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Mongols PBEM?
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I didn't upgrade the the heavy cavalry, so there's no problem there
Re the starting situation: Pick 'start new scenario' in the Multiplayer menu and load the new scenario file. Select only 'open game' and 'allow human players to chat from start' in the next menu, then in the next menu set unlimited time.
The password will only apply to the Mongols, so feel free to set one.
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Case, I think it's the heavy cavalry which might be the problem. The Mongols really don't need it to be upgraded, if Mongol Cavalry can be built. But the Kwaza-madingles can also build it, and as upgraded, it is quite powerful.
On another note, I assume I'm supposed to start the game and pass it on, right? So, I start it on Prince and make it a Net game, right? And set a password? Strangely, it doesn't prompt you to do so. What settings should I use re: multiplayer options? Unlimited time? Anything else I should know?
I will wait until I hear from Case on the first point and from anyone on the second before taking my turn.
One final point. There is still a spot for the Muslims available. Who will step up and claim this vital, but currently unfashionable civilization?
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Yeah, the Khwarizmian's have light cavalry as well. I don't think that this is too big a problem as the Khwarizmians also have lots of better units, and I didn't beef up the light cavalry that much.
I did enjoy my weekend in Sydney - it's nice to be warm!
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No problem for me to wait till Monday!! Enjoy your week-end in NSW!!
And just 1 small worry: from what I remember from when I played the scen (a looong time ago), the Khwarizmians have got some units in common with the Mongols! So wouldn't they be affected too by a change in the power and costs of those same units??
I wouldn't want an undue advantage over the other players...
But I'm not sure it's the case, so I'll try to check that this week-end!!
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So whens this all starting?]so can we wait untill Monday? [Sunday American time]
This will also give us time to spot any bugs in what I've done and to find a Muslim player.
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Here's version one of the mod - simply add it to your old Mongols version 3 files to make it work. There's a list of changes in the .zip.
Please note that in order to make the Mongol Cavalry buildable, I had to swap it with Gengis Khan. As a result, you'll need to either modify your own units file or use the one I've included in the zip [which dates from my 'renovation' of this scenario late last year]Attached FilesLast edited by Case; July 26, 2002, 00:35.
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hello, I like to apply for the Chin part of this scenario. So whens this all starting
email is jmegill@learn.seneca.ca
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Sorry Stefan
I just realised that I missread Techumseh's original post and failed to realise that he picked the Mongols in it.I don't think that I had my brain switched on yesterday.
What I've done so far is:
*Removed all events preventing negotiations
*Increased Mongols units attack and defence stats by 25% and reduced their cost by 25% (rounded up)
*Added events to give Mongols smallish amounts of money [150-500] when they destroy fortifications [ie when they win a fight against a city]
*Gave mongols 3 extra spies + 1 scout + some extra infantry in their 3 biggest cities.
I like the sound of making Mongol Cav buildable. Should I reduce the regulatiry with which they get them via events?
There's still heaps of free event space, so if anyones got sugestions for new events please let me knowLast edited by Case; July 26, 2002, 00:08.
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Getting a balance for the Mongols will be tricky. They shouldn't be able to overrun everything in sight, but if they don't have the power to expand significantly at first, they just won't be in the game.
Instead of changing the combat values of their units, why not just make mongol cavalry buildable, at 2/3s the cost. Right now it's only available by events. It's only slightly better than cavalry available to others such as armoured knights or mamaluks. And make the mongol light cavalry a bit cheaper too.
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Indians - open
Let me repeat my statement:
Yea, I'll play the Indians.
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Originally posted by Case
Khwarizmians - Cyrion [Incidently, how do you prodounce 'Khwarizmian'?]
And about the change of cost/power for the mongol units: I agree IF we want them to do as well as they did in history!! As I don't want my Civ to be destroyed too early (), I would prefer the change not to be too drastic, so that the Civs closest to the Mongols can play for more than just a few turns...
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It doesn't look like that boney2 pbem is going to come together, so I'm game for the Mongols.
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