is there a way i can take the timurids out of the game? elephants with cannons? whats next sharks with lasers on their heads? can i mod them out?
is there a way i can take the timurids out of the game? elephants with cannons? whats next sharks with lasers on their heads? can i mod them out?
VAE VICTUS-PaNtOcRaToR![]()
Originally Posted by Tomi says
next would be Sea Bass. Although Terribly violent and mutated Sea Bass.
You can probably just comment them out in the desc_strat file, or the events file for the campaign, but that means you need to start a new campaign for those changes to take effect.
I play Custom Campaign Mod with 1.2!
My guide on the Family Tree - https://forums.totalwar.org/vb/showthread.php?t=87794
Kobal2fr's guides on training chars to be
Governors - https://forums.totalwar.org/vb/showthread.php?t=86130
Generals - https://forums.totalwar.org/vb/showthread.php?t=87740
Blue's guide to char development - https://forums.totalwar.org/vb/showthread.php?t=87579
Just remember to bring ballistas (or have ballista towers) and watch them run amok....
bring artillery since although they have like 6 hitpoints, one shot from a good gunpowder artillery will bring down like 3 of them so always reserve about a fourth of your army for good artillery since the timrids aren't that hard once you take out the elephants
"I do not know what I may appear to the world; but to myself I seem to have been only like a boy playing on the seashore, and diverting myself in now and then finding a smoother pebble or a prettier shell than ordinary, whilst the great ocean of truth lay all undiscovered before me." - Issac Newton
In my French campaign I constantly won against Timurids, but only in siege battles.
Cannon towers surely help and I always try to get them (though you can never be sure if they'll work properly or just switch to ballista).
Anyway, I use 3-4 trebuchets on flaming and target Elephants from inside the city. Though frustrating inaccurate, trebs need just two or three lucky hits to turn amok one ele unit. I would have picked mortars (better accuracy) but as French you don't get them.
Thus I won a siege battle, once, against 4 stacks of Timurids, 2 of them having elephants. My computer barely handled everything and bogged down in lots of lag (strangely, no "reinforcements delayed" this time). Last one retreated shortly after entering the battlefield.
The only open field battle against Timurids was, technically, a loss, but as their king (the last family member) was killed, I consider it a win (and I even managed to withdraw my heir from that battle).
On the other hand, "open field" is somehow inexact - it was a rough hilly terrain near Jerusalem, that offered only one narrow climbing path to my forces. The incline was so steep that I couldn't use my 2 serpentines, wich was frustrating, as I brought them into battle specifically to target the enemy general.
"Whose motorcycle is this?", "It's a chopper, baby.", "Whose chopper is this?", "Zed's.", "Who's Zed?", "Zed's dead baby. Zed's dead." - Butch and Fabienne ride off into the sunset in Pulp Fiction.
The Timurids Panzerphants get more effective as unit sizes increase. If you compaire them on normal unit size you get 7 elephant cannons, on huge unit sizes you get 15 cannons. Regular artillery always gives you 2 guns no matter that unit size you use. So against the timurids, small unit sizes will help alot. Again you'd need to begin a new campaign to see unit size effects.
My best advice though, go to the mods section and download one that lets you use the Timurids as a faction. I'm having great fun doing that at the moment.
You can go into the export_desc_unit file and change a few things............
type Elephants
dictionary Elephants ; Elephants
category cavalry
class heavy
voice_type Heavy
banner faction main_cavalry
banner holy crusade_cavalry
soldier Elephant_Crew, 18, 6, 1
mount elephant
mount_effect horse +4, camel +2
attributes sea_faring, hardy, can_withdraw, can_run_amok, frighten_foot, frighten_mounted, gunpowder_unit
formation 7, 11, 13,16, 2, square
stat_health 1, 6
stat_pri 16, 3, arquebus_bullet, 120, 40, missile, missile_gunpowder, piercing, none, musket_shot_set, 25, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr ap
stat_sec 10, 9, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr area, launching, ap
stat_pri_armour 5, 7, 0, metal
;stat_armour_ex 5, 0, 0, 0, 7, 0, 0, metal
stat_sec_armour 13, 3, flesh
stat_heat 1
stat_ground 0, 1, -6, -1
stat_mental 9, normal, trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 2090, 0, 400, 400, 2090, 1, 520
armour_ug_levels 2
armour_ug_models Elephant_Crew
ownership timurids
era 1 timurids
era 2 timurids
;unit_info 10, 16, 12
type Elephant Artillery
dictionary Elephant_Artillery ; Elephant Artillery
category cavalry
class heavy
voice_type Heavy
banner faction main_cavalry
banner holy crusade_cavalry
soldier Elephant_Artillery_Crew, 12, 6, 1
mounted_engine elephant_serpentine
mount elephant_cannon
mount_effect horse +4, camel +2
attributes sea_faring, hardy, can_withdraw, can_run_amok, frighten_foot, frighten_mounted, gunpowder_unit
formation 7, 11, 13,16, 2, square
stat_health 1, 6
stat_pri 28, 3, elephant_cannon_shot, 350, 20, missile, artillery_gunpowder, piercing, none, 25, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr ap, bp
stat_sec 10, 9, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr area, launching, ap
stat_pri_armour 5, 7, 0, metal
;stat_armour_ex 5, 0, 0, 0, 7, 0, 0, metal
stat_sec_armour 13, 3, flesh
stat_heat 1
stat_ground 0, 1, -6, -1
stat_mental 9, normal, trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 2750, 0, 400, 400, 2750, 1, 680
armour_ug_levels 2
armour_ug_models Elephant_Artillery_Crew
ownership timurids
era 2 timurids
;unit_info 10, 28, 12
1) You can change the numbers in RED to make them a little weaker.
2) This might or might not work, I have never tried it but you could remove the Timurids name in BLUE to remove them from the game.....again this might or might not work
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