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  1. #1

    Default Personal Tweaks to COW

    Hi guys,
    Was just thinking about making a thread where we could list up our own personal tweaks to the game and maybe give each other some good ideas

    I myself have added these tweaks:

    Sylvania - Made it possible to build a Dogs of War camp and recruit Tomb King units. Why? for fun and a little more flavor. Probably not good lorewise
    Dwarves - Made it possible for the to hire some human mercs. Don't understand why they shouldn't be able to tbh.
    All factions - Possible to hire any type of merc you want, when ever you want. For me that sounds logical as I would think mercs are always on the lookout for an assignments. The scripts with the generals are still active.
    All factions - Reduced build time/Cost of certain buildings. Was annoying as hell having to wait so long for some of the building to finish. I also reduced the unit cost and upkeep cost. Good thing about this is that the factions build more building and units, which makes the game more hectic and larger battles (more stacks).

    So these are my small tweaks. Any1 else have any other interesting tweaks to add? Tbh I wished I knew how to design units/building etc, but I'm just to lazy to read up about it Also with the new change in Steam where they merged kingdoms with the vanilla MW2, I ended up not being able to play the mod. Guess I need to sort that out soon :|

  2. #2
    foesto's Avatar Civis
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    Default Re: Personal Tweaks to COW

    Seems cool man, i dont use tweaks atm, I'm still on my first playtrough (wel 2nd actually cause i was getting owned in the 1st one) so I'm going for a 'pure' run now, i might indeed tweak some stuff like you did (costs and mercs etc) maybe ill hit those multiple HP units aswell or at least give some empire units 2 HP

    Cheers

    this is the best mod i know just click at the sig...beregond ty 4 ur help

  3. #3

    Default Re: Personal Tweaks to COW

    Yea I decided to not fool around with those yet, but might in another while. Played almost every faction so I needed a change to make it different

  4. #4

    Default Re: Personal Tweaks to COW

    I removed AP from the HE Swordmasters of Hoeth and the DE Executioners. They're still powerful, but don't wreck everything and everyone.

    Also made the Druchii ships 1 HP instead of 2. I should probably alter the unit sizes of the different factions' ships as well.

  5. #5
    Vette's Avatar Civis
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    Default Re: Personal Tweaks to COW

    I changed whole EDU to RC2.0.Removed AP and changed some other numbers/abilitys.So it feals kinda real and fantasy at a same time(of course it not working 100% lol).Changed buildings,build times,made all units recruitable and changed replanish times and training of units based on tier and training lvl.Made some new UI-s and added some stuff I like to existing ones(only for factions I like the most).

    I like how you remowed the HP from DE base ship Alhaiot.Makes it posible to challange DE script spawns at sea,still very very hard but posible.

  6. #6
    Vossie's Avatar Decanus
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    Default Re: Personal Tweaks to COW

    Just some minor tweaks to enhance the Warhammer feeling and experience.

    Economy - Boosted income for all factions except for Empire and Kislev.
    Units - All units are recruitable by their respective factions. ( Including mercs. )
    Buildings - Some minor edits. I.e Orks: Waagghh banners now increase the amount of recruitment slots.
    Scripts - Removed one or two spawn scripts which were causing crashes.
    Imperium Romanum

  7. #7

    Default Re: Personal Tweaks to COW

    Nice stuff guys. Maybe we should also mention in short what file to edit in order to get these tweaks. And of course always make a backup of the file your editing in case you make a bobo and F-up the game :o

  8. #8
    MeatChopper's Avatar Libertus
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    Default Re: Personal Tweaks to COW

    So far, I mostly sticked to the export_descr_unit for some tweaks...
    - Gave bodyguard units an extra health point - they just died too quickly in my opinion
    - I increased the mass and reduced the soldier radius of pike units so they actually have a chance of stopping a charge - as they should (please give some rep to Valiant Champion and alexgold, who came up with the idea)
    - I also tweaked the weapon preferences of the pike units to make them hold on to their primary weapon longer

    In my descr_stat, I mostly fixed some stuff...
    - Edited lines 3757 and 3758, two characters had a negative age which caused game crashes
    - Edited line 6860, pupulation of Marienburg was 400, huge city minimum is 500, also caused a crash

    For the future, well...I find all those scripted stacks annoying as hell, to be honest. Just started a Stirland campaign and I have six full stacks from Sylvania at my doorstep around turn 5, at a time when even supporting two full armies of my own would put me knee-deep in the red zone. So I might look into that, we'll see.

  9. #9
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Personal Tweaks to COW

    Quote Originally Posted by MeatChopper View Post
    In my descr_stat, I mostly fixed some stuff...
    - Edited lines 3757 and 3758, two characters had a negative age which caused game crashes
    - Edited line 6860, pupulation of Marienburg was 400, huge city minimum is 500, also caused a crash

    For the future, well...I find all those scripted stacks annoying as hell, to be honest. Just started a Stirland campaign and I have six full stacks from Sylvania at my doorstep around turn 5, at a time when even supporting two full armies of my own would put me knee-deep in the red zone. So I might look into that, we'll see.
    Were those errors in Gigs version?

    Also, have you checked the sand-box mod in sub-mods section, it removes scripted stacks.

  10. #10

    Default Re: Personal Tweaks to COW

    Quote Originally Posted by Kahvipannu View Post
    Were those errors in Gigs version?

    Also, have you checked the sand-box mod in sub-mods section, it removes scripted stacks.
    And where would this great sub-mod be? Because the only one that worth a download... well doesn't have a link to download it... since 2011.

  11. #11
    MeatChopper's Avatar Libertus
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    Default Re: Personal Tweaks to COW

    Quote Originally Posted by Kahvipannu View Post
    Were those errors in Gigs version?

    Also, have you checked the sand-box mod in sub-mods section, it removes scripted stacks.
    Uhm yep, just checked the file here on the forums again, it's the descr_strat from the Quickfix section of his painfree installation thread (http://www.twcenter.net/forums/attac...4&d=1338033498).

    Yes I had a look at the Sandbox mod, but as far as I recall it also disables the forced diplomacy, and I'd like to keep that. Any way to get one without the other?

  12. #12
    MeatChopper's Avatar Libertus
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    Default Re: Personal Tweaks to COW

    Update: Yeah I really don't want some of the changes of the Sandbox mod, so I started digging into the spawn scripts. This is going to be a looooong process, trying to balance everything after deleting/diminishing most of the spawns. Also, the spawn section of the campaign_script is spread out across over 50.000 lines of code -_-
    wish me luck

  13. #13

    Default Re: Personal Tweaks to COW

    Quote Originally Posted by MeatChopper View Post
    Update: Yeah I really don't want some of the changes of the Sandbox mod, so I started digging into the spawn scripts. This is going to be a looooong process, trying to balance everything after deleting/diminishing most of the spawns. Also, the spawn section of the campaign_script is spread out across over 50.000 lines of code -_-
    wish me luck
    Yeah I did this too, I added some spawn scripts and deleted others. It's actually quite easy to do but there are a lot of them so if you want to edit them all, well...

    As for tweaks, I replaced the money script for AI by this one from TATW: http://www.twcenter.net/forums/showt...8AI-economy%29
    Original post here: http://www.twcenter.net/forums/showt...nomy-script%29
    Its creator modified it a bit for COW and I improved it as well. When the AI gets a lot of spawn armies and with it a huge negative income, it can still get buildings in its towns without being able to recruit more troops. You can modify the threshold to get the desired effects. For example you can allow the AI to get more or less gold from the King's purse to counterbalance the upkeep of its armies to a certain limit. This way you have more control over the AI's economy. In vanilla COW the AI gets gold when its treasury is negative, with this gold the AI builds more troops and its treasury is even more negative after that, so it gets gold again and... builds even more troops so its treasury is more and more negative! And because the AI always receive a fixed amount of gold and it never varies, soon its treasury will remain negative even after the money cheat. And then the AI is bankrupt forever... It doesn't happen with this tweak if you modify it a bit. Unfortunately I deleted my modified campaign_script.txt so I lost what I did. It wasn't that long so I might do it again, the experience I had with this script was very satisfying.
    Last edited by Celtik; August 12, 2014 at 02:18 PM.

  14. #14
    Vossie's Avatar Decanus
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    Default Re: Personal Tweaks to COW

    Isn't that money script for V1.4.4? Getting it compatible with Gigs version of 1.5.1 is a pain..
    Imperium Romanum

  15. #15

    Default Re: Personal Tweaks to COW

    Quote Originally Posted by Vossie View Post
    Isn't that money script for V1.4.4? Getting it compatible with Gigs version of 1.5.1 is a pain..
    Yeah you can't just copy the files into your RODG folder and replace the others. You have to manually insert the script made by this guy into the 1.5.1 files to replace the other AI money script. It works well but you need to know what you're doing.

  16. #16

    Default Re: Personal Tweaks to COW

    Never though about that, but it seems that after i lowered the building, unit and upkeep prices, the AI is doing well in terms of buildings and units

  17. #17

    Default Re: Personal Tweaks to COW

    "Sylvania - Made it possible to build a Dogs of War camp and recruit Tomb King units. Why? for fun and a little more flavor. Probably not good lorewise
    Dwarves - Made it possible for the to hire some human mercs. Don't understand why they shouldn't be able to tbh.
    All factions - Possible to hire any type of merc you want, when ever you want. For me that sounds logical as I would think mercs are always on the lookout for an assignments. The scripts with the generals are still active."

    Stupid ideas, really - i think Cow shoud be lore-wise, the sandbox destroys all the fun, Warhammer universum is the only thing that makes this mod unique .
    All Orks is equal, but some Orks are more equal dan uvvas.

  18. #18

    Default Re: Personal Tweaks to COW

    Quote Originally Posted by Klierowski View Post
    "Sylvania - Made it possible to build a Dogs of War camp and recruit Tomb King units. Why? for fun and a little more flavor. Probably not good lorewise
    Dwarves - Made it possible for the to hire some human mercs. Don't understand why they shouldn't be able to tbh.
    All factions - Possible to hire any type of merc you want, when ever you want. For me that sounds logical as I would think mercs are always on the lookout for an assignments. The scripts with the generals are still active."

    Stupid ideas, really - i think Cow shoud be lore-wise, the sandbox destroys all the fun, Warhammer universum is the only thing that makes this mod unique .
    When 1.6 comes out, then i wont have these tweaks. Only reason i've done it is because i've played the MOD so much and just want some changes

    MC - How do you change the unit spacing and such? One thing that bothers me is the pikemen with long spears. They wont work for some reason and just switch to swords and get's massacered :|

  19. #19
    MeatChopper's Avatar Libertus
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    Default Re: Personal Tweaks to COW

    Nobody forces you to make those same changes to your own game Klierowski, so...why does it bother you? This thread is called personal tweaks for a reason; if he likes it that way, what's the problem? I wouldn't want those changes in my own game either, but sometimes I get a good idea from this thread, so just keep it coming boys

    BTW: Apart from lore, why on earth would I use the vanilla CoW Talabecland swordmasters instead of Empire swordsmen? They cost more, their advantage in stats is marginal, and they can't form a shield wall. Gave them better attack and, in return, increased unit spacing to reflect their combat style (close formation fighting in the woods doesn't really work). Might do stuff like that for other units as well, unique units shouldn't just be different in models and textures, they should work differently IMO.

  20. #20

    Default Re: Personal Tweaks to COW

    Quote Originally Posted by MeatChopper View Post
    Nobody forces you to make those same changes to your own game Klierowski, so...why does it bother you? This thread is called personal tweaks for a reason; if he likes it that way, what's the problem? I wouldn't want those changes in my own game either, but sometimes I get a good idea from this thread, so just keep it coming boys

    BTW: Apart from lore, why on earth would I use the vanilla CoW Talabecland swordmasters instead of Empire swordsmen? They cost more, their advantage in stats is marginal, and they can't form a shield wall. Gave them better attack and, in return, increased unit spacing to reflect their combat style (close formation fighting in the woods doesn't really work). Might do stuff like that for other units as well, unique units shouldn't just be different in models and textures, they should work differently IMO.

    I have a ALL units stats moded, also AI is modded and the buildings... whole gameplay is diffrent in my game becuse i modded everything to most lorelike, but i have old files and im too lazy to modify them to latest game files ( i still have those mods in my warcry mod, but it won't work on most of users CoW versions becuse diffrent files) .
    I also think that vanillia cow is almost unplayable becuse some errors but most importat for me is lore-wise gameplay .
    All Orks is equal, but some Orks are more equal dan uvvas.

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