State Vs Country English Thread

Discussion in 'General Discussions' started by Ftoomsh, Aug 18, 2018.

  1. rob89

    rob89 New Member

    Many thanks to Awar, Demoul and all other people who collaborate.

    The game has now a new life and is quite perfect.

    I hope one day to see the long awaited stardard bearers (that could be linked to some form of "morale"),
    and, after the implementation of artillery crews, a way to manage "big batteries" (4-6 pieces) together.

    Last but not least, a slow rate of troops production, to avoid a too fast replacement of losses

    thanks and regards
     
  2. Demoul

    Demoul Well-Known Member

    Hmm. Interesting idea. It will be necessary to offer this to Awar. Thanks!
    At the expense of flag-bearers:
    The models that are represented in the game are more suitable for the 17th century. For the 18th and later - it will not good look. + The flag itself (rag) is very short.
    In short, still need to think about it.
     
  3. rob89

    rob89 New Member

    I know, but, seeing your care for the "aesthetic" side,
    a formation without a flag is really bad.
    In my honest opinion, it's better a short flag that nothing :)

    Anyway, my "dream" is an extension with a fifth "period" : early XIX c., with napoleonic era units :)

    regards
     
  4. Loner

    Loner Active Member

    Just a suggestion, my-self. having very little technical ability, replaced the Drummer with the Flag Bearer.;)
    Flagman.jpg
     
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  5. Francesco_Cavalli

    Francesco_Cavalli Active Member

    I wish flags were in from the beginning, but everything should take second place to morale. Morale should really be the next addition, and strangely enough far easier to implement!
     
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  6. Burak Damgacı

    Burak Damgacı Well-Known Member

    Hi Mr. Francesco, if we have ship flags, we need infantry and cavalry flags too. According to me, this is very good to see every unit with historical accuracy. I have no idea whether can add or not. It's difficult to say anything. But I liked the idea.
     
  7. rob89

    rob89 New Member

    I agree about morale issue.
    A formation, at a certain level of losses, should disintegrate and flee.
    The same for a big attack. At a certain level of losses, the army should retreat, while now it continues until total destruction.
    The flag could be linked to the unit's morale. If lost, the unit itself should flee ...
     
  8. rob89

    rob89 New Member

    Guards : they should be the elitè, by definition; and so have the better performances.
    But in some cases they are not the best infantry (after maximized parameters, with training and so).
    The worst case is Prussia
    Guards have less protection then Grenadier, less firepower & range than Fusilier. Why do have Guards ?
    Perhaps they could be rebalanced

    regards
     
  9. Demoul

    Demoul Well-Known Member

    Yes, the guard will be better than the line infantry. Awar probably did not work on the balance yet.
     
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  10. Foeurdr

    Foeurdr Moderator Staff Member

    I find the guard unit to be already quite good especially thanks to their high health and the 15 protection against bullet they get (up to 18 in square formation).
    Being recruited in the diplomatic center with as little as 2 seconds is also very good, you would need two barrack to even train regular at the same pace. They outclass other mercenary by far so you can choose them without a doubt every time. They don't even need individual upgrades but still get the benefit of academy.
    The limit of 150 is their main shortcoming.
     
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  11. Kamilow

    Kamilow Well-Known Member

    Please add France accurate version of flag on this time ( not three colors from 1789 but white flag of Burbons dynasty).

    https://www.moddb.com/mods/potop-total-war - Nice mod for Medieval 2 - Europe in 1648. Maybe you found something interesting for your mod.
     
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  12. rob89

    rob89 New Member

    Some questions & remarks

    a) I can't find the technology (Academy or Port) or the way to repair ships

    b) with the new patch, the AI artillery crews tend to leave their guns and attack, with obvious consequences !

    c) IMHO, the jagers (chasseur etc.) are too many (for XVII C) and too powerful. Two 72x formation of jagers on a hill can decimate enemies before they are at range ...

    As far as concerned with guards ...

    I don't agree with you.

    Take two 120x line formation of prussian fusiliers and prussian guards and compare their performance in the same battle. The kill to loss ratio is clearly better for fusiliers.

    greetings
     
    Last edited: Dec 2, 2018
  13. Loner

    Loner Active Member

    Unfortunately, having an all white background the flag is hard to make out unless very close up.:( French Flag.jpg
     
  14. rob89

    rob89 New Member

    Hello everyone,

    This is a list of possible bugs and some considerations I found in C3/SvC (last patch 1.09.96),
    after a lot of "random" scenarios

    Some are, of course, a legacy of the vanilla package.

    - AI artillery crew tends to leave their guns and attack
    - AI grenadiers / archers never attack palisades
    - AI never build walls / palisades
    - AI large armies tend to get stuck around mountains; then don't move anymore if not attacked
    - AI guns sometimes get stuck near the arsenal
    - AI don't use line formation for infantry units (only for jagers)
    - AI don't use priests within large armies
    - AI in some cases stop its the economic development
    - AI in the "Meditteranean Map" random scenarios don't build ships
    - Ships shoot at enemy troops BUT not at enemy guns (it should be the first target indeed)
    - There is no way to repair ships (IMHO a big issue : at least a repair function in the port, with the ship in the near)
    - It's very difficult to deploy and manage artillery pieces without a "great battery" formation
    - Towers have a less than half the hardness of walls (IMHO, it doesn't have sense)
    - Guards are as strong as grenadier, so there is no significant advantage in capability
    - Jagers, IMHO, have too much firepower and too large formation. And they could be too numerous considering other infantry units. In 18C they are very few.
    - Venetian jagers ("schiavoni") can't group in formation
    - Ships' firepower to be balanced (a Galley's flotilla can't be a match for Ships of the Line); the same for hardness : a Ship of the Line must be some order harder than a Galley (!)
    - Ships' speed to be balanced : IMHO Galleys are too fast in comparison to Frigates 18C. Ships of the Line are too slow (as reference : the 16C (!) was the last great era of the war galleys.
    Medieval galleys are assumed to have sailed only with the wind more or less astern with a top speed of 8-9 knots in fair conditions. The 18C frigates recorded sailing speeds of up to 14 knots with up to 40 guns).
    - IMHO, there is a missing : the coastal gun / coastal fortresses
    - In random maps with sea (mediterranean, peninsular etc.) there is no peasant improvement step for town hall after the mid 18C.
    Max. capacity remain at 115 each town hall (too few !)
    - There are some errors in the statistic sheet : for.ex. I think that the number of guns for Frigate 18C and Ships of the Line 18C are inverted
    - IMHO, rate of fire and precision should be improved by expensive (food, gold, iron, coal) training and not by Academy (too easy).

    best greetings and regards.
     
    Last edited: Dec 13, 2018
    Burak Damgacı and Demoul like this.
  15. rob89

    rob89 New Member

    It seems to me that this thread is useless ...

    bye
     
  16. Foeurdr

    Foeurdr Moderator Staff Member

    I keep this space for the change added by the versions of the mod 1.10.05 and 1.10.06 (New units such as marines and general, the ability to use frigate as a transport ship for marines and guard units ...)

    Mod version 1.10.06 (old)

    Mod version 1.10.05 (old)
     
  17. Foeurdr

    Foeurdr Moderator Staff Member

    Mod version 1.11.10 (patch)
    https://yadi.sk/d/r_WPh_j5KIJw2g

    Changes and additions made to State vs Country in the mod version 1.11.09 :

    1) Added units in the diplomatic centre to replace the generic model for the following country :

    Bavaria
    [​IMG]
    Danmark + marines
    [​IMG]
    Russia
    [​IMG]
    Sweden + marines
    [​IMG]
    Venice
    [​IMG]
    Spain, Portugal, Saxony
    [​IMG]
    2) Introduction of a new standard for different nations horses.
    One coat for the horse of all units of heavy cavalry.
    One coat for the horse of all dragoons and another coat for all hussar.
    This scheme apply to the following country :
    France, Danmark, Sweden, Prussia, Bavaria, Poland, Russia, Venice.

    Exemples :
    Poland
    [​IMG]
    Russia
    [​IMG]

    3) Change of the way double click work when used on an unit.
    Before, this action would select all units similar in the screen regardless if they are in formation or not.
    Now this action will select all units having the same functionnality : pikemen, archers, musketeers, dragoons and so on.

    Exemple, pikemen :
    Double click on a pikemen in formation select all formation with pikemen.
    [​IMG]
    The same action on pikemen without formation select all pikemen visible in the screen without formation.
    [​IMG]

    In the same way, it work for artillery. You can select all battery, only the cannons or only the gunners.

    4) Change or addition of hotkeys to select units in formation or without formation.
    [​IMG]
    (On top, bleu line, from left to right, "type of unit", "Single units", "All formations", "Only formation in the screen"
    First colum, in red from top to bottom, "Heavy cavalry", "Dragoons", "Light cavalry", "cannons", "Howitzer, Mortars", "Heavy infanterie", "Musketeer XVIIe", "Musketeer XVIIIe", "Grenadiers, archers")

    Since Ctrl+W is now a hotkey to select units, the command for peace mod in the editor has been change to Ctrl+Alt+W.

    General selection Alt+C (Alt+G is now used for grenadiers)

    5) Introduction of intermediate size in case of loses to reorganise the troops inside formation.

    Exemples :
    XVIIIth infantry with officer.
    All size of formation possible : 36-48-60-72-84-96-120-160-200-240
    To put units in formation, the standard number are :
    36 - Company
    72 - Batallion
    120 - Regiment
    240 – Brigade

    Intermediate size for incomplete formation in case of loses using the formation button :
    24- Company
    48 - Company
    60 - Batallion
    84- Batallion
    96 - Regiment
    160 - Regiment
    200- Brigade
    [​IMG]
    Exemple of change in formation :
    1 - Brigade, 240 in size forming a square
    2 - Square after a fight
    3 - Reorganisation of the troops after clicking on the square formation again
    [​IMG]

    Cavalry, formation with officier.
    All size possible : 40-56-64-80-104-128-160
    [​IMG]
    6) Added a limit in the diplomatic center for reiters, marines and now limit of shooter and dragoons are separate.

    In the infantry interface, only infantry limit are shown,
    In the cavalry interface, limits of light cavalry, dragoons and reiters,
    In the interface of elite units, limits of marines and guards.
    [​IMG]
    7) Introduction of the impossibility for small arms units to fire through buildings and walls.

    In the case of wooden fence, the shooter can fire through if they are close enough of the walls, like they would fire through embrasures.

    The jägers stand far from the fence and can't shoot, a red text appear on the screen to notify the player.
    [​IMG]
    The same jägers are now next to the fence and can fire. The opponent can't shoot back.
    [​IMG]
    8) To shorten the nam of some mercenary units, the word "mercenary" has been removed.
    When you select a unit or a formation in game, the word mercenary in added again?
    [​IMG]
    In the encyclopedia, mercenary have been sorted apart for better visualisation
    [​IMG]
    9) Some small changes to units build.
    Danmark, diplomatic center, early XVIIIth c.
    Danmark has three groups of mercenary, hanseatic troops and two norvegians which work with officer and the germanic troops that don't need officer to make formation.
    In game they are available randomly between them

    Poland (Early XVIIth c. / late XVIIth c.)
    [​IMG]
    For Russia, early XVIIIth c.
    With heavy cavalry of the XVIIIth c. after 3 upgrades in both attack and defense the guard of cavalry are available.

    10) (I didn't completely understand so here a try of what it's about)
    There has been a modification to an automatic upgrade, the transition to next century for the second or more nations you have after aging up with the first nation.

    The module of transition has also been corrected to make all butons age up, all old units ameliorations are then removed.

    11) AI for Poland and Russia in XVIIIth c. has been fixed.
     
    Last edited: Feb 24, 2019
  18. Foeurdr

    Foeurdr Moderator Staff Member

    Burak Damgacı likes this.
  19. Foeurdr

    Foeurdr Moderator Staff Member

    Mod version 1.12.07
    https://yadi.sk/d/RNsPtHtKl5zXfw

    1) Added new units in the diplomatic center to replace the generic units for the following nations :
    Spain + marine
    [​IMG]
    Portugal
    [​IMG]
    Piedmont + marine
    [​IMG]
    Saxony
    [​IMG]
    Austria
    [​IMG]
    England
    [​IMG]
    Netherlands
    [​IMG]
    Marines, Austria and Netherlands
    [​IMG]
    Scotland
    [​IMG]
    2) New standard for horses, one coat for horse of each kind of cavalry (heavy, dragoon, light) for the following countries :
    (Spain, Portugal, Piedmont, Saxony, Austria, Netherlands, England, Scotland.)

    Exemples :
    Austria
    [​IMG]
    Netherlands
    [​IMG]
    Piedmont
    [​IMG]
    3) Hungary get news regulars and mercenary units for the 17th c.
    Change of units during the early and late 17th c. AI of Hungary has been modified consequently.
    [​IMG]

    4) Added the possibility for old officers from previous epoch to still put in formation old units
    17th c. officer can put in formation pike, musketeer-arquebusiers. They also can make formation out of 18th c. pikemen due to their similarity with older 17th c. pikemen.
    Early 18th c. cavalry officer can make formation out of late 18th c. cuirassier, it wasn't possible before
    [​IMG]
    5) Change in the game options possibility for diplomatic center and shooters.
    Option "without market" has been removed because the mod isn't made to play without.
    [​IMG]
    Added an option to allow shooter to fire through buildings (except walls)
    It's a variant to dynamise more the city fight.
    [​IMG]
     
    Last edited: Mar 9, 2019
    Burak Damgacı and Demoul like this.
  20. Foeurdr

    Foeurdr Moderator Staff Member

    Last edited: Mar 17, 2019
    Burak Damgacı and Demoul like this.
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