alaric318 -> RE: COG Mods (2/3/2006 10:18:37 PM)
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Greetings, first, thanks for the fast reply and allow to share my mod, i have changed very much things on the files, maybe this can be a start to give explanation to my mod, i think it will not like to all people, it is difficult but maybe someone can find fun to play it [:)] the basis premise is a "what if" situation at where all nations have prepared for war for many years before 1805, also in the initial deployment france has been given more power because in strategic napoleonic wargames (in example, Boardgame "empires in arms"), well, in these games the more strong faction will face most of the players when they have some experience against it, i have reinforced all nations to a very good proficiency force, in the main armies, no unit start not attached to a corps, i think this give a bonus to iniciative, almost sure about that, on the other hand, have allowed more high limit to units in a corps to the other nations, as the main operational strength is the given capacity to move the most troops together in a army, added generals in the start deployment to all nations, some nations receive more generals at reach turn 16th (1.3 years from start) well, there goes the numbers (not taken in count privateer, garrison and merchant units, but numers include container units) 124 generals are available France start with 218 units (27 guards units) Britain start with 102 units (04 guards units) (added a mediterranean fleet) Sweden start with 49 units (03 guards units) Prussia start with 67 units (04 guards units) Austria start with 126 units (10 guards units) Russia start with 160 units (10 guards units) turkey start with 115 units (not have guards, some janissaries and some regular cav) spain start with 76 units (do not have guards) total is 913 field units, plus 124 generals, 1037 units. almost all the map start conquered and divided between the major powers. (except for corsica and sardinia) no major power start at war with any other major power. i have stablish a short of "national economic proficiency", this make some nations more efficient than others)... france, britain and sweden are 1ª class proficiency russia, austria and prussia are 2ª class proficiency spain and turkey are 3ª class proficiency only two factors are modified from this premise... Money income by province and food income by province (very much of the provinces are modified in these two fields on "euprov2.txt" file, taken in count it initial nation and this nation given "economic proficiency") 1ª class - Money Income.- 30, Food Income.- 16 2ª class - Money Income.- 25, Food Income.- 14 3ª class - Money Income.- 20, Food Income.- 12 explanation.- this allow for huge armies on field and to maintain them, also gives another way to "shape" major powers on the period and his overall proficiency. the impact of the player is much higher given the power to field more troops. Base Morale has been upgraded, at base for two reasons, it allow troops to stay for more time in battle before retreat, so battles are more decivise overall whatever be the result. the other reason are that i have changed the "defense multiplier" and troops with low morale can rout at very easy pace. for minors i use the old morale, not 1.2.18, so, in example you will find Bavaria at 5.0 morale, not 4.0 as it is in 1.2.18, this is almost needed given the base morale i have stablished for major nations, here goes it... france...6.5 britain...6.7 sweden...6.5 russia...5.7 prussia...5.7 austria...5.7 turkey...4.9 spain...4.9 "master.txt" have been changed, i do have make use of "defense multiplier" variable to make a difference between troop quality, (in example, about infantry... guards have a defense multiplier of "1", infantry have "0.6" and militia have "0.4" it is hard enough, in my honest opinion as wargamer for 15 years to make a operational level game that works at tactical level, not have seen this very often, most of the time you can see a operational game at division level or a tactical game at regiment level and i think is an amazing success the system given in this game by the developers, cannot say other thing, also is difficult to make a mod and/or a game with the number of "variables" or "facets" that taken play in this game and balance it to everyone tastes, this is my honest opinion, so, maybe the change in the "defense multiplier" that i have applied is not the better and need some work, as usually happens, again to say that i do not have playtest my mod at this time enough to say that all works but want to make it public at this stage and with the kind permission from eric going to do it, file uploaded will have two folders... /1.2.18/data (the main release of these files) and /murat30/data (my mod files) all to do is open the folder and select the 12 files, then copy and paste it to /Crown of Glory/Data folder, to play the mod make sure you select "standard campaign" in the "setup new game" screen, to revert, select the files from the version you haven't in use and copy, paste the 12 files to the /Crown of Glory/Data folder and all will work properly, this mod is my point of view and most fun way to play this game, i only can hope you enjoy it, but feel free to make every suggestion or report given failures, bugs or issues of playing that can arise with the mod. i will upload it at some time from now on, but maybe it's proper location will be the members area, so i must await at this time to make it public, with my best regards, murat30, and thanks for your time on read this massive post.
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