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  1. #1
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Mongols vs the world redux

    Give the SS team some more time to respond to that thread at the .net Stronger Mongols mean a greater challenge, and SS's historical accuracy is very nice.
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  2. #2
    Member Member slysnake's Avatar
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    Default Re: Mongols vs the world redux

    What, this is going to be played at the .net? I have some more free time now, so I'd be very happy to play in this one to :)

  3. #3
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Mongols vs the world redux

    No, this will be an org game.

    Myth I don't think it's a SS problem per se, it's just that sometimes in hotseat mode (in general) the campaign script doesn't trigger properly and the mongols don't invade. It's happening in LTC too but it's just that it takes so much less time (40mins) to run the game in that mod vs SS (about ten hours!).

    In fact I've only been able to get it to work once in LTC...

    I'll try a full reinstall of SS and see if that helps but otherwise I think I'm going to run with what I have (subject to comment when I post the starting save for you guys to look at)
    Last edited by phonicsmonkey; 06-04-2011 at 04:50.
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  4. #4
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Mongols vs the world redux

    I got my new PC and it has 16 GB of ram and a CoreI7, turn times are near-instant for me. Tell me what I must do to fast-forward in SS and I'll check what happens.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
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  5. #5
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Mongols vs the world redux

    First make the mongols (and timurids) playable by pasting them into the relevant section of your descr_strat file

    then start a hotseat (autoresolve off, VH/VH) (amend your preferences as per the FAQ thread and pick a password that we'll remember for the admin pw) with all factions human.

    Then on the first human turn log into the console (logon [pw]), set all factions to AI except the mongols (control [faction]). The game will either autopilot to the mongol invasion or go straight past it and keep running forever.

    You can stop it to check where you are at any point by using the console to set a faction human.
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  6. #6

    Default Re: Mongols vs the world redux

    i ve never heard of lands to conquer. so i got no idea whether im getting this running. this whole installing and updating and folder name changing and all this is giving me a hard time already. what about starting a late stainless steel campaign. the mongols are there already so we are good without any turn skipping. true u pretty likely are overrunning kwarz and the nomads in the north but u are running out of money fast which soon is giving u an US debt dimension like treasury. so no forts. and without forts ur offensive is slowing down massively unless u was fine with being caught in battles. i mean even with the movement rate of the mongols u still are running the risk of getting a battle forced on u if there is no forts. so u without forts already is balancing thigns. and yea human vs human field battles is what im in favor of. otherwise there really is just a little chance. so im cool with a late stainless steel game. im pretty sure we in the west are capable of building up a first front in turkey and the holy land already. also if one player was having 1 big and 1 small faction things very likely are balanced. east rome and sicily, moors and crusaders, england and southern russia e.g. so there still is backup further away in the west when the kingdom closest to the first line of battle is down. turkey, crusaders, southern russia maybe even east rome and egypt likely are falling in this category. having more factions human ruled is better than having those factions computer ruled and players leaving early in the game already because they were up for facing the enemy the earliest possible as turky or crusaders causing at least some casualties on ur side in an honorable act of pure self scarification in a glorious war of attrition. kinda like Quirl once did with the seljuks
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  7. #7
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Mongols vs the world redux

    LTC installs itself nicely in a seperate folder. No messing around. It's a great mod, we're using it in V&V and it was played a lot a few years back by those who wanted an experience close to the vanilla game but improved. So I don't think you'd have any trouble at all getting it to work.

    I did look at the option of the SS6.4 late era campaign but the Mongols don't really have the strength in that starting position to give them much of a chance against everyone else combined. Also they aren't a horde and my concept for this game is based around that. I like the arrival in waves, the decision whether to settle or not etc. I'll look again but I'm not crazy about that idea.

    Ideally I could get SS6.4 to work and we'd use that. I have uninstalled and reinstalled the mod and I'll try again overnight tonight. Also maybe Myth will have luck where I have not.
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

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