I've just realised that using a 'no firing through friendlies' script, it has affected the firing capabilities of Ships, any ideas.
If you look at General WVPM's Flexible Formations and Reloads mod code you can see how he could give lines, columns and squares different speeds. That code does not work anymore but you could look at it, understand it and update it and then it would work when integrated into your mod. When it still worked in OCMOD3 I gave squares the same slow pace as cannon and howizters within a tiny margin of error. So cannon could be moved with protection. The square still needed to stop and set itself to get full defensive square bonuses. A square with arty inside could stop, set itself and hold back cavalry easily especially with the arty in the center. Re ships. I am sure Awar deals with that. Look at his code.
This misc.script file is to replace the existing file at data/scripts/lib to enable Ships to fire. https://www.dropbox.com/s/27m6klpmtqske0e/misc.script?dl=0 Sorry about that.
Started work on the Artillery Crew. ...............Algeria...............................America.................................Austria...........................Bavaria.....................................China...............................Denmark.
............England...........................France....................................Hungary.................................Maratha.......................Netherlands...........................Piedmont.
.............Poland..................................Portugal.................................Prussia...........................Russia....................................Saxony................................Scotland.
................Spain............................Sweden.............................Switzerland...........................Turkey..................................Ukraine...................................Venice.
This update includes the Gunners but they are yet to be attached to the Cannons. https://www.dropbox.com/s/hy5ypbl56hrpd1w/data.7z?dl=0
This update includes a major change in gameplay, thanks to a suggestion by Ftoomsh, I've halved the cost and production time of all Infantry and Cavalry units, allowing the A.I to build quite an army in a short space of time, therefore making them a bit more of a challenge. I've changed the movement speed of Marathas Sikh Infantry to that of a peasant, because it is quite a weak unit. I've also changed a few Cavalry units from Hardhorse speed to Fasthorse speed so that each Nation has one of each, for example the French Cuirassier now moves at Fasthorse pace. https://www.dropbox.com/s/l5q3k2lx86klpmr/data.7z?dl=0
Hallo Loner, you have a very good mod with a pretty good original story and very good units, do you plan to further develop your mod? Excuse me, would you by any chance like to add foot units armed with only one saber, similar to a similar unit in the Maratha Confederation, to countries like Turkey, Algeria, and possibly Ukraine?
I'm in the process of updating my mod, mainly adding Awars new models and animations, I hope he doesn't mind, I'm doing the Nations that Awar hasn't done namely Poland, Spain, Sweden etc. so it could take some time. As for the Light Infantry unit you mentioned I am planning to add more units to each Nation so that is a strong possibility.
Hello loner, you have very good gunners for guns, they are created on the basis of peasants, and the peasants have an animation of hand-to-hand combat with an axe. Excuse me for asking, would you like to give your gunners the opportunity of hand-to-hand combat by arming them, perhaps, not with an axe, but, say, with a cleaver or saber?