[ New messages · Members · Forum rules · Search · RSS ]
  • Page 2 of 2
  • «
  • 1
  • 2
Forum moderator: Daddio, EbelAngel  
Forum » Cossacks II » Modding » UnitsMD changes in C2 BFE
UnitsMD changes in C2 BFE
aiidiiDate: Wednesday, 04/September/2013, 5:36 PM | Message # 11
Count
Group: Checked
Messages: 133
Awards: 3
Reputation: 0
Status: Offline
Quote (Nowy)
How delete hand grenades from the game or make it imposible to attack with hand greandes?It is not enough decrease grenade damage to 0. Grenades should be deleted somwhere else.
Weaponkind IADROMOR is horrible and inflict short lags too.

If somebody can help or give some advices it would be fine.


1. Open UnitsMD folder.
2. Open MD files for grenadiers.
3. Find a line that says GRENADE 10 30
4. Change it to /GRENADE 10 30
5. Success!!!


I drink, therefore I am.
 
NowyDate: Thursday, 05/September/2013, 12:49 PM | Message # 12
Marquis
Group: Users
Messages: 320
Awards: 1
Reputation: 1
Status: Offline
Thanks a lot aiidii, your helped me again.

I canceled out hand granades.

It looks that you know many things in C2.

Could you tell me what control amount of men in the squad?
How can I implement two different basic squads strenght e.g.
1. Infantry company = 12 men and infantry battalion = 108 men,
2. Cavalry squadron = 15 men and cavalry regiment = 45 or 60 men

Is it possible make artillery squads which could include few guns e.g.
3. Artillery section = 2 cannons and 2 limbers
4. Artillery battery = 3 cannons, 1 howitzer and 4 limbers
Limbers in these squads formations are not so importand, but few guns which can cooperate in one formation would be very fine in the game.

What control blue policemen engagements in fire fights?
Now they stupidly or blindly come under enemy fire. They go too close to enemy squads, even to yellow or red zones.
This way they are simply sentenced to be shot or bayoneted. Can they open fire at little bit longer ragne?
Maybe they can start fire when enemy come at green or yellow zones.

I think that better increase their ability to start fire at longer range and decrease their squads strenght to 12 or 15 men.
These is enough to represent small policmen company which can poorly guarding village from longer range.

Small policemen squad shoud not go to close engagements. They should try stop or weaken enemy at longer range.
When enemy ignore these shots and still advance on policemen, then they should run away or simply surrender.
Only devoted squads or inspired by officer or priest can fought to the last man.


Message edited by Nowy - Thursday, 05/September/2013, 12:54 PM
 
aiidiiDate: Sunday, 29/September/2013, 3:11 PM | Message # 13
Count
Group: Checked
Messages: 133
Awards: 3
Reputation: 0
Status: Offline
Does anyone know how to make mines and mills to support population?

Adding MFARM to their respective md files doesn't seem to work.


I drink, therefore I am.
 
EbelAngelDate: Monday, 30/September/2013, 6:03 PM | Message # 14
Site Administrator
Group: Administrators
Messages: 996
Awards: 7
Reputation: 12
Status: Offline
Quote (aiidii)
Does anyone know how to make mines and mills to support population?

Adding MFARM to their respective md files doesn't seem to work.


As I recall MFARM just make the populations how up in the building bar on the lower left.
It is actually FARM X that crates room for populuation, where X is any number between 1 and 255. If you go over 255, it will just start counting from 1 again.


 
aiidiiDate: Monday, 30/September/2013, 8:59 PM | Message # 15
Count
Group: Checked
Messages: 133
Awards: 3
Reputation: 0
Status: Offline
It is definitely MFARM, which works on SELFRA buildings though. But since there are sometimes more than one in a village it is not practical.

I drink, therefore I am.
 
Forum » Cossacks II » Modding » UnitsMD changes in C2 BFE
  • Page 2 of 2
  • «
  • 1
  • 2
Search: