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@Bzik
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| EbelAngel | Date: Sunday, 08/January/2012, 9:50 PM | Message # 51 |
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| Quote (Bzik) Its best visible if you compare doors of some buildings of C1,AC to FraCen True, the door is too small.
This is the largest reduction option in GigaPack ( scale 2) (50%).
So it will be a photoshop job then. If 100% is too large and 50% too small, perhaps 75%?(or 70, 80?) I will experiment with it later this week.
Quote (Bzik) But wait with those flagbearers. Who knows maybe we come up with idea of completely new unit, and then that kind of help will be more than needed. Yes ofcourse, but I will ask him first if he is willing to do so, then later we can see what exactly it is we need.
Quote (Bzik) Prussian grenadier - he have blue outfit, so all conversions ends in total mess. Yes indeed I just looked him up in the baddog mod. I will think about it aswell.
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| Bzik | Date: Monday, 09/January/2012, 7:36 PM | Message # 52 |
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Baron
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| Hi! BTW icons Please check if everything is OK on your side. If you see any defects on icons tell me, I fix it. Quote So it will be a photoshop job then. If 100% is too large and 50% too small, perhaps 75%?(or 70, 80?) I will experiment with it later this week. Do you know maybe is it possible to edit in photoshop also C2 units?Added (09/January/2012, 6:39 PM) --------------------------------------------- I made quick comparison in Corel. First pic is original buliding, next about 30% larger and last almost 100% bigger. Buildings If every C1 building file must be reworked for C2, then we can make buildings little larger. All depends on achieved quality and how they will look in 3d terrain in game. Added (09/January/2012, 7:36 PM) --------------------------------------------- Ok, here are OCmod flags, this is best what I can get from my samples. Tomorrow I will look at Baddog mod. link
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| EbelAngel | Date: Monday, 09/January/2012, 7:38 PM | Message # 53 |
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| Quote (Bzik) Please check if everything is OK on your side. If you see any defects on icons tell me, I fix it.
Units and ships and cannons look very good. Thanks!
On cavalry , there are a few discrepancies, folliwing frames have a different size: Cavalry: - obrazek4 ( cuirassier) : 64x62 - obrazek5 ( 17th drag) : 64x62 - obrazek6 (18th drag) : 64x63 - obrazek 7 ( hussar): 64x63 - obrazek16 ( swe guard) : 64x61 - obrazek20 ( sich cos) : 64x62 - s ( swe rider): 64x61
Could you fix those to 64x64 please? Then I will implement them.
Quote (Bzik) Do you know maybe is it possible to edit in photoshop also C2 units? No, C2 units ( except 1:VesKGus) are in .G2d format, which is opened and extracted with triangulator trees.exe. Open one then press extract ( it will extract in the same folder as where the file is located, so copy it out on your desktop in a folder first). You will see it will be in .wlr format and a few triangulated .tga's. You can open a .wlr file to see specifications( with notepad) I believe it is VRML - 2 - UTF 8. Even though there are tools to view this format I have never found one that can repack these wlr frames and tga's into a workable .tga or .bmp format. I'v looked and failed to find anything usable. Then again I have never asked around if someone was smart enough to make such custom tool.
Quote (Bzik) I made quick comparison in Corel. First pic is original buliding, next about 30% larger and last almost 100% bigger. Buildings If every C1 building file must be reworked for C2, then we can make buildings little larger. All depends on achieved quality and how they will look in 3d terrain in game.
I'm surprised, that looks better than I expected. Not sure about the 100% ( is that with proportions constraint?), but ofcourse it's to be seen if the same quality can be achieved when packing them up in g17 and seeing it in game. I will try this. Right now I was looking at the Imperia C2 buildings , just extracted it all and grouped the MD's .I will compare to learn how it was achieved.
Either way, even if graphics succeed on a acceptable quality for either resizing C1 or resizing C2, it will still be a lot off work in terms off setting up the MD's.
What I did noticed, in game in Imperia, is that some units go over the top off the door ( like the plume off the hat on some units), in other buildings the born points are somewhat weirdly set, they dont come out off the door, but they are born outside off the building in front off the door ( e.g VesKaz). This is something you only notice if you start paying attention to the detail. I can image when you are playing you barely notice it because you are busy getting those raiders out off your village ;-)
On a side note: I also noticed that, and I remember you mentionned this in an earlier post, that the C2 village buildings used in Imperia ( from the editor nations in C2 , SelFRaDom's,...) do not have build stages in Imperia. When you place them to build, you immediately get the final building stage while the peasants "build" trough the buildstages. Its not entirely bad, just a little bit weird. If I recall correct, you were talking about "adding" building stages to some off these buildings. I noticed that in Imperia there are some .gp's with build stages for a variety off buildings ( just the buildstage, one or 2 frames) but they havent been implemented. I figure Awar wanted to add buildinstages aswell to some off these buildings but got stopped somewhere along the road, for whichever reason.
Next version:(1.2.1.0 http://www.gamefront.com/files/21167887/1.2.1.0+FILES.rar
Last large one for a while, from now on I will only add the changed files and use the 4th digit (eg.1.2.1.1, 1.2.1.2,....) to change the version number, which will mean if you do a fresh install you will have to instal 1.2.1.0 and then the next version on top off it(eg 1.2.1.1 on top off 1.2.1.0,) Or you dont mind to download 300 MB+ everytime?
Message edited by EbelAngel - Monday, 09/January/2012, 7:39 PM |
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| Bzik | Date: Monday, 09/January/2012, 8:34 PM | Message # 54 |
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Baron
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| I made those icons one again, heres cavalry pack: Link Angel, if you can tell me your email, maybe it will be faster to send files that way, what do you think? Ill try to work with enlarging files from C1 gp, probably today Ill send you test files. Im curious what quality we can get with such action, need to check it today:))) Quote Or you dont mind to download 300 MB+ everytime? Right now I have funny download speed of +-60kb/s from gamefront so its better if you upload small chunks. At this moment just compile files, and send big packs if we need to tests some new features.
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| EbelAngel | Date: Monday, 09/January/2012, 10:10 PM | Message # 55 |
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| Quote (Bzik) I made those icons one again, heres cavalry pack:
Thank you. Packed them and implemented them.
Quote (Bzik) Angel, if you can tell me your email, maybe it will be faster to send files that way, what do you think?
All the same for me, whatever works best for you:
inliner_3@msn.com (thats: inliner_3 [at] msn.com)
Quote (Bzik) so its better if you upload small chunks
Here we go:(version 1.2.1.1) http://cossacksworld.ucoz.co.uk/BZIK....ZIK.rar To be implemented on top off version 1.2.1.0 (Added icons and a couple off buildings tests in Master Test)(see picture below)
^^On the picture Austrian Barracks The one in the back is the original from C2 The one to the left off the original is the original extracted and repacked with gigapack at scale 2 : 50% reduction (AusKazC250.g17)
In imperia I found 2 versions off this building a smaller and somewhat inbetween version. The smaller version is the one in front off the AusKazC250.G17. It is what seems to me a 58% reduction, clearly a photoshop job ( AusKazIM.g17) The one to the left off AusKazIM.g17 is the other version I found in there. It looks a 73% reduction (AusKazIM2.g17) Notice: different color in roof( not sure how or why, but thats how they appear in Imperia aswell) Secondly, there is a difference in frame's. The original C2 has 15 frames, the Imperia versions have 12 frames.(god knows why...-) Clearly 50% is too small, but the 75% looks rather good.
Next thing I will try is increase the Austrian Barracks from C1 in size.
Side note: if you are bored, go trough the Nations in editor and see if all icons that have been implemented are the correct ones. I did a check already but so many icons, its easy to write a wrong number in the MD files. No rush with this, just if you go trough the nations for whatever reason and you notice an icon wrong, write down the name off the unit- building.
EDIT: i just noticed you edited a previous post at the same time I was posting my ^previous: I missed the MOD icons .I will implement them in next version.
Message edited by EbelAngel - Monday, 09/January/2012, 10:13 PM |
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| EbelAngel | Date: Monday, 09/January/2012, 11:28 PM | Message # 56 |
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| Quote (Bzik) I emailed you with original english dip and one that I made in photoshop.
Received.
Implemented into MasterTest.NDS . Put them down in editor next to eachother and tell me your thoughts.
I'm going to toy around a bit more with buildings tomorrow.
+ added OC flag icons.
http://cossacksworld.ucoz.co.uk/BZIK....ZIK.rar ( to be pasted over 1.2.1.0)
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| EbelAngel | Date: Wednesday, 11/January/2012, 6:35 PM | Message # 57 |
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| Played around a bit with buildings yesterday, mainly to understand the MD strings involved. Did learn a thing or 2 but graphically didnt make any progress yet.
So today I fixed some things that were already ingame and some things we added to the game. (Details are in the log).
What I finally figured out was the LINESORT thing, at least why there were "holes" in C1 and AC buildings appearing.
See picture below: For example on the STANDLO animation, each set off LINESORT parameters refers to the RLC frames. So if #STANDLO has say 3 frames, then in LINESORT #STANDLO there should be 3 sets off positions (each time xy & xy = 3 framesx 4(xy,xy)= 12 integers), which define a line. You can see these lines in the editor if you press CONTROL+U ( the red one's) For some reason, all C1 and AC buildings have these lines in the middle off the building. If you reprogramm them to be under the building, the holes dissapear. I'm not sure why its different, maybe terrain is handled different in Cossacks 2. Anyway if you set them properly it seems to work. Ofcourse it needs it for all LINESORTS on all #ANIMATIONS ( buildstages, death,...) So its quite a bit off work , because you need to load up each .G17 in gigapack and read off the x and Y positions. Done about 25% off the buildings now. Will do the rest in the coming days.
Fixed errors from loading.log related to sounds.
Added rifle functionality to the COS 1 grenadiers. They can fire now. Put down some formations ( select a grenadier in the "P" tab and press CTRL, then place them on the map for quick formations) There will be a lot more work to these grenadiers to get them fully functional in the MD's. And im not talking about balancing, just functionality.(grenades,...)
Changed the selpoint too, but havent looked into the miniweapons and defense icons, they display bad and with some very weird values. Probably should disable them for now untill I have looked properly into it.
Next version: http://www.gamefront.com/files/21172682/1.2.1.3+FILES+BZIK.rar
(Again to be pasted over 1.2.1.0, but you already knew that ;-) )
As to your idea's in last post , I will comment on them in the next days because there are some things I need to think about because I'm not sure if they are possible ( eg peasants building roads,...)
That's it for today, tomorrow is another day...
Message edited by EbelAngel - Wednesday, 11/January/2012, 6:38 PM |
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| Bzik | Date: Thursday, 12/January/2012, 2:20 PM | Message # 58 |
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Baron
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| Damn, youre fast modder:)
You asked me about nations in some of previous posts. So Im thinking more nad more about it. IMO its very important to line up everything with historic accuracy and same time add something new. Even now I have some skteches in my mind, which nations and which units can make game more colorfull and add more fun for gameplay. Need to recall in details this stuff, I had history on matriculation exam but it was 10 years ago, so I forget most things:) So in short this is my plan:
1. Check all wars from 1600->Napoleonic Era. Specifiy all nations that we can use in mod. 2. One by one gather info about every army, and maybe, if available, some economic aspects for Academy purpose. 3. Check battles of every nation, gather information about units involved. 4. Make list of units (barracks/stable/diplo), check their atributes and role in warfare, and If available note additional info about units (in general and from every nation alone) - factors of morale, tiredness etc.
As you see Im thinking serious about making it not only playable but also, as much as its healthy, historically based. Including correct naming etc. I will report you with results so we can decide which nations/units will be implemented. I will convert musketeers meantime.
Another thing that I think of lately. In my vision there are two things in C1 that spoils fun: 1. Cannons with invisible crew 2. Units without melee fight option.
First point I leave for future, about second - as far, as I can accept musketeers, its strange with dragoons. Muskteers needs long time for reload, so their main task in XVII was firing salvos. Hand to hand combat was mostly role of pikers, to protect them against charging enemy. So at game level its quite acceptable. Morover on C2 engine it will be important part of gameplay: in XVII you need to learn how to fight with pikes/muskets combined in at least 50/50 proportion, in XVIII how to use strength/weaknesess of different units like new musketeers, grenadiers etc. At fisrt dragoons was mainly infantry troops using horses for moving. Later in XVIII they evolved into normal cavalry. As wikipedia says Quote When in the 17th century Gustav II Adolf introduced dragoons into the Swedish Army, he provided them with a sabre, an axe and a matchlock musket: many of the European armies henceforth imitated this all-purpose set of weaponry. IMO mod dragons needs to fight melee. So my ideas are: - implement dragoons from other games - create new units. Focusing on first, easiest way, thera are few good samples to choose. We can use dragoons from AC (17 and 18 century) and even OC mod have english dragoon with sabre. Think about it - In C1 BTW (with baddog) we got only 8 diff types of dragoons in whole game! In AC alone we got 14 different shooting/melee dragoons (+officers and flagbearers), thats almost twice more. Why not use them? Even if we throw out those "tropical ones" with veil on cap its still plenty! We can experiment with changing colours etc. Only range horse units will be French Kings Musketeer and Tatar. What do you think? AC units just like C2 are visible bigger than C1, but I figured out that we can try to change size of bmps in photoshop, and then convert to g17. Ill check in photoshop how much in % those units are bigger and then correct them. Even more - in Ac there is lot of 16century old looking units, but there also lot of infantry from C1 period. Maybe we can use some of them also.
And last thing - I found interesting bug list on cdvusa forum, propbably you read it, theres lot of good points, mainly what players see bad in C2 gameplay. Also what bugs of engine setup should be fixed if possible (e.g. saving memory by leaving unnecesssary things allows more units).
Some posts:
Quote 1. "Don't know it it has been mentioned yet, but I want to be able to man fortifications! It is so annoying having to reman a squad you position near a fortification to defend it from grenadiers, man the fortifications! It could negate the fort's ability to fire cannon if you really think it is so unbalenced. Personaly I think fortifications should be as powerfull as would be fair to make them. "
Like i said earlier, grenades/flaming arrows values should be lowered - if you want to wreck fortifications, you need artillery. In other cases for example you need some manouvre to avoid fire from tower. Small number of fortifications, maybe some upgrades, to make them really tough deal.
Quote "And for god's shake these reloading times!!!!!!!!!!!!!!!!!!!!!!!!!!! I have counted the time(for infantry) and the result was:51 seconds!!!!!!!!
Well someone could say that reloading times are good in this certain game but that time exceeds every limit!!!!!!!!
i dont ask for a 10 second time reloading just a normal 20-30seconds reloading time!!!!!!!!"
50 seconds with something its historically correct. For game purpose its need to be reworked, and tuned to acceptable values - with testing both starting value and when fully upgraded.
Quote In XIX century infantry was the trunk of each army supported by artillery and cavalry. In MP C2 cavalry wins battles that seems to quite "ahistorical". I suggest to increase the role of artillery by decreasing power of cavalry. It can be obtained in many ways, for example: - increase the production time or cost of light cavalry - increase cost of stables - implement upkeep cost for horsemen"
Almost same with XVII and XVIII, two roles of cavalry - scouting (+sometimes little hit and run) and covering flanks of infantry+making decisive hit on already beaten-up formations. Albeit there are some exceptions like Polish-Lithuanian army in XVII century, which was based on cavalry, and if Im correct Turkey. So if my deeper research prove it, maybe for more colourful gameplay we should at least try to implement and balance that.
PS. I checked new mod pack - asking just in case - you stil working on grenadiers md's, because when I tried them they do lot of wierd things:) Also looked again on english diplo. Maybe if we work on some tones/contrasts bigger buildings wont be looking bad? Geez, there is thousand of things to try but we only have 24 hours/day...
PS2. One last question - do you think its possible to calculate squad shot power/melee by average of every single units in squad? Just asking, in Imperia there is a option of mixing mercenary soldiers in one squad, so if you for example mix 100 soldiers having 100 shot power with 20 having 140 shot power, squad shot power should be 107. Imperia dont have that - squad have fixed strength of infantry type choosen in officer menu, so if you choose weakest, and you have only few weakest units in formation and rest is composed of stronger ones, whole formation have stats of those weak units. Or better - even if its no be graphically visible on interfeace, do you know does the engine would recognise which unit have which shot power (better units - more kills), or defence points (shielded units will last longer)? It could be superb feature...
Seeya.
Message edited by Bzik - Thursday, 12/January/2012, 2:23 PM |
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| EbelAngel | Date: Thursday, 12/January/2012, 4:07 PM | Message # 59 |
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| There is actually a command center MD in C2, but it has no graphic. It is mainly used for battle maps, and troops from formations that are disbanded will go there and gather around it. Adding a graphic to it, shouldnt proove to be too difficult, just need one. It's main MD string is GLOBALCOMMANDCENTER and or COMMANDCENTER. This defines where troops will go to. Ofcourse you can add these strings to a 'general' unit aswell, I'v tried it already, and then troops will rally to the nearest 'general' with such string. A 'mobile' commandcenter if you like. As to the AC idea off removing tents and replace them somewhere else, i believe that is the "UNCONSTRUCT" string that is used ( from NDS?) Should test it. 'HEALING' is not a zone but a weapon ( at least on priests it is "WEAPON MEDIK". So not sure if there is something similar that can be a "zone", but if I remember well, in Alexander, there is something that set's a "healing' zone around a unit. Mostlikely this is a UNITABILITY, which would mean, if it was setup, it would not be automatic, but the player would have to hit a button in the interface to "enable" the healing zone. Again, I so need to investigate the UNITABILITY editor properly, but as I'v said before its a complex one. But surely there's additional functionality to be found there.
Quote MERCENARY BROKE FORMATION Once a "mercenary" formation would have broken, they would rally towards the nearest GLOBALCOMMANDCENTER, because they really are just normal troops, untill you run out off the resources required to maintain, which is defined by the NAEMNIK string in the MD. But once they have turned coat against you into the neutral color, there is no way off getting them back.(unless its a scripted event in a mission, but not in regular gameplay)
I dont see a problem with this one, this just needs to be properly setup in the [OFFICER] section in the NDS ( and possibly check if such a 30 -unit size formation exists in the orders.lst, but I believe it does, and if it doesnt, lets just add it. We will have to revise that file anyway, the largest formation in there is 196 (carried over from C1), I already added a 324 (or was it 320,lol), cause I nicked it from Imperia, just to ese if it would work, it did.
Quote Cavalry with lances more efective aginst pikemans than sword fighting cavalry. Same against cavalry with swords. Sure, thats just some MD balancing in terms off weapon damage. You can go nuts on that as far as Im concerned.
Quote Posibility to increase size of formed squad by adding additional soldiers, e.g. from 120 to 240. Don't think that's possible, at least I have never seen it beeing done on the GSC engines. Once you choose a size, that seems to be what it is. Then again there is a "reinforce" button, but I dont think it has extra functionality towards it, all it does as far as I'm aware is fill up lost units.
Quote Experience points - shot accuracy bonus points for shooting units (based on killings by shoot or aggregate of all made shoots)? If I got it right, this is done by using the SKILLDAMAGEMASKBONUS. It uses some kind off factor to determine how much damage value is to be added ( think its a factor off 0,20). I believe that the 'MASK' refers to which weaponmask( kind) the bonus damage is to be applied. If you want it to be applied only to a certain type off weapon, then it needs to be declared in the MD for that particular weapon type ( We need a list off all weapons (kinds-types) in C2.!)
Quote ROADS builded by peasants - fast transport of troops to frontlines or packhorses from mines. Peasants build MD's, regardless of what it is. Roads are not MD's, they are handled differently by the engine. But say, you would set up an MD with a road graphic, as if it was a "wall", then you still havent got the units-soldiers walking on it and recognize it as a "road" to walk on. I suppose you could setup POSPOINTS ( position points) so that units would "stand" on the 'road', but then they are still not walking on the road, they would move to those position points and stand still. Somehow I dont see this working out.
& Quote Maybe also adding reworked redbout for battery size (those are in C2 editor)? Well, they have no build stage those redoubts, I did look at them the other day, merged the different frames into one ;in order to see if I could cut them into some "buildstages" but didnt really get a satisfactory result out off it.
Quote Pikemans maybe more damage (historically Sure, MD editing , innit.
Quote - RED ZONE automatic firing (or adding autofire option on/off just like melee/only shoot). There is, press CONTROL +A +T. All units are in fire mode now, any unit that comes within the ENEMY SEARCH/ATTACK RANGE declared in the MD will get fired upon. Ofcourse the red, yellow and green zones can be modified aswell. What you have to consider however is that in C1, there is no such thing, every unit will fire at the enemy as soon as it enters its range declared in the MD. There is also no DAMAGEFALL ( decrease) in C1. Nobody ever complained about firing in C1, but for some reason in C2 they play without hotkeys and then complain about firing options. Not sure why. Maybe I'm missing something here. Am I? In my own experience, I always thought the auto attack option in C1 was sometimes annoying. I used to always set all units on no attack, untill I wanted them to attack. For example, say a cannon shoots in to your units, they will run off to go attack that cannon if they are on autoattack, ofcourse they get slaughtered in the process. If you set them on no attack they stay nicely in position but you are aware off it happening because there has been an attack sound, and then its u p to you to choose if you wish to retaliate on it or if it was a distraction.
I'v seen players exploit autoattack aswell, they would send a fast horse towards your units, luring your units away into his side off the field and then shoot those lured away units with his soldiers. There's much to say about auto attack / no attack, I dont think 10 lines will cover it. Above all, rather than theoretic discussion about it, we need to fully understand the weaponsystem that is in place now, then we can speculate on changing it ( I don't entirely understand it yet, not sure how and which MD strings ( and any other files) inter-relate with eachother. For example, when I was testing on the interface a while ago, I suddenly had the option of a squad that was using melee attack on the 2 front rows while I could let the 3rd row fire upon those enemies that were attacking in the first rows.(normal setting is either melee or rifle). A combined melee-rifle attack if you like. Not sure anymore how I did that, but I will need to check those files again.
Quote BROKEN FORMATION - speed of comeback depending on experience of each soldier (so rookie without kills will be wandering a little longer). I think there is an MD string that defines how long they will run around on the field ( PSIXOZ?) but dont think you can attach that to "experience" Unless...you would give the ability to "upgrade" units that have gained a certain amount off experience into " experienced" units by using the Change MD ability ( which turns a unit into another unit( MD) and then have in that second MD a different PSIXOZ setting.(does this make sense?) The CHANGEMD ability works allright, I'v tested it before, its like this: You have a unit ( eg an officer), set up the CHANGEMD ability, a button appears in the interface on that officers, click on the button, and that unit changes into whichever unitMD you have it setup to be.If you were to use the same graphics for both MD's you wouldnt notice it graphically but it would have different stats if you want it so in the MD.( Again, that UNITABILITY EDITOR, meh,...) Either way, it would not be an automatic process, the player would have to upgrade the formation/unit manually by clicking on that button. Possibly there are otherways to go about this, but I cant think off anything else right now.
Quote - Archers - long range, but same as with muskets - accuracy depends on range of shoot Sure, MD editing, innit.
Quote - STACKING!!!! Need to check if its possible to add blockpoints to units, so tighest formation - no pass, normal formation - ony two formations can stack one on other (pikes can come through muskets to cover them, or vice versa, musktes to make shoot between pikes) Good, you go ahead and try that ;-)
Quote If everything fails there is always Friendly fire option, but still it didnt solve stacking of pikes etc. I think we should turn that on, it needs a line in the MD aswell if i recall correctly"FRIENDLYFIRE". It will make people think twice before stacking units.
Well we would have to test that MD string UMS_PRICE if that actually works, but I think its on killing an object, rather than capturing. JUst watch out with capturing, I have bad memories about this from C1. I dont mind a bit off capturing, but I'v seen too many noobs, who quickly build a diplo and then raid the map with sich cossacks, they dont even have a proper army, just quickly raid, no skills whatsoever Or like when you start a map, with ukraine, you send your peasants to the opponent nearby and you will capture his peasants with your peasants because ukrainian peasants cant be captured in C1, instant kill on the opponent before he has build 2 or 3 buildings. On top off that you get a second nation to build. Funny..., yeah sure..., but im sure thats not how the game was intented to be played. I'm just saying, capture should be balanced.
Quote - ADDITIONAL WINDOW IN TOWN CENTER (or ACADEMY?) A bit like in C1 when you press CTRL +I (?) in game you get statistics on resource usage, etc...? NOt sure if thats possible, need to look it up if it has been disabled. Else I can see if the academydesk.xml ( that window that loads into the Academy now if you declare DIPLOMAT string in the MD) can be changed or if extra functionality can be added.
I dont use it, but I can see that some people like extra information.
Quote - MERCENARY SHOOTERS/PIKERS MD and NDS editing +NRES.dat, innit, shouldnt be too hard, just abit off work.
Quote - FEAR FACTOR - maybe we can add some new factors? Like fear of bayonets higher for 17century units or fear of cannonball, higher for unshielded units? There's a whole bunch off "FEARxxxxx" strings in the MD's. I'm sure something can be done with it but I never experimented with them.
Quote - TOWN HALL limits - what do you think about limiting TC to one city (so in order to build next TC, player should build at first all required buildings like academy, church etc., then he can create another precint or some outpost town)
Well you know how requirements to build a building are setup now, in the NDS under [ACCESSCONTROL]. If say a player needs to build an x amount off buildings, where for example a fortress is the last in the row before he can build the (next) townhall, then it would also mean that the very first townhall can't be build untill the fortress has been build. It would turn into an impossible loop, unless, you would make a "second" townhall building MD,one that can only be build after the fortress in the example. But that could potentially give problems with the victory condition " Destroy Townhall's, I'm not sure if the secondary townhall would be recognized as a townhall, unless there is an option to set it up in the UnitTypeGroup.xml ( editor). Needs testing.
MD job, RESOURCEBASE string if I remember correctly.
Quote - ACTIVE EXPERIENCE BONUS SYSTEM - squad bonus is sum of single units experience (kills?) No idea, it could also be the average, though it depends which experience system. Remember, as I'v said before , there's more than one system.
Quote - Creating formations in zone around officer. Hmm, probably if you were to add COMMANDCENTER string to the officer? Needs testing.
--#post60 Quote 1. Cannons with invisible crew I'm pretty sure they can be added, its just, we could be limited to the current "Pusxxxx.MD" units in terms off graphics. Because you would need some kind off animation for the crew to "load the gun, etc....) Again, setup in ComplexObjects.dat (or was it helpers.dat)
Quote We can use dragoons from AC (17 and 18 century) and even OC mod have english dragoon with sabre Sure, why not, as long as the units are present in one off the GSC game's there is no problem ( e.G no units from Rome Total War,... as one would need permission from them to use those, I only have permission to mod within the range off GSC games).
Quote We can experiment with changing colours etc. Sure why not.
Quote but I figured out that we can try to change size of bmps in photoshop, and then convert to g17 Yes, I hope you have figured out how to use the "automate-batch-actions' features for something like this , cause manually its a bit insane.
Quote And last thing - I found interesting bug list on cdvusa forum, propbably you read it Do you have a link to that post?
Quote 1. "Don't know it it has been mentioned yet, but I want to be able to man fortifications! It is so annoying having to reman a squad you position near a fortification to defend it from grenadiers, man the fortifications! Theoretically its possible, I have seen manned walls in Alexander by the use off POSPOINTS string in the MD.(x adn y coordinates). Doesnt AC or one off the Mods in AC have this aswell?.
Quote 50 seconds with something its historically correct. I'm sure its historically correct, but dont forget that the game is an abstract off reality. If you would implement 50 seconds as "real time", then it would also mean that you relate the game to the real time a day has. It would mean a battle can take hours. EG, building a barrack would take days.... You cannot expect people to play a hole day. You have to find some balance between reality and the game. What is probably a better way is, that for example: if unit A had a historical reload time off 60 seconds and unit B had a historical reload time off 30 seconds, then in game the reload time off unit B should be half of the reload time of unit A, regardless off the factor real time seconds-ingame time that is used. (Does that make sense?)
When there is a choice to be made between historical accuracy and playability, I will always choose playability.
Quote PS. I checked new mod pack - asking just in case - you stil working on grenadiers md's, because when I tried them they do lot of wierd things:) I know, that's what I meant with there will be a lot more work to get them to work properly. All I did was fixing the non working rifle ( it didnt recognize the C1 SHOTFOG Weapon, I used SHOTFOGPISTOLSTARTSLABII) , then they fire and you see smoke, but indeed I noticed they were behaving a bit weird, flickering around as if they were to moveinto a charge state constantly.... A proper analisys of the entire grenadier MD file is needed, it's one off the most complex units. I will maybe look into it today.
Quote Geez, there is thousand of things to try but we only have 24 hours/day... My thoughts exactly...Remember I told you converting C1 stuff into C2 would be a lot off work....
Quote PS2. One last question - do you think its possible to calculate squad shot power/melee by average of every single units in squad? I have absolutely no idea.
Got your Baddog Icons. will add them today.(and look into the grenadiers)
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| EbelAngel | Date: Thursday, 12/January/2012, 4:27 PM | Message # 60 |
 Site Administrator
Group: Administrators
Messages: 996
Status: Offline
| EDIT: Forgot to say:
Before you do this:
Quote STACKING!!!! Need to check if its possible to add blockpoints to units, so tighest formation - no pass, normal formation and Quote but I figured out that we can try to change size of bmps in photoshop, and then convert to g17
Please experiment first with following MD strings:
RECTANGLE GEOMETRY ZPOINTS
There is a small change that one off these 3 strings holds a solution to the 2 above things you want to achieve.
EDIT2:
I seem to miss the EngPike icon from Baddog, or am I beeing blind? Just dont see it in there. Could you check please? Thanks!
I just realized that if you doubleclick in gigapack on the grey zone in the visualization section, you get a pop up box to choose the background colour. Not sure if it could help much in terms off making icons ( in case you want to add AC dragoons , because there are no graphics for those, are there?), there's zoom function but that doesnt really seem to help much. Just thought i'd mention it, you never know if its any use later on.
Message edited by EbelAngel - Thursday, 12/January/2012, 5:27 PM |
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