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Thread: PIke and Musket TW 1.5 RELEASED !

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  1. #1
    The Pale Horseman Member Galagros's Avatar
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    Default Re: PIke and Musket TW 1.5 RELEASED !

    I started an Irish game (Religious Wars - Normal) yesterday and man is it fun and challenging! Once I could build 2 corsair ships I attacked the english and took Wales (the english had 3/4 of their men attacking the mainland). The naval battles were ceaseless and it took a decade before I could send more reinforcements to Wales. Once I did I quickly took both Mercia and Wessex, left a small garrison in Wessex and prepared to attack the Scots in Northumbria. I was on my second king by now, which is much worse than my starting one. I was outmatched big time when I attacked the Scots and we fought over Northumbria for several battles. Eventually I retreated to hold Mercia.

    I built up my garrisons a little and was still in a good position. I had about a nine ships in 3-4 sea areas. About this time I created a six star "expert risky attacks" general. I said what the hell and gave him 700 soldiers to attack Denmark. Bad idea. I thought they were busy on the mainland, but they recovered quickly. The general withstood 3 battles before being killed. And my ships were almost all destroyed after a few battles. I only held the area between Ireland and Wales. The Danes attacked Mercia, Wessex, and Northumbrai with about 2000 men, taking all three. Some how they attacked Ireland, but I don't know how, since I had 2 ships there. Anyways, they attacked with 120 men against my 79. I held out long enough to win.

    I built an inn in Wales and only held due to Mercenaries. I have by now fought back to owning all of the British Isles and my ships are starting to take all of the Baltic Sea regions. I have 1 four star ship and 2 three star ships with about 3000 troops total. Fun
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    The Pale Horseman Member Galagros's Avatar
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    Default Re: PIke and Musket TW 1.5 RELEASED !

    ==> To follow up on that, I attacked Denmark and Norway simultaneously and took them both. I blocked the northern ports and then took Sweden and Scandia (sp?). After that I attacked Swabia and settled down for defense, but no one attacked. Once all was at peace I took Pomernia, Brandenburg, Greater Poland, and another province, (the one to the east of Pomernia). When I attacked greater poland the King of the Danes took Brandenburg back, but I countered and now have him trapped in the castle.

    The English and Spanish keep reemerging in the Florence area, only to be destroyed in a few turns by the Swiss/Argonese, who hold most of the mainland from the west of Swabia to Morrocco.


    On a different note, I tried playing a game as the Barbary States last night and it is IMPOSSIBLE! I took Morrocco right away, allied the Turkish, and built up. I decided that the Turkish and the Spanish were both too strong to attack and that I needed a province with good trade goods ... so I went to destroy The Knights and take Sicily. BAD IDEA! Their troops are waaaay better and they had a better navy than me at the time, too. I lost battle after battle against them in Sicily. In about 5 defeats 1 king was killed, along with 3-4 heirs, and about 3-3500 men. They had 700 men (mostly mercenary pikemen) at their highest and I attacked with 1300 mixed units... I lost. They had 500 left and I attacked with 1100 ... I lost. They had 300 and I attacked with 800... and won, only to lose the counterattack. It went on and on until finally my king was captured and I lost. This faction has terrible troops, as you have noted, but ... is it supposed to be possible to do much AT ALL with them?
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    Crusading historian Member cegorach's Avatar
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    Default Re: PIke and Musket TW 1.5 RELEASED !

    I was thinking similar about Hungary in Religious Turmoil , but after several turns I made it. I will try the Barbary States anyway, any notes are usefull to make the mod better - I have found several mistakes, errors or even bugs but they are beeing eliminated.

    Regards Cegorach

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    The Pale Horseman Member Galagros's Avatar
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    Default Re: PIke and Musket TW 1.5 RELEASED !

    Quote Originally Posted by cegorach1
    I was thinking similar about Hungary in Religious Turmoil , but after several turns I made it. I will try the Barbary States anyway, any notes are usefull to make the mod better - I have found several mistakes, errors or even bugs but they are beeing eliminated.

    Regards Cegorach

    I haven't been able to produce some of the Irish units that are supposed to be available. The list says they can make Galloglaidh (B), Enniskillen Fusiliers, Oaghancocharan, Highland Clansmen (Scotland), Redshanks, Omacach, Taghhoba, Hobilar, Irish Pikemen, and Taghcach. However, I have nearly all of the buildings built and the only units I can build in Ireland are Galloglaidh, the kern-looking units, Redshanks, Scottish Musketeers, and Scottish Pikemen. I don't remember for sure, but I don't think some of the horse buildings were available. And I KNOW that I could only build the first and or second gun building. Perhaps this is why some of those units aren't available. I'm in the year 1680 something, if that helps.
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    Crusading historian Member cegorach's Avatar
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    Default Re: PIke and Musket TW 1.5 RELEASED !

    OK. I played Barbary States in 30 turns time I took Sicily, Grenada, Murcia , Valentia and Marocco. I am fighting war vs. Spain - tough enemy, with much better units, but I was always able to remove their cavalry with my own, slaughter musketeers and the pikemen couldn't hope to defeat me alone - still a lot of running away, retreating and sending Baladi and Feudal Levy in suicidal charges.

    I say they are playable, but couple of alliances and dmination in seas is essental.
    Maltanese Knights are tough, even too tough to attack too early, besides Spain is somehow easier to figh if theeir forces remaind divided by your armies.
    In addition I hired numerous mercenaries - usually cavalry and cannons - I had a lot of siegework to do.
    Of course I played on expert - I always do.

    Now I will check Ireland.

  6. #6
    Crusading historian Member cegorach's Avatar
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    Default Re: PIke and Musket TW 1.5 RELEASED !

    Quote Originally Posted by Galagros
    I haven't been able to produce some of the Irish units that are supposed to be available. The list says they can make Galloglaidh (B), Enniskillen Fusiliers, Oaghancocharan, Highland Clansmen (Scotland), Redshanks, Omacach, Taghhoba, Hobilar, Irish Pikemen, and Taghcach. However, I have nearly all of the buildings built and the only units I can build in Ireland are Galloglaidh, the kern-looking units, Redshanks, Scottish Musketeers, and Scottish Pikemen. I don't remember for sure, but I don't think some of the horse buildings were available. And I KNOW that I could only build the first and or second gun building. Perhaps this is why some of those units aren't available. I'm in the year 1680 something, if that helps.
    I have checked and there is nothing wrong, it works fine - I was recruiting everything. Maybe the reforms were not build or something, but I was unable to find any problems. Maybe only I will add more buildings to allow producing more units from the start

  7. #7
    The Pale Horseman Member Galagros's Avatar
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    Default Re: PIke and Musket TW 1.5 RELEASED !

    *sigh*

    I'm an idiot with a bad memory, you're right about the Irish. I eventually got them all.
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  8. #8
    Crusading historian Member cegorach's Avatar
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    Default Re: PIke and Musket TW 1.5 RELEASED !

    Just to prove that I am working on the patch I will throw some screenshots

    New shields will be added in the game -






    Age of Explorations will hace optional expansion pack adding two factions

    Bundschuh are one of them



    Regards Cegorach

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