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  1. #1
    Master Procrastinator Member TevashSzat's Avatar
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    Default Re: kill the timurids`

    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

  2. #2
    Ashigaru Member Vlad Tzepes's Avatar
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    Default Re: kill the timurids`

    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.

  3. #3

    Default Re: kill the timurids`

    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.

  4. #4

    Default Re: kill the timurids`

    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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