Precisely my thought aswell.
Haven't had much time in the past 2 months due to high season at work, but things should get calmer now and I should have more time to focus again on modding a bit.
When it comes to random map generation, a lot is possible with this engine. I dont know how far you went when you started modding Cossacks II, but I found some real niceties that just arent being used and / or can be added.
I surely could use some help, because on my own things go rather slowly.
I read you dont use msn anymore which is a pitty because it allows for a quick and direct discussion of certain aspects of the game.
If you have any ideas or suggestions feel free to share.
I did not look too closely into the engine. I made a few changes to settings in the gameplay variables (allowing autofire etc) and created new 18thC units for France and some for Britain. Then the mishap.
I have been looking at some of the info you have posted and am very impresssed. I have been looking at random map creating and managed to start get a random game screen to fire up, but it seems that I cannot get past a Defeat screen due to lack of townhalls. In about 30 attempts it has dsaid I have won once and the rest defeats. I cannot roam the map to look closely at what is cerated however When I saw the victory message there seemed a large blob (probably TH + peasants) and no enemy blobs, about 4 in 30 I have seen enemy blobs (probably TH + peasants). The rest there was no discernable indication that any starting sprites where drawn.
So the questions:
Is it possible to remove the need for a townhall at start? Maybe setting a timer so that a TH is not required immediately (such as the tinme to build minimal variable on created maps).
I have setup the unit type editor to associate the peasants as a type and the townhalls as a type. This was just in case this was casusing issues. It may be right or it may be wrong. I doubt this is the issue, but not sure.
The final question is why the sprites are not being drawn. Or rather why they are being drawn so sparsely. I at first created the main sprite as FrenchTH + 10 French peasants this drew for me and not the enemy once in about 10 goes giving a immediate victory. The other times a defeats with sporadic enemy draws. I then changed the base sprites to a RheinTH + 10 Rhein peasants. With these always the defeat however I did see the enemy draw on a few occasions. The sprites where drawn for the enemy on a few occasions. Any ideas here?
Added (04/September/2010, 9:32 PM)
I agree with the points you addressed, But random maps take away a key aspect of what I like about the game, and that is the roads.
Without the road system, it simply becomes a different version of C1, and AC.
Roads brought in maneuver, and and other strategic aspects, allowed realistic morale, along with fatigue, and fear from other close breaking units.
To me no roads are a step back.
C2's failings were in the editor, and not allowing fans to make their own maps without a great deal of hassle.
I do have an important question for you Davout though. You had worked on an "Auto fire" option for your mod. This would be a breakthrough for the game.
Were you ever able to git it working?
Lol must have been typing at the same time as you.
It is a good point about the roads. Will have to look at thyat aspect seriously.
As for autofire, yes there is an option for that. It was quite easy to be honest. I will try to find out what the toggle was, but ther 'flaw' with it is that fire always happened at maximum range when 'on'. This means that autofire had little 'worth' other than a mild morale drain for a lot of coal wasted. On the plus side, it was on a toggle so that if you were present you still had full control of the units. ie turn off autofire, wait till enemy is close then turn on autofire and they get a full volley at a more optimal range.