Eastern Europe at War (EEaW) - now on GitHub!

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MaxLynch
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Re: Eastern Europe at War (EEaW) - now on GitHub!

Post by MaxLynch »

Hi,
I had this question already when I played the addon many years ago.
I would like to ask it now for the sake of keeping things documented.
What does the unit name "Moloyec" suppose to mean?
I speak Ukrainian, Russian, Polish and other Eastern European languages and there is no word like this. The closest one would be Ukrainian "молодець" (molodec'), Russian "молодец" (malad'ec) which means "a good guy". In archaic times it could be used in the meaning "hero" too. This is my guess that this word was misspelled.
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Kasim
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Re: Eastern Europe at War (EEaW) - now on GitHub!

Post by Kasim »

I guess they meant "Mołojec", here is the dictionary definition:
https://sjp.pwn.pl/slowniki/mo%C5%82ojec.html
Young cossack or cossack soldier.
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inferno8
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Re: Eastern Europe at War (EEaW) - now on GitHub!

Post by inferno8 »

Eastern Europe at War (EEaW) is now available on the 1.18 add-ons server!
EEaW_promo_factions.png
There were some minor balance tweaks related to the fortify ability in this version. I also improved faction images and optimized unit sprites.

Full changelog:

Code: Select all

## Version 3.1
 ### Abilities
	* the fortify ability cover bonus reduced from +20% to +10%
	* the fortify ability no longer grants +20% cover in a castle or keep
 ### Graphics
        * improved faction images
	* moved emblems to a separate folder
	* sprite cleanup & improvements
	* optimized images
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Chilarchos
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Re: Eastern Europe at War (EEaW) - now on GitHub!

Post by Chilarchos »

I noticed a few errors in the cavalry statistics.
The description of the units says that most cavalry have 30% defense in the forest, but in reality they have as much as on flat terrain, i.e. 40% or 50%. This can be easily changed by adding the "-" sign next to the value. e.g. forest=-70.
The second issue concerns the translation into Polish of "Cuirassier". It looks like it was translated mechanically, i.e. because a cuirass means armor, it means "armored" (pancerny) in Polish. Shouldn't it just be "kirasjer"? This translation hurts my eyes so much :P

Apart from that, I see that everything is OK and many previous graphics errors (prussian faction) have been corrected. I love this mod, only the winged hussars with 40% in the forest and the Kirasjer as Pancerny :(
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inferno8
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Re: Eastern Europe at War (EEaW) - now on GitHub!

Post by inferno8 »

Hi Chilarchos and thanks for the feedback :) The update should be ready this weekend. If you find any other translation oddities, let us know. ;)
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Re: Eastern Europe at War (EEaW) - now on GitHub!

Post by inferno8 »

Eastern Europe at War 3.1.1 is out!

This small update fixes incorrect forest defense values for cavalry (it should no longer exceed 30-40% in most cases). The Polish translation has also been updated.

Full changelog:

Code: Select all

## Version 3.1.1
 ### General
   * fixed incorrect forest defense for cavalry (it should no longer exceed 30-40% in most cases) - affected units: Croatian Companion, Croatian Rider, Elite Winged Hussar, Infamis, Lisovianus, Mercenary, Mounted Dragoon, Winged Hussar, Young Winged Hussar, Cuirassier, Dragoon, General, Leib Cuirassier, Leib Dragoon, Leib Guard Cuirassier, Leib Guard Dragoon, Hakkapeliitta
 ### Traits
   * colonial: fixed incorrect resistance bonus value
 ### Translations
   * updated the Polish translation
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Chilarchos
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Re: Eastern Europe at War (EEaW) - now on GitHub!

Post by Chilarchos »

Będę pisał po polsku bo mi tak łatwiej.
Z tego co zauważyłem to:
obrony terenowe kawalerii w lesie są poprawione ale:
1) pruski dragon ma jakiś błąd bo rzeczywistą obronę w lesie ma 50% czyli nawet większą niż w lesie i na płaskim terenie. Nie wiem czemu tak się dzieje.
2) pruska piechota zauważyłem, że też ma w opisie obronę w lesie 30% ale rzeczywista jest większa czyli ten sam problem co wcześniej miała kawaleria.
3) kawaleria w wioskach ma ten sam problem co wcześniej w lesie tj. daje i obronę terenową z płaskiego terenu jeśli jest większa. (na pewno tak jest u polskiego pancernego i husarii)
4) tłumaczenie drugiego i trzeciego poziomu Kirasjera ma literówkę chyba bo jest tam Leibkurasjer zamiast kirasjer. Nie wiem czy zamiast strażnik nie lepiej byłby gwardzista ale to tylko moje głośne myśli :P W wiki znalazłem wyrażenie lejbgwardzista. Może lepiej będzię lejbgwardyjski kirasjer?
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inferno8
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Re: Eastern Europe at War (EEaW) - now on GitHub!

Post by inferno8 »

Chilarchos wrote: July 21st, 2024, 3:07 pm Będę pisał po polsku bo mi tak łatwiej.
Ok, I'll be writing in English, so that more people understand the discussion.
Chilarchos wrote: July 21st, 2024, 3:07 pm 1) pruski dragon ma jakiś błąd bo rzeczywistą obronę w lesie ma 50% czyli nawet większą niż w lesie i na płaskim terenie. Nie wiem czemu tak się dzieje.
2) pruska piechota zauważyłem, że też ma w opisie obronę w lesie 30% ale rzeczywista jest większa czyli ten sam problem co wcześniej miała kawaleria.
Iirc, there is a special "colonial" trait randomly applied to some Prussian units which grants additional +10% to sand and forest defense. That is what you probably witnessed. I can remove the trait for all Prussian cavalry. It should help a bit. Not sure about the infantry, though. Afaik, the colonial trait was a core design behind the entire faction.
Chilarchos wrote: July 21st, 2024, 3:07 pm 3) kawaleria w wioskach ma ten sam problem co wcześniej w lesie tj. daje i obronę terenową z płaskiego terenu jeśli jest większa. (na pewno tak jest u polskiego pancernego i husarii)
Ah, yes. I see it too. I'll try to fix incorrect village defense values in the next update. :)
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Chilarchos
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Re: Eastern Europe at War (EEaW) - now on GitHub!

Post by Chilarchos »

Trait colonial bardzo mi się podoba:) Tak to właśnie widziałem nie pomyślałem o tym, że jest taka cecha. Jeśli chodzi o piechotę mam na myśli to , że w opisie jednostki wszystkie piechoty też mają 30% obrony terenowej w lesie a brana jest tylko obrona terenowa z płaskiego terenu tak jak przy kawalerii. Wydaje mi się, ze założenie było by piechota miała obronę terenową taka jak w opisie jednostki. Po prosty jest ten sam problem co przy kawalerii, brak minusa przy wartości obrony w lesie. Bez minusa przy wartości piechota nigdy nie będzie miała obrony terenowej z lasu. Chyba nie bez powodu wartości w lesie i na płaskim są różne a teraz nie ma możliwości by tak się stało bo zawsze bierze wartość wyższą. Jak by tak miało być to myślę, że te wartości były by w opisie jednostki równe. Nie brałem udziału w projektowaniu tej frakcji więc mówię tylko co mi się wydaje.
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inferno8
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Re: Eastern Europe at War (EEaW) - now on GitHub!

Post by inferno8 »

Eastern Europe at War 3.2 is out!

This is a bigger update than usual. I modified/fixed various terrain defense values of more than 70 units. A lot of it is based on Chilarchos' findings. Generally speaking, most cavalry units no longer have higher than usual defenses in villages, cannons have terrible defenses in forests now, and Prussian infantry defenses are more in check with their code. I doubt the update fixes all instances of "defense weirdness", but we are slowly getting there.
Chilarchos wrote: July 21st, 2024, 3:07 pm 3) kawaleria w wioskach ma ten sam problem co wcześniej w lesie tj. daje i obronę terenową z płaskiego terenu jeśli jest większa. (na pewno tak jest u polskiego pancernego i husarii)
In case of Hussars, 50% village defense was intentional, iirc. If you find it unbalanced, let me know.
Chilarchos wrote: July 21st, 2024, 3:07 pm 4) tłumaczenie drugiego i trzeciego poziomu Kirasjera ma literówkę chyba bo jest tam Leibkurasjer zamiast kirasjer. Nie wiem czy zamiast strażnik nie lepiej byłby gwardzista ale to tylko moje głośne myśli :P W wiki znalazłem wyrażenie lejbgwardzista. Może lepiej będzię lejbgwardyjski kirasjer?
Done. ;)

Full changelog:

Code: Select all

## Version 3.2
 ### General
   * most cannons have 20% forest and fungus defense cap now
   * most cavalry units have 40% village defense cap now
 ### Units
   * Austrians (Habsburg Monarchy):
     * Battle Cannon: forest and fungus defense capped at 20%
     * Cannon: forest and fungus defense capped at 20%
     * Colonel Hussar: village defense capped at 40%
     * Culverin: forest and fungus defense capped at 20%
     * Dragoon: village defense capped at 40%
     * Elite Dragoon: village defense capped at 40%
     * Elite Hussar: village defense capped at 40%
     * Heavy Mortar: forest and fungus defense capped at 30%
     * Horse Artillery: village defense capped at 40%
     * Hussar: village defense capped at 40%
     * Mortar: forest and fungus defense capped at 30%
     * Veteran Horse Artillery: village defense capped at 40%
   * Cossacks (Cossack Hetmanate):
     * Big Tabor: shallow water defense from 10% to 20%
     * Fire Tabor: shallow water defense from 10% to 20%
     * Great Tabor: shallow water defense from 10% to 20%
   * Polish-Lithuanian Commonwealth:
     * Armoured: village defense capped at 40%
     * Armoured Companion: village defense capped at 40%
     * Cannon: forest and fungus defense capped at 20%
     * Infamis: fixed incorrect movement type; village defense capped at 40%
     * Lisovianus: fixed incorrect movement type; village defense capped at 40%
     * Small Cannon: forest and fungus defense capped at 20%
     * Zagonczyk: village defense capped at 50%
   * Prussians (Brandenburg-Prussia):
     * Colonial Marine: forest defense capped at 40%, fungus defense capped at 30%
     * Colonial Officer: fungus defense capped at 30%
     * Colonial Ranger: fungus defense capped at 30%
     * Colonial Veteran: fungus defense capped at 30%
     * Cuirassier: fungus defense capped at 30%
     * Dragoon: fungus defense capped at 30%
     * Engineer: forest and fungus defense capped at 30%
     * General: fungus defense capped at 30%
     * Grenadier: forest and fungus defense capped at 30%
     * Heavy Cannon: forest and fungus defense capped at 20%
     * Howitzer: forest and fungus defense capped at 20%
     * Leib Cuirassier: fungus defense capped at 30%
     * Leib Dragoon: fungus defense capped at 30%
     * Leib Grenadier: forest defense capped at 30%
     * Leib Guard: forest defense capped at 30%
     * Leib Guard Cuirassier: forest defense capped at 30%
     * Line Soldier: forest and fungus defense capped at 30%
     * Officer: forest defense capped at 40%, fungus defense capped at 30%
     * Recruit: forest and fungus defense capped at 30%
     * Sapper: forest and fungus defense capped at 30%
     * Siege Howitzer: forest and fungus defense capped at 20%
     * Veteran Lieb Grenardier: forest and fungus defense capped at 30%
     * Veteran Line Soldier: forest and fungus defense capped at 30%
   * Russians (Tsardom of Russia):
     * Don Ataman: village defense capped at 40%
     * Don Moloyec: village defense capped at 40%
     * Field Cannon: forest and fungus defense capped at 20%
     * Rynda: forest defense capped at 40%
     * Rynda Tsar Guard: forest defense capped at 40%
     * Small Cannon: forest and fungus defense capped at 20%
   * Swedes (Kingdom of Sweden):
     * Battle Cannon: forest and fungus defense capped at 20%
     * Cannon: forest and fungus defense capped at 20%
     * Hakkapeliitta: village defense capped at 40%
     * Recruit: forest and fungus defense capped at 40%
     * Royal Culverin: forest and fungus defense capped at 20%
     * Siege Cannon: forest and fungus defense capped at 20%
   * Tatars (Crimean Khanate):
     * Crimean Khan: village defense capped at 40%
     * Elite Horde Man: village defense capped at 40%
     * Elite Sharpshooter: village defense capped at 40%
     * Horde Man: village defense capped at 40%
     * Tatar: village defense capped at 40%
     * Tatar Bey: village defense capped at 40%
     * Tatar Bowman: village defense capped at 40%
     * Tatar Healer: village defense capped at 40%
     * Tatar Medic: village defense capped at 40%
     * Tatar Murza: village defense capped at 40%
     * Tatar Shooter: village defense capped at 40%
     * Dey: village defense capped at 40%   
   * Turks (Ottoman Empire):
     * Cannon: forest and fungus defense capped at 20%   
     * Heavy Cannon: forest and fungus defense capped at 20%   
 ### Traits
   * colonial (musthave): fixed incorrect defense bonus value
 ### Code
   * removed repeating defense values that overlaped with core values
 ### Translations
   * updated the Polish translation
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