Rise of the Mongols - v0.4 beta released. (Nov 20, 2015)

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Micha63
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Re: Rise of the Mongols - v0.0 beta released.

Post by Micha63 »

Could you please tell me what is gme ?
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Re: Rise of the Mongols - v0.0 beta released.

Post by BiteNibbleChomp »

Micha wrote:Could you please tell me what is gme ?
Generic Mod Enabler.

viewtopic.php?f=147&t=27158 might help you.

- BNC
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Micha63
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Re: Rise of the Mongols - v0.0 beta released.

Post by Micha63 »

Thanks, checked it out but did not understand how it works. When i have more time i will try againe. However, a great Project.
For the Moment i have to do enough with the great ww1 mod which is for me the best ww1 game i ever playd.
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Re: Rise of the Mongols - v0.0 beta released.

Post by captainjack »

I just played the first two scenarios then it stopped on the third so I had to head back to the 21st Century.

Some observations:
Merkits, hex 10, 15 there's a river continuity error.
Second scenario: I ended up with 24 Keshiks (plus 2 auxiliaries) had all three camps and destroyed the enemy. I still had to click through each remaining turn and then it gave me a loss. When I used endscn0 to win, I got a black screen and had to use task manager to close it down. Good for getting household maintenance jobs done, not so good for conquering the world!

Sounds/animations - can't wait to have some clashing steel and arrow flights and impacts! I'm not sure what you could do to replace the damage indicator explosions. Spouts of gore and fountains of body parts might be a bit excessive, even if done in a cartoonish manner, though perhaps people and horses falling over would be a bit more acceptable. Unfortunately I have not yet learnt how to do effects so I can't offer to help.

Other than that, it has a very different feel than standard PanzerCorps and WW1. I very quickly worked out (the second time I played) that the best way to win is to scout well, concentrate troops, then race into range, fire and pull back and repeat. Which is very much like a description of pretty much any successful high mobility missile troops from Egyptian and British chariots through Spanish light cavalry and Huns up to the Mongols. That's not bad going to create a game where contemporary tactics work well in the beta version.
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Re: Rise of the Mongols - v0.0 beta released.

Post by BiteNibbleChomp »

I'm hoping to release a new beta version some time next week, but first have to finish transferring all my stuff to a new computer (I just got it before the old one got a virus which also needs to be dealt with :x ).
captainjack wrote:Some observations:
Merkits, hex 10, 15 there's a river continuity error.
Second scenario: I ended up with 24 Keshiks (plus 2 auxiliaries) had all three camps and destroyed the enemy. I still had to click through each remaining turn and then it gave me a loss. When I used endscn0 to win, I got a black screen and had to use task manager to close it down. Good for getting household maintenance jobs done, not so good for conquering the world!
I wasn't able to find any river hexes that suited that tile :( , so I'll have to make one at some point.
With the Betrayal scenario, the victory seemed to work alright in the single scenario mode I tested them in. Maybe I'll have to use the strings function like in WWI's large map.
captainjack wrote:Sounds/animations - can't wait to have some clashing steel and arrow flights and impacts! I'm not sure what you could do to replace the damage indicator explosions. Spouts of gore and fountains of body parts might be a bit excessive, even if done in a cartoonish manner, though perhaps people and horses falling over would be a bit more acceptable. Unfortunately I have not yet learnt how to do effects so I can't offer to help.
I know how to edit the effects, I'm just terrible at making graphics :( . The Great Wall unit took 3hrs to add, so a battle animation will probably take 60. I am finding sounds for all the units though, so the war won't be silent forever :D
captainjack wrote:Other than that, it has a very different feel than standard PanzerCorps and WW1. I very quickly worked out (the second time I played) that the best way to win is to scout well, concentrate troops, then race into range, fire and pull back and repeat. Which is very much like a description of pretty much any successful high mobility missile troops from Egyptian and British chariots through Spanish light cavalry and Huns up to the Mongols. That's not bad going to create a game where contemporary tactics work well in the beta version.
You've only fought from a horse so far! There are more nasty things to think about in later scenarios (such as Archers to defend cities the way artillery do in WW2), and you'll have to cart around massive siege engines and some slaves once China has been dealt with. :P

- BNC
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Re: Rise of the Mongols - v0.1 beta released.

Post by BiteNibbleChomp »

I now present v0.1 to the world!

https://www.mediafire.com/?8407lw2fktk21i5

At this point I have added a river to the Western Xia scenario (No. 5) and edited the campaign file so that the later 3 scenarios can be accessed. I have not yet worked out the issue on scenario 2, so endscn0 is permitted once you get all the keshiks (the later scenarios require lots of them, so cheating is only going to screw your game up :twisted: )

v0.2 is going to be much larger than this as the scenarios 6-10 near completion and hopefully I will be able to add a bunch more units and fix up any problems encountered so far :D

- BNC
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Re: Rise of the Mongols - v0.1 beta released.

Post by steelwarrior »

Hey,

very cool, did not have much time to playtest yet - but that will hopefully change soon ;-D
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Re: Rise of the Mongols - v0.1 beta released.

Post by BiteNibbleChomp »

steelwarrior wrote:Hey,

very cool, did not have much time to playtest yet - but that will hopefully change soon ;-D
Hopefully it will! :D

Also, how have people found scenarios 3-5?

Finally, a whole bunch of my mod files got lost when I reinstalled windows on my PC a couple weeks back, and so I've lost some of the scenarios that were going to be in v0.2. Is someone able to remake the maps for the Kara-Khitans and the Persian one on the first page (I don't need all the strings on there, but it would speed up development if the maps could be remade.

- BNC
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Re: Rise of the Mongols - v0.1 beta released.

Post by BiteNibbleChomp »

<---bump--->

Any issues with v0.1?

Next update should appear in the next 2 weeks or so.

- BNC
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Re: Rise of the Mongols - v0.1 beta released.

Post by maho1973 »

Hello BNC,
If I try to open that file (with winrar), I always get an error message about a corrupt or incomplete data. :?
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Re: Rise of the Mongols - v0.1 beta released.

Post by BiteNibbleChomp »

maho1973 wrote:Hello BNC,
If I try to open that file (with winrar), I always get an error message about a corrupt or incomplete data. :?
My best suggestion at this point is to use 7zip. I've never had a broken file with that one.

- BNC
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Re: Rise of the Mongols - v0.1 beta released.

Post by captainjack »

I use 7Zip for undoing Rar files and have not yet had any problems.
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Re: Rise of the Mongols - v0.1 beta released.

Post by Andrewnator »

BiteNibbleChomp

Recompress please archive to the game. When you open an error.
Opened 7zip and WinRAR.
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Re: Rise of the Mongols - v0.1 beta released.

Post by BiteNibbleChomp »

Andrewnator wrote:BiteNibbleChomp

Recompress please archive to the game. When you open an error.
Opened 7zip and WinRAR.
I just tried to, mediafire seems to be down at the moment though :(

- BNC
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Re: Rise of the Mongols - v0.1 beta released.

Post by Vulcan54 »

I have downloaded the file, but when I try to unzip it, it's corrupt or incomplete. This has happened 7 times now. Could you re-post the link please?
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Re: Rise of the Mongols - v0.1 beta released.

Post by BiteNibbleChomp »

windtalker wrote:I have downloaded the file, but when I try to unzip it, it's corrupt or incomplete. This has happened 7 times now. Could you re-post the link please?
I've been trying to re-upload for the past week, but someone has apparently flooded mediafire and so nothing seems to be able to be uploaded to it yet.

- BNC
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Re: Rise of the Mongols - v0.1 beta released.

Post by Vulcan54 »

I'm trying to get this to work with JSGME, but it's not showing up in the list of campaigns. I think I've followed the instructions for JSGME correctly, so I'd welcome any suggestions.
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Re: Rise of the Mongols - v0.1 beta released.

Post by BiteNibbleChomp »

Mediafire is working again :D , so I have now managed to upload a new version of v0.1

http://www.mediafire.com/download/jeo6s ... recomp.zip

- BNC
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by Vulcan54 »

I've downloaded the latest version, but still can't get it to work with JSGME, although other mods are working OK. Any ideas, please, anyone?
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Re: Rise of the Mongols - v0.1.1 beta released. (Feb 28, 201

Post by Magic1111 »

windtalker wrote:I've downloaded the latest version, but still can't get it to work with JSGME, although other mods are working OK. Any ideas, please, anyone?
After unzip you´ve an folder called "Mongols v0.1". This Folder don´t activate with JSGME, but the next Subfolder "Rise of the Mongols"!

Copy the Folder "Rise of the Mongols" into the JSGME-MODS-Folder and activate this with JSGME and have Fun! :D
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