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KS Napoleon Mod 1.29 & Supplemental Maps 1.19 Released

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Post  Uncle Billy Sat Jan 05, 2019 7:57 pm

The latest version of the KS Napoleon Mod has been released.  It is version 1.29.

New changes include:
Single Player changes.  Details are in the Mod Manual in the Manuals folder.
1. Scouting reports now go to the player/corps commander.
2. Division commanders will send periodic updates to the player/corps commander when they encounter the enemy.  They give the division's approximate casualty percentage along with the approximate size of the enemy force.
Multi-player
1. Scripting for MP scenarios has been implemented.  See the MP Scripting Manual in the Manuals folder for details.

Map-wise: Crikey's Italian maps have been added to the mod.

Links to these updates are in the first post of the this thread: KS Napoleon Mod II
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Post  Mr. Digby Sat Jan 05, 2019 9:40 pm

Thanks Kevin.

My understanding is that Crikey is also happy for us to use his Blenheim maps which I've played on and are really nice.
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Post  Martin Sat Jan 05, 2019 9:46 pm

Many thanks for your continued efforts Uncle Billy.

Yes that's correct re Crikey, Diggers.

I agree with you that these are really nice maps.  Instead of strongpoints, Crikey normally uses perimeter defences for villages, which I think was actually more typical for say Germany, although not for the Battle of Waterloo Smile

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Post  Uncle Billy Sun Jan 06, 2019 12:24 am

I'll see about adding them in the next update.
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Post  Mr. Digby Sun Jan 06, 2019 12:46 pm

The maps were created for a Gettysburg mod, so no option to use forts. I think perimeter defences are a nice variation to have though the AI does not know how to use them unfortunately, so a player team attacking the defensive AI has an advantage. Ideally a WL version ought to have forts added within the towns to give the AI a better chance.

I suppose you could make each 150 yd length of barricade/breastworks a "fort" which may be an option to explore - but only if the WL engine allows linear forts.
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Post  ushiri Sun Jan 06, 2019 10:11 pm

Thank you very much for an updated version of an allready great mod and more support for singleplayer Very Happy
Very interesting with the scourreports and update about the battle, will be fun to check out.

I reposted it on the steam forums about the update.

Old savegames will be broken with the update?
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Post  Martin Mon Jan 07, 2019 12:16 pm

Diggers - re perimeter defences, I think Kevin told me that the Waterloo AI will use 'walls' but not 'fences', so coding barricades/hedges as walls may be the answer. Not sure what approach Crikey has used in the Waterloo version of his maps though.

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Post  Mr. Digby Mon Jan 07, 2019 12:46 pm

Thanks Martin, I wasn't aware of that. In that case we could do that, but in the csv file of these particular maps, make the "wall" defensive bonus the same as "breastworks" on other maps.

I think using walls means marking the ground with that greyscale so we'd have to ensure that no actal wall sprites are used elsewhere on the maps, or they'd get drawn by the game where the breastworks are. I'm sure we can work something out.
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Post  Taff1943 Mon Jan 07, 2019 3:26 pm

Game keeps getting better and better
.Can someone remind me how to turn a scenario to HITS please

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Post  Martin Mon Jan 07, 2019 5:19 pm

Set camera distance at 10 yds on p1 of Options before you go into the game, Taff.

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Post  Taff1943 Mon Jan 07, 2019 6:39 pm

Thanks Does that stop you jumping to other commanders?

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Post  Mr. Digby Mon Jan 07, 2019 6:41 pm

Yes.
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Post  Taff1943 Mon Jan 07, 2019 6:43 pm

Great Thanks for that

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