[QUOTE=Roark]I have absolutely no problem with the Muslim cavalry. I'm in love with several of them, and I want to have their babies.
[QUOTE]
The horses or the men riding them?![]()
[QUOTE=Roark]I have absolutely no problem with the Muslim cavalry. I'm in love with several of them, and I want to have their babies.
[QUOTE]
The horses or the men riding them?![]()
"Non nobis Domine non nobis, sed Nomini tuo da gloriam"
(Not to n00bs, o Lord, not to n00bs, but to your Name give glory)
Err, that's on the border of moderation...
The best is yet to come.
ZX MiniMod: Where MTW meets AOE
https://www.wmwiki.com/hosted/ZxMod.exe
Now on beta 3 with playable golden horde!
Haha... Just an expression, duder...
The horses or the men riding them?![]()
I'm a Turcophile, all the way.
Although I'm enjoying my HRE campaign immensely, my usual style is to blacken the sky with arrow shafts and run rings around the Catholics. The Turks are perfect for it.
Yeah, I love the Turks' and Egyptians' cavalry as well.
And I think they can hold their own against the Catholics. In fact I prefer the fast cavalry tactics of the Muslims to the slow Catholics.
BTW, Roark, that comment wasn't intended to offend. I just have a sick sense of humour.
"Non nobis Domine non nobis, sed Nomini tuo da gloriam"
(Not to n00bs, o Lord, not to n00bs, but to your Name give glory)
Ditto, man.
No offence taken at all.
I love Saharan cav, they run at ludicrous speed.
You do indeed, roomie. =POriginally Posted by Marquis de Said
Just one thing, don't make the Eggies Mamluk Cavalry alot tougher than they are already. It's always these guys that give me aches and pains when I don't have enough archers or spears to counter them. Damn AP cavalry! -_-
Well, if anything the only thing I would do would be to swap the HA and melee cav attack, the remaining stats are ok for mamelukes...
The best is yet to come.
ZX MiniMod: Where MTW meets AOE
https://www.wmwiki.com/hosted/ZxMod.exe
Now on beta 3 with playable golden horde!
Here is a paste from the Muslim section of the Medmod's Faction Descriptions readme. I think you'll see that it addresses a lot of the things brought up in this thread.
Muslim factions:
Muslim units are now 20-25% larger in size than Christian or Pagan units, and their units have generally been strengthened compared to the original game. In particular, some hybrid units, which refers to those units meant to be used for both ranged and melee combat, have lost their ranged ability due to the AI’s ineffective use of them. The Muslim factions now have at least one dedicated melee infantry unit for each era.
Almohads, all eras
Almoravid, Early only, same units as Almohads
The Almohads face somewhat of a dilemma in that they are faced with not only different types of enemies in the Spanish and Egyptians, but they face them on very different terrains. As the Christians are their primary enemy, they have adapted their forces primarily to confront the heavier forces of the Spanish and Aragonese on the plains of Spain, rather than the Egyptians on the deserts of North Africa. This is exemplified by their use of crossbows in the latter half of the era.
Early-
Berber Cavalry- Mtd. Sgts. w/ +1 att., +2 morale; fast; bonus in Morocco (BG)
Saharan Cavalry- off. Mtd. Sgts. w/ no lance; fast; North Africa only; bonus in Cyrenicia
Berber Camel Archers- Morocco to Cyrenicia only
Arab Infantry- off. FMAA w/ sm. shield; fast; bonus in Tunisia
African Spearmen- Feudal Sgts., w/ small shield; fast; North Africa and Iberia only
Desert Archers- compound bows; fast; North Africa and Middle East only
High-
Saracen Hvy. Cavalry- off. Feudal Kns.; bonus in Algeria (BG)
Mtd. Crossbows; Iberia only; bonus in Cordoba
Pavise Crossbows; Iberia only
Moorish Swordsmen- CMAA; Iberia only; bonus in Granada
Abyssinian Guard- unarm. Huscarles; North Africa only; bonus in Egypt
Murabitin Infantry- Chiv. Sgts. w/ +1 def.
Egyptians (Fatimids, Ayyubids and Mamluks)
The Egyptians face the dual challenges of defeating Christian Crusaders while defending their empire against their Muslim brethren. Also, if they look to expand their empire north, they will run into the Byzantine Empire as well as the Turks, and be leaving their native desert for the hills and plains of Asia Minor. Their forces, adapted to the searing sun of the Sahara, wear little armour, with the exception of the Saracens. Their unique Handgunners are available late in the age to help in dealing with the increasingly heavy armour of their adversaries.
Early-
Mamluk Cavalry; bonus in Tripoli (BG)
Bedouin Camel Warriors- Arabia and Syria only; bonus in Arabia
Saharan Cavalry- off. Mtd. Sgts. w/ no lance; fast; North Africa only; bonus in Cyrenicia
Mamluk Horse Archers- Horse Archers w/ +2 valour, compound bows
Arab Infantry- off. FMAA w/ sm. shield; fast; bonus in Tunisia
African Spearmen- Chiv. Sgts., w/ small shield; good sp.; North Africa and Iberia only
Desert Archers- compound bows; fast; North Africa and Middle East only
High-
Saracen Hvy. Cavalry- off. Feudal Kns.; bonus in Algeria (BG)
Saracen Infantry- off. CMAA w/ sm. shield; fast; bonus in Jerusalem
Abyssinian Guard- unarm. Huscarles, no shield; North Africa only; bonus in Egypt
Murabitin Infantry- Chiv. Sgts. w/ +1 def.
Late-
Mamluk Handgunners
Turks (Seljuks and Ottomans)
The Turks have pushed into Persia and Asia Minor due to their growing populations and the rise of the Mongols to the east. They face the task of carving out an empire from either the lands of the successors of the Romans, the Byzantines, or the successors of the Ancient Egyptians, the Mamluks. Though they fought many battles against the Egyptians (the Turks were on their way to battle the Egyptians when they had to change course to face the Byzantine army at Manzikert), they eventually found the Byzantines to be the weaker enemy, and their forces gradually adapted to the hills and plains of Asia Minor and the Balkans rather than the sands of the Middle East.
Early-
Ghulam Cav.- Mamluk Cav. w/ +1 def., no lance; bonus in Edessa (BG)
Turcoman Horse- unarm. Mtd. Sgts. w/ shortbows instead of lances
Ghazi Infantry- unarm. FMAA; fast; bonus in Syria
Seljuk Footmen- Chiv. Sgts., w/ sm. shield, good speed
Ghulam Archers- Archers w/ +2 valour, compound bows, +1 att.; fast
High-
Armenian Heavy Cavalry- Feudal Kns. w/ -2 arm.; bonus in Armenia (BG)
Ottoman Infantry- off. FMAA; fast; bonus in Anatolia
Azap Infantry- Feudal Sgts. w/ +1 valour
Pavise Arbalests
Late-
Sipahi of the Porte- Chiv. Kns. w/ no lance, disciplined, bonuses vs. cav of 1 and 1; bonus in Antioch (BG)
Janissary Swordsmen- Hosp. Ft. Kn. w/ -1 def. & arm.; bonus in Georgia
Janissary Infantry- now Swiss Pikemen
Janissary Hvy Inf- now Swiss Halbardiers; bonus in Rum
Great feeback Wesw, but can you be more precise on units description?
The best is yet to come.
ZX MiniMod: Where MTW meets AOE
https://www.wmwiki.com/hosted/ZxMod.exe
Now on beta 3 with playable golden horde!
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