I did some experiments with the Cavalli Realism Mod projectile and with the standad musket weapon. None of my experiments were very successful although I did discover some useful things. But first let me explain what I was trying to do. The Cavalli musket bullet idea looks promising. It prevents troops firing through friendly units and through solid structures. Some of the effects are good. Where clumps of men from an 18th C musket formation are drawn into bayonet fights, the other men of the formation will not fire into them but still fire elsewhere where they have a clear shot. This looks great. On the minus side, only the front rank fires. The second rankers can sort of shoulder their way through the front rank and then start firing. Third rank basically won't fire till the men in front die. This does not look so good and it makes proper shot to cold steel balancing harder. It occured to me that implementing friendly fire effects (the inhibition of firing into friendly troops) also requires an implementation of ranked fire, so that the front three ranks can fire a near unified volley. A little raggedness to the volley would not matter, indeed it would enhance the realism effect. But three ranks must fire or balancing muskets to cold steel gets very hard to set up make it look realistic. The two must operate together: friendly fire inhibition plus ranked fire. It also occurred to me that permitting three ranks to fire could be "fudged" or "kludged" without new graphics of ranked fire or complicated rotating of ranks. If the "friend on line" (of sight) calculation can be fudged by lifting the start point of the projectile a little then this could help. If the start point of the projectile calculation started just above the soldiers heads (at exactly the right point) then about three ranks (even two ranks and say half of the third by luck of angles would do) could fire a volley. We would keep the muzzle flash and smoke at the right height so that the visual effect would still be fine. I tried to achieve the above in my experiments but I had no success. I have no idea if I was on the right track or the wrong track or if the whole idea is unsound. I am not a good enough programmer to know. Also, the Cavalli projectile did not seem to get accurate enough at low dispertion values to make enough extra kills. At lowered (very low) dispertion values, it got the same amount of modest extra kills at any given range but not the further extra kills it should have gotten at very close range. The standard musket weapon can be set to not fire through friendlies too. However, then an effect occurs where the enemy can fire through your buildings and walls but your troops can't. This really screws over the defender in my tests. Again, I could not solve this problem. But then I am not a good programmer. I have had a breather and will look at all this again. Any suggestions from other modders and ideas from devs would be most appreciated. I firmly believe if these two issues could be resolved (combination of friendly fire prohibition and ranked fire) then the game could be transformed in mods and even in vanilla if the developers and players wished to see that. The unit capabilities and interactions will become much more interesting. The need for more tactics will be much enhanced rather than just using death ball blobs or stacking tactics for shooters.