Cossacks 3

Cossacks 3

Touch's Realistic ReBalance
24 Comments
Arcaraziel 5 May @ 8:13am 
do you never thought to add more formation for riffle units like spread men where the vision sight isnt blocked and they can shoot ? some particular units already had with the line formation, wonder if any ranged units could have this type formation
Arcaraziel 5 May @ 12:16am 
hi, the mod seems wonerful and thanks!!! but is possible to make the mod compatible with all campaigns dlc inclueded? i would like to play the qame with this mod in any way possible
TvpBs 18 Apr @ 2:54am 
i love this mod... will there be more content?

we need:
-Regiment Flags
-zoom out
-new death sounds
syls 22 Feb @ 6:20am 
salut, les campagnes et missions ne marchent plus avec ton mod, j'espère que tu pourras trouver une solution, super mod, cordialement.
che.bugarini 12 Feb @ 6:51pm 
Hello, reescale the units please
Cloacky 27 Jan @ 8:40am 
will it work with dlc campaigns? cheers
Esch1lus 2 Sep, 2024 @ 4:37pm 
1) Added some kind of collision for units, so shooters won't fire if a friendly unit is in the line of fire; only the first line in formation will shoot, making it very important to use formations with wide rows > this thing basically stops most units to fire from the first line, and also stops firing from the 3rd row and following. It really cripples the gameplay.

2) Added sound to grenade explosion. > is it a sample you added from a library or is it already included in the original game?
Jumbo 20 Jul, 2024 @ 5:02am 
Hi,
Thanks for the great mod. I have one addition I would like to suggest:
Slower ships. Totally immersion breaking in this game is how the yachts are moving like a speed boat by endgame. I think it is very good to have durable and powerful ships, but they should all have a reasonable speed - even with yachts been faster than other ships.
CheriSh21 3 Jun, 2024 @ 5:12am 
Wow thanks! Gonna try it out
TouchMe  [author] 1 Jun, 2024 @ 7:21am 
Base game campaigns should be playable now
syls 21 May, 2024 @ 11:25pm 
salut, je n'arrive plus à jouer avec ton mod sur les missions et campagnes ?, pour les mercenaires, ils doivent etre plus fort plus couteux et plus lent a construire se sont des professionnels dans la guerre, dernier conseil augmente le prix des maisons, merci pour ton mod.
TouchMe  [author] 20 May, 2024 @ 7:29am 
@CheriSh21 Unfortunately not
CheriSh21 17 May, 2024 @ 4:46am 
This mod isn't compatible with campaigns right? I get an error when starting a scenario and then it crashes.
TouchMe  [author] 1 May, 2024 @ 10:13am 
@BlackKnight The issue with 17th-century musketeers turning around occurs when an attack-move command is issued and there isn't a clear line of fire, often because friendly units are in front. This causes the musketeers to rotate in search of another target. For me to fix it, I'd have to remove that 'is friend on line' check before firing, which I don't want to do. Also, 17th century musketeers don't have bayonets but they still have melee attack. Some units have bad animation for melee, so it might look as they are just standing, or dabbing).

Regarding, issue with AI not recruiting enough troops. I've improved AI's decision-making considerably in latest updates, but there is still some room for experiments and improvements.
TouchMe  [author] 1 May, 2024 @ 9:54am 
@Проктор I've added pauses between each melee attack to slow down combat, allowing you more flexibility with units like the musketeer. Additionally, I've increased the shield bonuse in line formation, enabling a single squad to hold off ~three enemy squads for a longer period. Though the enemy will still win, it will now take them longer, giving you more opportunities to maneuver other units. I've also doubled the training time for 18th-century pikemen.
Xarthras 28 Apr, 2024 @ 9:53am 
@Проктор There is a mod witch prevents soldiers from cluster. It's compatibile with this one.
Xarthras 28 Apr, 2024 @ 9:52am 
Sadly, it makes campaigns impossible to finish, becouse computer is too smart :P
Proktor 24 Apr, 2024 @ 12:43am 
Very cool mod, seems to have excellent balance, but something is wrong with melee infantry, they are too strong, most likely due to the fact that they cluster in a big pile, if you had the opportunity to make it so that the infantry does not cluster in a big pile or you need something like then change the balance, because the spearmen just demolish everything.
BlackKnight 16 Apr, 2024 @ 12:48pm 
About the musketeer issue, if they get close and turn their back to run, i wouldn't report it, because it is similar to vanilla behavior, but they instead running forward the enemies, even though they don't have bayonet. Also when we build up a wall and let musketeer to fire behind it, they still run around and not likely to shoot the enemies more
Regarding the spamming of spearmen, you would be right if they have enough troops, but we 3 players just spammed 1000 spearmen and human waved the AI home (we also recruited 500 Grenadiers each but haven't used yet before winning), they just simply slowly recruit, and their armies sending to our walls only consist of archer mercs (no merc grenadiers like vanilla) and pikemen and some musketeer, around 100 men (incl. 5 mortars, no howitzer, no cannons) per wave. We are so impatient so we opened the gate to human waved them
TouchMe  [author] 16 Apr, 2024 @ 12:29pm 
@BlackKnight,

The 17th musketeers do not prioritize melee combat. They will attempt to flee if possible and won't shoot if an enemy is very close. They only engage in melee if cornered. Units equipped with bayonets also won't shoot at close range; instead, they use their bayonets. If you want to prevent them from doing this, use the 'hold mode' command. This applies to 17th-century musketeers as well.

The issue with AI not using artillery has been fixed. However, keep in mind that artillery units are now very expensive and tend to be more viable in the late game. If the AI lacks resources, it won't recruit artillery units.

Regarding the spamming of spearmen, it might just be my experience, but it's very challenging to win against the impossible AI using just spearmen. Following @syls's comment, I've increased the musketeers' damage, and they are now considerably more formidable than before
BlackKnight 16 Apr, 2024 @ 9:45am 
Hi, i want to report the bug of the gun soldier, they just shoot 1 or 2 times and then move around (some units don't have bayonet also running around and refuse to shoot, if they have, they will charge enemies), even the enemies are very far away. Also the AI recruits units very low paces compare to vanilla AI, they don't use artillery at all, just recruit some mortars and howitzers (very small amounts compare to vanilla). I hope you can fix this soon. I really enjoy your mod when AI knows how to use formation but bugs make it stupidier than vanilla.
Tested with 2 friend in 3v5 Impossible AI, we just spammed spearmen and win, kinda lame ;(
syls 9 Apr, 2024 @ 4:39am 
bonjour, les tireurs ne servent à rien, ils n'ont pas d'utilités, on gagne facilement avec les piquiers sur les missions et campagnes et carte aléatoire, mauvaise équilibrage, cordialement.
sofar03 16 Mar, 2024 @ 12:49pm 
The most realistic battle mod I've tried so far, the developer looks very promising, can't wait for more content from him.
Prokep 16 Mar, 2024 @ 12:49pm 
The most realistic mod I've ever seen. 100% banger. Looking forward for further updates.