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Thread: Oh yes Mongol Invasion

  1. #1

    Icon12 Oh yes Mongol Invasion

    It's dawned on me that I haven't touched this...playing against them in Med2 has reminded me.
    Don't ask me why but I always got stuck into playing the Sengoku period of Shogun rather than touching the campaign of the expansion pack.

    Must rectify this...

  2. #2

    Default Re: Oh yes Mongol Invasion

    It's not great, due to the overpowered mongol units and limited scope of the campaign. The main fault is that the mongols cannot build anything beyond watchtowers and have no emissaries, spies or assassins but the mongol light cavalry in particular are much too strong.

    In the Mongol campaign, you simply receive troops from the homeland that land at random coastal provinces. It's then a case of invading and razing everything for cash. At the end of the season all of the cash is "sent home" (wiped out) and the more you send the more reinforcements are sent by the khan.

    Playing as the japanese is more of a challenge, but it's like starting a campaign at the end and working backwards...

    IMO the original sengoku campaign is still the best and most balanced, with the dated campaigns (1530, 1550 and 1580) coming a close joint second.

  3. #3

    Default Re: Oh yes Mongol Invasion

    Yes I found the Mongol light cavalry is suprisingly rather strong and efective

    Ofcourse I couldn't resist going into the 1530 campaign

  4. #4

    Default Re: Oh yes Mongol Invasion

    The "dated" campaigns can be quite challenging. Try the Oda clan on expert and huge (120) unit size.

    The altered stats that were introduced for all units in the MI expansion/Warlord Edition (Gold) make the game quite easy however and allow rush tactics to come to the fore - guns are also much too strong. You may want to try these stats instead (make sure you have the 1.02 patch installed first) which are closer to the original STW.

    Code:
    -------------------
    Troopstats.txt
    -------------------
    
    Projectile type: NONE = 0, LONG = 1, MTLG = 2, ARQB = 3, MSKT = 4, NINJ = 5
    Unroutable: true = 1, false = 0
    Marching speed: 1 - 24
    Running speed: 1 - 24
    Charging speed: 1 - 24
    Minimum turning speed: 2 - 8
    Maximum turning speed: 2 - 8
    Max turning angle whilst in motion: 8 - 256
    Speed at which soldier turns towards the direction of motion 8 - 8
    Space between neighbours left and right: 30 - 125
    Space between neighbours back and front: 30 - 125
    Enemy engagement proximity threshold: 500 - 2000
    Charge bonus: -6 - 12
    Melee bonus: -6 - 12
    Defence bonus: -6 - 12
    Armour level: 1 - 12
    Honour level: -4 - 8
    Ammo ( arrows or bullets ): 0 - 255
    Unit size (based on 60)
    
    
    SamuraiArchers
    {
    1, 1, 6, 10, 10, 2, 8, 8, 256, 75, 75, 500, 2, 0, 0, 1, 0, 28, 60
    }
    
    YariSamurai
    {
    0, 1, 6, 10, 10, 2, 8, 8, 256, 75, 75, 1500, 0, 0, 2, 3, 2, 0, 60
    }
    
    Naginata
    {
    0, 1, 4, 8, 8, 2, 8, 8, 256, 75, 75, 1500, 4, 0, 6, 5, 4, 0, 60
    }
    
    Nodachi
    {
    0, 1, 7, 12, 12, 2, 8, 8, 192, 75, 75, 1500, 8, 5, -2, 1, 8, 0, 60
    }
    
    CavalryArchers
    {
    2, 1, 8, 20, 20, 2, 8, 8, 64, 115, 125, 500, 3, 1, 2, 3, 0, 28, 60
    }
    
    HeavyCavalry
    {
    0, 1, 8, 20, 20, 2, 8, 8, 8, 115, 125, 1500, 5, 2, 6, 5, 4, 0, 60
    }
    
    YariCavalry
    {
    0, 1, 10, 24, 24, 2, 8, 8, 8, 115, 125, 1500, 8, 2, 3, 3, 2, 0, 60
    }
    
    YariAshigaru
    {
    0, 0, 7, 12, 12, 2, 8, 8, 96, 75, 75, 1500, 0, -1, -1, 2, -4, 0, 60
    }
    
    Phantoms
    {
    0, 0, 7, 12, 12, 2, 8, 8, 96, 75, 75, 1500, 0, -1, -1, 2, -4, 0, 1
    }
    
    Arquebusier
    {
    3, 0, 7, 12, 12, 2, 8, 8, 128, 75, 75, 500, 0, -6, -3, 2, -4, 40, 60
    }
    
    Musketeer
    {
    4, 0, 7, 12, 12, 2, 8, 8, 192, 75, 75, 500, 0, -6, -3, 2, -4, 40, 60
    }
    
    WarriorMonk
    {
    0, 1, 7, 12, 12, 2, 8, 8, 256, 75, 75, 1500, 4, 5, 2, 1, 8, 0, 60
    }
    
    A_Ninja
    {
    5, 1, 8, 18, 18, 2, 8, 8, 256, 75, 75, 300, 4, 8, 4, 4, 8, 100, 12
    }
    
    A_SwordsMan
    {
    0, 1, 10, 16, 16, 0, 8, 8, 256, 75, 75, 2000, 8, 18, 2, 8, 8, 0, 1
    }
    
    A_Mongol_Javelin_Thrower
    {
    6, 0, 7, 12, 12, 2, 8, 8, 192, 75, 75, 400, 0, 0, 0, 5, 0, 4, 60
    }
    
    A_Mongol_Spearman
    {
    0, 0, 6, 10, 12, 2, 8, 8, 256, 75, 75, 1500, 0, 0, 1, 2, -1, 0, 60
    }
    
    A_Mongol_Polearmsman
    {
    0, 0, 5, 8, 10, 2, 8, 8, 256, 75, 75, 1500, 4, 2, 4, 4, 0, 0, 60
    }
    
    A_Grenadier
    {
    7, 0, 6, 8, 10, 2, 8, 8, 256,100,100, 100, 0,-6, -3, 2, 4, 3, 20
    }
    
    An_Ashigaru_Xbowman
    {
    8, 0, 7, 12, 12, 2, 8, 8, 96, 75, 75, 500, 0, -6, -3, 1, -5, 16, 60
    }
    
    A_Nijinata_Cavaleryman
    {
    0, 1, 8, 16, 20, 2, 8 , 8, 8,115,125, 1500, 4, 5, 2, 4, 8, 0, 60
    }
    
    A_Mongol_Light_Cavaleryman
    {
    2, 0, 10 ,26, 26, 2, 8, 8, 128,125,140, 1500, 4, 2, 2, 4, 4, 28, 60
    }
    
    A_Mongol_Heavy_Cavaleryman
    {
    0, 0, 10,20, 24, 2, 8, 8, 128,125,140, 1500, 6, 4, 4, 5, 8, 0, 60
    }
    Code:
    -------------------
    Projectiles.txt
    -------------------
    
    Projectile-type related stats:-
    
    Length, Frequency, Range, Speed, Accuracy, Power, Reload, Is a gun?, Is Waterproof?
    
    Longbow
    {
    25, 11, 5000, 150, 0.6, 0.5, 4, 0, 1
    }
    
    Mounted Longbow
    {
    25, 11, 5000, 150, 0.4, 0.5, 4, 0, 1
    }
    
    Arquebus
    {
    0, 15, 4000, 200, 0.07, 4.0, 30, 1, 0
    }
    
    Musket
    {
    0, 15, 5000, 250, 0.12, 4.0, 21, 1, 0
    }
    
    Ninja Star
    {
    0, 5, 1200, 100, 0.5, 1.0, 3, 0, 1
    }
    
    Javelin
    {
    0, 5, 1500, 90, 0.15, 2.0, 3, 0, 1
    }
    
    Grenade
    {
    0, 5, 1300, 80, 0.03, 6.0, 6, 0, 0
    }
    
    Crossbow
    {
    10, 5, 4000, 250, 0.15, 3.0, 15, 0, 1
    }
    Source (makes a good read)

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