Cossacks 3

Cossacks 3

39 ratings
English Civil War
   
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1.398 GB
25 Mar, 2022 @ 10:20am
11 Mar @ 6:11am
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English Civil War

Description
English Civil War

This is my latest mod featuring the English Civil War, not a very big mod and not a lot different from Vanilla.
It only has three factions, Parliament Royalist and Scotland. I have duplicated each so that whichever is chosen the A.I will react differently and produce a different pre-determined selection of troops.
There are no Barrack or Stable upgrades and limited Academy and Blacksmiths to cut down on micro-management.
Many thanks to Awar for the use of his models, especially the Musketeer and Royalist Dragoon which he created for me.
It won't be to everyones taste but I hope you enjoy it.
19 Comments
xpldrox 30 Jan, 2024 @ 7:42pm 
Oh this dind't saw this mod before, i will check it out, thx for your effort =)
Loner  [author] 24 Sep, 2023 @ 2:20am 
m_i_c_h_a_e_l , thanks, I deliberately removed the ability to build walls and fences because they can be easily abused.
m_i_c_h_a_e_l 23 Sep, 2023 @ 9:05am 
Good Attempt, like the units, like the models and flags, just prepare for a long game because the units don't train very quickly. I like the formations. I am disappointed there are no base building aspects, no fortifications, but that might be a deliberate decision but i do like to turtle.
Deathwatch 29 Jul, 2023 @ 7:41am 
Sweet! Look forward to trying it out!
Loner  [author] 29 Jul, 2023 @ 2:29am 
Deathwatch, I'll make the changes you suggest then upload to Steam where you can test for your-self and let me know how it went.
Deathwatch 28 Jul, 2023 @ 9:42am 
If the intention is to stop them running away, you could always give them a weak melee attack to represent drawing a sidearm/clubbing with the butt of the musket, as happened historically when musketeers were forced into melee. :)

I think you should probably try balancing cost by seeing how the AI handles it. If you start a 1v1 with an Impossible AI it should attack you- but in my experience it didn't because it probably couldn't mass enough troops to feel comfortable doing that due to cost. Try quartering unit costs across the board and work up or down from there, maybe?

As for musketeers prioritizing shooting and ragged formations- maybe that is in the base game, but the behaviour might be slightly different - which means something in your mod is causing that different behaviour, I would guess. I'm far from an expert though and am quite happy to take you at your word if you tell me something can't be fixed. :D

Thanks a lot for the reply!
Loner  [author] 28 Jul, 2023 @ 4:28am 
Deathwatch, First of all, thanks for the feedback, it's nice for my hard work to be appreciated, I'll go through your points one by one. Troops too expensive, I'll take a look at that, can't actually remember what they are, what would you suggest. Too aggressive, I can shorten the search parameter so they won't wander. Musketeers prioritizing shooting, not sure how to prevent this, I know this is possible because I've seen it in other mods, but I'm afraid it's out of my ability. Musketeers with bayonets, probably not historically accurate but I wanted them to have some form of melee ability, I found it a bit daft them having to run away before they can shoot. Ragged formations, I could be wrong but I thought this was a game problem rather than a mod one.
Deathwatch 27 Jul, 2023 @ 4:37am 
Pt 2: -IMMEDIATELY after moving them. Also, musketeers prioritize shooting far above moving to the extent where if you want them to move without taking forever because they're in range of an enemy and desperately want to shoot them, you have to turn off their shooting, move them, set stand ground and then reenable shooting. It's really fiddly and markedly different behaviour from the base game which I think got this right.

Should musketeers have bayonets, by the way? Is that historically accurate?

Finally, and it's a really minor thing, but lines are really hard to make 'neat'. I have to ask my troops in formations to move several times to the spot they're currently on before they'll decide to stand in a nice neat line instead of a raggedy one.

I really like this mod though, definitely one of my favourites. I hope this feedback is useful to make it even better!
Deathwatch 27 Jul, 2023 @ 4:37am 
Some feedback:

Pt 1: I LOVE the battles in this mod, the blocking of fire encouraging line battles, the high health and damage leading to protracted combats where pikemen and other melee units are actually useful, how expensive units are encouraging you to use them efficiently, it's all great. It's the closest I've seen to the old Realism by Francesco Cavalli mod's approach to balance, which I love.

However, I think units may be a bit *too* expensive. They're certainly far too expensive for the AI to use efficiently- I steamrolled an Impossible opponent without issue because I outproduced him by simply maximizing gold output as fast as possible then pumping out more units than he had and using them properly (Musketeer line with pikes behind to intercept anyone getting close).

Also, units seem very aggressive. I keep having units move away from where I've left them to pursue enemies that aren't overextended at all because I wasn't really careful about setting them to stand ground-
Loner  [author] 22 Oct, 2022 @ 3:47am 
Kurt Vanderpoopen, no sorry, I find that the building of walls can easily be abused.