State Vs Country English Thread

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

  1. Fulcrum

    Fulcrum Active Member

    I admire your involvement and effort - the game looks so much nicer now! I want to try it, how do I install the mod? Thanks!
     
  2. Foeurdr

    Foeurdr Moderator Staff Member

    @Fulcrum it is quite easy.
    If you have the game on steam you can search for State vs Country plus in the workshop. It will be automatically downloaded to the correct path and it will update itself for newer version.
    steam link

    Otherwise you can take the link to the latest version on the forum (you can even have older version on the original russian thread). Awar put it each time on Yandex. For the current version it's this one : https://yadi.sk/d/ASSsr8zgE1UKhg
    When you have downloaded the file extract it either to :
    C:/Program Files/Steam/SteamApps/Common/Cossacks3/mods
    or :
    C:/GoG Games/Cossacks3/mods.

    Next you only have to open the mod manager to enable/disable the mod when you launch Cossacks 3
     
    Burak Damgacı and Loner like this.
  3. Foeurdr

    Foeurdr Moderator Staff Member

    Mod version : 1.14.07
    state_vs_country_plus_14.07
    https://yadi.sk/d/6OHTtUKAewLRyg

    Link to the steam workshop :
    https://steamcommunity.com/sharedfiles/filedetails/?id=1706280143&searchtext=

    1) New unique units in the diplomatic center instead of generic units for Switzerland
    [​IMG]

    2) Turkey update
    [​IMG]

    3) Added Walachia cavalry to Austria in the diplomatic center
    [​IMG]

    4) Some units have been rescaled.
    Guards are now sensibly bigger than musketeers (Guard drummer are bigger too)
    [​IMG]

    Grenadiers are also a bit bigger than musketeer, but less than the guards.
    [​IMG]

    Horse of cuirassiers are thicker than those of dragoons.
    [​IMG]
    5) The difficulty of the computer speed up the production of units. Now, from the normal difficulty AI produce units as fast as the player.
    Before in the game, AI had the same production rate only starting from hard difficulty.

    6) Added for 6 country their guard officer with their flag.
    Because of game limitation, their production is limited to one unit at the time. More could make the game unstable.
    [​IMG]
    [​IMG]
    If the stability of the game is affected because of Standard-bearer, an option to disable them has been added in game options.
    [​IMG]

    When you select "no flags", the units produced is a officer without standard.
    On the picture above, it's the units on the background of the drummer and standard-bearer.
    In the editor, only the officer without flag can be selected from the unit panel.
    To make a standard-bearer you need to build a diplomatic center and age-up to the mid 18th c.


    ANNOUNCEMENT !
    The next update will be centered on standard-bearer in the 17th c. and guards in the early 18th c.
    [​IMG]

    It's planned for april's end. It will be the last update planned.
    After there should be only small additions.

    [​IMG]
    If possible, we would like to have your feedback on the following problems :

    1 Does removing standard-bearer of the 18th c. guard improve game stability ?
    2 How does the game of the computer (AI) has changed now that in impossible difficulty units are created faster ?
    3 Which units parameters have to be corrected ?

    [​IMG]

    Link to the original State vs Country thread : http://www.cossacks3.com/forum/index.php?threads/state-vs-country.30223/page-52#post-87770
     
    Demoul and Burak Damgacı like this.
  4. Foeurdr

    Foeurdr Moderator Staff Member

    Mod version : state_vs_country_plus_15.09
    https://yadi.sk/d/AKqQL2gNKAybZA

    1) Standard-bearer in the 17th and 18th for 18 countries.
    2) Modification of the mod to add standard-bearer as to integrate them in formation.
    [​IMG]
    3) Added guard units for the early 18th c. for 12 countries (musketeers 18th c., officer and drummer, and for France addition of pikemen guard of 18th c.)
    [​IMG]
    4) Guards units of the late 18th c., expansion of the command chain now with officer, drummer and standard-bearer for 6 countries.
    [​IMG]
    5) Come back in the mode of the saxon guard cuirassier in the diplomatic center.
    Added a bonus for the 18th c. pikemen for Sweden which now has +2 in attack and defense than other regular 18th c. pikemen
    [​IMG]
    6) Correction of units paramaters according to feedback.
    Russian cuirassier-dragoon available now in diplomatic center and serbian dragoon has gone from russian diplomatic center to the ukrainian one.
    7) Fixed errors in the mods.


    I recommand to everyone to take a look in the original thread of State vs Country. There are some awesome pictures of formation or units skin.
     
    Burak Damgacı, Demoul and Loner like this.
  5. Foeurdr

    Foeurdr Moderator Staff Member

    Mod version : state_vs_country_plus_15.11
    https://yadi.sk/d/nhn0XNvvfbdcFg

    Fixed standard-bearer not working.
    +
    1) Officer, drummer and standard-bearer of the guard aren't counted anymore in the total limit of guard units.
    Production cost of officer and drummer have been increased. Fixed guards for the computer.
    2) Corrected danish guard musketeer in the early 18th c. as well as standard-bearer. Yellow cuffs and trim replaced by sky blue one, 1st regiment,
    because in game, guards were confused with regular musketeer.
    [​IMG]
    3) Computer production of saxon guard cavalry men and mercenary Wurtemberg cuirassier for Spain.
    4) Fixed an error for the limit of guard units due to a missing code line for some countries.
     
    Burak Damgacı and Loner like this.
  6. rob89

    rob89 New Member

    Hi,

    a really great job, thanks to Awar & Demoul

    But why standard bearer for 17C + 18C Guards and not even for 18C Line Units?
    It's like to stop 1km before the target after a long trip ... :)

    Anyway, thanks
     
    Last edited: May 2, 2019
  7. Demoul

    Demoul Well-Known Member

    For early 18C the same set as for 17C.
    In the late 18th century, we used a different principle, but the game collapses if there are many flags. It may even collapse with one bearer in the late 18th century.
     
  8. rob89

    rob89 New Member

    I tried the latest version.
    Is it possible that we can no longer form more than one Line Formation with 240 men?
    In my case, Prussia, late 18C, only one 240-strong Grenadiers unit. Then 120 men or less ...
    thanks

    Edit : I understood; you must have 240 line troopers + the standard bearer even if then the formation will use only 239+1 ...
     
    Last edited: May 6, 2019
  9. Foeurdr

    Foeurdr Moderator Staff Member

    Version state_vs_country_plus_15.12
    https://yadi.sk/d/PUJn6tRwgy9kAQ

    Small update, it add an option in the game room. "Mid-17th, early 18th century"
    It imitate the vanilla game with only one age transition.
    [​IMG]
     
    Burak Damgacı likes this.
  10. Foeurdr

    Foeurdr Moderator Staff Member

  11. rob89

    rob89 New Member

    An important bug left:
    the AI very often does not keep together cannons and their crew; indeed, guns advance and shoot even if the crew is far away ...
     
    Demoul likes this.
  12. Foeurdr

    Foeurdr Moderator Staff Member

  13. Foeurdr

    Foeurdr Moderator Staff Member

    Patch for the version 15
    state_vs_country_plus_15.161
    https://yadi.sk/d/GTdcdOkGmBZTuA

    1. Improvement in the way mixed formation work. It's now possible to make a formation pikemen+musketeer with mercenary units.
    [​IMG]
    Pikemen can be selected with the arrow key, the shooter are automatically choosen from the first in the left.

    Exemple of a formation made of regular pikemen and mercenary musketeer
    [​IMG]
    The order "Front row retreat" make the first row go to the back.

    Video showing the change in organisation with a big formation
    https://yadi.sk/i/NkjF9A_BQiXguQ

    [​IMG]
    [​IMG]
    [​IMG]
    Mixed formation have an additional bonus of +2 in attack and + 1 in defense.
    Standard-bearer have been removed from mixed formation because of technical reason.
    Because of the complexity of the formation keeping the standard bearer would mess up mixed formation.
    During the organisation change, a musketeer or a pikemen would stay at the front while it should have been at the back.

    2. Icons to charge with the bayonet of the musketeer 18th c. and grenadier are now different.

    Musketeer 18th c.
    [​IMG]
    Grenadier
    [​IMG]

    3. Correction of the wrong order of units on the 17th c. officer interface for some countries (England, Spain, Piemont and Prussia)
    In game the wrong icon for pikemen or arquebusier would show up.
     
    Burak Damgacı likes this.
  14. rob89

    rob89 New Member

    Hi,

    in the last two patches, the game, in the mid 18C, is unmanageable with many errors and problems.

    For example, the farmers "disappear" and / or don't respond to orders, the mines show wrong numbers of the miners inside,
    line troopers stop at the barracks gate, without reaching the collection points ...
    I also found the case of a "shadow" farmer, present on the map but not usable ...

    regards
     
  15. Foeurdr

    Foeurdr Moderator Staff Member

    Been quite some time since I translated the new version of the mod, I'm sorry because there has been new 3 versions of the mod since last time.
    For short, the big news is an addon to play State vs Country with the New Terrain mod of Ebel. They are still adding more officer and flagbearer to the game, some new options and quality of life improvement.

    state_vs_country_plus_15.187 https://yadi.sk/d/QX8Uq8E7NFDnHQ
    addon to play with the NTM mod; sc_plus_ntm_15.187 : https://yadi.sk/d/QwRQf-KCcU-Trg

    In version 15.18 :
    1) Added more flagbearer for late 18th c. and rework of the prussia flagbearer for more visibility
    [​IMG]

    2) A new option for units to shoot slower but still retain the ability to shoot through buildings.

    3) added a new population option called "limit AI units"
    It work on a three step algorithm :
    1. If the total is inferior to 400 military units (peasant are not counted), production of unit and development of economy continue like usual.
    2. If the total of military units is more than 1000, then production of units stop. AI will lead its army. Ressources are still collected.
    3. If the total of military units is bewteen 400 and 1000, production of units will stop if the opponent has less units than the AI
    In hard it stop when opponent has 10% less. In very hard it stop when opponent has 20% less. In impossible it stop when opponent has 30% less.

    Addon for SC with NTM :
    [​IMG]
    link to New Terrain Mod by Ebel : http://www.cossacks3.com/forum/index.php?threads/new-terrain-mod-ntm-beta-test-version.30167/

    To play with this addon you new to have both State vs country and the addon. (Links at the beginning of this post)
    Launch the mod manager, select both State vs Country Plus and sc_plus_ntm
    State vs Country need to be loaded first, so put it higher in the mod manager list
    It should look like more or less like the picture below (omit the non-selected mod).
    [​IMG]
    Caution from the dev : this addon has been minimaly tested, stability be affected.

    In version 15.187 (current version)

    1) New mercenary flagbearers for Austria, England and Denmark
    [​IMG]
    2) Complete command chain of guard staff for Saxony, Bavaria and Denmark
    [​IMG]

    3) Units such as the musketeer, dragoon or arquebusier reload bewteen shots has been increased when they are outside of a formation.

    4) When playing with the option preventing units to shoot through buildings. The notification when firing is impossible has been changed to take less place.
    before all different type of units would send a notification
    [​IMG]
    With the new variant, you only get one notification for a group of units trying to fire through the same building
    [​IMG]
     
    Demoul and Loner like this.
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