General Modding Ideas (Art & Game-modes)

Discussion in 'Modding' started by Field Marshall, Apr 23, 2016.

  1. Field Marshall

    Field Marshall Active Member

    With the announcement of the Beta the game is now finally close to a release date. I know that many of you have great modding ideas but you do not have the skills to make them happen or wouldn't know how to go about making them. Considering this I have created this thread to hear any of your ideas so that a group of other people and me that will be playing the game can have a place to reference to for ideas.

    The big idea here is to get the community to hit like on the mods they like the most and whatever mod idea has the most likes we will try to make it on our free time (if its within reasonable scope).

    This specific thread will be for Mods ideas on Art and Game-mode only.
    This includes (but is not limited to):
    Art:
    -New models ideas
    -Buildings
    -Maps

    Game-modes:
    - Cossack's tower defense ideas
    - Cossack's overpower units ideas
    - Cossack's campaign ideas

    What you should not include in this thread is:
    - Game balancing mods (ex: change damage of x unit to x number or increase range of x unit by x number);
    - Game sounds mods (self-explanatory)
    - Game overhaul mods (ex: enhancing the camera to get rotation or making buildings bigger so that they match unit size or fixing a bug)​
    (Note: If you want to discuss any of these mods that you should not include make a separate thread.)

    In this thread try to not post any discussion, you guys can make a separate thread for that. Only post mod ideas (one by one, if you have multiple ideas then say it in a different comment even if it comes after your own comment that way people can like specific ideas rather than a group of ideas) try to use the following format:

    Mod Name: " Cannon's with crews "
    Type: Game art mod.

    Summarized Idea:
    This mod will replace the current existing in-game cannons with a cannon crew that works the cannons. It will include an artillery officer model with some basic animations and a cannon. The animations will include, standing idle, pushing the cannon around and reloading the cannon. When the cannon dies the unit will die along with it.
    Reference Images:
    [​IMG]

    [Note: If you have multiple images include link to the images rather than the images]

    Extra features:

    When switching to the movement animation a horse will appear to move the cannon around. The artillery officer will be guiding the horse.
    Notes:
    The animations should run fast enough that it blends perfectly with the vanilla animations that come with Cossacks by default.
     
    Last edited: Apr 23, 2016
  2. Furious Peasant

    Furious Peasant Active Member

    I wrote that already in other posts:

    1. I would like to add asian factions: China, Korea, Japan ... all with their own characteristic units
    2. Me and 2 others are working on a Tuscany faction mod

    3. Additional units mod (more individual units for all nations):

    Turkey: Mounted archers, Foot archers, Acinci/Deli light cavalry, Armored Sipahi, Armored Janissary Stormtrooper, hunters
    Poland: Elear scout/skirmisher cavalry
    Western Europe Countries: arquebusiers on foot, mounted arquebusiers, light lancers, heavy lancers, Pistolier (light cavalry armed with 6 pistols),
    Tartars: As an own faction -> lancer, bowmen...
    Russia: Schuwalow howitzer (howitzer that can fire grapeshots over longer distances)
    Sweden: Finnish Hunter, Sami-Longbowmen, Sami-Ski trooper
    Scottland faction: Swordsmen, longbowmen ...
    Prussia: giant grenadir gard


    All nations:
    -Heavy Artillery-> heavy mortars, heavy canons, light mortars, bombardiers...
    -Different ammunation types for artillery units: Fire and bomb shells
    -Scotish mercenaries
    -additional fortifications


    I will complete this list later... Its damned late again :oops:

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG] Bombardier -> can shoot over walls, has a better reach than a grenadier
    [​IMG]
     
    Last edited: May 4, 2016
    fujy41 and Field Marshall like this.
  3. Nukesquirrel

    Nukesquirrel New Member

    STAR WARS MOD!
     
  4. VaTiS

    VaTiS New Member

    1)Crew for cannons , mortars!
    2)Blood and dead bodies
    3)Better Grass and more flora
    4)no stupid mods :)
     
  5. Hooysse

    Hooysse Active Member

    All I ask is for someone with AI experience to change scripts or create a BOT like the ones you can find for AOE HD in steamworkshop. I Woud pay more money for a good AI than I paid for the game, Im serious!
     
  6. Privateer

    Privateer Active Member

    1. Unique skins/textures for each nation's units (except civilian) - so you have French, English, Austrian 18th century in their respective uniforms for example.
    2. Light infantry formations - only available with smaller amounts of soldiers. Appears as a staggered/loose formation. Maybe bonus to line of sight, firepower or range.
    3. Trade - trade carts/ships!
    4. Fireships - convert ships to fire-laden ships for a one-shot attack.
    5. Fortifications! It's European warfare - we need forts!
    6. Pioneer/Sappers - unit that creates defenses.
    7. The ability to garrison buildings like AC.
    8. The ability to garrison warships.
    9. More unique, mercenaries based on nation-ties.
     
    fujy41 likes this.
  7. Original-Cossacks-Player

    Original-Cossacks-Player Active Member

    Going through some of the Cossacks 3 files it looks like GSC used skins and textures for units, this being said it will be quite easy to change the appearance of units, it means you wont have to reanimate and then render each new unit like the old days (shudders lol)
     
    Foeurdr likes this.
  8. Privateer

    Privateer Active Member

    Yes, that's great news - it means that we can effectively have all nations having their unique regular units without extra elements and animations needed :).
     
  9. Original-Cossacks-Player

    Original-Cossacks-Player Active Member

    I'm going to focus on an eye candy mod at first, I can't have the horrible "waves" in the water that you see on the edge of the sea, the water itself looks great, just the "waves" need to be changed, so when I get some time I'm going to have a look at changing it to proper waves that crash on the shoreline. And changing the smoke & explosion effects.
    Then I'll have a look at making a mortar crew that loads and fires.
     
    Foeurdr likes this.
  10. Original-Cossacks-Player

    Original-Cossacks-Player Active Member

    The only problem with this though is that units such as the pikeman, musketeer, rider etc. are all the same used by each nation (at least western nations use the same file) so they all use the one file for each nations pikeman, musketeer, rider etc. so if you change the texture of the pikeman it will be the same for all the western nations if you get what I mean?
    The easy way around this though is just by simply copying the pikeman.ext, musketeer.ext, rider.ext (.ext being whatever the file format extension GSC have chosen to use for units, possibly .obj?) and renaming them to whatever you want such as pikeman_eng.ext, pikeman_fra.ext then you just edit the texture for each nation that you want (you copy and rename each pikeman.ext file you require for each nation) then repack them via the GSC modding tools, you never even have to touch any animations for this :) :)

    The only downside I can think of is not knowing how many different varied units the Cossacks 3 engine can handle, but I am guessing it is a lot since they are going to add a lot more nations and units in the future.
     
  11. Privateer

    Privateer Active Member

    Ah yes, I know what you mean. I may start taking a look if I get time in the weekend. May start to dust off/relearn texturing/skinning skills :)
     
  12. MurcDusen

    MurcDusen New Member

    Something I found that might be interesting: In the dmscript.global file in data/scripts/ you have all sorts of basic variables you can easily edit with a text editor. There is one called "gc_MaxObjCount", which is 10k by default and is probably the global unit limit. There are also multiple variables regarding to map height and width, which are 320 by default. I tried setting all of these to 600 and started a skirmish, I don't think I actually got a bigger map judging by the size of the camera indicator on the minimap, but what did happen is that both me and the enemy spawned in the same place. But I feel you gotta be able to increase mapsize with this somehow.

    Next I'll try spawning more than 10k units in the editor and see if that works at least.

    Edit: Yup, setting gc_MaxObjCount to more than 10k allows you to have more than 10k units. Buildings also count towards this limit by the way.
    2nd Edit: Gamespeed can also be increased here via gc_settings_gamespeed. So aside from the crashes and map size you can restore Cossacks to its original glory. Nice.
     
    Last edited: Sep 21, 2016
  13. Furious Peasant

    Furious Peasant Active Member

    Great it seems that we can really change anything we want in the game. That is why I think Cossacks 3 has great potential. It is just a rough diamount at the moment.
     
  14. fujy41

    fujy41 Member

    I'm on board with your ideas! I'm surprised that they copied and pasted the same uniform for the different nations. Even in Cossacks 2 the different nations had their correct uniforms. The developers could have just looked at those and gone with what those uniforms looked like.
     
  15. Foeurdr

    Foeurdr Moderator Staff Member

    It's difficult to make historical uniform for all the period the game cover and first you will need them to have an uniform etablished and that's not always the case. If you made historical uniforms you would need tons of different models for every soldier in each country in the game. You are forced to compromise on some points or change the game to represent some short and precise period. The way they choose to make in Cossacks 3 is more based on the ease to recognise each units will keeping a general XVII-XVIII century look.
     
  16. Francesco_Cavalli

    Francesco_Cavalli Active Member

    Reload animations for muskets!!
     
  17. Anatotitan

    Anatotitan Active Member

    I'd like there to be towers that could shoot over walls/other buildings. I'm aware of the risk that might be OP, so maybe make it possible to just integrate towers into walls.
     
  18. Furious Peasant

    Furious Peasant Active Member

    Good Idea. When we test it we will find out quickly, if it affects the balace in a negative way or not.
     
  19. Privateer

    Privateer Active Member

    Yes, I agree and I feel a compromise is the best way. For example in Mod1, Baddog created English uniforms which were 'New Model Army' style for the 17th century though of course there were a whole mixture of uniforms prior.
     
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