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COSSACKS BACK TO WAR CAMILLO REALISM MOD (v3.0 FINAL)

Attention: there is updated 3.3c version of the mod currently available in the download, for the full list of up to date changes see the readme file after downloading.

The mod intention is to increase in-game realism by changing parameters of units and buildings.
Changes included by the mod have major impact on tactics compared to original game rules.

INSTALLATION:
To install the mod place mods01.gs1 file in the game folder.
To uninstall the mod remove mods01.gs1 file from the game folder.
Before installing the mod launch the game at least once without any mods.

LIST OF CHANGES (for the first release of the mod):
- minor game bugs fixed
- musket inaccuracy added (closer the target - easier to hit)
- 25% higher shooting range of a bow
- 50% higher shooting range of musket
- 2x higher shooting range of defensive buildings artillery
- 25% higher shooting range of cannon grapeshots
- 50% higher range of bayonet attack
- 25% lower accuracy of artillery and warships
- 25% lower damage field of ships
- default firing mode of cannons changed from grapeshots to cannonballs
- shooting range of multibar cannon grapeshots equated to shooting range of cannon grapeshots
- 2x higher number of cannons supported in artillery depots
- 2x higher musket power of XVIIIc dragoons
- 3x higher musket power of XVIIIc unique musketeers (excluding XVIIIc danish and prussian and bavarian musketeers)
- 50% higher musket power of XVIIIc danish and prussian and bavarian musketeers
- 5x higher musket power of bedouins and XVIIc standard dragoons and XVIIIc standard musketeers and grenadiers (excluding mercenary grenadiers)
- 10x higher musket power of XVIIc musketeers and mercenary grenadiers
- 3x higher grenade power of grenadiers
- 50% higher power of long steel weaponry
- 3x lower power of a bow and short cold steel weaponry
- 10x higher reloading time of mercenary dragoons and mortars and defensive buildings and warships (excluding cutters and yachts and ketches mortar)
- 5x higher reloading time of cannons and musketeers and grenadiers (excluding mercenary grenadiers and XVIIIc danish and prussian and bavarian musketeers)
- 3x higher reloading time of howitzers and cutters and XVIIIc danish and prussian and bavarian musketeers and bedouins and dragoons (excluding mercenary dragoons)
- 2x higher reloading time of mercenary grenadiers and multibar cannons and yachts and ketches mortar
- reloading time of grapeshots equated to reloading time of cannonballs
- 5x higher armor durability of armored foot units
- 10x higher armor durability of armored mounted units
- 5x higher healing range of priests
- 2x lower reaction range of officers
- vision range of foot units changed to 50% of max vision range
- vision range of officers and drummers and priests and artillery and fishing boats and mounted units changed to 75% of max vision range
- vision range of ships and defensive buldings changed to 100% of vision range
- 2x lower durability of standard dragoons
- 10x lower durability of cannons
- 2x lower durability of ships (excluding Victorias)
- 5x higher durability of mortars
- 10x higher durability of howitzers
- deleted shield of ships and artillery
- +55 shield of walls and defensive buildings
- +30 shield of palisades
- +15 shield of roundshiers and armored officers
- 5x lower consumption of resources
- 2x lower creation time of musketeers (excluding XVIIIc danish musketeers)
- 25% lower creation time of XVIIIc dragoons
- 2x higher creation time of officers and grenadiers and XVIIIc danish musketeers and artillery and peasants
- 10x higher creation time of archers and priests
- 5x higher building time of galleys and galleass and transport ships
- 3x higher building time of yachts and XVIIIc frigates and ketches and Victorias
- 2x lower building time of fishing boats
- creation time of foot mercenary units twice higher than creation time of their regular counterparts
- creation time of mounted mercenary units equated to creation time of their regular counterparts
- 10x higher creation cost of foot mercenary units
- 5x higher creation cost of mounted mercenary units
- 2x lower building cost of fishing boats and warships (excluding yachts)
- 5x higher building cost of transport ships and walls and palisades and log cabins
- 10x higher building cost of towers
- 25% cost percent of officers and fishing boats
- 50% cost percent of defensive buildings and mercenary units
- 75% cost percent of artillery and ships
- 5x cost percent of artillery depots
- deleted capacity upgrade of transport ships
- 10x lower cost of upgrade to XVIIIc frigates
- 10x higher develop cost of multibar cannon and flintlock
- 5x higher cost of gold for XVIIIc progress
- 3x higher cost of iron for XVIIIc progress
- 3x higher time of XVIIIc progress

HAVE FUN !!!

Contact: kamil.piglowski@gmail.com

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COSSACKS BACK TO WAR CAMILLO REALISM MOD V3 FINAL

COSSACKS BACK TO WAR CAMILLO REALISM MOD V3 FINAL

Full Version 2 comments

The mod intention is to increase in-game realism by changing parameters of units and buildings. Changes included by the mod have major impact on tactics...

Post comment Comments  (0 - 10 of 32)
Guest
Guest - - 689,390 comments

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Camillo82 Creator
Camillo82 - - 13 comments

Hello everybody.

I've just added next update of the mod. This time it is really final one. This update contains final balace tweaks mainly for the multiplayer purpose. Special thanks goes to Henry Kuo for giving many additional ideas and beta-testing this final version of the mod.

For the full list of final balance tweaks see the readme file after downloading. The mod has gone through a really long journey since the first release, especially in the last couple of weeks when we had many many hours of playing and testing with Henry Kuo and friends. I consider this version a FINAL version of the mod and I will be not developing the mod anymore.

I hope you will like the final version.

Best regards,
Camillo

Reply Good karma+6 votes
NicolazDmaian
NicolazDmaian - - 94 comments

Hi Camilo, thank you very much for modding one of my favorite retro games. I play Atila and Napoleon Total War, but I started playing Cossacks again after many years. I have a question, would you be able to mod the last Cossacks 2 battle for Europe? and if not, do you know of any mods?

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Camillo82 Creator
Camillo82 - - 13 comments

Hello everyone.
I've just added latest version 3.2c of the mod.
The download is already updated.
This version is identical as previous one.
The only changes are about more realistic durability of buildings.
I've noticed that some of building like town halls or cathedrals had very low hit points compared to other building - without any logical reason. So I changed that to be more realistic. Also, now the cost of gold for upgrading shield of buildings in academy and blacksmith is 30x higher (it costs mostly about 45000 gold), so having extremely resistant walls and buildings is only possible in the very late game. For more info see readme files after downloading.
PS: I think this is really final version of the mod now and I'm not planning to develop it any further. I hope you will like it.
Best regards,
Camillo

Reply Good karma+1 vote
kuo0426
kuo0426 - - 10 comments

Hi, Kamil

I found a VERY serious mistake in this version of your mod. The Portugal shipyard is now able to reach a total shield of 190. (55+50+85) 190 of shield will ruin your mod!

The original shield of 55 should be removed so the Portugal shipyard has the same shield as non-military buildings.

Please fix it, thanks!!!

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Camillo82 Creator
Camillo82 - - 13 comments

Hello.
Thank you for your feedback, but this is not a mistake.
The Portugese shipyard is classified as both defensive building and normal building in this game. This is a kind of fortress hard do destroy, with a both role of a shipyard and defensive tower. So it has a 55 shield like defensive buildings and also has upgrades for normal buildings. I cannot change it in the game. I also find no reason to do it, because as I said this building is intended to be a fortress and should be very hard to destroy.
Best regards,
Camillo

Reply Good karma+1 vote
kuo0426
kuo0426 - - 10 comments

Hi,

I apologize for some of my strong words below. That's all because I really love Cossacks and I really take your mod very serious.

You do have a reason to do it. Have you ever tried them in the map editor? The shield of 135 in the original game is already a fortress. Shield of 190 is not a fortress, it's an invincible modern bunker. The Victoria's firing power is nothing on the shield of 190.

Portugal is one of my favorite nation but now I can't play it anymore because one shipyard can repel 100+ war ships and hundreds of artilleries with ease. The feeling of battle is totally lost.

I want to please you to do something on this. This is the last step for your mod and the last step for me to play a whole new wonderful Cossacks with my friends. I promise that I’ll never ask you to edit anything again if you get this done.

If it is impossible to remove the shield of 55 from the Portugal shipyard while keep the tower's and walls 55 shield, I want to please you to do this:

1.Remove the shield of 55 from all buildings (Just like the original game)
2.Make the upgrade of +85 (non-military building)extreme expensive.
3.Make the upgrade cost of +50 (non-military building) and +80 (military building) back to their original cost.

So the shield of 50 of non-military buildings and shield of 80 of military buildings are achievable. (the non-military buildings are still capable to reach the shield of 135, but it’s extreme expensive and I can deal with my friends to not do the upgrade of +85)

Please reconsider this, please
Henry

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Camillo82 Creator
Camillo82 - - 13 comments

Also please note that I made this mod actually only for myself and for single player purpose. I can't implement every request I get even if I want to - the game isn't modding-firendly as I said before.
In multiplayer you can play without walls and towers - there is an option for that I guess.
For the naval maps you can skip bombarding shipyards and just disembark with your troops while having ships only for support role.

Reply Good karma+1 vote
Camillo82 Creator
Camillo82 - - 13 comments

Henry, as I told you before, unfortunately I can't lower shield upgrades because it either generates bugs or crashes the game. This game is definately not modding-friendly. Yes, I could make defaut shields back to 0 for defensive buildings but that makes no sense. Defensive buildings must have some default shield compared to other buildings and units. Also if I set back default shield to 0 then normal buildings would have higher upgradable shield (50+85=135 vs 80).
Making upgrades extremely expensive also is a problem, because as I remember if I raise the cost too much the game crashes...
The game does not represent well buildings demolishing and I can't do much more about it... We actually don't have any heavy bombarding artillery units in this game.
The best units to destroy towers and walls are grenadiers, howitzers, mortars - not cannons. Cannons are in the role of field support in this game not bombarding buildings - same for the ships. For the naval bombardment the best units are Ketches. Have you ever tried a fleet of Ketches for destroying buildings? I just tested it myself - several Ketches can destroy fully upgraded Portugese shipyard in a couple of minutes. Of course if you repair them in the same time with peasants it will be always impossible to destroy a building even if it will have no shield if a big number of peasants will be repairing it. Thats the way this game is made and I can't do much about it. You can always send some other fleet to kill any peasants comming to repair a building. About walls you can use grenadiers who are much better in destroying walls while howitzers will also kill some peasants trying to repair it from the other side.

Reply Good karma+1 vote
kuo0426
kuo0426 - - 10 comments

Could you just make my version for me?

Yes, 135 vs 80 is absolutely NO sense but I'll have a deal with my friend to not do the upgrade of +85 so we will have 50 vs 80, thus the +85 is no need to be extreme expensive(just like what you did in the 3.2c is okay!).

Could you do me a favor please?

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kuo0426
kuo0426 - - 10 comments

Could you do me a favor please T_T?

1.Remove the shield of 55 from all buildings (Just like the original game)
2.Make the upgrade of +85 (non-military building) expensive(like what you did in 3.2c).
3.Make the upgrade cost of +50 (non-military building) and +80 (military building) back to their original cost.

That's all.
Your mod will be perfect for me and my friends.

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Camillo82 Creator
Camillo82 - - 13 comments

OK, I might do it especially for you :)
But pls give me some time, currently is a weekend and I must spend some time with my wife and kid ;)

Reply Good karma+2 votes
kuo0426
kuo0426 - - 10 comments

Of course! Your family is the highest priority!
I'll wait patiently!!

I THANK YOU!

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