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KS Napoleon Mod II 1.16 and KS SOW Supplemental Maps 1.10

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Post  Uncle Billy Thu Dec 10, 2015 6:16 pm

Both the KS Napoleon Mod and the Supplemental Maps Mod have been updated. You can find the links in the first post of this thread: KS Napoleon Mod Setup

Changes and additions:
More maps have been added.
Cavalry has been slowed to a trot, 12-14 MPH as opposed to 16-18 MPH.
Guns will rout when charging cavalry comes within 85 yd or 40 yd for charging infantry. Guns will retreat rather than rout if enemy cavalry or infantry is in melee with another unit within those distances. This allows the player the ability to place a unit in front of the guns, such as a square to protect them.
Retreating or routing enemy units will no longer cause the guns to rout.
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Post  skelos Thu Dec 10, 2015 6:31 pm

That is great about the arty changes!
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Post  Mr. Digby Thu Dec 10, 2015 8:21 pm

Thanks Kevin.

Did the reduced sprite mixes in the French and Spanish infantry make it in?
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Post  Uncle Billy Thu Dec 10, 2015 9:49 pm

Yes, they are in there.
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Post  SJDIII Thu Dec 10, 2015 9:53 pm

Good Improvements

I did add this to the courier file:

ITEM Message Received I have received your message.

under ITEM Salutation My compliments sir.

Felt that it would help my confirming messages problem.
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Post  Uncle Billy Thu Dec 10, 2015 10:00 pm

Email me the courier file and I'll add it to the next version.

By the way, I updated the Replay Viewer to include the new maps. The link is at the bottom of that 1st post.
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Post  Mr. Digby Fri Dec 11, 2015 9:24 am

How do those automatic replies and greetings work? Is it bound to a key press? Can you then free type more text in the message afterwards?
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Post  Uncle Billy Fri Dec 11, 2015 1:44 pm

Just double click on the message and it transfer to the right side of the screen. If necessary, additional text can be added on the free text page. In other words, it's just a shortcut method of placing a standard reply in a message.
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Post  Mr. Digby Fri Dec 11, 2015 4:58 pm

That's neat. I never knew such a feature existed. Is there a limit to how many standard messages the system can hold, and/or their length?
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Post  SJDIII Fri Dec 11, 2015 5:41 pm

I don't' think there is there is a limit how many individual messages, but the list is quite long already. There is a limit on the standard length but I don't remember length limit.
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Post  Uncle Billy Sat Dec 12, 2015 2:10 pm

From our first test of this new version of the mod.  A picture no Frenchman wants to see.
KS Napoleon Mod II 1.16 and KS SOW Supplemental Maps 1.10 Gunlin10

The 1st test of the changes made to the cavalry and artillery routing was very promising.  It was more difficult to rout the guns.  Slower doubletime moving by the cavalry makes it a little less of an dominating force since it takes a little longer to get to its target.  That also tires them out more, so the number of multiple charges is reduced.  Commanders will have to rest them more frequently.

I forgot to mention one other change that was made in the mod. Guns are a little more vulnerable to counter battery fire. Ask Mike for details. Sad
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Post  Mr. Digby Sat Dec 12, 2015 2:58 pm

I echo Kevin's comments; the new artillery rout changes played very well. Cavalry a bit weaker, guns tougher. If infantry division commanders are more circumspect with placing their artillery and protecting it, we should see the mass disposal of artillery early in the game by daring cavalry rushes a thing of the past.

If you do get cavalry chasing your guns away then its now probably your fault and not another player being cunning and exploiting a loophole.
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Post  SJDIII Sat Dec 12, 2015 6:17 pm

Who me? Laughing

Yes with the KS mod changes and the new WL update "secret" Twisted Evil individual Calvary missions are not that viable anymore.
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