OCMOD4 is an experimental mod, publicly available, done at the request of Daddio. The key features of OCMOD4 so far are; (1) No firing though friendly troops (same as the new OCMOD3). (2) Only the front 3 ranks of formations will fire (same as the new OCMOD3). (3) Formations changed to suit line tactics (same as the new OCMOD3). (4) NO upgrades at all in barracks, stables and depots (different from OCMOD3). (5) Slightly less upgrades in the Academy (different from OCMOD3). (6) Higher costs of military units as upgrade costs are removed (different from OCMOD3). What's the idea behind OCMOD4? The idea is to release the player from upgrade clicking and trading clicking (probably best played with no market). The player can then spend more time on military tactics, especially linear tactics and flanking which both become more important with the firing changes. Next Goals My next goals for OCMOD4 are first to prevent unit bunching, especially in attack, and also to prevent formation stacking. So far, I am having a lot of trouble understanding moveable unit radius and moveable unit collision in terms of how it is implemented in vanilla. As usual, the code seems to be spread all over the place in the scripts and there are obviously different rules for spacing and different rules for collision depending on units and unit situation. For example when units bunch in attack they act like they require no unit radius at all (or maybe just one pixel). Another example, formation spacing is not set by collision, otherwise other friendly formations could not be stacked on top of the first formation. Secondly, I will look at morale but first I would like to diminish unit bunching and formation stacking as much as possible without excessively affecting unit pathing, formation movement etc. Preventing even friendly formations passing though each other, for example, would be great, at least for close order formations. However, I am a bit stuck on these goals. I think I need some hints from better programmers. Help! I should mention that State vs Country has a great innovation to prevent player-ordered bunching in attack. The attack button moves the formation forward in correct formation shape and spacing even if the attack icon is clicked on an enemy troop or formation. Can I ask where and how in scripts this is implemented? This is a great improvement. However, it still does not solve (so far as I can tell) engine auto-attack effects when units are in attack range. This still generates bunching. I know the following question has been asked before, but I don't recall the answer. How does one turn off peace mode when in-game-editor testing State vs Country Plus?