Kriegsspiel News Forum
Would you like to react to this message? Create an account in a few clicks or log in to continue.
Latest topics
» Grog a little late
by Grog Fri Apr 19, 2024 6:33 pm

» SOW Scenario Generator
by Uncle Billy Fri Apr 19, 2024 2:08 pm

» Impromptu Games
by Uncle Billy Fri Mar 15, 2024 3:35 pm

» Beginner doubts
by Martin Sun Mar 10, 2024 7:07 pm

» New player advice on maneovring to attack
by Uncle Billy Sun Feb 25, 2024 3:52 pm

» Our KS Group and 2024
by Martin Wed Feb 14, 2024 9:20 pm

» SoW OOB Editor
by RickMandar Tue Feb 13, 2024 4:23 pm

» Scenario Generator/ Artillery Question
by ARCH93 Thu Feb 01, 2024 4:08 pm

» KS mod ARMY command
by Uncle Billy Fri Jan 19, 2024 3:02 pm

» Europe in the XIX. century - ARCANUM Maps
by Martin Sat Dec 16, 2023 10:40 pm

» Mapping software?
by Martin Sat Dec 16, 2023 10:03 pm

» Cigar box pocket kriegspiel
by Martin Mon Dec 11, 2023 4:00 pm

Statistics
We have 1560 registered users
The newest registered user is chanceyseth

Our users have posted a total of 30498 messages in 2295 subjects
Log in

I forgot my password


KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released

4 posters

Go down

KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released Empty KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released

Post  Uncle Billy Tue Jul 19, 2016 6:29 pm

This version of the KS mod contains some major AI changes.  affraid
The links to the 3 mods  can be found in the first post of the KS Mod Thread: Setup For SOWWL Napoleon Mod

1. Infantry which has been forced into squares by enemy cavalry that is not supported by their own infantry will now slowly advance towards the cavalry to drive it off.
2. The suicidal artillery advances into the enemy's line which often occur as the two armies meet has been largely eliminated.  The battery commander should order a halt before his guns get too close and are destroyed by enemy fire.
3. Guns will now fallback by recoil automatically if they start to experience significant casualties.
4. With all the artillery improvements in the last couple of mod versions, it is time to level the playing field a bit.  Guns should stop firing when friendly troops move in front of them.  Firing canister and solid shot through friendly troops within ~150 yards should stop.
5. Artillery accuracy and rate of fire will decrease significantly after 30-40 minutes of continuous fire.
6. Cavalry should avoid heavy woods, woods, towns, stone walls and rough terrain when attacking.
7. Infantry brigades now fight in double line formations.  This makes the battlefield much less congested.  Battalions spend much less time marching around and trying to get into position.
8. Numerous minor fixes to the AI code to make it behave in a more logical and appropriate manner.
9. The toolbar has been revised.  The infantry, cavalry, artillery tabs have been removed.  Now it automatically 'knows' what type of unit has been selected and displays the proper formations.
10. The NSD Prussian landwehr cavalry sprites have been added.
Uncle Billy
Uncle Billy

Posts : 4601
Join date : 2012-02-27
Location : western Colorado

Back to top Go down

KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released Empty Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released

Post  CaptainAndrew Tue Jul 19, 2016 7:23 pm

https://www.youtube.com/watch?v=FJbmB9k2Y88

5. Artillery accuracy and rate of fire will decrease significantly after 30-40 minutes of continuous fire.

If I order to halt fire even for a brief period, will this then reset? Or are you using fatigue and the effects of its loss on the accuracy and RoF of guns, to implement this change, i.e. increased the amount of fatigue that is lost after each shot? Or is it a change of a different nature?

CaptainAndrew
CaptainAndrew

Posts : 148
Join date : 2015-11-28
Age : 28
Location : Läti

Back to top Go down

KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released Empty Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released

Post  Uncle Billy Tue Jul 19, 2016 7:38 pm

I use the fatigue effect. Halting fire will allow the gun to rest. We have actually been playing with this implemented for about 2 weeks now.
Uncle Billy
Uncle Billy

Posts : 4601
Join date : 2012-02-27
Location : western Colorado

Back to top Go down

KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released Empty Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released

Post  Iberalc Mon Jul 25, 2016 12:34 pm

Hi gents,
I am getting a broken link message when trying to download the KS Mod 1,22

Best regards.
Iberalc
Iberalc

Posts : 436
Join date : 2014-09-19
Location : Alicante

Back to top Go down

KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released Empty Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released

Post  Guest Mon Jul 25, 2016 1:01 pm

Hello Pepe,

Hope all is well with you and your family.

When we tested the new KS 1.22 mod there was a small issue and kevin had to change a few things in the dll.  I would think that once Kevin thinks it is fixed he will repost it.

I will make sure he knows you are waiting for it.

Guest
Guest


Back to top Go down

KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released Empty Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released

Post  Uncle Billy Mon Jul 25, 2016 2:04 pm

Hi Pepe, nice to hear from you again. I updated the mod yesterday and forgot to post a new link. It is all fixed now. Sorry about that. Join us for a game sometime. There have been quite a few changes since you last played.
Uncle Billy
Uncle Billy

Posts : 4601
Join date : 2012-02-27
Location : western Colorado

Back to top Go down

KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released Empty Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released

Post  Mr. Digby Mon Jul 25, 2016 5:18 pm

...and we need another cavalry commander!
Mr. Digby
Mr. Digby

Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands

Back to top Go down

KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released Empty Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released

Post  Iberalc Mon Jul 25, 2016 6:05 pm

Hi Mike, Kevin, Martin and all the KS crowd,

I have been very busy with my job and family, these 2 officer cadets of mine are getting stronger and smarter than their father.

I just reinstalled SOWWL and the new patch to 1.01, I am going to install the KS mod and will be needing some practice, I haven't played for 7 months.
Just started a sand box to check everything was working and I felt very weird. Mad

Next week I will be on holidays for a month and will do my best to join you for a game.

See you soon lads. Wink
Iberalc
Iberalc

Posts : 436
Join date : 2014-09-19
Location : Alicante

Back to top Go down

KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released Empty Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released

Post  Guest Mon Jul 25, 2016 6:22 pm

cheers cheers cheers cheers cheers cheers cheers cheers cheers cheers cheers cheers cheers cheers cheers

Hope to see you soon Pepe!

Guest
Guest


Back to top Go down

KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released Empty Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released

Post  Mr. Digby Mon Jul 25, 2016 6:49 pm

Good news. You need to watch those little aide-de-camps, they get sneakier as they get older.
Mr. Digby
Mr. Digby

Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands

Back to top Go down

KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released Empty Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released

Post  Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum