Cavalli Realism mod

Discussion in 'Modding' started by Francesco_Cavalli, Dec 26, 2016.

  1. Very good. Though I have tried playing a proper match again and it simply froze giving that same error multiple times. At this state I find the mod is only partly playable. Do you have any advice on how I can avoid this?

    Maybe by playing vs only 1 enemy so that there are less units and so less entities around? Perhaps we could make the pop limit much much smaller so that the AI cannot produce that many units it gives this error? We need a temporary fix.
     
  2. Francesco_Cavalli

    Francesco_Cavalli Active Member

    I agree - it's very annoying, especially as it could impede the addition of extra scripts. Try this instead. I've removed bloat from the refunit that *seems* to have taken the load off of some of the memory. I've also increased reload rates again now that volleys are more devastating and slimmed down the bullet radius which prevents the occasional bit of friendly fire that made fire and advance unfeesable:

    https://drive.google.com/open?id=0B5eKnH1mxlxla2FNWGJ3WFA3V0E
     
  3. Ftoomsh

    Ftoomsh Well-Known Member

    Is this a mod I can just place in the official mod folder and run? Or does it depend on creating a cloned version of the standard game somewhere else (in another directory entirely) and then overwriting all or many of the standard script files and running it by that method?
     
  4. Francesco_Cavalli

    Francesco_Cavalli Active Member

    The latter, I'm afraid, for the moment. If you'd like to use any constituent elements for the OC mod down the line do let me know!
     
  5. Ftoomsh

    Ftoomsh Well-Known Member

    I am sure we would down the line definitely. We in OC would much appreciate it. Currently, we are following the path of balancing the existing game into a realism style mod simply by using parameters. I am paying attention to balancing the economy to the military as well as military to military. I am seeking an end-to-end dynamic balance from the smallest start to the biggest game. Of course, different nations will have different phases of the game where they really excel but all nations must have some chances at every phase of the game in the hands of a competent player who has learned to play this mod well.

    I am not a great coder yet... if I ever will be. I am long in the tooth at 62. But I have a lot of game experience in strategic mods of Cossacks 1 and some other games. Modding the parameters alone can transform the game and make it much more realistic if one has an understanding of how units and the arms (infantry, cavalry, artillery) should relate to each other in tactics and strategy. But sooner or later we will need accurate musket shot physics, friendly fire effects, morale effects and maybe fatigue effects. A full realism mod ultimately is not possible without these.
     
  6. icosferu

    icosferu Active Member

    I thought official mm works by simple replacing of files. Why wouldn't that work for your mod?
     
  7. Francesco_Cavalli

    Francesco_Cavalli Active Member

    In that case it may work - I've had so little time I've never even opened it, but was planning to look at it for when the Steam Workshop is released so that I can package something easy to install and remove
     
  8. Francesco_Cavalli

    Francesco_Cavalli Active Member

    UPDATE

    Further tweaks to improve stability and projectile behavior, and the following balance changes:

    -All pikes have a large base sword protection value, to prevent them being cut down by massed cavalry
    -Roundshiers converted back to pike damage to still make them feeseble against pikes

    Up next:

    I've been playing around with the map generation to make it more interesting/friendly to my projectile changes. So far I've removed the silly, undersized mountains and replaced them with an otherwise unused lake pattern. I've also added rivers to most random maps, but as the game can't compute realistic looking shallows I probably won't release until we have the option to add in bridges (this relies on increased editor functionality.

    https://drive.google.com/open?id=0B5eKnH1mxlxlS2lvZlV3SmduZXM
     
  9. Ejbd

    Ejbd New Member

    May I ask how did you script the feature where only the front rank will fire?
     
  10. Apparently the Cossacks 3 forum servers have been malfunctioning for about a week now, at least pertaining to the emails that users should receive from the site.

    In short I've been cut off accessing my account except for on a pc I don't usually get around to because the two step verification e-mails are never sent nor received... The same goes for the notifications to this thread which I have kept in my watch list since the beginning, and since saturday 21 email stopped coming for any new replies. Wonderful. I've contacted the help support twice, no help.

    Back to the mod, I have tried the new update but it doesn't seem to reduce at all the odds of that annoying error coming up. It seems the only workaround is save often in the late game, and keep autosave on.

    On a positive note, I'm loving the new cavalry, it actually makes sense to use it and looks like fighting with it is more realistic. Against mobs of algerians my Croats won badly as they rightfully should.

    Can I advance a mod request, since you already managed to edit some unit models. Could we start recolouring some units? Nothing too complicated. I would like to see:

    A. Slight colour tone changes to already non-player coloured units
    1. Chasseurs with a more proper green for their outfit. The current one is too bright and pale. I have seen many drawings and descriptions and no green of that sort was deployed, really.
    2. A different shade of blue for Prussian musketeers maybe? I'm not sure, but it looks to vivid, stark. https://it.pinterest.com/pin/308989224404922390/ maybe this can give some insight.

    B. Changing nation coloured unit models so that their outfits are nation coloured.
    1. For instance. Grenadiers should have their respective colours depending on the nation they belong to. As far as I've read there were general standards, or a most common colour used among many regiments. For Russia that would be green, as an example, for the Austrians, definitely white. For the English, red, and so forth. Why am I asking this if we can just select the player colour we think fits the most? Because I'd like to see both musketeers and grenadiers with their proper colour, and not just either of them and get content with it. Although some nations have notoriously used the same colour for most regiments of both unit 'types', some haven't, and most particularly if you choose a colour it applies to all of your units regardless what. I'm pretty sure in the Austrian army hussars used different patterns and colours in many instances compared to austrian infantry. I've found many contemporary representations and the light cav seems to be dressed in different colours depending on the year and regiments. So, we could leave cavalry with a player chosen colour and give 'fixed' standard ones to each nation's infantry.

    Of course there are 2 main issues, I have no idea how complicate that would be to do. Based on my experience with other games it shouldn't be too hard, but it depends on the tools and the developers' support so give me your own feedback. The other problem is I don't know how many players would like this, but Musketeers and Grenadiers look all the same on a zoomed out battlefield, with the vast majority of european nations and I'd like that changed by giving them proper uniform colours.
     
    [OC] Penwyn likes this.
  11. Francesco_Cavalli

    Francesco_Cavalli Active Member

    Maybe try a memory booster and see if that helps? I think the best bet is for GSC to keep improving on memory usage. In the meantime I might make bodies decay faster to see if that works. The quicker bodies stop being entities the better!

    Chasseur graphics were next on my list - I'll also re-visit the prussians, though I'm hoping a better base model might come in the form of Saxon Infantry. Annoyingly, creating country-specific skins is a mammoth task, as you have to create each unit individually and then tie them in to formations, gui, scripts etc. However, since I'd hoped to do this one day anyway, and for the moment I can't add any new features, there's no time like the present!
     
  12. Francesco_Cavalli

    Francesco_Cavalli Active Member

    UPDATE

    Further work on stability, and the following mildly exciting additions:

    -Re-done graphics for Chasseurs and Prussian Musketeers
    -New Graphics and unit entity for French Musketeers (if anyone has the .bat file to update the locales please pm me)
    -Chasseurs and Pandurs now form units of 40/80 and don't require officers. Both they and cavalry can now form skirmish formation, which maximises fire (allows a second rank to fire) and reduces casulaties from enemy fire.

    https://drive.google.com/open?id=0B5eKnH1mxlxlX2s5TDBpUmNIUjQ
     
    Last edited: Feb 1, 2017
  13. Daddio

    Daddio Moderator Staff Member

    Any pictures of the changes that we can see?
     
  14. Francesco_Cavalli

    Francesco_Cavalli Active Member

    Last edited: Feb 3, 2017
    Daddio likes this.
  15. Gaius Marius

    Gaius Marius New Member

    From the latest update - "Units will now experience collision when they approach enemy troops. Each unit now has a radius that will prevent enemies from going through them. This severely affects the cavalry units, as they won't be able to pass through units and make diversions behind the lines." Pretty neat, eh?
     
  16. Francesco_Cavalli

    Francesco_Cavalli Active Member

    I'm not seeing much difference with pikes sadly, but cavalry behavior is a bit better
     
  17. Ejbd

    Ejbd New Member

    Your mod is not working on the latest patch, it says "Warning. Error compiling scripts. Try to disable some mods via Mod Manager or via steam cache."
     
  18. Francesco_Cavalli

    Francesco_Cavalli Active Member

    That's strange - I'll re-compile it in a moment and upload. It was working within 20mins of the new patch, so unless there's been a hotfix I may have just left in a file that needed removing. Try this and see if it fixes the issue:

    https://drive.google.com/open?id=0B5eKnH1mxlxldl9PLS01WEM3Sm8
     
    Last edited: Feb 4, 2017
  19. Mark Kandaurov

    Mark Kandaurov Well-Known Member

    Why you not use Steam Workshop?
     
  20. Francesco_Cavalli

    Francesco_Cavalli Active Member

    I will, but I need to fix the locales for my new units first - I know workshop users will complain a lot more than people do here! Annoyingly I don't have the locale editor tool
     
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