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New Required Mod For Napoleon SOW Games
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Ike
Martin
Mr. Digby
Uncle Billy
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Page 1 of 2
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New Required Mod For Napoleon SOW Games
JustCouriers has been retired from use with the Road To Wagram Mod. Since many of the csv files are being changed to better reflect KS HITS style play, it was necessary to remove them from the Road To Wagram mod and place them in a separate folder. The name JustCouriers didn't fit any longer, so a new mod was created. It contains all the files previously found in JustCourier, plus all the other the csv files have been added. It has been renamed KSNapoleonMod and also comes in the small and large map varieties.
Version 1.620 can be downloaded here:
Large maps: http://www.norbsoftware.com/Downloads/Mods/LargeKSNapoleonMod1620.zip
Small maps: http://www.norbsoftware.com/Downloads/Mods/SmallKSNapoleonMod1620.zip
Place this mod AFTER the all the other mods used for nappy games. Next turn off JustCouriers and the Road To Wagram csv Patch. Finally, delete or rename the \Logistics folder in Road To Wagram folder.
Version 1.620 can be downloaded here:
Large maps: http://www.norbsoftware.com/Downloads/Mods/LargeKSNapoleonMod1620.zip
Small maps: http://www.norbsoftware.com/Downloads/Mods/SmallKSNapoleonMod1620.zip
Place this mod AFTER the all the other mods used for nappy games. Next turn off JustCouriers and the Road To Wagram csv Patch. Finally, delete or rename the \Logistics folder in Road To Wagram folder.
Last edited by Uncle Billy on Fri Sep 27, 2013 2:02 am; edited 3 times in total
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: New Required Mod For Napoleon SOW Games
Nice work Kevin. Thank you very much. Did you incorporate your updated more ragged skirmish formation in this? And has the bug with the French-artillery-when-captured-always-turning-to-Austrians been squished? I haven't seen that for a few battles now so I am assuming it was.
Can you please summarise what the mod covers now please?
I assume all the flank/rear fire penalties the ACW HTS mod are included.
Our new cavalry speeds.
Updated cavalry generally (heavy/light differences).
New stronger squares/more vulnerable lines melee factors.
All the couriers order screens and new minimaps.
Anything else?
Can you please summarise what the mod covers now please?
I assume all the flank/rear fire penalties the ACW HTS mod are included.
Our new cavalry speeds.
Updated cavalry generally (heavy/light differences).
New stronger squares/more vulnerable lines melee factors.
All the couriers order screens and new minimaps.
Anything else?
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: New Required Mod For Napoleon SOW Games
I'd like to echo Digby's thanks to Kevin. He has done an enormous amount of work for the group. And hopefully (with huge dollops of flattery) will continue to do so
Martin (J)
Martin (J)
Martin- Posts : 2522
Join date : 2008-12-20
Location : London
Re: New Required Mod For Napoleon SOW Games
Um. Something seems to have gone wrong. I have updated and now my toolbar is corrupted. I use the Reb Bugler updated one on top of Gunships Nap original. The only thing I did was rename the Logistics folder in the main Nap Mod to disable it. I think something in there needs to remain in use.
EDIT: Renamed the Logistics folder in Gunships main Mod back to its original - no effect, toolbar still corrupt.
Then went back to using "JustCouriers" and the toolbar is fine, so something's conflicting in your update unfortunately Kevin.
EDIT: Renamed the Logistics folder in Gunships main Mod back to its original - no effect, toolbar still corrupt.
Then went back to using "JustCouriers" and the toolbar is fine, so something's conflicting in your update unfortunately Kevin.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: New Required Mod For Napoleon SOW Games
I installed the new mod per instructions, but was unable to find a "Logistics" folder in the Nap Mod folder or anywhere else in the Nap Mod for that matter. And Kevin thank you very much for all your hard work on this file for the Nap games.
Ike- Posts : 263
Join date : 2010-05-04
Age : 77
Location : Central Texas USA
Re: New Required Mod For Napoleon SOW Games
My logistics folder is in the Road to Wagram & Peninsular CSV mod, so just making sure that mod is disabled works for me.
However, the B&F toolbar for the Napoleon mod causes a drills conflict.
So now I order the Spanish Pig, Kevin, to rectify the situation or I will raze his shoddy little village.
However, the B&F toolbar for the Napoleon mod causes a drills conflict.
So now I order the Spanish Pig, Kevin, to rectify the situation or I will raze his shoddy little village.
kg little mac- Posts : 430
Join date : 2012-07-09
Age : 65
Location : Eden
Re: New Required Mod For Napoleon SOW Games
LOL, I guess its gloves off then.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: New Required Mod For Napoleon SOW Games
The first verbal atrocity of this distressing war. We will send these slug-eating, croissant-soldiers packing across the Pyrenees where they can do no more harm to peace-loving peoples. Fortunately, I understand soft cheese is therapeutic for (Spanish) ulcers.kg little mac wrote:So now I order the Spanish Pig, Kevin, to rectify the situation or I will raze his shoddy little village.
¡Viva España y la Monarquía!
Don Francisco Javier Castaños Aragorri Urioste y Olavide, Conde de Castaños y Aragones, primer Duque de Bailén
Re: New Required Mod For Napoleon SOW Games
Let's take these in order. Digby's list of changes is complete. I also cleaned up a few errors that were in the drills file.
There are two possible locations for the Logistics folder(s). The first is in the Road To Wagram Csv Patch. It has three csv files in it. Some people have it as a separate mod and some may have moved those files into the main Road To Wagram & Peninsula Mod \Logistics folder. If you have the Csv Patch, de-select it. Then go to the Road To Wagram & Peninsula Mod and rename or delete the Logistic folder you find there. If you don't, you won't be able to host a MP game. The host can have only one version each csv file.
RebBugler's mod incorporates it's own version of gui files,(3), and different sounds than Road To Wagram's. For now, you can move the Toolbar mod below the KSNapoleon Mod. That should allow the proper functioning of the toolbar. However, the hosting problem will exist for those players who use it. To be able to host, you will have to transfer and replace the following files from Rebs mod to the KSNapoleon mod: gamefonts, gfx, gui, guitext and sfx. All are csv files. You should then be able to host. I think. Maybe.
Generalissimo Blake is sending a barrel of Galacia's finest three day old fish to General Dupont as a token of his esteem. The snail eater will be certain to find this offering to be a gastronomic delight.
There are two possible locations for the Logistics folder(s). The first is in the Road To Wagram Csv Patch. It has three csv files in it. Some people have it as a separate mod and some may have moved those files into the main Road To Wagram & Peninsula Mod \Logistics folder. If you have the Csv Patch, de-select it. Then go to the Road To Wagram & Peninsula Mod and rename or delete the Logistic folder you find there. If you don't, you won't be able to host a MP game. The host can have only one version each csv file.
RebBugler's mod incorporates it's own version of gui files,(3), and different sounds than Road To Wagram's. For now, you can move the Toolbar mod below the KSNapoleon Mod. That should allow the proper functioning of the toolbar. However, the hosting problem will exist for those players who use it. To be able to host, you will have to transfer and replace the following files from Rebs mod to the KSNapoleon mod: gamefonts, gfx, gui, guitext and sfx. All are csv files. You should then be able to host. I think. Maybe.
Generalissimo Blake is sending a barrel of Galacia's finest three day old fish to General Dupont as a token of his esteem. The snail eater will be certain to find this offering to be a gastronomic delight.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: New Required Mod For Napoleon SOW Games
Poop, this is awkward.
I merged RebBuglers toolbar mod into the main Nap Mod as he suggested you should.
So I'm unable to alter its priority as it no longer exists on my install.
Also "croissant-soldiers". Loved it!
P.S. your new skirmish formation is superb Kevin. Now we just need the game to get it to have a meaning!
I merged RebBuglers toolbar mod into the main Nap Mod as he suggested you should.
So I'm unable to alter its priority as it no longer exists on my install.
Also "croissant-soldiers". Loved it!
P.S. your new skirmish formation is superb Kevin. Now we just need the game to get it to have a meaning!
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: New Required Mod For Napoleon SOW Games
Have followed the steps above and was able to successfully "host" a game (with myself) using the adjustments suggested for hosts. Reb Bugler's toolbar was installed and working -- all was as it should be except the button icon graphics were missing. Only black boxes existed in their place. Reb's mouse-over descriptions functioned fine too. All standard toolbar icon graphics were there and working. Is it possible that another of Reb's files (with the icons) needs to be moved from his mod to the new KS Napoleon mod so hosts can use it too?
Re: New Required Mod For Napoleon SOW Games
Reb's toolbar has its own button file and is suppose to overwrite Gunship's version. Move Reb's Toolbar mod below the Road To Wagram mod and all should be well. If that doesn't help, move it below the KS Napoleon mod.WJPalmer wrote:Have followed the steps above and was able to successfully "host" a game (with myself) using the adjustments suggested for hosts. Reb Bugler's toolbar was installed and working -- all was as it should be except the button icon graphics were missing. Only black boxes existed in their place. Reb's mouse-over descriptions functioned fine too. All standard toolbar icon graphics were there and working. Is it possible that another of Reb's files (with the icons) needs to be moved from his mod to the new KS Napoleon mod so hosts can use it too?
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: New Required Mod For Napoleon SOW Games
Digby wrote:
You only needed to merge the logistic files I listed. Delete the drills file from the toolbar mod. In other words, the Toolbar mod does not have a Logistics folder, but still has all the other folders.I merged RebBuglers toolbar mod into the main Nap Mod as he suggested you should.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: New Required Mod For Napoleon SOW Games
As I said I don't have a toolbar MOD, I just have a Nap Mod that has the B&F toolbar built into it (I followed Reb's advice on doing that). Maybe it was not a best move.
EDIT: Thanks for talking me through it on Teamspeak, Kevin, I have it all working now.
EDIT: Thanks for talking me through it on Teamspeak, Kevin, I have it all working now.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: New Required Mod For Napoleon SOW Games
I have updated the KS Napoleon mod. I added nappy maps for Culps Hill, PPT and Antietam. The revised links are in the 1st post.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: New Required Mod For Napoleon SOW Games
Uncle Billy wrote:Let's take these in order. Digby's list of changes is complete. I also cleaned up a few errors that were in the drills file.
There are two possible locations for the Logistics folder(s). The first is in the Road To Wagram Csv Patch. It has three csv files in it. Some people have it as a separate mod and some may have moved those files into the main Road To Wagram & Peninsula Mod \Logistics folder. If you have the Csv Patch, de-select it. Then go to the Road To Wagram & Peninsula Mod and rename or delete the Logistic folder you find there. If you don't, you won't be able to host a MP game. The host can have only one version each csv file.
RebBugler's mod incorporates it's own version of gui files,(3), and different sounds than Road To Wagram's. For now, you can move the Toolbar mod below the KSNapoleon Mod. That should allow the proper functioning of the toolbar. However, the hosting problem will exist for those players who use it. To be able to host, you will have to transfer and replace the following files from Rebs mod to the KSNapoleon mod: gamefonts, gfx, gui, guitext and sfx. All are csv files. You should then be able to host. I think. Maybe.
I think I did exactly what is listed here. I disabled Logistics in NAP mod, copied the logistic files from RB into the KS mod. But my toolbar is still corrupted. Digby, how did you get it working?
Edit: Forget that, I got it working now. I created a new Mod Version and didnt activate it ;-)
Leffe7- Posts : 468
Join date : 2012-03-01
Re: New Required Mod For Napoleon SOW Games
A new version of the KS Napoleon Mod is up. The link for version 1.618 is in the first post.
Skirmishers have been greatly enhanced. They now behave as they should. They will take few casualties from formed troops, but will slowly destroy an enemy formation if allowed. If the modified OOBs are used, (they are included in this version), the AI will also use them in co-op MP games or SP games. Your brigades will automatically deploy them when going into battle.
British troops now utilize two rank line formations while the continental powers retain three ranks.
Additional command buttons have been added to the toolbar. It is strongly recommended that the Bugle & Flags mod not be used. Many formations have been changed and it will not function properly.
Digby's Peninsula mod which is used in the campaign game has been incorporated into this version. The separate download is no longer needed.
Gunship24's Baden and Italian sprites have been added.
Town fortifications have been added to the Alpine map. They will be incorporated into the other maps in the future. This gives a battalion a significant defensive bonus which is meant to simulate the cost of men and time an attacker must pay in order to capture a town.
Skirmishers have been greatly enhanced. They now behave as they should. They will take few casualties from formed troops, but will slowly destroy an enemy formation if allowed. If the modified OOBs are used, (they are included in this version), the AI will also use them in co-op MP games or SP games. Your brigades will automatically deploy them when going into battle.
British troops now utilize two rank line formations while the continental powers retain three ranks.
Additional command buttons have been added to the toolbar. It is strongly recommended that the Bugle & Flags mod not be used. Many formations have been changed and it will not function properly.
Digby's Peninsula mod which is used in the campaign game has been incorporated into this version. The separate download is no longer needed.
Gunship24's Baden and Italian sprites have been added.
Town fortifications have been added to the Alpine map. They will be incorporated into the other maps in the future. This gives a battalion a significant defensive bonus which is meant to simulate the cost of men and time an attacker must pay in order to capture a town.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: New Required Mod For Napoleon SOW Games
Sounds Great, Kevin
Looking forward to trying it out.
Mike
Looking forward to trying it out.
Mike
Grog- Posts : 847
Join date : 2012-08-31
Age : 55
Location : Nottingham, England
Re: New Required Mod For Napoleon SOW Games
I can see it now. . . assault skirmishers. One regiment in skirmish destroys three in line?Uncle Billy wrote:Skirmishers have been greatly enhanced. They now behave as they should. They will take few casualties from formed troops, but will slowly destroy an enemy formation if allowed."
Can't say I'm a fan of the uber-skirmish formation.
I noticed in the last game I played when my arty acted strange, Kevin moved a regiment in skirmish to engage my line and they shot up three of my regiments pretty bad. So now it's going to be even worse?
Assaulting squares? Assaulting skirmish lines?
Realism?
kg little mac- Posts : 430
Join date : 2012-07-09
Age : 65
Location : Eden
Re: New Required Mod For Napoleon SOW Games
Kevin,
I'm not getting any background displayed behind the command buttons and Brits also still in 3 deep formation.
I'll send a screen shot if it appears that its just my installation error and a mod problem.
EDIT: I now notice the Brits are only 3 deep on initial deployment, they adopt 2 deep when ordered into line. Nice Kevin. I also like the way the line forms up after it sends out the skirmishers.
The Brit column of companies is nice too, as it was their preferred battlefield movement formation. They did however also use column of divisions when safe from artillery and when the need to form square quickly was necessary. I'm fine with this change though.
I'm not getting any background displayed behind the command buttons and Brits also still in 3 deep formation.
I'll send a screen shot if it appears that its just my installation error and a mod problem.
EDIT: I now notice the Brits are only 3 deep on initial deployment, they adopt 2 deep when ordered into line. Nice Kevin. I also like the way the line forms up after it sends out the skirmishers.
The Brit column of companies is nice too, as it was their preferred battlefield movement formation. They did however also use column of divisions when safe from artillery and when the need to form square quickly was necessary. I'm fine with this change though.
Grog- Posts : 847
Join date : 2012-08-31
Age : 55
Location : Nottingham, England
Re: New Required Mod For Napoleon SOW Games
Mark, just face off enemy skirmishers with your own, or push them back with the bayonet. Historic tactics work. In a recent game I also found that canistering them gets them quite upset as well.
A close order unit had little response to the fire from skirmishers.
The charging square issue has also been dealt with by making them move very slowly, so its both all good and all historical.
A close order unit had little response to the fire from skirmishers.
The charging square issue has also been dealt with by making them move very slowly, so its both all good and all historical.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: New Required Mod For Napoleon SOW Games
The game starts all units in three rank lines. Nothing I can do about that. But as you noticed, once you begin giving orders, or the AI takes control, they will use the Brit formations.Grog wrote:I'm not getting any background displayed behind the command buttons and Brits also still in 3 deep formation.
I'll send a screen shot if it appears that its just my installation error and a mod problem.
EDIT: I now notice the Brits are only 3 deep on initial deployment, they adopt 2 deep when ordered into line. Nice Kevin. I also like the way the line forms up after it sends out the skirmishers.
I did not space out the British column of companies as I did the column of divisions. I wasn't sure if that would be desirable. Check out the new spacing in the column of divisions and let me know if I should do the same for the Brits.
I deliberately removed the stone block from behind the buttons as a test. I liked the more open look. But if people would rather have the block back, it is easy to replace.
As Martin said, skirmishers are not uber units. Except for guard and landwehr brigades, all of them can deploy a battalion of skirmishers. For the French they are labelled either legre or voltigeur. The allies come in several flavors; jagers, light, rifles, flank companies or 3rd rank. You'll know if a battalion is able to skirmish as that unit will have a skirmish button on the toolbar. Most battalions cannot. Also, the 2nd battalion of a brigade will automatically go into skirmish formation whenever the enemy comes into range. Two skirmish units can fire at each other all day and deliver or receive very few casualties. That is the best remedy for skirmisher harassment.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: New Required Mod For Napoleon SOW Games
Thanks Kevin,
I'll play with the new command button look and see how I feel after a few games but I suspect that i will prefer to have a background. I do think that having a background the same colour as the left and centre panels might look better than the grey one used.
When the portraits are done I will extend the sepia look right across and see how that looks.
I like the increased spacing of the bigades in column of divisions but wonder if there could be some slight changes so that there is a smooth transition from 'brigade in line' to 'brigade in column of divisions' and vice versa, so that each battalion forms the new formation at that spot and the brigadier also remains stationary. Not really an issue though if you are ordering them forward at the same time.
I would be keen to see a brigade column of division formation which is arrayed in two lines, like the brigade in two deep line formation. I suspect that I would use this formation more than the 'single line of columns of division', especially for manaouvre but also when forming two brigades next to each other. This formation, I think would be more flexible and at least as historical.
I think you should space the brit columns of companies in like you have done with the div column brigades. Again, a two deep brigade in column would be desirable as a battlefield manaouvre formation.
Thanks, Mike
I'll play with the new command button look and see how I feel after a few games but I suspect that i will prefer to have a background. I do think that having a background the same colour as the left and centre panels might look better than the grey one used.
When the portraits are done I will extend the sepia look right across and see how that looks.
I like the increased spacing of the bigades in column of divisions but wonder if there could be some slight changes so that there is a smooth transition from 'brigade in line' to 'brigade in column of divisions' and vice versa, so that each battalion forms the new formation at that spot and the brigadier also remains stationary. Not really an issue though if you are ordering them forward at the same time.
I would be keen to see a brigade column of division formation which is arrayed in two lines, like the brigade in two deep line formation. I suspect that I would use this formation more than the 'single line of columns of division', especially for manaouvre but also when forming two brigades next to each other. This formation, I think would be more flexible and at least as historical.
I think you should space the brit columns of companies in like you have done with the div column brigades. Again, a two deep brigade in column would be desirable as a battlefield manaouvre formation.
Thanks, Mike
Grog- Posts : 847
Join date : 2012-08-31
Age : 55
Location : Nottingham, England
Re: New Required Mod For Napoleon SOW Games
Thanks for the feedback, Mike.
There actually is a double row column of division formation for everyone except the Brits. I viewed it as more of an attack column. I can't recall if the Brits ever attacked during that period. Maybe in 1814 when they rampaged through southern France? I can easily add it in to the Brit toolbar. Should I use the British column of companies or standard column of divisions?
There actually is a double row column of division formation for everyone except the Brits. I viewed it as more of an attack column. I can't recall if the Brits ever attacked during that period. Maybe in 1814 when they rampaged through southern France? I can easily add it in to the Brit toolbar. Should I use the British column of companies or standard column of divisions?
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: New Required Mod For Napoleon SOW Games
The British attacked a lot - Talavera, Fuentes (limited counterattacks), Salamanca, Vitoria, Albuera, Barrossa, S France. They did it in line though, never in column.
Mike, maybe your sepia tone could form the whole of the background panel? That might create an appealing effect.
Kevin - you didn't give the Spanish a skirmish capability did you? They had enough trouble standing still in line and shooting, let alone training men to skirmish.
Mike, maybe your sepia tone could form the whole of the background panel? That might create an appealing effect.
Kevin - you didn't give the Spanish a skirmish capability did you? They had enough trouble standing still in line and shooting, let alone training men to skirmish.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
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