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Questions, suggestions, remarks and wishes to C2 BfE
NowyDate: Friday, 11/December/2009, 12:13 PM | Message # 11
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EbelAngel

It is fine that you can put some my idea's in your mod. At last I will can got some copywright there. wink

I try help you in return and put few my remarks about start options. Less options is better. Simpilcity there is the best.

4(5) play modes :

-Battle - this is nice options, but 'historical' battles were wrong prepared in C2. I do not know, will they be better? More units and more complex army organisation, new maps and battles are needed there.
-Skirmish - this I prefer
-Random - how it will be work in mod?
-Designed - what is it?
-(Battle for Europe) - this I prefer

Start Options: Maybe here will be too many options.

Default :18 peasants - orginaly is 10 peasants and I think that it is enough in the begining
AOP :90 peasants - oh it is so many peasants, it can gives peasants overpopulation
TownHall :36 peasants, Townhall
Farm :18 peasants, Farm, Mill - what is this farm, is it new building (object) and what mean farm, mill in the beginning?
Army :18 peasants, 120 soldiers - interestiong, but it is still small 'army'
Village :36 peasants, Townhall, Mill, Storehouse

Start Resources: so many options there, more than 1000 will give fast grow and more units, but what about laggs?

Victory:
- Townhalls - yes
- Kill The General - if it is mean commander-in-chief it is very well. I like this commander but generals should be on battlefields as field major commanders, they can die as common officers
- Score (Time Limit : 30-45-60) - could include more time limit e.g. 90, 120 or put 30-60-120
- Mine Conquest (Time Limit : 30-45-60) - time limit could be longer too

Population: interesting idea but
- <700 - too small population for two players game
- <1200 - too small population for two players, could be for three or four players
- <2000 - for more than two players it can gives laggs, I think
- Unlimited - this I prefer, however it can gives laggs I think

MapSize:
- Normal - OK
- Large - is it really possible?

Ground:
- Land
- Islands - will you include more ships and costal battles there?
- SEA - if you can include naval battles of course

Balloon:
- On/Off - this is usless option, smog of war gives some kind of suspense and this is fine. During Napoleonic period balloons did not gave any real advantage, and Napoleon disbanded these units. French implemented also Telegraph at that period, but I have not idea how it can work in the game.

Save: This can be as option, however I usually put off there.

General remarks.

Cossacks II Battle for Europe need many improvements and these can be realize in few modifications or better in new add-on. Main problems I see in:

1. Correct historical and geographical background, and accuracy for maps, units, tactic and strategy used in Napoleonic warfare in skirmish/battles mode and Battle for Europe campaign.
2. Game scenario, victory conditions, and game play.
3. Maps suitable for open battles and buildings, and fortifications placements.
4. More complex army organization and new units strength.
5. Units movement, maneuvers, combats, placement and balance.
6. Visual and sound effects.

Who can do these big work better than it is in the game now?

I think that all four campaigns and historical battles put in BfE were at all fictional prepared. They had not really historical and geographical accuracy. Mean they did not used correct historical and geographical background. Therefore they should be erased from this game. Better put here only skirmish/battle mode and BfE Campaign. This way even fictional scenarios will be easier to accept there and will not so silly like these fictional ‘historical’ battles or campaigns which are wrong in the game now.

Use here as playable four great powers: Great Britain, France, Austria and Russia. These empires could be supported with other states, past powers: Prussia, Rhine Confederacy, Spain, Poland (Duchy of Warsaw), Ottoman Empire and Egypt and some other new in the game states as like Italian states, Sweden-Finland. Great powers also could used other few small allies as like Holland, Denmark-Norway, Switzerland, Portugal and few small states in Germany as like Hannover (North Germany) and Dresden (Saxony). These last could not be as full playable factions, but can give few new units.

I suggest also these:

7. More troop units, include these from small nations which can optionally exist as ally, auxiliary, legionary, mercenary troops units and defenders of special sectors e.g. Albanian, Danish, Dutch, Irish, German, Polish, Portuguese, Scots, Swiss and other multi national regiments in foreign service.

List of new units for all nations

• Mounted Commander-in-chief
• Field commanders - Mounted Generals and Mounted Marshals
• Mounted Adjutants of field Commanders
• Mounted Cavalry officers for cavalry regiments
• Mounted Cavalry trumpeters for cavalry regiments
• Horse Artillery - light cannon and light howitzer with horseback riding gun crews
• Ammunition four wheel wagons with drivers
• Military and supply trains drivers on four wheels wagons
• Pontoon and wooden bridges carried on four wheels wagons

Field commanders (generals) can be create in Academy buildings and should have three upgrades e.g. one star for Brigade General, two stars for Divisional General, three stars for Marshal and Corps General. They will have ability to create units group and command brigades, divisions and army corpses. Commander-in-chief should be on battlefield too. He should grow up soldiers morale for all national troops units.

List of new units for factions existing in the game

• British Light Infantry Musketeer – this unit should take British Highlander unit place in the game. This last one should exist in the game as British Scots line infantry compare with French fusilier, but beter morale could had. These two separate Scots units could be recruited on Kings order. Fine examples of Scots units are in European Warfare mod for American Conquest Fight Back another GSC game.
• French Guard Tirailleur – Young Guard light infantryman, can fight in extended (tirallieur) order, very good skills and morale.
• French Mounted Lancer – few French Dragoons Regiments transferred into Lancers units, armed with lances instead muskets. They wore Minerve helmet. This unit could be create in the game in cavalry stables after upgrade in palace building on Emperor order from year 1810.
• Prussian Landwehr infantryman – new unit formed in the game in barracks after upgrade in palace building on Kings order from year 1813
• Prussian Landwehr cavalryman or uhlan – new unit formed in light cavalry stables after upgrade in palace building on Kings order from year 1807
• Saxons Mounted Cuirassier for Rhine Confederation - unit formed in heavy cavalry stable after upgrade in palace - Saxony joined Rhine Conf. in 1807
• Russian Pavlovsk grenadier – strong fighting grenadier unit in old-fashion golden-red mitre cap on head.

Foreign service troops units.

During Napoleonic Wars many troops units and commanders fought in foreign service e.g. German, Polish, Portuguese, Spanish, Swiss and few other nations. Sometime they were called Legionary or Legions e.g. prestigious Kings German Legion service in British army or many Polish Legions in French and Italian service. Many foreigners service also in Napoleons Grande Armee and even in His Imperial Guard were few Polish and Dutch regiments. Many foreigners’ troops were famous e.g. Napoleons Imperial Guard Polish Chevauleger Lancer Regiments, Vistula Uhlans Regiments, Vistula Legionary Infantry, and few other Polish line infantry regiments service on French payment. Britain, Russia and Turkey also used many troops formed with foreigners or with minorities which lived in these empires. British army used many Scots, Irish, German and even Portuguese regiments during Peninsula Campaign. Russian had few Kalmucks, Bashkiria’s, Tatars and Caucasians troops. Spain also had few foreigner troops. These were theirs Swiss, Irish and Naples regiments. Foreigner troop squads often wore their own style uniforms and had their own commanders. Therefore it will be good include few of these units in the game.

EDIT: These smaller nations units could be interesting in the game not only in Battle for Europe Campaign, but they should be in skirmish and battle mode too. In C1 game exist Dimpomatic Center, where player can create mercenary units. The same kind of DC could be implement also in C2 game. During Napoleonic Wars many small allies and vassals gave many units for France nad Britain and even Russia created their German Legion after 1812. Spain also used many foreign regiments. Many smaller nations created Legionary or any other national units which serviced in foreign servise at that period.

List of new units – ally, auxiliary, legionary, mercenary and other troops units in foreign service

Infantry:
• Albanian light infantryman – mercenary in Egyptian and Turkish service
• Danish musketeer – defender in Copenhagen (Denmark) sector and French ally
• Dutch fusilier – defender in Amsterdam (Holland) sector and in foreign service
• Foreign (Etranger) infantryman – multinational units (e.g.Irish) in French service
• King’s German Legionary – Germans (Hanoverians) in British service
• Polish Italic Legionary – Poles in French, Italian, Rhine Conf. and Polish service
• Polish Vistula Legionary - Poles in French and Polish service
• Portuguese Legionary - Portuguese in French service
• Portuguese Fantasin (fusilier) - Portuguese in British service and defender of Lisbon
• Scots Highlander – Scots strong musketeer in British service, wear fur cap and kilt
• Scots Light Infantryman – Scots in British service, wear shako and did not wear kilt
• Swiss fusilier – Swiss in French service and defender in Zurich (Switzerland) sector

Light Cavalry:
• Irregular Light Cavalryman – Kalmucks, Bashkiria’s or other ones in Russian service
• Vistula Uhlan – Poles in French, Italian, Rhine Confederation and Polish service, this can be much the same unit as French or Polish uhlan existing in the game now.
• Guard Chevauleger – Poles in excellent imperial guard light cavalry regiments in French and Polish service.

8. More ships and specialized units: horse artillery, military and supply trains, ammunition horse wagons, wooden and pontoon bridges carried on four wheels wagons and more field works and field fortification e.g. redoubts and fleches.

Cossacks II Battle for Europe game is basing on land battles but it will be nice implement there more ships and naval battles if it will possible. Pervious Cossacks and American Conquest games had them, why they can not be in this game. Players should/could fight naval battles as like Abu Kir, Trafalgar, Basque Roads, and even bombardment of Copenhagen will be possible in C2.

List of ships for naval battles

• Large ship-of-the-line, flagship with 100 guns on three decks - this can be Nelson's Victory
• Common ship-of-the-line, standard battleship with 74 guns on two decks
• Small ship-of-the-line, battleship with 52 guns on two decks - this ship is existing in the game now
• Frigate as scout, cruiser and patrol ship with good speed, carry 36 guns on one deck
• Sloop of the war small warship escort types with 16 guns
• Merchants and transport ships for trade and transport

These ships can sailing and fighting only on special maps where will can only naval battles. Open sea and little bit costal banks on horizon or small islands will can be there. Any land troops, only ships will combat here. If developers will can implement these ships in Battle for Europe Campaign then in Copenhagen sector players will can bombard the city, how British fleet did it in 1807. This way game play will have next attractions.

Artillery units

Artillery guns were important however poor accuracy and low rate of fire had. This is why army needs so many guns and many times large amount of artillery guns were used and long time fired on battlefields at that period. Army also needs ammunition and many other things which were carried on horse pulled wagons. Therefore grow up units limit create in one artillery depot in the game to:

- 2 light cannons for horse artillery (quickly pulled by team of horses on road and battlefield)
- 4 light cannons for foot artillery (slowly pulled by team of horses on road and battlefield)
- 3 heavy cannons for foot artillery (slowly pulled by team of horses on road and battlefield)
- 1 light howitzer for horse artillery (quickly pulled by team of horses on road and battlefield)
- 2 howitzer for foot artillery (slowly pulled by team of horses on road and battlefield)
- 2 rocket optional only for Britain (slowly pulled by tam of horses on road and battlefield)
- 12 limbers with teams of horses automatic attached to artillery guns in artillery depot
- 6 ammunition four wheel wagons pulled by teams of four horses
- 4 military train wagons pulled by teams of horses (two or four wheels wagons optional for some nations)
- 2 four wheels wagons pulled by teams of four horses carried pontoon or wooden bridges

All artillery guns should be pulled by team of horses attached to limbers and foot artillery guns crew should walk, but horse artillery guns crew: one man should ride on horseback and three men can be transport sitting on limber.

Implement also possibilities to create group of artillery guns in artillery batteries. These can include from 2 to 4 guns with 2-4 limbers and 1-2 new, optional unit - ammunition four wheel wagon.

Ammunition four wheel wagons on battlefields were often used at that period and were necessary for delivering guns and muskets long time fire. These wagons were attached for every army operate in the field. Without these wagons the army had not enough ammunition and muskets and artillery guns can not fire more than anywhere from ten to twenty times. And it could be implement in the game too.
Ammunition wagons on the battlefields also could gives more attractions in the game e.g. if enemies’ cannon balls hit them they could explode and make panic around and it could be next good looking effect. And if enemy troops units e.g. light cavalry, as like Cossacks, captured these wagons then enemy army lost part of their ammunition and soon can not provide guns fire and will withdraw.

Military horse train wagons were often used by army troops too. They carried many goods as like food, uniforms, armaments other replacements, medicaments, money, loots, and baggage. These wagons also could carried wounded men, which could came back into the line later. Enemy troops try harassed communications lines and took these military train wagons many times, because it gave them booty and broke enemies maintenance. Then enemy’s morale could drops down. This situation was dangerous for French army in Spain and in Russia. In the other hand French took many enemies supply wagons in Italy, Austria and Prussia.

Horse train wagons also could carried pontoon bridges which were necessary sometimes. Sappers, pioneers and war engineers in the game should build wooden or pontoon bridges over the rivers, streams and ditches. These bridges could give possibilities for faster river crossing by many army troop units a special artillery and wagons. And I think that stone bridges which we have in the game now are too wide, it should be little bit narrow-gauged.

Sappers also could build more field works and field fortifications e.g. redoubts, fleches etc. and if I know few these elements exist in the game now, but only in editor mode. These fortifications could exist in other type of game play too.

Oh, I am again typing too much now. But I still got the blues ... ekhm still got some ideas. I add them later.

Message edited by Nowy - Thursday, 13/May/2010, 2:49 PM
 
EbelAngelDate: Saturday, 12/December/2009, 6:54 AM | Message # 12
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Nowy, the question was actually: what other start options would you like to see in the random map options? But it's fine, you somewhat answered it by saying : less options is better.

Quote (Nowy)
-Random - how it will be work in mod?

Have you played Cossacks I ? It will be very similar to that. The difference is that I can control the terrain generation and what is drawn on the map at start. So, it will create a random looking terrain with trees, stones, water, mine's or any other object for that matter. On top of that you get to choose what start options to start off with to give more variety in gameplay.-

Quote (Nowy)
-Designed - what is it?

Again, very much like Cossacks I. I'v added it so you get to choose a map from the designed folder without having to set up various text file's, or use installer tools like for the skirmish maps in order for them to work. Whatever map you create in the editor you can quickly start up with this 'mode'. It could be a skirmish map with villages on, it could be a map with just mines on, it could be a map you created with the new terrain generator in the editor,...

Quote (Nowy)
AOP :90 peasants - oh it is so many peasants, it can gives peasants overpopulation

For people that want to have a quick build up.

Quote (Nowy)
Farm :18 peasants, Farm, Mill - what is this farm, is it new building (object) and what mean farm, mill in the beginning?

Farm: A building where peasants can drop the food they get from the mill and where you can recruit chasseurs for early protection

Quote (Nowy)
Army :18 peasants, 120 soldiers - interestiong, but it is still small 'army'

Myeah, maybe 2 formations to start off with is more off an 'army'. Then again I can always change the name from 'army' to 'formation' .

Quote (Nowy)
- Kill The General - if it is mean commander-in-chief it is very well. I like this commander but generals should be on battlefields as field major commanders, they can die as common officers

Myeah it's the 'commander-in-chief'. Probably named figures like Napoleon etc... I believe your pointing to the bad naming for this option? Any better suggestion?

Quote (Nowy)
- <700 - too small population for two players game

Is it? That's 5 infantry formations + 2 cavalry formations for each player. Good for a small fight.

Quote (Nowy)
- Islands - will you include more ships and costal battles there?
- SEA - if you can include naval battles of course

Can't seem to add more options here at the moment, but I can change the island option to larger seas/continents. Already got some ships in it, but need to sort out some problems first, like why the ships go over land aswell now, so...not sure

Quote (Nowy)
Balloon:
- On/Off - this is usless option,

Default it's off, so nothing to worry about. Some people like balloons. You see, on flat land, one can see pretty far. I live near the coast in Belgium and when it's clear you can see the white rocks of Dover in England without a balloon. Beside's that you also get a Lighthouse to build in game which has a very large vision radius.

Quote (Nowy)
Holland

Quote (Nowy)
Switzerland

Quote (Nowy)
Portugal

Those I'm normally gonna add.

Quote (Nowy)
7. More troop units, include these from small nations which can...

Only possible if someone makes models for it.

Quote (Nowy)
And I think that stone bridges which we have in the game now are too wide, it should be little bit narrow-gauged.

Can be done in the map editor with the bridge parts. You make it as wide as you like.

Quote (Nowy)
Sappers also could build more field works and field fortifications e.g. redoubts, fleches etc. and if I know few these elements exist in the game now, but only in editor mode.

That I can do.

Quote (Nowy)
• make longer vanish time for destroyed armaments, buildings and dead bodies lying on battlefield, these things could not recede so fast from map, certainly not during battle, they give more realistic feel of battlefield

Not a good idea, the more objects that stay on the map, the more the chance for lag increases.

Quote (Nowy)
• put less number of neutral objects in terrain e.g. citizens, animals which should recede from view or escape from battlefield during combat

Up to the map makers.

Quote (Nowy)
make little bit lessen size for buildings, special French and Austrian Town Hall, Palace, Academy and some other national and neutral buildings, and special fortresses which is imposible put into maps sometime

That I can do.

Quote (Nowy)
use another factions colors, so more I and many other players prefere correct uniforms fascings colors than these silly faction colors put on units uniforms

Which colors do you suggest?

Quote (Nowy)
make possible repair/rebuild destroyed bridges and few interesting neutral buildings

The bridges as they are can't be repaired. A neutral building can't be repaired if it doesnt belong to a player color.

Quote (Nowy)
make possible to destroy few neutral objects e.g. few buildings in villages, towns, bridges and trees

Only if the buildings are captured then I could make it so that they can be repaired by peasants. Trees is just like bridges not possible.

Quote (Nowy)
• make more realistic landscape textures and objects e.g. water, grass and ground, give more natural colors and facture there

Myea, I added some new textures already and objects but what you mean with water?

Quote (Nowy)
Improvements in internet and multiplayer games registration and connections should include few things. It should start faster, easier and do not needs so many steps and data before game play in internet

Only GSC can make changes to that.


 
NowyDate: Saturday, 12/December/2009, 2:16 PM | Message # 13
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I answered you that less start option is better. Is it really metter, how many starting options will we can use in the game, if this game still will have the same mistakes, which can spoil the fun?

I think that if you start not improved game it doesn't matter how many starting options you will use there. It still will be bore. Excuse me, from my point of view starting options are the last thing which I would like to change in the game. It could be important for people who like C1, and would like to have few more start options in C2 too. Nevetheless it is only mirage that it makes this game more interesting.

Quantity of peasants, limited population, resourses etc. for diverse start options will be more intersting if other things will be improved in the game.

I think that we could discuse this start options in the last stage of modifications. First question is what we want and can change in the game which could makes this game more interesting. Therefore I suggaested many things and main problems there. But it's fine if you would like discus start options I can put some more remarks there.

Quote (EbelAngel)
So, it will create a random looking terrain with trees, stones, water, mine's or any other object for that matter. On top of that you get to choose what start options to start off with to give more variety in gameplay.-

I guess that you try make C2 similar to C1 in that metter, but what about roads which are so important in C2? Is it possible to make them correctly in random options.

Quote (EbelAngel)
I'v added it so you get to choose a map from the designed folder without having to set up various text file's, or use installer tools like for the skirmish maps in order for them to work. Whatever map you create in the editor you can quickly start up with this 'mode'. It could be a skirmish map with villages on, it could be a map with just mines on, it could be a map you created with the new terrain generator in the editor,...

It will be fine, however I am still sceptic, will it work good.

Quote (EbelAngel)
Myeah, maybe 2 formations to start off with is more off an 'army'. Then again I can always change the name from 'army' to 'formation' .
Name is not a matter, question is what this one or two formations gives for game play in the beginning. It is still 'small army'.

Quote (EbelAngel)
Quote (Nowy)
- Kill The General - if it is mean commander-in-chief it is very well. I like this commander but generals should be on battlefields as field major commanders, they can die as common officers

Myeah it's the 'commander-in-chief'. Probably named figures like Napoleon etc... I believe your pointing to the bad naming for this option? Any better suggestion?


Main commander or monarch is welcome on battlefield. But I would like to have also field generals, commanders for units groups as like brigades, divisions and they can die in the game. I soon make some remarks there.

Quote (EbelAngel)
Is it? That's 5 infantry formations + 2 cavalry formations for each player. Good for a small fight.
If someone likes small fight.

Quote (EbelAngel)
Can't seem to add more options here at the moment, but I can change the island option to larger seas/continents. Already got some ships in it, but need to sort out some problems first, like why the ships go over land aswell now, so...not sure

Well, it will be fine, more ships and naval battles. Open sea maps can be interesting too. Special for Battle for Europe Campaign. Few sectors with naval battles will be welcome. e.g.
• North-West costal of Spain e.g. Battle at St. Vincent cap 1797, La Coruna escape 1809
• Costal of Holland e.g. Battle at Camperdown 1797, Walcheren expedition 1809
• Costal of Egypt e.g. Battle at Abu Kir (Nile) 1798, British expedition at Alexandria 1805
• Costal of Denmark e.g. two Battles at Copenhagen 1801 and 1807
• South West costal of Spain e.g. Battle of Algericas 1801, Battle at Trafalgar, Battle of Cape Ortegal 1805, Cadis siege 1809-1811
• Aegean Sea and Dardanelles Straits e.g. Dardanelle operation, Battles of Dardanelles, Battle of Athos 1807

Quote (EbelAngel)
Quote (Nowy)
• make longer vanish time for destroyed armaments, buildings and dead bodies lying on battlefield, these things could not recede so fast from map, certainly not during battle, they give more realistic feel of battlefield
Not a good idea, the more objects that stay on the map, the more the chance for lag increases.

Oh, if you make little bit longer vanish time and in meantime you will can not create too many new units or buildings then it can not make lag.
I do not need so many stupid animals, citizens or any other neutral objects on battlefiels. This is so funny (silly) when dead bodies, destroyed buildings and armaments quickly vanish during battle. In Saragossa Spaniards fought even in the town ruins and many deadmen lied down there.

Quote (EbelAngel)
Quote (Nowy)
use another factions colors, so more I and many other players prefere correct uniforms fascings colors than these silly faction colors put on units uniforms
Which colors do you suggest?

Read my pervious post where I said about uniforms and fascing colors please. If is it possible units should use historicaly accurate colors for these things.
And faction colors should be little bit darkened a special green and purple.

Quote (EbelAngel)
The bridges as they are can't be repaired. A neutral building can't be repaired if it doesnt belong to a player color.

I know that, but it will be interesting for game play, if bridges could be destroyable. It is so stupid when you so long bombarded them with artillery and they never broke in the game now. So more if that bridges could be destroyable, pontoon or wooden bridges will be more interesting. And provisional bridges were comon problem at that period, look at Friedland, Aspern-Esling, Wagram, Beresina and few other battles when these bridges were so impotrant.

Quote (EbelAngel)
Myea, I added some new textures already and objects but what you mean with water?

New textures will be fine I guess. Hm, water also needs better textures, more dark and waves in few cases . Interesting landscape, water, bridges and trees and few other things are in Heros of Annihilated Empires, another game made by GSC. Maybe you can find few more better textures for C2.

Nowy
Regards

Message edited by Nowy - Saturday, 12/December/2009, 2:48 PM
 
DaddioDate: Saturday, 12/December/2009, 6:18 PM | Message # 14
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Since we are discussing options I have a few comments.

Options are great! the more the better. Many of these I would not play, but I am sure others would.

My favorite option though I do not see "PT", Is there any way to incorporate in some PT options?

And another question. I do not see any of the "classic" C2 options? Is it going to be possible to play this mod in the classic C2 format?

To be able to play in the C1 style of game you will need to change so many things to do with moral, AI, roads, etc. will it still be possible to retain any the normal C2 style games in this new C1 format?

For me the changing from building your own mines, to the villages concept was a breakthrough in simplicity, and realism. I would hate to see a move back to the old C1, and ACFB era.

And of course, I didn't see the "Arcade Mode" biggrin option.

My 2 cents worth. (and I really mean 2 cents, I am expecting a check in the mail angry )

Daddio


http://i1045.photobucket.com/albums/b455/Billy_Jo_Patrick/cossacks2_art_03_zpsel8tgwad.jpg
 
EbelAngelDate: Sunday, 13/December/2009, 10:17 AM | Message # 15
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Daddio,

Quote (Daddio)
And of course, I didn't see the "Arcade Mode"

Myea, i forgot to list it, cause the question was about the start options, not the random map options.

Quote (Daddio)
My favorite option though I do not see "PT", Is there any way to incorporate in some PT options?

Not without access to the engine.

Quote (Daddio)
And another question. I do not see any of the "classic" C2 options? Is it going to be possible to play this mod in the classic C2 format?

You really had me going on this one...What options are there then in C2? All you get to choose now is save on and off and arcade. And the map.
And when you say classic C2 format? Do you mean "skirmish" mode then? If so, yes, if not, what did you mean?

Quote (Daddio)
For me the changing from building your own mines, to the villages concept was a breakthrough in simplicity, and realism

Simplicity, maybe, .... I find it simpler to order a peasant to build a mine and be sure it's build then having to create a formation, decide which village to take first and not being sure of actually being able to capture it. I really don't see how these villages make it 'simpler'. For the rest nothing is really different, you get to upgrade the mine's, you have to defend them...Is it the packhorses that make you 'feel' its more realistic?

Quote (Daddio)
Options are great! the more the better. Many of these I would not play, but I am sure others would.

Mye, I suppose we each have our own preferences to start up a game. If you want normal play, just use 'default' .

Nowy,

Quote (Nowy)
water also needs better textures, more dark and waves in few cases

I noticed BFE water is different from NW, something weird about it. I prefer the NW water which is just fine if you ask me.

Quote (Nowy)
Interesting landscape, water, bridges and trees and few other things are in Heros of Annihilated Empires

Cossacks 2 engine can't handle the advanced Heroes of Annihilated Empires terrain. Same thing with the bridges. They are pure meshes which can be deformed in game, but C2 can't load the boolean importer for those objects. Trees from HoAE are in .g2d format and can't be exported to a usable C2 format.

Quote (Nowy)
Read my pervious post where I said about uniforms and fascing colors please. If is it possible units should use historicaly accurate colors for these things.

It is impossible to do this. Because the units are in .g2d format and can't be exported to a workable format. Even if one does manage to export to a workable format, one would have to repaint a couple of thousand frames for each animation of each unit. You litterally would be doing tens of thousands of frames. Simply impossible.
You can only "recolor" units, "fix" uniforms,... if you have the original models.

Quote (Nowy)
I do not need so many stupid animals, citizens or any other neutral objects on battlefiels

Start making your own maps with less animals, citizens and other neutral objects on. No mod needed for that.

Quote (Nowy)
Oh, if you make little bit longer vanish time and in meantime you will can not create too many new units or buildings then it can not make lag.

the more objects that stay on the map, the more the chance for lag increases.

Quote (Nowy)
question is what this one or two formations gives for game play in the beginning. It is still 'small army'

The idea was that with this option on, mines would generate further from the starting point on the map and the player would have to use his squad to secure the mining location and guard it. It wasn't the idea to start offf with an army actually. As I said, it's in the naming.


 
DaddioDate: Sunday, 13/December/2009, 3:59 PM | Message # 16
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Sorry for not being clear. but yes I meant by classic C2, to mean skirmish maps, with villages, and roads.

http://i1045.photobucket.com/albums/b455/Billy_Jo_Patrick/cossacks2_art_03_zpsel8tgwad.jpg
 
NowyDate: Saturday, 09/January/2010, 5:51 PM | Message # 17
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Quote (Daddio)
To be able to play in the C1 style of game you will need to change so many things to do with moral, AI, roads, etc. will it still be possible to retain any the normal C2 style games in this new C1 format?

For me the changing from building your own mines, to the villages concept was a breakthrough in simplicity, and realism. I would hate to see a move back to the old C1, and ACFB era.


Exactly, and this is why I prefer "classic" C2 options in the game. Therefore I said before: less options is better. Think that these classic C2 options plus Kill the General + more units + sea battles will be enough. There are much more important things which should be improved in C2 than start options.

Therefore I add some more words about my suggestions about improvements in C2.

2. New basic squads strength, more complex tactical order and applicable units groups for brigades, divisions, army corpses and general commanders present on battlefields.

In Cossacks II game one player on battlefield use in practice 2,500 to 3,000 soldiers. Worse still in Battle for Europe Campaign exist not big units limit, and both these things are not enough to play nice battles there, because much more men and units squads took part in typical battle during Napoleonic Wars.

Many players want more units squads, more cannons, generals, and commander-in-chiefs present on battlefields, and more complex order of battle, and army organisation in the game. Base tactical formations at that period were infantry battalions and cavalry squadrons, but army organisation included also groups of these basic units which also formed regiments, brigades, divisions, corpses and these could be visible in the game.

The game have their limitation, but maybe it is possible to reduce some less important things e.g. make smaller or less detailed buildings, put less fauna and flora elements, neutral buildings, citizens and peasants. Maybe implement more effective economy which will needs lessen villages and lessen peasantry. Maybe include in skirmish mode peasants and population limits too. Less men in basic infantry formation will be also necessary.

Basic infantry units squads should have lessen men, and these new units should create units groups in more complex order. Then we can use more units squads in the game and these new squads, operate in groups, could create more interesting orders of battle and this way gives more fun for players. Therefore I suggest implement new units squads strength in the game.

Basic tactical formations in the game should include:

* infantry battalion 80 soldiers and 1 officer, 1 drummer and 1 flag-bearer
* cavalry regiment from 2 to 4 cavalry squadrons, 1 officer, 1 trumpeter, and 1 flag-bearer
* cavalry squadron 15 cavalrymen acting in two men rows
* specialized troops foot company (skirmishers, sappers, pioneers etc.) 15 men

Include also few specific squads as like:

* Egyptian Touareg - theirs squad still could have 30 men.
* Cossacks sotnia - new unit could include 10 men, and Cossacks regiment which should unite (adjoin) 5 sotnias units under command of 1 officer and 1 flag-bearer. Cossacks were excellent in small warfare but they were not so good in open battle and in one to one combats. They often used so many units and usually try fought with their number superiority and also with support from other troop units. Russia had and used so many Cossacks sotnias and Cossacks regiments and it should be visible in this game. These Cossacks regimetns shoulod be cheep, but do not like combat in open battle. They prefered small warfare with their outnumber tactic. Were exellent in reconesance, laid an ambush and surprisly harassed enemy.
* Spanish guerrilla squads should have another name, it is militia provincial battalions which could include 60 or less men, because guerillas it was partisan bands, non combat units which had fewer men poor armed and prefered suprise attaks on enemy supply and communications lines.
* All guard skirmisher units (jaegers etc.) could include 30 men as skirmishers light infantry guard battalions.

Below I can try explain why this new numbers figurines in squads strength will be better than these which are existing in the game now.

Basic infantry formations should have 80 instead 120 men

Infantry battalion was base tactical formations which included 400 to 1200 men at that period. It gives average 800 men per basic unit and if we include scale 1:10, then 80 figurines can represent basic infantry unit, one battalion in the game. This new, smaller squads strength takes opportunity for faster form men into lines, faster can exist more infantry squads and then new generals can organise more complex order for units groups for brigades, divisions and army corpses. This way will less men waiting useless near military buildings or fleeing from destroyed squads units. These new infantry formations will can include less crowded men and these squads will have better look in the game. In pervious Cossacks series games and even in American Conquest series games infantry formations which included 72 men were quite fine and have better look than this too much crowded 120 men squads from Cossacks II game.

Two types of basic units for cavalry formations

Historically cavalry squadron was base tactical unit which included between 75 - 250 men at that period. It gave average c.a. 160 men. But in many cases for cavalry actions one squadron was too small unit and therefore few squadrons created cavalry regiment unit, which has stronger hit power. Cavalry, a special light cavalry, was used in many actions e.g. reconnaissance, watch over the safety, screen and cover an advance of the army, pursuit enemy, escort and support for own troop units and even to shock or broke enemy on the battlefield. Therefore army needed so many different cavalry units, and in the game also should exist more than one basic cavalry units’ squad types. I suggest implement there cavalry squadron unit with 15 men, and cavalry regiment unit, which could unite (adjoin) a few (2, 3 or 4) cavalry squadrons. Then this cavalry regiment will have maximum 60 men instead 45 men which exist in the game now. New small cavalry squadrons units will faster come in actions, but will have not enough power for open battles, therefore players will connect them into regiments units which will have bigger strength and stronger hit power. It will needs resources and time of course, and cavalry regiments will go in actions later. This way cavalry in the game will be more interesting.

Artillery should create batteries.

Artillery guns could operated independent, but historical they were grouped in batteries too. Sometimes it were very big batteries numbered so many guns, nevertheless base artillery tactical unit at that period was artillery company (battery) which include 4 to 12 guns and many guns carriages (limbers) and ammunition four wheel wagons. It is hard to implement this organization in the game, but artillery should have possibilities for creating more complex order, it is mean units group as like companies (batteries) in the game. And I think 2 or 4 cannons pulled by teams of horses attached to limbers and optional 1 or 2 ammunition four wheel wagon operating all together in one group could represent artillery battery unit in the game. It will be nice when guns will operate in batteries. And army needs lot of them, because artillery had very poor accuracy at that period. Therefore grow up artillery limit to minimum 12 guns from one artillery depot and give them possibilities to organize artillery batteries too.

More complex tactical order and mounted general commanders on battlefields.

Armies in Napoleonic Era had complex tactical order and their organisation had few levels. Basic formations - infantry battalions and cavalry squadrons were grouped in regiments, brigades, divisions, army corpses and field armies under command of field generals, marshals and theirs staffs. It should be implemented in the game and could exist like this:
Regiment it is group of 2 infantry battalions. For cavalry regiment it can be group from 2 to 4 cavalry squadrons operate together, but with visible small intervals between their basic squadron units. Regiment can operate without any generals as their commanders.
Brigade it is group from 2 to 4 infantry battalions or 2 cavalry regiments under command 1 mounted Brigade General. These groups should operate all together, but with visible intervals between every basic unit. Brigade also could grow up of morale and gives bonus power e.g. + 2 points for attack and defense.
Division it is group of 2 brigades include from 5 to 8 infantry battalions or 4 cavalry regiments plus 2 Brigade Generals, 1 Divisional General and optional 2 theirs adjutants. Division could grow up of morale and units power + 5 points.
Army Corps it is group of 2 divisions include from 10 to 16 infantry battalions or 8 cavalry regiments plus 4 Brigade Generals, 2 Divisional Generals and optional 4 theirs adjutants and 1 Corps commander (General or Marshal) and optional next 4 adjutants representing commanding group. Army corps could grow up of morale and power + 5 points.

Artillery and other specialized troops, skirmishers and sappers squads could be attached to every units groups. Optional every group also could use ammunition four wheel wagons, military horse train wagons, and pontoon bridges carried on wagons.

Every army had their commander-in-chief and this can be as special unit in the game. He should exist from the beginning of every game play and will present on every map. He will necessary to command army squad units. If this commander will die, then player will ask for short peace treatment which will cost gold of cause and his army can withdraw to his nearest village or town. Then player will can create new commander-in-chief and game play will can continue or player will can give up e.g. could be Kill the General option there.

All mentioned above general commanders and commander-in-chief, and theirs adjutants should operate on battlefields. These generals can give orders for theirs groups: advance or defend position with fire and melee. Generals, marshals and adjutants could be crate in Academy or Palace building. They will can create units groups for brigades, divisions and army corpses and will increase units morale. I saw few national generals figurines which exist in the game in editor mode. They should be implemented in skirmish mode and in Battle for Europe Campaign too.

If developers will have some programming problems with this so complicated battle order then maybe it will be possible implement into the game only regimental and brigade level under command of field general and one commander-in-chief. I saw that it was possible in one modification “European Warfare” for American Conquest Fight Back game. And I think it should/could be implemented in much modern and fine Cossacks II game too. If it will be not possible, then implement 'independent' generals, which will can increase soldiers morale on battlefields. Generals present on battlefields are necessary in this game. Fine generals and commanders had mentioned Gex/Awar Napoleonica European Warfare mof for ACFB.

More complex army organisation gives the chance to play more interesting games and fight more complex battles. Soldiers figurines organized in basic formation and units groups under command of generals operate on battlefield could represent quite nice mini army engaged in the game.

New units limit in Battle for Europe Campaign and skirmish mode.

New units limit should include more complex battle order and more troops units. Then army could grow up to:
• 4 reserve infantry battalions (National Guard, Landwehr etc.)
• 12 line infantry battalions (musketeers, fusiliers, Legionary etc.)
• 3 light infantry battalions (bordermen, chasseurs, janissaries etc.)
• 3 grenadiers battalions
• 1 guard light or line infantry battalion
• 1 guard grenadiers battalion
• 1 guard skirmishers company (jaegers, riflemen, voltigeurs etc.)
• 2 skirmishers companies (jaegers, riflemen, voltigeurs etc.)
• 2 war engineers, sappers or pioneers companies
• 4 light cavalry regiments (Russia should/could have next 4 to 8 Don Cossacks regiments)
• 2 line or heavy cavalry regiments
• 2 guard light or heavy cavalry regiments
• 2 horse artillery light cannons
• 4 foot artillery light canons
• 2 foot artillery heavy canons
• 2 horse artillery light howitzer
• 2 foot artillery heavy howitzer and 2 rockets for Britain
• 12 limbers with team of horses automatic attached with artillery guns
• 6 or 12 ammunition four wheel wagons pulled by teams of four horses (optional units)
• 4 or 8 military train wagons pulled by teams of two horses (optional units)
• 2 four wheel wagons, pulled by tams of four horses, pontoon bridges carriers (opt.u.)
• 20 mounted adjutants, escort or bodyguards for general commanders
• 10 Brigade Generals, mounted commanders for brigades
• 5 Divisional Generals, mounted commanders for divisions
• 2 Marshals or Generals, mounted commanders for army corpses
• 1 Commander-in-chief

Total limit will can include 40 basic units squads and it can be 24 infantry battalions, 8 cavalry regiments, 6 artillery companies (12 guns), 2 skirmishers and 2 sappers companies. In this army also could exist up to 10 generals of brigade, 5 generals of division, 2 corps commanders, and 1 commander-in-chief, and 20 adjutants. Total will be c.a. 2,700 men on battlefield in the game and these are not too much, but they will can create more squads, and more complex battle order, and it will be more interesting and better than it is now.

Few little corrections for formations should be in the game.

• Smaller strength of infantry squads (80 men) will be less crowded and should have a little bit bigger size (scale) for square and column formations. Nice size/scale had these infantry formations which included 72 men in pervious Cossacks I game.
• Infantry squad in column formation needs new animations and balance. Only first three men rows should fire with muskets there, next rows drop behind can not fire. Column will have lower fire power, but this formation should be more effective in close combat in attack with bayonets. Therefore grow up their cold steel, melee attack bonus or grow less damage hit points from musketry fire, because column can quite fast broke three rows lines formation which should soon quickly go in panic.
• Skirmishers/sharpshooters (jaegers, riflemen etc.) should use more extended tirailleur order. These soldiers should operate in pairs and automatic fire simultaneously, but not always in volley how it is now in the game.
• New cavalry formations it is one squadron (15 men) should have two rows lines formation and 3 men in 5 rows in columns on road, this formation should have not flag bearer.
• Cavalry regiment could includes 2, 3 or 4 cavalry squadrons, each 15 men, and this regiment should have visible little intervals between all their squadrons.
• Cavalry regiment can form:
- line formations, all squadrons stand one near the next one, and all squadrons should stay in 2 rows, and this should be long line, little bit more than infantry battalions line.
- column, all squadrons standing one behind the next one, it is 8 men, then 7 men, then small interval and next squadron 8 men then 7 men etc.
- wedge formation or better name echelon formation, each regimental squadron stay in 2 rows line formations, but every next squadron should stay in steps (stepwise) in left or right from the first one.
• Artillery battery can include 2 or 4 guns operate together, optional also with 1 or 2 ammunition four wheel wagon. Artillery guns should be automatic attached with theirs limbers.

Again so much text, but I think it could be interesting in the game. biggrin

Added (30/December/2009, 9:51 Am)
---------------------------------------------
I see, this thread have many views but only few men gave replies there. Strange to say that nobody else have not theirs remarks and wishes to C2 BfE?

Added (09/January/2010, 5:51 Pm)
---------------------------------------------
I have next few needed ideas for Napoleonic warfare in Cossacks 2. Find them when was looking Hawks battles prepared in HEW mod for ACFB which are really great, nevertheless Hawks also should ponder few things. Their battles are even better than in C2, however let’s look at casualties ratio, game play time and victory conditions there. It is still horrible and historical inaccurate when near all formations were destroyed and so many soldiers were killed so fast in these game battles.

In reality it was not happened and even after very bloody battles, which took many hours or even few days as like Eylau, Aspern-Essling, Wagram, Borodino, Leipzig so many formations and majority soldiers survived. Sometimes defeated troops withdraw and can fought later. What is more standard casualties ratio for battles at that period was between 10-30% strength of men engaged in battle, including killed, wounded, and prisoners of the war. Some battles inflicted even less than 10 % casualties.

Only during bloody battles, which were not often, casualties were higher and could include more then 50-70%. Naturally armies also had some other lost men, stragglers and deserters but they happened even without battles. Many soldiers died sometime without combat too. Disease, hunger, cold or hot weather and harsh living conditions inflicted many casualties. Nevertheless these last things are not interesting in the game like this.

Generally men did not like died even at war. In majority they wanted to win and survived, but in bad circumstances they rather retreated, surrendered or run away and only some devoted men fought to the death. Therefore generals and officers had common problem how to motivated their men to combat. They usually wanted to win this day or later and this is why sometime they ordered withdraw or maneuvered in another place where they expected better battle conditions.

Some troops could go in panic and soldiers can run away of course, but many other troops can withdraw in formations, even when battle is lost. Sometime they can rest, reorganize and try join new, fresh units and find better place for next battle.

Then who win the battle and war? This one who force enemy to retreat or surrender his troops, capture battle field or better say strategic points as like strongholds, towns centers, villages, hills, crossroads, bridges or another few important things.

This one who lost his Headquarters, had cut communication and supply lines, was encircled, flanked and faced with more powered and sometime outnumbered enemy, lost too much men or had not enough recourses as like gun powder, food, water, dwellings and men this should retreat or surrender.

Many surrenders were very famous as like Austrian did it in Mantua and at Ulm, Prussians after Jena and Auerstedt, and French at Bailen. Many withdrawals were also famous as like British at La Coruna, Austrian in Danube Campaign 1809, Russian in the beginning and then French in Russian campaign 1812.

Who lost too much land, men and strongholds, had not enough recourses and little power to combat, had not believe that he can win or did not want to prolonged war this one lose the war and ask for peace.

Total annihilation all of men was not often in reality. Normally even in bloody battles some formations and many men survive. Butchery of men and all formations destruction was only occasionally case and not common victory conditions.

How put these conditions in this game.

Implement options which will allow automatic fire and melee for all formations, but guns fire should had less accuracy and less casualties ratio

In the game should be option which will allow automatic fire and melee for all formations. It will gave a chance active or defend these units which are not under full players control. Then should/could be less casualties there too. In the game should be implement poorer accuracy for muskets and guns fire which will gave less casualties ratio.

Muskets, pistols, cannons and howitzers during battles had very poor accuracy at that period. Many balls simply missed their targets. This is why infantry fired in volleys and artillery needs sometime fire so many rounds shots to hit on target and inflict panic. But when guns balls hit right on target it sometimes make quite big casualties, however many men still can combat in formations.

Implement formations withdrawals and surrender

Exhausted formation which lost more then 30%-40% men and still is under fire or is attacked, but unit is not encircled should/could try retreat behind other ally formations and try rest. Non experienced troops go in panic faster than veterans therefore they could withdraw earlier. Guard units could combat in stand ground and can attack much longer.

Normally some men can fly away and formation should/could try retreat in order. Then formation could combat again until include more then 20-30% men in units ranks. If formation had more casualties then this could be destroyed. If formations was encircled or can not retreat then it could surrender sometimes. It could be ordinary case, mean if formation lost too much men, should try withdraw and if can not do this, formation can be destroyed or could surrender. Then these men can fly away or goes under escort to the prisoners camps.

Casualties ratios, game play time and victory conditions in Cossacks 2 should be improved or changed, because too many formations can be destroyed so fast and easy and too many men can fly away and sometimes it makes next few problems. I think that formations in the game should/could open automatic fire or go into melee but it should inflict less casualties because formations should be less destroyable, could have better stamina and should/could withdraw. These formations which inflicted too much casualties, are tired and lost some morale should/could withdraw or retreat, at first behind next ally formations, and try rest, reorganize and then could go in actions again. If squad still can not grow up their morale soon should withdraw to nearest ally village, under cover of ally fortifications or military buildings.

This way in the game will be more formations combats on the field, more squads withdrawals, less men flying from destroyed troops and then less crazy killings men waiting for death near military buildings which are very strange in the game now. What is more skirmish/battles will be more realistic at last in reality many formations can retreat sometime in quite good order. More complex battle order and formations withdrawals gave chance for longer game play. Napoleonic battles and campaigns were fast nevertheless it took more time than one hour. If somebody prefer short and quick game play then he could play under score options. But some people like long time game play where they can fight even few hours battles and wage long time campaigns.

Therefore these things are necessary in the game:

• options which will allow automatic fire and melee for all troops
• poorer accuracy for muskets and guns fire
• less casualties ratio in skirmish/battles
• more formations withdrawals, troops and units surrender
• victory conditions which will include capture and hold strategic points, casualties, economic and army power score

Think it is possible in C2 BfE and makes this game play more interesting and accurate.

I put long text again, but there are my next remarks for this game. wink

 
EbelAngelDate: Sunday, 10/January/2010, 10:21 AM | Message # 18
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Right,

Thanks for your post Nowy

It is too much to reply to everything, I hope you understand that, but in short:

Quote (Nowy)
• options which will allow automatic fire and melee for all troops

Working on this.

Quote (Nowy)
• poorer accuracy for muskets and guns fire

Already partially done for some units, so possible.

Quote (Nowy)
• less casualties ratio in skirmish/battles

is a result of poorer accuracy(above) and other factors such as increased life points, which on its turn will make fights last longer, so yes possible.

Quote (Nowy)
• more formations withdrawals, troops and units surrender

Not possible as far as I'm aware for formations, troops yes, units cannot surrender as far as I'm aware, but I'll have a look in to this, its a good idea.

Quote (Nowy)
• victory conditions which will include capture and hold strategic points, casualties, economic and army power score

Score is in, capture is in already for victory conditions. Hold strategic points is possible, but thats up to the map makers to add these zones to the maps.

Quote (Nowy)
Think it is possible in C2 BfE and makes this game play more interesting and accurate.

Building on NW now, and not touching BFE untill i get the patch 1.4 in english, for which i have asked help from gsc this week, still waiting for a reply.

Thanks again for your remarks on the game.

E.A.


 
NowyDate: Sunday, 31/January/2010, 5:39 PM | Message # 19
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Thanks for you answer EbelAngel.

Glad that you are working on options which will allow automatic fire and melee for all troops in C2.
Also glad that you share my opinion about needed poorer accuracy for muskets and guns fire and less casualties ratio in skirmish/battles in this game.

Think about formations withdrawals, troops and units surrender. As you say it is good idea and it shoudl/could be more visible in the game.

If I know some kind of withdrowals exist in the game now. Infantry formations are retreating when they have not loaded guns and enemy is advancing. They also can retreat in last stages of game play. Questions is can they make these manouvres in other cases, mean when they inflict too much casualties or are exhaused. Then formations should try withdraw and rest somewere behind the ally lines I think. Troops (formations) surrender option will be also great in the game. In C1 we can capture peasants, maybe in you mod C2 we will can capture (surrend) shocked enemy formations.

Quote
Building on NW now, and not touching BFE untill i get the patch 1.4 in english,

Why not modifing BFE in 1.3? As I know this path 1.4 was prepared only in Russian and even did not exist as official patch in English or other lenguages.

It changed litte bit AI for Spain, Rhine Conf. Poland and put many other improvments in few maps, units balance. Part of these changes makes some controversy. I think you can make youself more correct improvments in units balance in BFE.

By the way interesting to know will you change units strnegth from 120 to 80 men and will you put some new formations as cavalry squadrons, Cossacks sotnias, Guerillas bands and artillery battery? And what about more coplex battle order, mean could you implement units group acting as like regiments, brigades, divisions and will you put many general commanders on the battlefields? What about unit limits in BFE?

As I remember Awar made quite interesting AI for EW mod for ACFB for brigades. Sad that their brigade generals stay only in one place. They should/could adjoin these units groups which are under their command.

Nevertheless it is fine that you are still working under C2. If you like I can make some more remarks which can help you makes better this game.

Added (31/January/2010, 5:39 Pm)
---------------------------------------------
Any news there for a long time, but it is interesting to know how goes on C2 moddifications.
So sad I have not any good informations here, but maybe someone else have it?

I see this thread had many views and it can mean that people were reading because they want to know what kind of improvements were needed and suggested for C2 BfE.

And still think this game have big potential and should/could have some moddifications which include some new ideas. It should makes the game play more realistic and historicaly accurate.

Hope that modders can do it. However any news there.

Message edited by Nowy - Sunday, 10/January/2010, 8:31 PM
 
EbelAngelDate: Tuesday, 02/February/2010, 8:49 AM | Message # 20
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Quote (Nowy)
Why not modifing BFE in 1.3? As I know this path 1.4 was prepared only in Russian and even did not exist as official patch in English or other lenguages.

Well, the main reason why I started on 1.2 is that more people have this version. A lot of people got dissapointed with it ( no random maps, bugs,...) and went back to Cossacks I, and as such not as many people have 1.3. However, once I finished building my mod and got it sorta working, I will transport it to 1.3. It's just I can't build for 2 version simultaneously , I'm on my own here and it would only slow things down.

Also, the reason why I'm not touching 1.3 untill i get a working english patch is that, if I build on 1.3 now, and then get the 1.4, then I would have to check everything again. It makes more sense from a modders point of view to wait. Why wait? because I have asked GSC for help if they could help with an english version of 1.4. The problem is not the files but the engine of the patch 1.4 which cannot run on the english version of the game ( only on german & russian). Without access to the source code for 1.4 I cannot change the version number or make it compatible for english versions of the game ( or any language for that matter).

If for some reason it doesnt work to get an english 1.4 then I will add my mod to 1.3 aswell, but only after I finished my mod for 1.2. There's not much difference between the files in 1.2 & 1.3 ( only 3 new nations and a couple small changes). I do test major changes for my mod on 1.3 to see if its compatible and already prepared things for 1.3 while I'm doing changes for 1.2, but fully implementing my mod on 1.3 while I'm doing 1.2 is too much work for me at the moment , because I'm alone here.

This may not make sense from a users point of view, but it surely does from a modders point of view.

Quote (Nowy)
By the way interesting to know will you change units strnegth from 120 to 80 men and will you put some new formations as cavalry squadrons, Cossacks sotnias, Guerillas bands and artillery battery?

Setting up the formations is one of the last things I will do, I first need to get all the units working and decide which units will be part of a nation, otherwise it's a waste of time setting up formations and then realising certain units arent gonna make the final mod and having to redo stuff. I work in a logical order and as such, I'm no where near the stage of working on formations.

Quote (Nowy)
So sad I have not any good informations here, but maybe someone else have it?

Not sure what you mean with 'someone else have it', but if you are looking for information or pictures on my mod, you will not find any, as I'm not the kind of person that shows off half finished work. I'v seen too many people making this mistake by publishing half finished work publicly and then vanish in thin air. I don't want to bring false hope to people. This is one of the few threads where I have shed some light on what it is that I'm doing, and I have only done so, because you have spent considerable time writing down all your suggestions. However, if you have read some of the pages on 'how to mod CII' on the site, you may have seen some early screens with additions for my mod. Again, the sole reason I have added a few pictures there is not to show my mod, but to show how to mod the game.

That being said, if you really want to see what it is that I'm doing, you will have to ask me for it specifically or get in contact with me on msn.

Quote (Nowy)
I see this thread had many views and it can mean that people were reading because they want to know what kind of improvements were needed and suggested for C2 BfE.

I know Nowy, it frustrates my sometimes aswell, but that's the world for you, most people want to join the dinner by putting their feet under the table. Helping in the kitchen is a bridge to far for some people. Little do they know, the most fun actually happens in the kitchen and not at the table.

Quote (Nowy)
And still think this game have big potential and should/could have some moddifications which include some new ideas. It should makes the game play more realistic and historicaly accurate.

It surely has a lot of potential, and it is much more customizable then any other game I have seen before. Sad thing is, most people are totally unaware of this.

Another sad thing is, more then 250 have downloaded the tool pack I made for modding, so there are people out there trying things. I know a few people that are actually modding C2, so it is most unfortunate none of us are working toghether. I could really use help on this, even if it means I have to compromise on some of my ideas of the mod. I just can't do it all on my own: site, mod, work. I could use someone who actively looks & recruits people that wish to mod or make people aware of it, i just can't spent all my time scouting forums to see who might be able to help, because whatever else i do, is time I cant spent on my mod.

On a side note, why dont you learn how to mod Cossacks II a bit, you may be able to help me, it surely would speed up things, and you got good idea's. It's not so hard after all, I mean, I never studied anything that has to do with computers ( I got a master in Hotelmanagement), so if I can do this, anyone can...


 
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