Cossacks 3

Cossacks 3

Balance Extended
Thornaman 28. mar. 2017 kl. 11:34
Correcting Artillery Ranges
There is a gross imbalance with Cannon 2000 (no problem), Howitzer 950 (no problem), Bombard 3100 (serious and absurd problem). Multi-barrel essentially irrelevant. I expect that what may have happened is the historically correct "Royal" range 1,000 yards and the 9-12 pounder field cannon range between 3,800 and 4,000 yards were switched in game scale to 3,100 and 2,000 respectively. At the very least the cannon should be switched to 3,000 and the Bombard/mortar to the historically correct ratio =1,000. That is, roughly one third the cannon. Alternatively, keep the cannon at 2000 and change the bombard to 950.
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_Ailerssi_  [udvikler] 28. mar. 2017 kl. 13:46 
Oprindeligt skrevet af Thornaman:
There is a gross imbalance with Cannon 2000 (no problem), Howitzer 950 (no problem), Bombard 3100 (serious and absurd problem). Multi-barrel essentially irrelevant. I expect that what may have happened is the historically correct "Royal" range 1,000 yards and the 9-12 pounder field cannon range between 3,800 and 4,000 yards were switched in game scale to 3,100 and 2,000 respectively. At the very least the cannon should be switched to 3,000 and the Bombard/mortar to the historically correct ratio =1,000. That is, roughly one third the cannon. Alternatively, keep the cannon at 2000 and change the bombard to 950.




We will discuss this
Thornaman 28. mar. 2017 kl. 14:24 
Excellent, thankyou. Believe this will be a significant change that makes walls and towers more meaningful, and one may always eliminate artillery, walls, and towers already. Again, thankyou for discussing this.
sweepfr 29. mar. 2017 kl. 5:06 
Hello. Friend. Your proposition is interesting from realistic point of view. I evaluate this proposition as "unit ballance improvement". This is secondary topic for us today. May be we'll work on it in future. We knowingly do not change unit's characteristics and their relative speed of production in mod. I think that unit ballance is a good question but It could be rose only after game/economy/speed ballance, what we tried to do in this mode. I like original games without dip and market, but I want play with good market and dip because this buildings add additional variations and posibilities for gameplay. The game with this mod is very close to regular game without dip/market. The problem of such game (without dip market) is that your economy is very slow, and you have to pay many time before you will see units of 18 century, and make upgrades for them. That's why after 2 days of testing of mod v1.0 we speed up the game 1.5 times. we also added 15pt option which will close to 20pt option in first version fo mode.We are very pleased with our mod popularity after first days of its release.Thank you!
Sidst redigeret af sweepfr; 29. mar. 2017 kl. 5:26
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