Cossacks 3

Cossacks 3

OCMOD3
Crazy Cossack  [developer] 22 Mar, 2017 @ 9:12pm
Main Changes in OCMOD3
Here are the main changes in OCMOD3

. Removes the effect of reverse trading in the market.
· Reduces how much of a purchased resource you get when you trade.
· Encourages you to collect each resource directly as that is the best use of peasant workers.
· Increases the costs of the diplomatic centre mercenary units.
· Adds an inflation cost to mercenary units. Batch order them, do not use infinite queue.
· Increases the time for mercenary units to produce although they still produce quite fast.
· Makes 18th C diplomatic units unavailable until 18th C is researched.
· Increases all formation bonuses so it is much more important to use formations.
· Makes the 17th C musket produce at the same speed as the 17th C pike.
· Increases 17th C musket basic shot power.
· Compresses basic shot powers into a smaller range so elite shooters are reduced a bit.
· Musket reload takes a much more realistic time span. Tactics of volley and retreat or hiding behind pikes become much more important in 17th C.
· Upgrades to musket reload times give 25% not 35% improvement.
· Gives all muskets a better head-shot chance which is also affected by the range of the shot.
· Increases infantry life (HP trebled) to stop elite shooters one-shotting without a head-shot.
· Increases cavalry life (HP) to about double.
· Increases cold steel attack pause (slashing and stabbing slowed by about a half a second).
· Melees and battles last longer so sometimes reinforcements can arrive in time.
· Changes cavalry production rates so 17th C horse are more useful.
· Changes some upgrade costs in the mill, blacksmith and academy.
· Changes the costs of many buildings and units to make unit proportions more historically accurate and re-balance the nations. Production times change for the same reasons.
· Makes early mine upgrades cheaper as you need mines much more upgraded without the reverse trading and because the income from selling stone is much reduced.
· Makes progress to the 18th C more expensive. This is another reason you need to upgrade the mines a lot.
· Increases mine hit points and makes them burn down rather explode on deletion. In an economy that relies much more on mines, you need more chances to save your mines.
· Changes the production site of the 18th C musket. The 18th C muskets now produce, and are upgraded, in your 17th C barracks after you have researched the 18th C.
· This frees up the 18th C barracks to exclusively make grenadiers, sharpshooters, 18th C pikes and of course, 18th C officers and drummers. You still need these officers and drummers to make 18th C musket formations.
· The third and subsequent 17th C Barracks are significantly cheaper to build.
· 18th C muskets and grenadiers produce faster.
· 18th C pike produce 50% slower than normal game.
· Artillery depots cost more.
· Artillery takes considerably longer to reload.
· Artillery has greater range and greater hitting power.
· Iron and coal costs are raised for muskets and artillery and made more proportionate to their hitting power.
· Towers are given maximum sight range so they are useful as lookouts too.
· Tower cannon have more range but not equal to the new sight range of course.
· Towers cost more, inflate more, and towers are limited to 8 per player.
· Stone walls and wood walls are each limited to 250 sections per player.
· The tower building dependency is changed. You need an artillery depot to build cannon towers.
· Walls take longer to build.
· Infantry and cavalry now consume more ongoing food.
· Buildings now consume wood and stone for maintenance.
· Buildings and houses give more population capacity.
· Wood walls consume more wood and stone walls more stone for maintenance.
· The shed building dependency is changed. You don’t need a town center to build a shed.
· Certain other costs are increased. The balloon costs a LOT more if you allow it in the settings.

There are a number of other changes too but these are the main ones. We will provide a manual for the mod as soon as we can.
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Showing 1-3 of 3 comments
DutchToast 23 Mar, 2017 @ 12:40pm 
thanks for the change notes. excellent changes I think. Keep up the good work; looking forward to more!
Crazy Cossack  [developer] 4 Apr, 2017 @ 10:14pm 
Version 1.1 Released

OC MOD3 Version 1.1 has now been released on the Steam Workshop. It shows up here simply as OCMOD3 in the title. That's what the title will always be from now on. The information "Version 1.1" has been removed from the title field and appears in the version information. This is the more consistent "Steam-Friendly" and "User-Friendly" way to release it. It's also easier for me.


Multiplayer Tests Fine and Works Fine

This version is patched to work after the last C3 patch and has been tested.


Algeria Re-Balance

This Version 1.1 changes the balance of Algeria. Algerian light infantry are buffed and Algerian archers undergo a radical change in emphasis. Archers now build slower than 17th C muskets! However, they have slightly greater range than 17th C muskets and they fire 3 times faster than 17th C muskets before the musket fire rate upgrades. This makes Algerian archers into Algeria's surrogate muskets and they still have their fire arrows too. They are very dangerous as they get the much increased chance of one-shot kills just like muskets do in OCMOD3. However, they can also cause friendly fire casualties with their arrows so watch your own troops when playing Algeria. Also, these archers never get any upgrades (just like vanilla). They come out of the early barracks as good as they are ever going to get. It's a matured but superseded technology at one and the same time. Traditional-materials bows and arrows in this era were as good as they were going to get. Musket, bayonet and rifle technology had much more development to look forward to (as we can now see it hindsight).


The AI bug

Multiplayer works fine but unfortunately the AI bug is still with us in OCMOD3. Despite days of testing I have not been able to pinpoint a cause. There are some suspect possibilities. We will keep working on this until we find the answer. It is the most difficult bug I have ever sought to find in anything bar nothing. It is intermittent and can occur at any time from about 15 minutes to 2 hours or more. It can occur, freeze some control for half a minute or forever. It can sometimes "cure itself" only to reappear 5 or 10 minutes later. The recordings where it happens are corrupted and do not play out true to the game, even for that part of the game before the bug first occurred. As I think you can understand, this all makes it very hard to trace and pin down exactly what is happening. We will keep working to find the cause.
Last edited by Crazy Cossack; 4 Apr, 2017 @ 10:15pm
Crazy Cossack  [developer] 5 Apr, 2017 @ 2:40am 
I should add that in V1.1;

Mines - Upgrade costs have been re-worked. For each mine upgrade, the number of extra miners is now more proportional to the cost of the upgrade.
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