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Cossacks 1

Camillo Realism Mod

by: Peffy 29/08/2023
by: Peffy 29/08/2023 0 comments
323

SHORT DESCRIPTION: Camillo Realism Mod is available for Cossacks: Back to War.

CREDIT: Camillo (Kamil Piglowski)


DESCRIPTION:

The mod intension 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.

 

Attention
Version 3.3c is the latest and final version of the mod.
Version 3.3c is the same version as 3.2c mod release with final changes balancing the mod mainly for multiplayer.
Special thanks goes to Henry Kuo for giving additional ideas for changes and beta-testing the mod.

 

List of changes (according to 3.2c release)
– 25% higher pike power for non-armored pikemen
– 25% higher sword power of swiss swordsmen
– 50% higher power of halberd
– 3x lower power of grenade
– 10x lower power of upgraded grenade
– balanced reloading times and arrows damage of archery units
– equated and balanced units parameters between mercenary units and their regular counterparts
– 5x lower creation time of foot mercenary units
– 10x lower creation time of mounted mercenary units
– 2x lower creation time and food cost of light infantrymen
– 10x lower wood consumption of palisades
– 2x higher building cost of walls
– balanced shield of artillery and ships and defensive buildings
– academy shield upgrade of walls and towers lowered to 15
– academy shield upgrade of buildings lowered to 30
– blacksmith shield upgrade of buildings lowered to 15
– 10x lower gold cost of shield upgrades for buildings and walls and towers
– 2x lower creation cost of mercenary units (except mercenary grenadiers)
– 5x lower creation time of regular archers
– 3x lower creation time of mercenary archers
– other minor changes for additional balance of the game

LIST OF CHANGES (for original 3.0 release)
– 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


DOWNLOAD LINK

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Cossacks: Back to War - Camillo Realism Mod

1 file(s) 148 Kb
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SETUP

  1. To install the mod place mods01.gs1 file in the game folder
  2. To uninstall the mod remove mods01.gs1 file from the game folder
  3. Before installing the mod launch the game at least once without any mods
  4. The mod is designated for English version of the game, using the mod with other language versions may cause some text appearing in English
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