Cossacks 3

Cossacks 3

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Renaissance
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File Size
Posted
Updated
9.107 MB
2 Jan @ 3:37am
21 Feb @ 5:49pm
10 Change Notes ( view )

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Renaissance

Description
Make Cossacks Great Again

New features
  • Added an achievements progress window.
  • Added additional settings for capture behavior.

UI improvements
  • Close windows with the Esc key
  • Open the menu during the game with the Esc key
  • Fixed a bug where the player dropdown would close every four seconds when creating a multiplayer game.

UX and mechanics improvements
  • Notify about players' defeat
  • In the "Not enough resources" message, display the number of missing resources
  • Show the number of each player's units above the minimap

Bug fixes
  • Fixed achievements "The Thunderer", "To the bowels of Earth", "Sea sickness", "Turn the cannons!", "First blood", "Duelist", "Old warrior makes a wise warrior", "On your shield".
  • Fixed spawn points: on some maps, peasants from different players appeared next to each other.

Unit and building bug fixes
  • Fixed a bug where ships were sailing on land.
  • Fixed a bug with galleys and Turkish yachts that refused to attack a building if the target was at an intermediate distance between the first and second gun ranges.
  • Fixed a bug where the last unit refused to exit a mine or ferry.
  • Experimental fix of stuck ships production in AI's ports.


FAQ
Question: What is this mod all about?
Answer: This mod is intended to fix bugs and enhance the overall game experience.

Question: Does this mod work in multiplayer?
Answer: Yes, but all the players in the room must have this mod installed and enabled.

Join a discussion at https://discord.gg/PbGjavGPym
16 Comments
ZeroEffort89 19 Mar @ 10:37pm 
It affects players troops. They get stuck in the water when crossing the bridge or refuse to cross it and go around.
aljesco  [author] 19 Mar @ 5:05pm 
Since the campaign missions are extremely hard, the poor pathfinding could be used to exploit the AI and gain an advantage. Or does it also affect the player's troops?
ZeroEffort89 19 Mar @ 4:00pm 
Yes in several missions in the Austrian campaign at least. I can check the exact missions later.
aljesco  [author] 19 Mar @ 12:06pm 
Regarding the pathfinding bug when crossing bridges, does it only happen in campaign missions? I've never seen bridges in skirmish custom games.
ZeroEffort89 18 Mar @ 9:12pm 
I seem to remember American Conquest having hotkeys for everything. Maybe a source of inspiration......
ZeroEffort89 18 Mar @ 8:07pm 
Nice!
Hmm yes something like a grid system would work or maybe just the first letter in the units name I guess.
I personally prefer the old fashioned system of no grid hotkeys, but that's just me.

Keep up the good work!
aljesco  [author] 18 Mar @ 12:43pm 
ZeroEffort89, yes, in the next release, I'll add hotkeys for upgrades in the town hall, mill, mine, and tower; for leaving the mine or transport; and for opening and closing the gates. I could add hotkeys for production buildings, but each building can produce up to eight units, and the question is which exact keys to bind. I might add hotkeys E-R-T-Y-F-G-H-J or you can suggest the better combination. Anyway, if I do it, I'll make them configurable in the file.
ZeroEffort89 17 Mar @ 11:41pm 
Love seeing community support for the game!

Would it be possible to add more hotkeys? =)
For example upgrades and unit production?
Are you also able to fix the pathfinding bug that sometimes occurs when crossing bridges?
VAVA 13 Mar @ 5:45am 
ew, ai "art"
Nightlink 4 Mar @ 10:32am 
@aljesco you rock. grew up on cossacks and love to see you supporting this game today