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KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released
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KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released
This version of the KS mod contains some major AI changes.
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.
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- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released
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?
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- Posts : 148
Join date : 2015-11-28
Age : 28
Location : Läti
Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released
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- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released
Hi gents,
I am getting a broken link message when trying to download the KS Mod 1,22
Best regards.
I am getting a broken link message when trying to download the KS Mod 1,22
Best regards.
Iberalc- Posts : 436
Join date : 2014-09-19
Location : Alicante
Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released
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.
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
Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released
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- Posts : 4601
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released
...and we need another cavalry commander!
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released
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.
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.
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.
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.
Iberalc- Posts : 436
Join date : 2014-09-19
Location : Alicante
Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released
Hope to see you soon Pepe!
Guest- Guest
Re: KS Napoleon Mod 1.22, KS Sprites 1.03, KS Supplemental Maps 1.14 Released
Good news. You need to watch those little aide-de-camps, they get sneakier as they get older.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 64
Location : UK Midlands
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