Ranked musket fire and the associated issue of preventing muskets firing through friendlies has long been an obsession of mine for C3. Has anyone done recent work on this? Over 12 months ago I experimented with trying to prevent muskets firing through friendlies (easy enough) but also allowing up to three ranks but no more to fire near simultaneous volleys if need be. This proved harder. I managed to kludge a situation where the muskets in essence could fire through just over friendly heads close but still not through friendly bodies further away. The best I could do with this kludge was make the front rank fire (obviously), the second rank mostly fire and the third rank fire very sporadically until friendlies died in front. On a forward slope they did better than this and on a reverse slope worse than this. This was sort of okay. I achieved this by playing with shot height origin point. The troops were in essence shooting from about a head higher than the top of their heads (IIRC), but with the shot puffs being left where they should be and visible simulated musket projectiles NOT being used, the visuals of this were fine. I hope I can still find that code. However, I now wonder if there maybe is a better way. Why not add a calculation to permit muskets to fire through up to two friendlies but no more? Three rank formations could all fire straight ahead but more ranks could not fire ahead. These kludged physics would encourage line tactics and render death-balls and death-columns of muskets much less useful. Flanking tactics, especially with cavalry would be much more useful. I'd love to hear from people who have thought about or experimented with this issue in C3. I've come round to thinking that it doesn't matter what one does in the script code so long as the viewed experience and tactical/strategic play look and feel right to the player who wants a bit of a realism mod.