Cossacks 3

Cossacks 3

Realism di Francesco Cavalli (outdated)
✝ Gamlingwine  [developer] 7 Feb, 2017 @ 3:25am
TEST RESULTS AND SUGGESTIONS
Opening another suggestion thread, the following comments were posted by Renegade Prime:

1. 18th C musketeers need the BS that they can fire over one another completely removed. The game mechanics do not permit this to be logical in any sense nor does it give any valid reason whatsoever for using large and proper formations for musketeers.
2. 18th C pikemen are fine, they're terrible but we need meat shields for more difficult AI.
3. Cav is difficult to make, it's fine as it is and it makes me think twice before deploying it somewhere
4. 18th C musketeers need the production time lowered by about 1.25 seconds, they take too long for infantry that was meant to be in numbers.
5. Make all barracks cheaper to produce
6. The AI needs a serious fixing regarding how much it spams cavalry as it is nonsensical

This information is gathered after playing four matches with and against other players with AI enabled. All matches were played on very hard to impossible AI as well.
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Showing 1-15 of 61 comments
✝ Gamlingwine  [developer] 7 Feb, 2017 @ 3:34am 
My personal comments

1. I honestly don't understand this point. Musketeers can't shoot over one another, only the first row can generally shoot in most formations. If you mean we should remove the whole system because the vanilla formations have too many rows that just stand there and do nothing, I agree.

I previously advised, if possible, to rework the formations to make them max 3 ranks thick even at the greatest size of 400 men. Historically, that is how men lined up for battle.

2. I still suggest changing the creation speed, manpower has to be represented in a form or another.

3. I agree cavalry is fine, the damage, defence seems to be balanced with its training cost and build time. Cavalry regiments were expensive and fielded with special use. This is not medieval france with masses of cavalry.
Anyone suggesting on the other hand that cav is too powerful, no, it's realistic, A cavalry sabre damage can't be lower or on par with the damage a bayonet does. Infantry survived hussar charges only due to discipline and proper formations, not by sheer force in a melee.

5. I suggested before to remove the multiplier that makes each barrack more expensive. It makes no bloody sense. Along with it however houses should be changed to allow at least 3 times as much the housing because otherwise with the easily spammable infantry we would be building houses at all times.

6. I'm not sure we can correct this. I have noticed the AI is somewhat dumb and outright monotonous in some of its behaviour. L'Marquis will see for himself.
Shouravik 7 Feb, 2017 @ 5:26am 
Originally posted by Milo of Lombardy:
My personal comments

1. I honestly don't understand this point. Musketeers can't shoot over one another, only the first row can generally shoot in most formations. If you mean we should remove the whole system because the vanilla formations have too many rows that just stand there and do nothing, I agree.

I previously advised, if possible, to rework the formations to make them max 3 ranks thick even at the greatest size of 400 men. Historically, that is how men lined up for battle.

2. I still suggest changing the creation speed, manpower has to be represented in a form or another.

3. I agree cavalry is fine, the damage, defence seems to be balanced with its training cost and build time. Cavalry regiments were expensive and fielded with special use. This is not medieval france with masses of cavalry.
Anyone suggesting on the other hand that cav is too powerful, no, it's realistic, A cavalry sabre damage can't be lower or on par with the damage a bayonet does. Infantry survived hussar charges only due to discipline and proper formations, not by sheer force in a melee.

5. I suggested before to remove the multiplier that makes each barrack more expensive. It makes no bloody sense. Along with it however houses should be changed to allow at least 3 times as much the housing because otherwise with the easily spammable infantry we would be building houses at all times.

6. I'm not sure we can correct this. I have noticed the AI is somewhat dumb and outright monotonous in some of its behaviour. L'Marquis will see for himself.

In regards to these points

1. Yes remove it, it needs to be completely gone until someone can make a system where you can fire by rank.

2. Manpower is represented by your resources, Cossacks isn't AOE. The game is a meat grinder, this is how its best played. You can have realism added to it but don't ruin it with artificial restrictions and nonsense. Again, this game badly, badly supports any level of realism modification like that currently.

3. Agreed, Cav is actually done very nicely

4. Uh where is 4

5. Yes friggin remove the multiplier, we need more men, we need more bodies. If you can support the men you should be able to get more.
yellowmellow45 7 Feb, 2017 @ 8:56am 
I'm sure you're aware of this issue, but having used the mod, it appears that units all fire their muskets at the same time, meaning there are large gaps in between shots. Shots would have been staggered in order to ensure that there was constant fire.
✝ Gamlingwine  [developer] 7 Feb, 2017 @ 9:18am 
Originally posted by Renegade Prime:
Originally posted by Milo of Lombardy:
My personal comments

1. I honestly don't understand this point. Musketeers can't shoot over one another, only the first row can generally shoot in most formations. If you mean we should remove the whole system because the vanilla formations have too many rows that just stand there and do nothing, I agree.

I previously advised, if possible, to rework the formations to make them max 3 ranks thick even at the greatest size of 400 men. Historically, that is how men lined up for battle.

2. I still suggest changing the creation speed, manpower has to be represented in a form or another.

3. I agree cavalry is fine, the damage, defence seems to be balanced with its training cost and build time. Cavalry regiments were expensive and fielded with special use. This is not medieval france with masses of cavalry.
Anyone suggesting on the other hand that cav is too powerful, no, it's realistic, A cavalry sabre damage can't be lower or on par with the damage a bayonet does. Infantry survived hussar charges only due to discipline and proper formations, not by sheer force in a melee.

5. I suggested before to remove the multiplier that makes each barrack more expensive. It makes no bloody sense. Along with it however houses should be changed to allow at least 3 times as much the housing because otherwise with the easily spammable infantry we would be building houses at all times.

6. I'm not sure we can correct this. I have noticed the AI is somewhat dumb and outright monotonous in some of its behaviour. L'Marquis will see for himself.

In regards to these points

1. Yes remove it, it needs to be completely gone until someone can make a system where you can fire by rank.

2. Manpower is represented by your resources, Cossacks isn't AOE. The game is a meat grinder, this is how its best played. You can have realism added to it but don't ruin it with artificial restrictions and nonsense. Again, this game badly, badly supports any level of realism modification like that currently.

3. Agreed, Cav is actually done very nicely

4. Uh where is 4

5. Yes friggin remove the multiplier, we need more men, we need more bodies. If you can support the men you should be able to get more.

Didn't add the fourth point as I had no personal comment. I haven't been into so many games that I feel like I can tell how the infantry ratio compared to cavalry and artillery is. So you might be right but I have no idea myself.

The first point is the very first modification L'Marquis had in mind when he started the mod so I doubt he will consider removing it. Perhaps we might think about reworking it temporarily in a way or another. All I suggest is

1.add a skirmish formation to all musketeers instead of the rank formation. The way the soldiers line up is the way most line infantry would have formed ranks anyway
1b make the aforementioned formation only 2 ranks deep, max 3. Allowing the first 2 ranks to fire.
2. To compensate for this make the original skirmish formation for the light infantry (sharpshooters) different, giving soldiers more spacing between one another. Spread out entirely.
✝ Gamlingwine  [developer] 7 Feb, 2017 @ 9:21am 
If you haven't checked the skirmish formation please check the square one for pandurs and chasseurs in game and see for yourself what I am referring to.
✝ Gamlingwine  [developer] 7 Feb, 2017 @ 9:23am 
Originally posted by yellowmellow45:
I'm sure you're aware of this issue, but having used the mod, it appears that units all fire their muskets at the same time, meaning there are large gaps in between shots. Shots would have been staggered in order to ensure that there was constant fire.

I would be interested in this. Are you sure formations of musketeers shot the way you described? As far as I am aware professional and disciplined platoons would shoot every 15 seconds or so at the same precise time to maximise fire power. Please to provide some source, I am an amateur of the period and the more I study the happier I am.
Shouravik 7 Feb, 2017 @ 9:57am 
He's referring to "platoon fire" which was tried and failed due to its complexity. It was an evolution of a company working in volley fire with the front rank kneeling.

Volley fire was how things were done, also maybe removing the firing system for musketeers entirely would be silly but for right now there's literally no reason to use musketeers if all they're good for is melee.
Barry Chuckle  [developer] 8 Feb, 2017 @ 8:41am 
What I might do is make all units slightly 'thinner' so at least two rows can fire, yet are still prevented from firing over friendly formations. I think proper fire by rank will hsve to wait for a dev update, if thy ever go that far
Shouravik 8 Feb, 2017 @ 8:44am 
Please and thank you, right now anyone that fires is essentially useless because even with 120 man formation using only the front row to fire is painful. Two rows would be far better.
✝ Gamlingwine  [developer] 8 Feb, 2017 @ 9:38am 
Originally posted by Marquis Du Minge:
What I might do is make all units slightly 'thinner' so at least two rows can fire, yet are still prevented from firing over friendly formations. I think proper fire by rank will hsve to wait for a dev update, if thy ever go that far

So formations aren't editable in the sense you can give an input to the size of the first rank, rank quantity etc?
Barry Chuckle  [developer] 8 Feb, 2017 @ 9:41am 
That you can do, but there's a limit to how wide they can be, so I couldn't make a 196 man formation of three ranks
Shouravik 8 Feb, 2017 @ 9:44am 
Well anyone with any common sense regarding cossacks would simply use the 120 man formation as it is the easiest to move about.
✝ Gamlingwine  [developer] 8 Feb, 2017 @ 9:48am 
I don't like huge formations either. They don't make much sense. I'm not even sure platoons we're that big back then? I mean did an officer ever lead that many men all by himself? It looks unreal, they wouldn't hear the commands between one edge and the other of the battalion...

I don't know. I would like the wide formation option, we could still make them as wide as possible but maintaining 196 men strong ones as an option? ♥♥♥♥ the 4 hundred men one tho.
Barry Chuckle  [developer] 8 Feb, 2017 @ 9:52am 
So I've just read that the limit for lines is 55 men per line - I'll redraw line formations to be three ranks now!
Shouravik 8 Feb, 2017 @ 9:53am 
Originally posted by Milo of Lombardy:
I don't like huge formations either. They don't make much sense. I'm not even sure platoons we're that big back then? I mean did an officer ever lead that many men all by himself? It looks unreal, they wouldn't hear the commands between one edge and the other of the battalion...

I don't know. I would like the wide formation option, we could still make them as wide as possible but maintaining 196 men strong ones as an option? ♥♥♥♥ the 4 hundred men one tho.
Depends on the kind of officer, but scaling is the most important thing here since having and regularly deploying that many men gets things way too clunky to actually use properly.
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