Key changes in the re-balance patch

Discussion in 'Announcements' started by Ferox, Apr 13, 2017.

  1. Ferox

    Ferox Administrator Staff Member

    Dear friends!

    As we mentioned yesterday, along with the new mini-expansion we are starting out the first phase of our scheduled global rebalance of the game. The latest update affected almost every unit in the game, changing or tweaking the stats of soldiers all across Europe in Cossacks 3. In the future we plan to bring changes to naval units and the economy of the game.

    We would be glad to listen to your feedback on the re-balance, as your opinion and enjoyment of the game is crucial for us.

    Main changes:

    1. Rate of fire. Now musketeers have higher reload times, but pack more punch with each shot.

    2. Musketeer 17c, Dragoon 17c and Reiter are now recruited faster.

    3. Light Cavalry (Hussar etc) now use the "sword" type of damage, which will help the heavy cavalry in dealing with them.

    4. Overhauled the durability values of the artillery. Howitzer now has a higher rate of fire, along with a bigger radius of fire.

    5. Walls now have cheaper maintenance costs, and gates have less durability.

    6. Re-balanced the units with over the top stats.

    7. Every unit in the game has undergone a complex reevaluation process, which takes in account both existing balance and the units planned for the updates to come.

    8. Due to reduction of build times of numerous units in this patch, we decided to speed up the food harvesting process by 1/3.

    9. Increased the efficiency of resource gathering in mines by 30%, so that it would keep up with the new game's dynamics.

    10. Slightly reduced the cost of mine upgrades, so that they would be a more viable option in comparison to stone + market.
  2. [PR]Ernest

    [PR]Ernest Moderator Staff Member

    Yes, these are 100% positive changes, which will affect on variety of our game and economy :)
  3. arpe

    arpe Active Member

    Good Job !!
    Andriy likes this.
  4. (OC)Fotheringill

    (OC)Fotheringill Active Member

    It is interesting that many of the changes in the first post above have long been incorporated into the OC Mod3 version of the game.
  5. Marius

    Marius Member

    Nice, this is the type of things I have been waiting for!
  6. colonelburton

    colonelburton Active Member

    Good changes ! :)
  7. Original-Cossacks-Player

    Original-Cossacks-Player Active Member

    Except the gates & walls! Don't make them weaker! If anything a bit stronger.
    You really need to make grenadier fire & archer fire much weaker against walls and gates, its ridiculous that an arrow can cause so much damage, it's at the point now where there is no point even building walls around your base because the enemy can smash them down so easily. Sieges, even the ones on the massive scale in history dragged on for so many months because stone walls and fortifications (among other things) were difficult to penetrate. I know it is just a game, but watching an archer shooting arrows and blowing up a stone wall is ridiculous, even grenadiers just didn't have that much punch to take down a wall that quickly.
  8. Ftoomsh

    Ftoomsh Well-Known Member

    Correct about fire arrows. Fire arrows don't burn stone. Fire arrows burning down towers is okay. Towers have window slits, gun openings, wooden frames and wooden floors probably with spilled powder trodden into them. They also have tiled roofs, broken tiles no doubt and roofing frames which would burn, not mention the open kegs of powder inside.

    Correct about grenades. One, grenadiers never threw them at stone walls. Two, grenadiers eventually had no grenades. The weapon went out of vogue for while: too unreliable in that era. Three, walls were breached by artillery, kegs of powder at the base and tunneling and placing kegs of powder in the tunnels. Walls were also climbed by ladder assault or "escalade".
  9. Fulcrum

    Fulcrum Active Member

    All well put out, grenadiers indeed threw grenades against enemy lines and that was in the 17c, the grenade went outof favour later on.
  10. Original-Cossacks-Player

    Original-Cossacks-Player Active Member

    Exactly my thoughts.
    A sapper unit would fill in the gap for this type of siege action, lighting a barrel of some description near a wall or fortification to damage it would be more realistic. One of the American Conquest mods (can't remember the one?) had a sapper unit in it.

    But am I the only one that thinks building walls is almost obsolete in the games current form? I know it stops from raiding, but anyone that has even a small garrison force in their base isn't concerned about enemy raiders. The point of walls and fortifications is to protect your town if you have a defunct field army that cannot battle and your survival is purely based by defending against a bigger force until you can muster a big enough army. In the current form if your field army is beaten you're pretty much dead in 5 minutes ones a section of wall is breached, even if you have a garrisoned army in your base.
  11. Ftoomsh

    Ftoomsh Well-Known Member

    In OCMOD3, the game is fully re-balanced and also enhanced in many other ways. That is if you like a formations-based and realism-based mod of course. Within that context stone walls have an important role. The artillery changes and wall changes in OCMOD3 facilitate this. If your field army is beaten, you do have a chance of defending behind the wall and defending wall breaches until you reconstitute your army. Note, I said you "have a chance". There are still problems for you if you are pushed into a besieged strategic posture. I won't elaborate here, my post will get too long.

    We are currently fixing OCMOD3 after the very recent spate of updates and patches. We have a new test version running. It needs a little more work and testing before I upload it to the Steam Workshop. I don't like uploading things and then finding oversights and bugs.
  12. Original-Cossacks-Player

    Original-Cossacks-Player Active Member

    [QUOTE="Ftoomsh] If your field army is beaten, you do have a chance of defending behind the wall and defending wall breaches until you reconstitute your army. Note, I said you "have a chance". There are still problems for you if you are pushed into a besieged strategic posture. I won't elaborate here, my post will get too long.

    Trust me I have experienced this several times, once you're pinned in your base its pretty much over, the only possible way is getting a garrisoned army out and trying a sortie on the attacking army, this has worked once for me as he didn't expect it, I was then able to besiege him and win the game but it was a long long game, great fun though apart from the blood-shot eyes looking at the screen for so long.
    The common tactic when being besieged is for the enemy to attack buildings, the debris coming off kills any troops coming out the building and also any standing nearby, this is why I said that building debris damage is too high, it literally kills every single unit coming out that building, also mortars should be able to fire back, its ridiculous, they should be able to hit other units, I know they are weak firepower but if they fire back at mortars you have a chance of destroying the mortars, like in the original Cossacks.

    The solution to this is to play on a larger map so you can have your walls further out from your base, having secondary walls also helps.
  13. Fulcrum

    Fulcrum Active Member

    Depends on the size of the raid and how its carried out. A combination of Reiters and Mercenary dragoons can be pretty devastating and you don`t need many of them to carry such sorties successfully. A garrison won`t stop them. Besides, walls are very usefull if you play in multiple games or against several AIs, they give you more room for maneuvering.
  14. (OC)Fotheringill

    (OC)Fotheringill Active Member

    OC Mod 3 works like a charm in multiplayer. It is far superior to the vanilla product from the developers.
    BTW- Has anyone else noticed the third bunny from the left looks like he took the same dose of steroids as the Cossack wearing kilts in the splash screen?
  15. Original-Cossacks-Player

    Original-Cossacks-Player Active Member

    I'm definetly going to try the OC mod, it sounds very promising.
    TBH I am sick of playing Cossacks when its the same tactics everytime, it usually involves just making a bunch of units and then its just a blob of units attacking and winning, no formations what so ever, no strategy what so ever and no skill what so ever, really need big bonuses for formations, it's so important and mimics warfare of the period.
  16. (OC)Fotheringill

    (OC)Fotheringill Active Member


    Whatever you mentioned above has been corrected in the OC Mod.

    Blobs will get very hurt when going against formations. The disable attack key is NOW very, very important. Combined arms are equally or more important. Speed of formation movement varies depending on the formation.

    What we have is an excellent product that has been extensively tested for balance. After getting a lot more feedback from our members and the general playing public, we will review the same and readjust accordingly.

    Personally, I dislike playing with a diplomatic center. For those who do like it, gone are the days of 1000 mercenary Cossacks swooping in early. Hint- cost of units drastically increased and the "normal" raiding paths may now be guarded by 15 man formations, which will help stave off attacks until your garrisoned troops arrive to help out. This tactic will cost 10000 gold and remember there is a fixed market and the set exchange rates for gold stinks like three day old fish laying in the sun.

  17. Fulcrum

    Fulcrum Active Member

    This kills the tactical side for me too. I think one of the strongest adjustments could be to musket fire, make the unable to fire through troops ahead (like in Imperia) and rebalance the units and here you go. In this way you`d need to place musketeers on the flanks and have a strong core of infantry, but then enemy can rush them with cavalry and you`d have ot put your cavalry on the flanks with pikemen formations on guard to protect them. Stretch your line too much and a pincer movement can be the end of the battle for your side as your line won`t be able ot fire through itself, only the end units, so that will need extra squares on the flanks and etc. When I played Imperia it was so much fun because of this.
    -Fisher- likes this.
  18. (OC)Fotheringill

    (OC)Fotheringill Active Member


    One of the longer range problems with the mod is to enable damage from friendly fire. That is one huge rewrite but we are slowly working on it. I would also like to see musketeers in a line be able to fire front, middle and then rear while the other ranks are reloading. There are also interesting results when we tested firing a musket formation at a focal point in the enemy line (at one unit) as compared to releasing the hold fire button where the shots scatter instead of focusing on one part of the line.

    Also, effectiveness of fully upgraded 18th century pikes will surprise the user and open a new offensive and defensive counter to cavalry and musketeers alike. Try rushing 800 fully upgraded Hussars against 400 upgraded 18th pikes and see what happens. See what happens worse if the pikes are backed up by a formation of musketeers.
  19. -Fisher-

    -Fisher- New Member

    Yes, I completely agree with you. The changes with the 17th musketeers were very good, but battles (a bit more than before) are generally ruled by ranged units, because dragoons and musketeers can shoot enemy units in melee, and they should not.

    I think that no unit should be able to shoot at units in melee, dragoons could still be allowed to shoot at units above foot soldiers, and obviously foot soldiers could shoot back at mounted units even if there are foot units right in the middle of them.
  20. Francesco_Cavalli

    Francesco_Cavalli Active Member

    I don't see why people are debating how to achieve units not being able to fire over one another - this was one of the easiest things to code in my old mod, and I'm sure I gave the code to Ftmoosh! With his new firing system I think that could perfect firing mechanics.
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