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KS Napoleon Mod II 1.07

+3
PhillWP
Iberalc
Uncle Billy
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KS Napoleon Mod II 1.07 Empty KS Napoleon Mod II 1.07

Post  Uncle Billy Thu Jul 16, 2015 12:46 am

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.
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Post  Iberalc Thu Jul 16, 2015 6:28 am

Hip hip huuuuurrraaah!
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KS Napoleon Mod II 1.07 Empty up and running SWWL

Post  PhillWP Thu Jul 16, 2015 9:03 am

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!

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aka
Baldrick
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Post  Mr. Digby Thu Jul 16, 2015 9:14 am

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)?
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Post  SolInvictus202 Thu Jul 16, 2015 11:58 am

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! bom
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Post  Uncle Billy Thu Jul 16, 2015 2:42 pm

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)?
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.

Kevin only did that to ensure that we pick the Russians more often so that our guns win the counter-battery fire!
I hadn't thought of that, but it is a consequence I can live with. Smile
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Post  Mr. Digby Thu Jul 16, 2015 4:41 pm

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.
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Post  SolInvictus202 Thu Jul 16, 2015 4:52 pm

now that is something we might see in the mod by 2045... Twisted Evil  Very Happy

quite agree though...depending on the time of course..
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Post  Uncle Billy Thu Jul 16, 2015 5:12 pm

now that is something we might see in the mod by 2045...
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.
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Post  SolInvictus202 Thu Jul 16, 2015 5:50 pm

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 Wink
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Post  Iberalc Thu Jul 16, 2015 7:32 pm

test game on the 17th

Looking forward to that.
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Post  Squiduk Thu Jul 16, 2015 8:12 pm

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).

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Post  Uncle Billy Thu Jul 16, 2015 8:47 pm

Which OOB and which map were you using?
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Post  Squiduk Thu Jul 16, 2015 9:19 pm

The penninsular and waterloo british, various maps

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Post  Uncle Billy Thu Jul 16, 2015 9:32 pm

Use only the maps that begin with a country name or one of the Waterloo maps.
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Post  Squiduk Thu Jul 16, 2015 9:32 pm

ok thanks ill give it a go

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Post  Mr. Digby Thu Jul 16, 2015 11:08 pm

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.
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Post  Uncle Billy Thu Jul 16, 2015 11:35 pm

Sure, we can give the 1806 OOB a tryout. I was thinking of using the Waterloo British OOB this weekend.
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Post  Mr. Digby Fri Jul 17, 2015 9:08 am

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.
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Post  SolInvictus202 Fri Jul 17, 2015 9:51 am

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.
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Post  Uncle Billy Fri Jul 17, 2015 2:00 pm

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.
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Post  Guest Fri Jul 17, 2015 7:20 pm

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. cheers

Of course I am not holding my breath it would be the end of me. lol!


ENJOY Men!!

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Post  Mr. Digby Fri Jul 17, 2015 7:44 pm

advancing in line in a wooded area should be nigh impossible.
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.

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.
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Post  Iberalc Sat Jul 18, 2015 8:17 am

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.
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Post  Mr. Digby Sat Jul 18, 2015 8:43 am

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.
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