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KS Napoleon Mod II 1.08
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Page 1 of 1
KS Napoleon Mod II 1.08
A new version of the KS Napoleon Mod II is available. It is version 1.08.
1. Infantry units are much more likely to move and fight on the battlefield in column of division. Note that this does put them at a disadvantage in a firefight with an enemy in line.
2. When searching for a new target, artillery will now prioritize its victims rather than just choosing the closest one. It will give special attention to infantry units in square or column of division and cavalry in any formation, in that order.
3. Couriers may now be a little less likely to ride straight into enemy lines. They should do a better job in avoiding suicide.
Of course we need to test all of this.
Additionally, there is a new version KS Supplemental Maps, version 1.08. The old maps now work fairly well with the new game engine. I have also added a second mod folder to this download. The folders are empty. Take all the lsl files from the Scourge of War - Gettysburg\Base\Maps folder and copy them into the GB lsl Files\Maps folder. Do not copy the Antietam files, (Ant_1, Ant_2, Ant_3). Now you can use all the original game and expansion maps from the old game.
The download links are in the first post of this thread: SOWWL NAPOLEON GAMES
1. Infantry units are much more likely to move and fight on the battlefield in column of division. Note that this does put them at a disadvantage in a firefight with an enemy in line.
2. When searching for a new target, artillery will now prioritize its victims rather than just choosing the closest one. It will give special attention to infantry units in square or column of division and cavalry in any formation, in that order.
3. Couriers may now be a little less likely to ride straight into enemy lines. They should do a better job in avoiding suicide.
Of course we need to test all of this.
Additionally, there is a new version KS Supplemental Maps, version 1.08. The old maps now work fairly well with the new game engine. I have also added a second mod folder to this download. The folders are empty. Take all the lsl files from the Scourge of War - Gettysburg\Base\Maps folder and copy them into the GB lsl Files\Maps folder. Do not copy the Antietam files, (Ant_1, Ant_2, Ant_3). Now you can use all the original game and expansion maps from the old game.
The download links are in the first post of this thread: SOWWL NAPOLEON GAMES
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.08
Many thanks as always Uncle Billy.
Martin (J)
Martin (J)
Martin- Posts : 2519
Join date : 2008-12-20
Location : London
Re: KS Napoleon Mod II 1.08
Many thanks Kevin. I don't like to be Cassandra, however the Austria Brandy Station is fine, but with Italy Gettysburg I get a CDT or the game stops loading when:
Loading GFX_FlagFlair
Loading GFX_FlagFlair
Iberalc- Posts : 436
Join date : 2014-09-19
Location : Alicante
Re: KS Napoleon Mod II 1.08
1. Infantry units are much more likely to move and fight on the battlefield in column of division. Note that this does put them at a disadvantage in a firefight with an enemy in line.
I like that col of div is used more for manoeuvre but line should be used for fighting. Battalions should never try and firefight from a col of divs as its obviously hopeless and officers would know that, they should either go in with the bayonet in column against a shaky opponent or deploy into line opposite a steady opponent.
Are such behaviours possible in the AI adjustments Kevin?
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
Re: KS Napoleon Mod II 1.08
Oops. It uses the default bmp file. Copy Gburg.bmp from the old game Maps folder into the Supplemental Maps \Maps folder. I'll put this file in the next update version. I wonder if that's the only one we never made any changes to?I don't like to be Cassandra, however the Austria Brandy Station is fine, but with Italy Gettysburg I get a CDT or the game stops loading when:
I wanted to represent the possibility that the unit will fail in its attempt to form a line while under fire. Some units will form line from column of division, but some won't. Currently it is a dice roll.I like that col of div is used more for manoeuvre but line should be used for fighting. Battalions should never try and firefight from a col of divs as its obviously hopeless and officers would know that, they should either go in with the bayonet in column against a shaky opponent or deploy into line opposite a steady opponent.
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.08
Okay, that sounds good - so some will form line and some won't? I like that.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
Re: KS Napoleon Mod II 1.08
Kevin, what about the Ant_1_PM lsl file?
I own all the pay-for NSD add-ons and without the Antietam PM map I had 17 lsl files to move - can you confirm if this is the correct number please? Thanks.
I own all the pay-for NSD add-ons and without the Antietam PM map I had 17 lsl files to move - can you confirm if this is the correct number please? Thanks.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
Re: KS Napoleon Mod II 1.08
There are 16 lsl files and the Gburg.bmp file.
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.08
You're right, it's 17. I didn't move the Kansas map for obvious reasons.
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.08
Does the GBurg.bmp file go in the same folder?
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
Re: KS Napoleon Mod II 1.08
It can go there or in the Nappy mod Maps folder.
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.08
I noticed recently that some cavalry sprites seem to be levitated above ground level. Pepe also noted this a few days ago. I have also noticed for a very long time now that the artillery also seems to float above ground. I have even noticed dead cavalry horses float.
I checked unitpack.csv and found that all our sprites are set to 0 as the height origin. However in SOWWL every cavalry and horse team sprite and every artillery sprite are set at -65 and -85 respectively.
I suggest we change our cavalry and horse teams from 0 to -65 and our artillery from 0 to -85 and see what effect this has.
I checked unitpack.csv and found that all our sprites are set to 0 as the height origin. However in SOWWL every cavalry and horse team sprite and every artillery sprite are set at -65 and -85 respectively.
I suggest we change our cavalry and horse teams from 0 to -65 and our artillery from 0 to -85 and see what effect this has.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
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