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Thread: Nate's Faction-Specific Guides

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  1. #1

    Default Re: Nate's Faction-Specific Guides (Naval, Siege)

    good idea - will try that - thnx
    Drink water.

  2. #2

    Default Re: Nate's Faction-Specific Guides (Naval, Siege)

    Wow, just wow, great work.
    But what's about Rocket Launcher?

  3. #3
    Senior Member Senior Member katank's Avatar
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    Default Re: Nate's Faction-Specific Guides (Naval, Siege)

    For the section on espionage, note that use of assassins to sabotage towers make agent only sieging perfectly viable even in the late game.

    Hence, it's not necessary to drag around an arty train to minimize casualties from towers.

  4. #4

    Default Re: Nate's Faction-Specific Guides (Naval, Siege)

    @ Rollon - I haven't installed any of the 'play as all factions' mods, so I haven't done Rocket Launcher or Elephant Artillery testing... I was guessing that the Rocket Launcher functions similary to the Ribault or Monster Ribault - from campaign experience and others accounts, it seems that Elephant Arty pretty much pwns everything else completely

    @ katank - good point, hadn't thought of that
    Drink water.

  5. #5
    Senior Member Senior Member katank's Avatar
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    Default Re: Nate's Faction-Specific Guides (Naval, Siege)

    Rockets are truly devastating (better than either ribault). They can work fairly well at long range given some valor. They are also one of the best weapons against Timurid elephants.

    Elephant artillery is awesome. Siege that wouldn't slow down an all cav army and also really causes enemy troops to rout in the field. Note: funny to use against Aztecs.

    Both those units can be hired as mercs near the areas where the Mongols/Timurids appear late in the game. No faction mods required.

    For kicks, I suggest everyone try out the "Elephant Rocketeer" unit. It's a cheat but a total riot to use. They are what happens when you glue a rocket launcher onto an elephant.

    create_unit Caen "Elephant Rocketeer" 2 9 3 3

    Replace Caen with whatever city you want. 2 is # of units. Feel free to change the number. The other numbers specify full experience and upgrades.

  6. #6

    Default Re: Nate's Faction-Specific Guides (Naval, Siege)

    hmm, i'd decided to wait for the second patch before playing again - but now i have an inkling to run a few campaigns and put together a mercenaries guide... rockets and elephant artillery sound amusing
    Drink water.

  7. #7

    Default Re: Nate's Faction-Specific Guides (Naval, Siege)

    Launchers and Elephanzers are available as mercenaries, as katank pointed out.
    Also I believe Muslim Town Militia is 60 men strong, not 75. I guess same with other factions as well.

  8. #8

    Default Re: Nate's Faction-Specific Guides (Naval, Siege)

    Quote Originally Posted by katank View Post
    Rockets are truly devastating (better than either ribault). They can work fairly well at long range given some valor. They are also one of the best weapons against Timurid elephants.

    Elephant artillery is awesome. Siege that wouldn't slow down an all cav army and also really causes enemy troops to rout in the field. Note: funny to use against Aztecs.

    Both those units can be hired as mercs near the areas where the Mongols/Timurids appear late in the game. No faction mods required.

    For kicks, I suggest everyone try out the "Elephant Rocketeer" unit. It's a cheat but a total riot to use. They are what happens when you glue a rocket launcher onto an elephant.

    create_unit Caen "Elephant Rocketeer" 2 9 3 3

    Replace Caen with whatever city you want. 2 is # of units. Feel free to change the number. The other numbers specify full experience and upgrades.
    You can also simply type in "vindaloo" when an army or settlement is selected to get one unit of unupgraded Rocket elephants.



    I didn't do this. It were all them Mak lovers wot dun it.

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