I am trying to get my C3 bearings again after 2 months in remote Australia. I was out of internet communication range for much of that time. Has the modding scene gone quiet? I don't see many posts here. How many modders are still active? I know I have just updated OCMOD3 again and I know General WVPM has updated his Flexible Formations mod. Other mods still updated and good at the moment? I don't see many posts in the other sections either. Has the whole game of C3 gone a bit quiet too? I don't know. As I say, I have been out of the loop for two months.
I think ours our the most popular, but I never have time to update, and now my projectiles are perfected have found liittle else to change without the devs makin setious contributions
Personally, although admitting I'm not that good as a Modder, I'm still waiting for the Modding Tools an in game Editor we were promised.
I am curious soldier, Did you hear about something on AC2? Or are you just hopeful? I see a lot of people commenting on it? But nothing from the developers?
constant new patches and dlcs, really doesnt make fun to make mods. However if I would know that NO new content will appear and the game doenst get changed/patched any longer I might could start again.
We need more modders, so that we can convince them, to stop this nightmare. They don't really care about a few modders, but they might care, if we were more then just a few. #BiggerArmyBiggerVoice Sorry for bad English
It would be better to do one game well than several games badly. Cossacks 3 is half done (in some senses). It would be better to complete it properly. The wider point is this. It would be possible to make a universal game engine for RTS. Properly analyzed, all the necessary requirements for an RTS game can be universalized. From there, any game, be it in the style of C3 or AC or a game in another style like Supreme Commander (for example), could be made from the same universal game engine. Clearly, the art and skinning would change a lot. But the physics, entity autonomy and so on would be universal in the guts of the game engine. What the heck am I talking about? Well here are just two examples. 1. Ballistics and missile physics - Done correctly in an engine, this module would permit you to implement everything from slingshots to arrows, to guns, to missiles, to rockets depending on the game era. 2. Morale - Done correctly, the morale module can then be used into any game created which has human or biological autonomous entities. And depending on the era and style of the game, different aspects of the morale model could be used. Or not used if all the fighting units were machines. So, the company that really knows what it is doing probably should make universal RTS game engine (from a physics engine probably) and then can make a stable of quite different RTS games from the one engine. Or maybe some company is already doing this. I would bet I am not the first person think of this. Applying this back to C3, AC etc. Developers, please make a morale module which can plug into both these titles (if a new AC comes along) and in other titles you might do. Allow it to be moddable. Give game play options of "Arcade" or "Morale". Make engines and modules universal and "plug in" - plug out". That's my plug anyway. Don't want much do I?
This is the way forward - if they release a 'realism dlc' people can tick on and off, everyone who loves the spammy gameplay can play to their heart's content, and with morale etc we'll stop whinging! And they'll attract 10,000s of new players.... all without having to add mesoamerican nations and storming buildings
If only it were that easy! That would be great. But I really think the the two game styles would be so vastly different that they couldn't possibly share the same engine? I think an entirely new game would need to be created.
This is actually the case with the first games. Cossacks, American Conquest, Cossacks 2, Alexander and I believe Heroes of Annihilated Empires (not sure about that so don't quote me on it) are all based on the (modified) Cossacks game engine. Cossacks is just working on it's first version, American Conquest is working on it's 2nd version (largely improved graphics, addition or different game mechanics), American Conquest Divided Nation is working on the same but modified game engine as vanilla AC, Cossacks 2 is working on it's 3rd version and I believe Alexander was based on the Divided Nation version or the Cossacks 2 version or something in between, I'm not really sure about that. But yeah, what you're saying also reminds me of my idea of wanting to turn Company of Heroes into a realistic (as realistic as an arcady RTS game could be) WW2 Platform RTS game which combines all front mods and the best features from all others made for it, basically what Ultimate Apocalypse is for Dawn of War. But sadly it's proving to be a bit of a hard task to do for a single person with limited time and knowledge, not to mention no permission from anyone to use their models and assets meaning that even if somebody did it it would be wasted since they'd only be able to play it. Human greed and egoism shall be it's end.
Alexander was based on the C2 engine. It was a blow to all Cossacks fans, because C2 was delayed while they moved up the Alexander game to come out with the Movie (Who paid for the games development)
I do wonder sometimes. Should I be modding the C2 engine? Could the C2 engine be modded to run larger maps and larger unit numbers?
I do not think it wise to try to mod C2. It was written for XP, and really does not work all that well on win 10.