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Forum moderator: Daddio, EbelAngel  
Forum » Cossacks II » Modding » first mod
first mod
DaddioDate: Saturday, 12/December/2009, 11:54 PM | Message # 1
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Okay Angel,

I am going to take your advice and tackle this modding thing. Hopefully I will not take up too much of your time, If I get to be too much please ask me to back off a little.

I am going to list my ideas here, and you can possibly tell me not to waste me time on a certain item should you think it is not doable.

1) Victory conditions are to capture all villages only. Too many games lost to raids on TC by grenadier, or sappers, Calvary. Cheap victory's to cheap tactic's. TC no longer captureable. It can still be destroyed, but not captured.

2) Balance out the nations. Make the nations more or less the same in terms of moral, speed of production, offensive and defensive capability's.

separate the nations infantry into 8 categories.

I would like to do away with Pop limits so to speak. Instead make available upgrades to buildings. The thought behind this is to keep a variety of troops on the field, instead of an all grenadier or highlander etc. army's.

First 3 troop types would be made in barracks but limited to upgrades in TC. 1 TC = 2 militia, 2 First line troops, 2 Elite Troops. Upgrades available in the TC for additional troop groupings costing about the same as housing and additional TC are now but saving the space needed on the map.

1) Militia - fast producing cheap units - low morale, low shot power, low CS. training. (option in Barracks to make these troops equal in power as first line troops later in game.)

2) first line troops - Muskets, Fusiliers. - average morale, shot power, & CS.

3) Elite troops - Highlanders, Voltiger, Black Watch - High shot, morale, average CS.

4) Grenadiers - Grenadiers - High shot, high morale, high CS. produced from the blacksmith. after upgrade, 2 units, upgradeable to 4.

5) Elite Guard - Guard units - Very high Morale, shot, & CS. 1 infantry units, 1 Calvary unit. Produced from palace.

6) Mercenary's - 1 infantry unit, 1 Calvary unit, Produced from palace.

7) Rifle unit - High shot, high morale, average CS. Produced from blacksmith, 2 - 20 man formations, available with blacksmith, upgradeable to 4, then 6 in the blacksmith.

8) Sapper - Built in the blacksmith. - 2 - 15 man formations upgradeable to 4.

Calvary, Same concept. Give all nations the same options for Calvary.

Light stable - 1 Ulan, 1 light Calvary, 1 Hussar, up upgradeable to additional groups of 3 types.

1) Ulan - low morale, high speed production, high CS.

2) light Calvary armed. - Med. morale, med production speed, med morale, med CS.

3) Hussar. - High morale, high shot, med CS.

Heavy Stables - Again all nations have the same options. Each stable comes with 1 formation of each type. upgradeable in groups of 2 each type.

1) Heavy Dragoon. - High morale, Very high shot, high CS

2) Curssiar, - very high morale, high shot, very high CS - shot defense high.

I want to build this mod on the latest engine, patch 1.4 to take advantage of some of the upgrades / fix's already done.

I would like to add a nation, Sweden, mainly because they have some really nice looking uniforms. I would like to use the units from C1. But this after everything above has been completed and tested.

I have more ideas, but these are the basis of my concept. and I want to take this in steps. (baby steps) As I am not sure if I will be able to accomplish any of it any time soon.

Thanks,

Daddio


http://i1045.photobucket.com/albums/b455/Billy_Jo_Patrick/cossacks2_art_03_zpsel8tgwad.jpg
 
EbelAngelDate: Sunday, 13/December/2009, 9:20 AM | Message # 2
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Daddio,

Quote (Daddio)
I want to build this mod on the latest engine, patch 1.4 to take advantage of some of the upgrades / fix's already done.


How do you intent to build this on the 1.4 engine? We can't get the engine to work on the english versions, right? Surely you can use the files to build up on but not the engine.

Most of the other things you mention are doable, one way or another.

Start off with your first one:

Quote (Daddio)
1) Victory conditions are to capture all villages only. Too many games lost to raids on TC by grenadier, or sappers, Calvary. Cheap victory's to cheap tactic's. TC no longer captureable. It can still be destroyed, but not captured.

If you want the townhalls not to be captured then open Data\UnitsMD\FrnCen.MD and find the line CAPTURE and put a / in front of it to disable it.
Do the same for the other nations townhalls ( EngCen.MD, ...)

and just go from there...

Oh and remember to work on a copy AND keep all modified files aswell in a separate folder so you know which one's you changed.


 
NowyDate: Wednesday, 23/December/2009, 2:32 AM | Message # 3
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Daddio you show interesting ideas in this mod, however I think that few things can be prepare in other way.

Quote (Daddio)
1) Victory conditions are to capture all villages only. Too many games lost to raids on TC by grenadier, or sappers, Calvary. Cheap victory's to cheap tactic's. TC no longer captureable. It can still be destroyed, but not captured.

Capture all villages as only victoy conditions is not so good. Napoleon and ever his nemies, never captured all villages, he would like to destroy an army and captured capital, main towns or fortreses. Enemy army, stategic points and administrative center were main targets and it could be in the game.
Therefore I think that TC should be capturable but it should not mean victory conditions if army still can exist.
Quote (Daddio)
2) Balance out the nations. Make the nations more or less the same in terms of moral, speed of production, offensive and defensive capability's.
Interesting, however nations were not the same in terms of all these things. They had their big specifics e.g.
in short words
Austrian - slowness, big army but compraised so many minorities and differences between them make many problems which had an effect on moral an cautious strategy and tactics.
British - coolnes, professional rather small army used many allies units, but too cautious commanders prefered defensive tactics in battles, could be agresive but in small and local scale.
French - brave, biggest army supported with so many vassals/allies, used modern strategy, tactics and organisation, prefered offensive actions on big scale, however they had many problems with supply and were not so good resistant and proof for weather and hard living conditions.
Poles - brave, honourable, but rather small army which can be good as ally but can not makes independent actions in big scale
Prussia - disciplined but used obsolete tactic in the begining, then must disband many units and reformed army, later formed new medium army with so many reserve (Landwehr and Volunteers) units
Germans from Rhine Conf. - slowness, so many small states members with big diverse in units abillities, they could be professional army but hand not big heart to fight for Napoleon or agains him. Their morale were not so good and their units had many stragglers and deserters.
Russian - brave, agresive but cautious, very big army with so many Cossacks units which prefered outnumbered tactics, they were resistant to hard living conditions, but were not so good on tactical level
Spaniards - slowness but brave, formed few medium and small armies which used obsolete tactic and organisation, were under French pressure which effected with specific warfare, were not so good in open battle but can defend fortificed towns and made guerilla actions in the occupied territory
Egipt - quite different with European units

Quote (Daddio)
separate the nations infantry into 8 categories.

I would like to do away with Pop limits so to speak. Instead make available upgrades to buildings. The thought behind this is to keep a variety of troops on the field, instead of an all grenadier or highlander etc. army's.

First 3 troop types would be made in barracks but limited to upgrades in TC. 1 TC = 2 militia, 2 First line troops, 2 Elite Troops. Upgrades available in the TC for additional troop groupings costing about the same as housing and additional TC are now but saving the space needed on the map.


Very ineresting, but maybe better put this limits on bigger levels. Look at my ideas about army oganisation and units limits which I show in another thread - questions, suggestions, remarks and wishies to C2 BfE.

Here I type in Italic my short remarks to yours ideas.

1) Militia - fast producing cheap units - low morale, low shot power, low CS. training. (option in Barracks to make these troops equal in power as first line troops later in game.) - Yes, but it were some kind of reserve units and they were not equal in power as line units
2) first line troops - Muskets, Fusiliers. - average morale, shot power, & CS. - It were common combat line infantry units, however fusiliers were little bit better than musketeers units.
3) Elite troops - Highlanders, Voltiger, Black Watch - High shot, morale, average CS. - Could be, as elite or light infantry units
4) Grenadiers - Grenadiers - High shot, high morale, high CS. produced from the blacksmith. after upgrade, 2 units, upgradeable to 4.
- they were elite units, specialised in assault or strong defend and more ofen in bayonets combat, but they fired /shot/ on average level
5) Elite Guard - Guard units - Very high Morale, shot, & CS. 1 infantry units, 1 Calvary unit. Produced from palace. - Suggest few more units here
6) Mercenary's - 1 infantry unit, 1 Calvary unit, Produced from palace. - Suggest few more units here too
7) Rifle unit - High shot, high morale, average CS. Produced from blacksmith, 2 - 20 man formations, available with blacksmith, upgradeable to 4, then 6 in the blacksmith. - 15 men formations could represent elite companies which were common unit for these sharpshooters
8) Sapper - Built in the blacksmith. - 2 - 15 man formations upgradeable to 4. - Could be

Calvary, Same concept. Give all nations the same options for Calvary. - I do not think so, cavalry had big national differences

Light stable - 1 Ulan, 1 light Calvary, 1 Hussar, up upgradeable to additional groups of 3 types.
- It should be more light cavalry units and every nations had some specifics e.g. Austrian and Prussian prefered Hussars, Poles prefered Ulans, French had more Chaseur a Cheval, Russian had a lot of Cossacks, British prefered light dragoons, Spaniards had more Casadores, Rhine - had many different light cavalry however they had many Lighthorses units, Egyptian had their light Mameluks.

1) Ulan - low morale, high speed production, high CS.
- Oh, uhlans had not bad morle and good abilities e.g. Poles fast formed so many uhlans units and Vistula ulans win British and Spanish Heavy Dragoons, destroyed entire British Infantry Brigade, capture artillery battery and 5 British colors everything in one Battle. Soon Napoleon orederd trasfer 6 French Dragoons regiments into Lancers and formed 3 more lancers units too. Rusian Tsar did near the same in 1812, he even ordered armed some thier hussars units with lances too, Prussian and Austrian also increase their ulans regiments. Rhine also armed many troops with lances. All they did it with some reason. Uhlans/Lancers were cheap and can be more universal units, could be light and even crack cavalry units.

2) light Calvary armed. - Med. morale, med production speed, med morale, med CS.
- What mean light cavalry armed? If it mean Light Dragoons or Chasseur a Cheval, they were not so good. It was common supporter light cavalry units for British and French. Other nations used them in less number of units.

3) Hussar. - High morale, high shot, med CS.

Heavy Stables - Again all nations have the same options. Each stable comes with 1 formation of each type. upgradeable in groups of 2 each type.

1) Heavy Dragoon. - High morale, Very high shot, high CS
- It were more or less line cavalry units, but shot sitting on horse back was not so effective. This is why dragoons still used sabres/palash. Worse that British dragoons were beaten sometiome even by ulans and French, and Russian transfered many dragoons units into lancers or another light cavalry units. Austrian and Prussians also reorganised their dragoons, however they still were heavy dragoons.

2) Curssiar, - very high morale, high shot, very high CS - shot defense high. - Could be

Quote (Daddio)

I want to build this mod on the latest engine, patch 1.4 to take advantage of some of the upgrades / fix's already done.

1.3 is better idea, but if you can implement 1.4 it could be interesting.
Quote (Daddio)

I would like to add a nation, Sweden, mainly because they have some really nice looking uniforms. I would like to use the units from C1. But this after everything above has been completed and tested.

Yes, Sweden could be fine.


Message edited by Nowy - Wednesday, 23/December/2009, 2:42 AM
 
EbelAngelDate: Wednesday, 23/December/2009, 7:20 AM | Message # 4
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Daddio, how is this going ?

Did you try out something already?

Nowy,

Quote (Nowy)
1.3 is better idea

Please motivate why 1.3 is better then 1.4.

E.A.


 
DaddioDate: Saturday, 26/December/2009, 7:50 PM | Message # 5
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Well I may be on hold for a while. I sudenly received several job offers, and I am concentrating on these items first for obvoius reasons.

But at this point it appears that I am going to Baltimore MD. And the wife will be staying in Florids until the house gets ether sold or rented. So I will have litle money to much of anything else in the afternoons, so this would be a good project for me.

My thoughts on 1.4 vs 1.3 are to take advantage of the changes already made concerneing lagg, and online play.

What you say about building on the file instead of the engine? are any of the settings in the engine different? I am assuming that the engine is not modable?

So I am thinking that I would use the decompiled files from 1.4, and build from them, since I have already translated them for the most part.

Is that you in your new Avitar?

Daddio


http://i1045.photobucket.com/albums/b455/Billy_Jo_Patrick/cossacks2_art_03_zpsel8tgwad.jpg
 
EbelAngelDate: Saturday, 26/December/2009, 11:09 PM | Message # 6
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Hey Daddio,

No thats not me in that avatar. If I had such clothes, I'd probably do better

Wish you all the best with the job offers.

On topic:

Ofcourse you can extract the files from the 1.4 patch and use the parameter files to build your mod on those, but things like fixes concerning lag, online play to my understanding are in the engine and its related files of patch 1.4, which doesnt recognize the english version.

Someone should ask GSC about this, not just for your mod but for the sake of the english players that can't play with the full 1.4 patch. I completely forgot to ask this in my last mail, for which I apologize. I really should have.

E.A.


 
DaddioDate: Sunday, 27/December/2009, 8:47 PM | Message # 7
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Well I have completed the TC capture mod, not so bad!

Since I am on the TC files what do I need to do to make the TC build cost?


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EbelAngelDate: Sunday, 27/December/2009, 9:08 PM | Message # 8
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Quote (Daddio)
Since I am on the TC files what do I need to do to make the TC build cost?

You mean what line you need to modify to change the town center build cost?

If so::

* PRICE
$ price NeedRes
[] /
& BUILDING & UNITS
+ /
^ PRICE 2 WOOD 450 STONE 700
= Amount of Resources and how much of each resource the unit/building costs. So it has 2 resources as cost, followed by the resource and its amount.

Say you want a tc to cost for example 100 wood, 100 stone and 100 gold, it would be:

PRICE 3 WOOD 100 STONE 100 GOLD 100


 
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