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KS Napoleon Mod II 1.06
+3
Taff1943
Mr. Digby
Uncle Billy
7 posters
Page 1 of 1
KS Napoleon Mod II 1.06
After a long wait, a new version of the mod is available. As usual, the link is in the 1st post of the Nappy Mod thread: SET UP FOR SOWWL
The changes include toolbar corrections and a more minimalist look and a doctrine mod to prevent gun capture.
The changes include toolbar corrections and a more minimalist look and a doctrine mod to prevent gun capture.
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.06
Very good Kevin. Thanks.
Can we test this today? Same time same channel?
Can we test this today? Same time same channel?
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
Re: KS Napoleon Mod II 1.06
Don't know if will help anyone
Checking Random Maps in single player. All with country name work great.My only problem was it will not load past "Loading sandbox" unless I hit the escape key twice The game then loads & plays perfectly
Checking Random Maps in single player. All with country name work great.My only problem was it will not load past "Loading sandbox" unless I hit the escape key twice The game then loads & plays perfectly
Taff1943- Posts : 50
Join date : 2015-06-27
Location : Cumbria
Re: KS Napoleon Mod II 1.06
You are missing one or more package files. Copy the files from SOWGB base\maps\packages to the supplemental maps maps\packages folder. That should fix the problem.
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.06
Apart from cavalry charging infantry inside a fortified building, this is the only issue I found on yesterday's game:
Iberalc- Posts : 436
Join date : 2014-09-19
Location : Alicante
Re: KS Napoleon Mod II 1.06
What is the pic showing? Airborne troops on the horizon or too many couriers?
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
Re: KS Napoleon Mod II 1.06
I have seen cavalry charge inside buildings in my last battle as well... I am rather glad that Pepe found it too, since I told Kevin about it and I believe he wasn't sure whether it was one of my "high" moments again or not
SolInvictus202- Posts : 681
Join date : 2015-03-04
Location : Austria
Re: KS Napoleon Mod II 1.06
Russian elite cavalry are getting Pegasus instead of horses.
Iberalc- Posts : 436
Join date : 2014-09-19
Location : Alicante
Re: KS Napoleon Mod II 1.06
the new Pegasovsky breed?
SolInvictus202- Posts : 681
Join date : 2015-03-04
Location : Austria
Re: KS Napoleon Mod II 1.06
Those kirasiry really had their way on the battlefield. I even saw them break a square. The infantry was probably on its last legs, but it was still something to watch. Pepe wasn't completely heartless, he did capture a number of enemy squadrons and battalions rather than putting everyone to the sword. I'll have to speak to him about that. I can't have soft cavalry commanders.
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.06
"You are missing one or more package files. Copy the files from SOWGB base\maps\packages to the supplemental maps maps\packages folder. That should fix the problem."
And it did Thanks very much
And it did Thanks very much
Taff1943- Posts : 50
Join date : 2015-06-27
Location : Cumbria
Re: KS Napoleon Mod II 1.06
last night's fight was truly entertaining to say the least - always great to get Kevin to worry about his hair...
on a different note however: it's quite impressive to see the transformation the game has gone through in just a few weeks with the extensive work done on the mod.
The game runs smoothly and is stable... outstanding work and thank you!
on a different note however: it's quite impressive to see the transformation the game has gone through in just a few weeks with the extensive work done on the mod.
The game runs smoothly and is stable... outstanding work and thank you!
SolInvictus202- Posts : 681
Join date : 2015-03-04
Location : Austria
Re: KS Napoleon Mod II 1.06
Our glorious CinC marched us into a French trap and then proceeded to tell me I was hallucinating when I informed him I was being attacked from 2, soon to be 3, different directions. This is what happens when royalty is in charge.
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.06
All I wanted to do was to see how you would react under real pressure... and I think we have the answer...
if Digby managed to kill the entire Army almost by himself - it can't have been an army of serious strength or competence..
if Digby managed to kill the entire Army almost by himself - it can't have been an army of serious strength or competence..
SolInvictus202- Posts : 681
Join date : 2015-03-04
Location : Austria
Re: KS Napoleon Mod II 1.06
It's called knowing your enemy.
As in... I killed the same guys yesterday
As in... I killed the same guys yesterday
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
A Good Time
Hey guys
I just wanted to post a big thanks for letting me in your game last weekend. I had a GREAT TIME
I look forward to my next game with you..(this weekend If real life permitts).
Seeing it was my first real HITS game in a long while.. I thought I was doing ok
I just wanted to post a big thanks for letting me in your game last weekend. I had a GREAT TIME
I look forward to my next game with you..(this weekend If real life permitts).
Seeing it was my first real HITS game in a long while.. I thought I was doing ok
AP514- Posts : 3
Join date : 2015-07-02
Re: KS Napoleon Mod II 1.06
I had a GREAT TIME
Happy to hear that. Everyone is welcome to our games!
Regards.
Pepe.
Iberalc- Posts : 436
Join date : 2014-09-19
Location : Alicante
Re: KS Napoleon Mod II 1.06
Good to know AP. You are very welcome. We usually play at 20:00 BST / 15:00 EST Fri-Sat-Sun-Mon though the Monday game is normally not Waterloo but Gettysburg with a mod of some kind. Our usual mods are 1876 Plains wars, 1830s Carlist War (Spain), 1860s fictional Europe (Reisswitz mod), 1745 Fontenoy or one of the ACW mods, often in the Trans-Mississippi theatre. We've also played the 1854 Crimea and 1704 Blenheim mods.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
Re: KS Napoleon Mod II 1.06
Congrats on the mod guys, it really does improve on vanilla a hell of a lot. Thank you for that. I hope (when I have more free time) to meet up online for some games, but in the meantime I am appreciative of the difference in my SP forays.
A couple of questions if I may.
The vanilla SOWWL OOB seems a bit screwed up insofar as the units names are concerned. Are their any plans to remedy this? I like the new sprites so tend to play with them. If their arent could you point me in the direction of how I might go about it myself?
Do you have any details of future improvements to gameplay further incarnations of the mod might include? Personally I would love to see some major changes to melee (it happens far far too often).
Thanks again and keep up the great work.
A couple of questions if I may.
The vanilla SOWWL OOB seems a bit screwed up insofar as the units names are concerned. Are their any plans to remedy this? I like the new sprites so tend to play with them. If their arent could you point me in the direction of how I might go about it myself?
Do you have any details of future improvements to gameplay further incarnations of the mod might include? Personally I would love to see some major changes to melee (it happens far far too often).
Thanks again and keep up the great work.
Squiduk- Posts : 4
Join date : 2015-07-04
Re: KS Napoleon Mod II 1.06
Thanks for the kind words. Do join us in MP when you have the time.
We have not yet integrated the stock OOB and sprites into the mod. Up until recently we were working on porting the mod over to the new game and making it stable. That has now been accomplished so we will be improving it with the new modding capabilities available in SOWWL. There are a number areas to be addressed. Melees are one, although they are already much less frequent than in the first game.
We have not yet integrated the stock OOB and sprites into the mod. Up until recently we were working on porting the mod over to the new game and making it stable. That has now been accomplished so we will be improving it with the new modding capabilities available in SOWWL. There are a number areas to be addressed. Melees are one, although they are already much less frequent than in the first game.
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
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