I have introduced prevention of shooting through friendly troops in OCMOD3. Basic testing is done but fine testing of game balance will take real multiplayer games. The way this works is as follows; (1) Changes in the weapons script, misc.script, miscext2.script and unit script mean the standard musket weapon now checks if a friendly is in the "ray" and it will not fire if this is TRUE; (2) The originating firing elevation of shooting units (py) is lifted by 0.925 for infantry and 1.0 for cavalry. Graphics are not changed; and (3) The target elevation is left the same. The effect of this is that three ranks deep will fire on flat ground and no more. Occasionally a 4th ranker will fire but it is usually after a first ranker dies or if the 4th ranker can get a flank shot (enemy's flank extends beyond his formation and he, the shooter. is on the side of his own formation). Effects seem okay so far. It's great to stop firing from deep in columns and squares. That looks so wrong IMHO. Plus I have increased musket ranges so that linear tactics will work correctly. Also, more line formations are 3 rank formations or no more than 4 rank. Fine balance is not done yet. These changes should allow flanking attacks, especially cold steel cavalry attacks from flanks to have a strong effect. It will prevent the frontal charging of bullet blanket attacks, hussars for example, ahead of shooters. Well, you could still do it but such attacks would not work nearly so well. Cavalry will be better employed on the wings or flanks of larger armies.