Hello my friends! MOD updated to ver. 2.03! I had a little bit time after 3 years of last modding this game and made a small (whole game rebalance) MOD. This yquinox MOD is still not complete, but I work on it I hope, that there will be no patch on the game in the nearly feature - dont like to find minor changes that cause MOD malfuncions. Main features: - camera zoom level 2x higher than was default - changed game speed to 8, 10, 12 for normal, fast, very fast (was 7, 10, 14) - minor visual changes (infantry faster movement animation, fast horses detto ...) - changed units ground diameter - they need "more space for life" now - musketeers and other shooters reload time increased to about 10 sec, also range increased about 1,5 times (cca 50m in reality) - near every unit in game has changed stats (cost, attack, defend, reload ...) - no more stone for everything changes in market - much slower resources gain + weaker upgrades in mines - 20 peasants in full upgraded mine + only 2 peasants gathering resources from one place at the same time (field, stone, tree) - attack for "sword" cavallery changed from pike to sword dmg (def upgrades sword only) - remastered artillery (increased accuracy, new howitzer sound, multibarelled cannon do not instant death to anything, howitzers great mass effect of killing life power) + auto firing artillery when spoted enemy - each HP of any unit created in game cost food in equal number, e.g. 1 pikeman with 90hp cost 90 food, hussar with 230hp cost 230 food ... - academy upgrades changed - decreased % of nearly each upgrade (price will be changed in the feature) - diplomatic centre units - changed price increase (101% each next unit) up to 5x (need to hire cca 160 units to achieve full 5x price) Recomendation for my MOD for now: start play with 5000 res of each, arty cap only, land battles without ships Install: download and unpack yquinox 2.03.rar into "mods" directory - and have fun Download: https://files.fm/u/3pr39e64 Enjoy!
Parts of this sound like OCMOD3 in general spirit but I haven't checked out your mod yet. OCMOD3 was (and is) a rebalancing mod which amended reload times, changed upgrade costs, tried to make every unit balanced and useful in its appropriate century, made market returns poorer (more need for direct gathering of each resource), re-did artillery and made food costs higher but not so directly as the HP = Food cost equation. OCMOD3 is still available from the workshop in a new cut-down (easy to maintain) version (version 3.0). I encourage people to try both mods and post what they like, dislike etc. in each.
Thx for your reply. I made this MOD mainly for my purposes, because I hate "blob" wars as Cossacks in vanilla is. There is much more in this MOD, that wasnt mensioned in description, e.g. max 15 peasants in each mine, changed max arty per depot ... I will make some more changes in nearly feature and would be pleasured, if other people like it and play it
I am interested in what changes you specifically made to stop blob wars. To stop blob wars entirely would take; (a) Prevention of formation stacking; (b) ranked fire for linear tactics; (c) no firing through friendlies; and (d) a morale system implementation. These are all things which I have failed to mod by the way. Too hard for me so far. Also, is your new version available on Steam for Steam download?
You are better modder than me, e.g. no firing through friendlies is too hard for me to code (but definitely like your ideas and if I could, I will do it, but its impossible for me). I have increased the units "diameter" from 0.16 to about 0.30 (dont remember exactly), so there cant be 100 pikemans in place for only one. Changes in economic model and only sword defence upgrades for cavalery (+ changed attack to sword dmg for sword fighting cav) and pike+sword for infantry alongside with greatly increased unit costs and shooters reload time should prevent players to just select blobs of unit and send them to die. I didnt try it in multiplayer yet.
I doubt that I am a better modder. I am interested in the "diameter" increase. What file, what parameter? How does it work in testing? How well do formations file around obstacles? Does it reduce formation stacking? Sorry, that's a lot of questions.
Look for "gc_collision_radius_default" in file "dmscript.global" ... I set it to 0.25 from 0.16 that was default ... increasing this value more will cause units stuck to each other.
Thanks. So far as I can tell collision handling (and pathing) are a real problem for C3 and a lot of other RTS games. They often use a trick to get around the problem. This trick is to have a tiny collision radius. It literally seems like the collision radius is just one or a few pixels. The downside of this solution is that units can apparently "pass through each other" when they cross paths. The worse downside is that that they can self-concentrate into blobs when formation-stacked or are concentrated by the attack command. State vs. Country actually corrects the second fault, IIRC. When using the attack command in State vs. Country, the formation does not compress as it goes in on attack. That is a big improvement. But how can we stop formation stacking and other bugs that absurdly and impossibly compress troops? One possibility is what I call "tile occupation". Have you noticed that a peasant working in a field occupies the wheat tile? More correctly, up to 3 can occupy and work one wheat tile in vanilla and only up to two can occupy and work one wheat tile in OCMOD3 as I have changed that parameter. The occupation limit is set in dmscript.global. The occupation limit refers to how many can work (gather resource) on that tile. The same applies to wood and stone tiles. What if a global occupation limit for all passable tiles was implemented? This occupation limit could be say 4 or 8 for foot units as a first guess of reasonable spacing. We would need to hijack the tile occupation limit code, which currently applies to peasants working a tile and apply it to all units "trampling" (let us call it) the tile. "Trampling" might be a resource gathering occupation of all units which actually returns zero formal resources and just gives access to the tile. Of course, terribly ugly things could start happening if we mess with such parameters. Log jams and stuck formations might completely freeze all movement. It's just a thought for a possible experiment.
Did someone try my MOD? ... how can I upload it on Steam Workshop? (mod manager doesnt work - it launches the main game instead of mod manager, the same problem with map editor )
Are you using the shortcuts to launch the editor/mod manager? If so, is steam already running in the background? Because if not: then indeed it seems to launch the main game. So: First start up Steam , then launch editor/modmanager.
Thank you ... I am using shortcuts and Steam is running in background ... I must do something wrong, grr ...
Make sure your Mod is in this location; C drive/Program Files (86)/Steam/steamapps/common/Cossacks 3/mods. Launch Steam, go to Cossacks 3, click on Play, tick Mod Manager, tick Your Mod, click on Upload to Workshop, a Box will appear where you only need to give your Mod a title, description and any tags you want that exsplains the changes you've made, then press O.K. It might not work 1st time so be patient. Let me know if there are any problems.
Thank you very much! All that was needed to do was click on the green button "play" on Steam - I thought, that would launch the game, but suddenly some options apeared ... so I put my MOD on Steam workshop, hopefully it will work. Again, thank you, gentlemans
Thank you. I´ve downloaded your mod State vs Country + and Iam amazed! How can you do such amount of content? Its nearly perfect. I think, that I will be studiing code next couple of days .
Thanks, but it's not my Mod, it's Awars and Demouls, I only upload it to Steam for them because they have limited access, if only I had their talent.