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KS Napoleon Mod II 1.07
+3
PhillWP
Iberalc
Uncle Billy
7 posters
Page 1 of 3
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KS Napoleon Mod II 1.07
The KS Nappy mod has been updated to version 1.07 As always, the link is in the 1st post of this thread: KS Napoleon Mod
1. MP courier message spamming whenever units are ordered to move, change formation, etc. has been removed. This will get rid of 95% of the courier messages players are plagued with.
2. AI controlled artillery batteries will now rotate to face the enemy if there are no targets in front of them. This needs some testing in a co-op game.
3. Some infantry classes had the wrong skirmish formation assigned. This has been fixed.
4. Russians have their own assault column formations.
5. A few minor toolbar tweaks.
1. MP courier message spamming whenever units are ordered to move, change formation, etc. has been removed. This will get rid of 95% of the courier messages players are plagued with.
2. AI controlled artillery batteries will now rotate to face the enemy if there are no targets in front of them. This needs some testing in a co-op game.
3. Some infantry classes had the wrong skirmish formation assigned. This has been fixed.
4. Russians have their own assault column formations.
5. A few minor toolbar tweaks.
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.07
Hip hip huuuuurrraaah!
Iberalc- Posts : 436
Join date : 2014-09-19
Location : Alicante
up and running SWWL
Thanks to Uncle Comrade Billy,
Version KS Nap Mod v1.07 and Sprites 1.01 seem to have done the trick. May reload the KS maps mod as well to give a clean sweep.
Looks great!
Many thanks again for all the hard work and answering dumb questions from me!
PhillWP
aka
Baldrick
Version KS Nap Mod v1.07 and Sprites 1.01 seem to have done the trick. May reload the KS maps mod as well to give a clean sweep.
Looks great!
Many thanks again for all the hard work and answering dumb questions from me!
PhillWP
aka
Baldrick
PhillWP- Posts : 47
Join date : 2010-03-02
Re: KS Napoleon Mod II 1.07
Thanks Kevin, excellent work. I'm up for a test game on the 17th. Is there one of the new maps we haven't played on yet (aside from Grande Ville which looks to be a rather useless map)?
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
Re: KS Napoleon Mod II 1.07
grrr.. no more guns looking the wrong way... what world do we live in... all the fun is taken away...
Kevin only did that to ensure that we pick the Russians more often so that our guns win the counter-battery fire!
Kevin only did that to ensure that we pick the Russians more often so that our guns win the counter-battery fire!
SolInvictus202- Posts : 681
Join date : 2015-03-04
Location : Austria
Re: KS Napoleon Mod II 1.07
Les Plaines and Petiteville are the only two left. NSD didn't put a lot of effort into making the non-Waterloo maps apart from coming up with some really terrible place names.Is there one of the new maps we haven't played on yet (aside from Grande Ville which looks to be a rather useless map)?
I hadn't thought of that, but it is a consequence I can live with.Kevin only did that to ensure that we pick the Russians more often so that our guns win the counter-battery fire!
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.07
Joking aside, the French should win a counter battery duel if such a thing ever happens. Their gunners were more professional, their officers more talented and their organisation more robust. I seriously think the Russian gunner skills need reducing or the quality of their guns. They weren't that good.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
Re: KS Napoleon Mod II 1.07
now that is something we might see in the mod by 2045...
quite agree though...depending on the time of course..
quite agree though...depending on the time of course..
SolInvictus202- Posts : 681
Join date : 2015-03-04
Location : Austria
Re: KS Napoleon Mod II 1.07
You are being extremely optimistic. Russian arty was considered to be the best in Europe during this period. It's performance at Eylau, Fiedland and Leipzig had a devastating effect on the French. Had the idiot commander of the Russian arty, Kutaisov, not gotten himself killed leading an infantry advance, Borodino may have ended up being a Russian victory.now that is something we might see in the mod by 2045...
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.07
that incident at Borodino was however mostly connected with the Reserve artillery then being without a commander at all and thus making it almost impossible to replace batteries up front... since Kutusov was busy doing.. well.. not much...
Eylau was certainly devastating for the French concerning artillery - for sure...
Austerlitz is another matter
Eylau was certainly devastating for the French concerning artillery - for sure...
Austerlitz is another matter
SolInvictus202- Posts : 681
Join date : 2015-03-04
Location : Austria
Re: KS Napoleon Mod II 1.07
test game on the 17th
Looking forward to that.
Iberalc- Posts : 436
Join date : 2014-09-19
Location : Alicante
Re: KS Napoleon Mod II 1.07
Hi guys, I am getting repeated CTDs with 1.07 has anyone else noticed any problems? With the mod disabled the game is solid. Ive yet to complete a game with KS running (earlier versions ran fine).
Squiduk- Posts : 4
Join date : 2015-07-04
Re: KS Napoleon Mod II 1.07
Which OOB and which map were you using?
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.07
The penninsular and waterloo british, various maps
Squiduk- Posts : 4
Join date : 2015-07-04
Re: KS Napoleon Mod II 1.07
Use only the maps that begin with a country name or one of the Waterloo maps.
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.07
Can we try playing as Prussians tomorrow? Not used them in the mod yet and we'd better make sure they all work. I don't mind which year.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
Re: KS Napoleon Mod II 1.07
Sure, we can give the 1806 OOB a tryout. I was thinking of using the Waterloo British OOB this weekend.
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.07
We can do that too... another night? Sunday would be good as I'm busy again Saturday. For everyone's information my new social affairs mean I won't be playing on Saturdays any more. Maybe once now and then, but its just the other 3 nights for me now.
As to other modding things...
Cavalry charging into woods and meleeing in them. I preferred our GB KS Mod system of preventing cav melees in certain defensive bonus greyscale areas.
Likewise squares in woods, etc. Not needed.
Town fighting. Can we do anything about this? Or do we need to? Like squares, etc. We are reliant on the greyscale values of the terrain here I assume? This makes things awkward with the presence of roads which we don't want to limit.
As to other modding things...
Cavalry charging into woods and meleeing in them. I preferred our GB KS Mod system of preventing cav melees in certain defensive bonus greyscale areas.
Likewise squares in woods, etc. Not needed.
Town fighting. Can we do anything about this? Or do we need to? Like squares, etc. We are reliant on the greyscale values of the terrain here I assume? This makes things awkward with the presence of roads which we don't want to limit.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
Re: KS Napoleon Mod II 1.07
the British and Prussians would make for a nice change - looking forward to these battles!
as for cav: Kevin once told me that Cav not charging in woods has to do with the defensive value he adjusted in the maps we played on - so I suppose this has not been done yet for the new maps - obviously.
I wonder if it is at all possible to tell the AI NOT to deploy in certain formations when in a different terrain - like woods - that would be huge - especially since advancing in line in a wooded area should be nigh impossible.
as for cav: Kevin once told me that Cav not charging in woods has to do with the defensive value he adjusted in the maps we played on - so I suppose this has not been done yet for the new maps - obviously.
I wonder if it is at all possible to tell the AI NOT to deploy in certain formations when in a different terrain - like woods - that would be huge - especially since advancing in line in a wooded area should be nigh impossible.
SolInvictus202- Posts : 681
Join date : 2015-03-04
Location : Austria
Re: KS Napoleon Mod II 1.07
On the stock Waterloo maps, the cavalry will not charge in heavy woods. They will do so in light woods and orchards. I don't think we can prevents certain formations being formed on certain terrains.
Uncle Billy- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod II 1.07
Probably won't make it today.
Internet is bad, they techs are coming to the house again this afternoon but there is a chance that I will have a new connection today.
Of course I am not holding my breath it would be the end of me.
ENJOY Men!!
Internet is bad, they techs are coming to the house again this afternoon but there is a chance that I will have a new connection today.
Of course I am not holding my breath it would be the end of me.
ENJOY Men!!
Guest- Guest
Re: KS Napoleon Mod II 1.07
That very true but infantry had an Open Order formation which placed the files about twice as far apart and the British guards used this when advancing through Bossu Wood on the afternoon of the 16th.advancing in line in a wooded area should be nigh impossible.
I personally don't think we need the clutter of yet another formation so assuming any line in woods is really open order works for me.
Kevin - can we prohibit cavalry melees in light woods as well as dense? As Roland mentioned our old GB:KS mod system of NO MELEE IN certain defensive bonus terrain is better that NO CHARGE FROM which is what the vanilla game currently uses.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
Re: KS Napoleon Mod II 1.07
To play with the 1806 Prussians uniforms feels like a travel in time to the XVIII century.
And it is always a challenge to survive figthing the French. Yesterday 2 hours into the battle it looked to me we were going to be surrounded. Nice battle.
And it is always a challenge to survive figthing the French. Yesterday 2 hours into the battle it looked to me we were going to be surrounded. Nice battle.
Iberalc- Posts : 436
Join date : 2014-09-19
Location : Alicante
Re: KS Napoleon Mod II 1.07
Blucher was close to panicking! I thought Roland had fallen off his horse and gone mad!
We just managed to save the day in the end.
A few more mod issues identified and (soon to be) ticked off.
Not sure I ever want to command Saxons again though - most unreliable fellows.
We just managed to save the day in the end.
A few more mod issues identified and (soon to be) ticked off.
Not sure I ever want to command Saxons again though - most unreliable fellows.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
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