experts:
unknown location.JPG
unknown location.JPG (69.8 KiB) Viewed 6065 times
And those two cities in the SW and NE corners aren't actual cities. I'm just putting them there as victory points in the scenario :twisted:

- BNC (Next scenarios coming soon!)

Re: Mongol Empire mod (WIP)

Posted: Fri Oct 03, 2014 1:33 pm
by Halibutt
Mongolia NE of the Gobi Desert?

Re: Mongol Empire mod (WIP)

Posted: Sat Oct 04, 2014 3:47 am
by BiteNibbleChomp
Halibutt wrote:Mongolia NE of the Gobi Desert?
Dammit. How so quickly?

- BNC

Re: Mongol Empire mod (WIP)

Posted: Sat Oct 04, 2014 8:59 am
by Halibutt
The only place in the Old World I could think of with a desert border heading NE. All the deserts in Africa run along Eeast-West axis. And well, you know, it's the Mongol empire mod, right? :)
Cheers

Re: Mongol Empire mod (WIP)

Posted: Sat Oct 04, 2014 11:56 am
by BiteNibbleChomp
Halibutt wrote:The only place in the Old World I could think of with a desert border heading NE. All the deserts in Africa run along Eeast-West axis. And well, you know, it's the Mongol empire mod, right? :)
Cheers
Ahh, but who says that couldn't have been a recoloured version of some food? 8)

- BNC

Re: Mongol Empire mod (WIP)

Posted: Tue Oct 07, 2014 6:35 am
by KawaiiThai
Halibutt wrote:The only place in the Old World I could think of with a desert border heading NE. All the deserts in Africa run along Eeast-West axis. And well, you know, it's the Mongol empire mod, right? :)
Cheers
smart observation. I have noh clue

Re: Mongol Empire mod (WIP)

Posted: Wed Oct 08, 2014 6:46 am
by HalopepZ
KawaiiThai wrote:
Halibutt wrote:The only place in the Old World I could think of with a desert border heading NE. All the deserts in Africa run along Eeast-West axis. And well, you know, it's the Mongol empire mod, right? :)
Cheers
smart observation. I have noh clue
dude, seriously :? . halibutt proves a point and to think that this was incredibly hard to work out is either the work of satan or a blasphemus person.