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New Version for SP and MP

8 years 6 months ago - 8 years 6 months ago #91 by Jack ONeill

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  • All,

    LP is right. Cavalry tend to be much less skittish to command. I have had several massed Cavalry charge - counter-charge fights where the fighting continues more than the old version. They tend to break/fall back less. :evil: (Heavy Cavalry rules! Vive l'Cuirassiers! (on both sides)).

    "Molon Labe"

    Jack B)

    Also, I've noticed some superb, (and probably accidental), combined arms work by the AI. Cavalry comes forward, I form square, theres ALWAYS a battery somewhere close-up firing into the squares, and then up hustle the Infantry columns. Hard to beat.

    American by birth, Californian by geography, Southerner by the Grace of God.

    "Molon Labe"
    Last edit: 8 years 6 months ago by Jack ONeill.

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    8 years 6 months ago #92 by Marching Thru Georgia

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  • Also, I've noticed some superb, (and probably accidental), combined arms work by the AI. Cavalry comes forward, I form square, theres ALWAYS a battery somewhere close-up firing into the squares, and then up hustle the Infantry columns. Hard to beat.

    In MP play, squares form columns to run away, cavalry charges, columns run up the white flag. :ohmy: I hate cavalry. Unless they're my cavalry, of course.

    I can make this march and I will make Georgia howl.

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    8 years 6 months ago #93 by Jack ONeill

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  • ...and now, just because it's time to hijack the thread for no reason......Ta-Da! Squares!...and some other cool screenshots.

    Some badly supported squares, some squares properly supported by Horse and Guns. I love the shot of the Uhlans riding down the French Legere Infantry. I thru in the Hungarians fighting in the woods because it was a cool shot AND a great fight during the game.

    "Molon Labe"

    Jack B)

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    "Molon Labe"
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    8 years 6 months ago #94 by gunship24

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  • Thanks for the update LP :).

    Jack, great screen shots. :)
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    8 years 5 months ago #95 by Saddletank

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  • I know there's been talk on here somewhere of a fix for the French guns captured by the British turning into Austrian ones... its a case of adding some entries to unitglobal.csv... but I just can't find the discussion. Can anyone help me out please?

    Thanks.

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    8 years 5 months ago #96 by gunship24

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  • Theres two french artillery unit types i think in unitglobal. One has captured class as Austrian and the other as British. One has some reference to peninsula like "PEN" in its name. Thats the one you need to use in the french OOB if the other army is the British.

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    8 years 5 months ago #97 by Saddletank

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  • Would it be possible to make the fix official in a small patch to the mod? If users mess with unitglobal it mucks up MP games I think.

    HITS & Couriers - a different and realistic way to play SoW MP.

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    8 years 5 months ago #98 by gunship24

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  • no messing around in unitglobal required. The fix is simply to replace the french artillery units in the OOB you are using with the correct name exactly as it is listed in unitglobal. I will do a fix that updates all the peninsula OOBs for that reason but might be a few weeks.

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    8 years 5 months ago #99 by gunship24

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  • FR_GB_ART_GunLimbered_1
    FR_GB_HORSE_ART_GunLimbered_1

    These are the French artillery unit with captured class as British for use in the OOB. Hope that helps. The other version FR_ART_GunLimbered_1 has captured class as Austrian.
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    8 years 5 months ago #100 by JTolliver

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  • Hey guys I need some tech assistance. I'm usually pretty good with computers but I can't get this nap mod to work. I can get all the files in the correct places except for the main one which is obviously the one I need the most...the Road to Wagram & Peninsular.7z file. I have no problem with the .csv file or any of the others. I download everything to desktop then extract to the correct places. However it will not let me extract the Road to Wagram & Peninsular.7z file. And it looks different on my desktop than the others. The others look and work fine but this main file is just a white page and when I click it prompts me to choose which app I want to use to open it. This has gotten me really puzzled. I'm using windows 8 which would be the problem. Any thoughts? Perhaps another link to that file?

    Thanks in advance,
    SGT. JT

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    8 years 5 months ago #101 by Jack ONeill

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  • JT<

    First and foremost, you probably need to be using winrar to get the files set. It is a free download from winrar.com and very easy to use. Then, download the NAPMOD folders to where-ever. DO NOT EXTRACT THEM TO ANYWHERE. They are self-contained. Open each download and take THE ENTIRE FOLDER and place it in the MODS section of the game. If you extract the files, you will over-write some of the stock game files and nothing will work. Once the folders are in the MODS section, you can activate them like any other Mod and run the game.

    I don't think Windows 8 is the issue, but Gunship is the authority on that, since it is his Mod.

    Good Luck.

    "Molon Labe"

    Jack B)

    American by birth, Californian by geography, Southerner by the Grace of God.

    "Molon Labe"

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    8 years 5 months ago #102 by RebBugler

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  • Gotta have this FREE app to unzip it, since this wasn't mentioned, I'm just guessing...

    www.7-zip.org/download.html

    Bugles & Flags Gettysburg - Toolbar, Flags, Scenarios, and More...
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    8 years 5 months ago #103 by JTolliver

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  • Many thanks Jack as that works just fine. Actually I should have known that but I just assumed this new computer would have WinRAR or winzip or something like that already on it. RebBugler, you don't necessarily need to also have the 7zip if you download the larger WinRAR program. Well perhaps it's included in the larger one...not sure...but I did see where it prompted me to also download the 7zip.

    Another question. I can't get my custom toolbar to work with this mod. Am I stuck with using the stock tool bar? And one more thing...I see that it's played via the courier method. Is there a way that I can play it without the courier method?

    Thanks in advance,
    SGT. JT
    occupied Virginia

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    8 years 5 months ago #104 by Jack ONeill

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  • JT,

    Good deal you got it running.

    Toolbar - Is it Rebs toolbar or a custom one of your own? If it's Rebs, he can answer your question.

    Couriers - Check your "Options" settings. The NapMod will run on all different settings.

    "Molon Labe"

    Jack B)

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    "Molon Labe"

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    8 years 5 months ago - 8 years 5 months ago #105 by JTolliver

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  • OK I think I finally got everything figured out and then some since I'm now able to open some of the mods that I heretofore haven't been able to. Thanks again Jack!

    Sgt. JT
    somewhere in Yankee occupied Virginia
    Last edit: 8 years 5 months ago by JTolliver.

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    8 years 3 months ago #106 by ddl

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  • Replied by ddl on topic Re: New Version for SP and MP
    Hi folks,


    First let me say this is an awesome mod. The only other decent Nap games out there are the old waterloo nap's last battle and ANGV (IMHO)

    One question: How do I get the AI to form square when I fight in single player?

    I have downloaded the Mod and Logistics files and the mod runs great, but the AI just stand there and let my cavalry charge them with impunity. Any ideas?

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    8 years 3 months ago #107 by Marching Thru Georgia

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  • ddl wrote:

    One question: How do I get the AI to form square when I fight in single player?

    The AI will not form squares on its own. It does not know anything about that formation. That is a serious problem in using this mod for solo play. However, it is a great mod for multi-player. The kriegspiel group regularly has nappy MP games. There is even a Peninsula campaign being run. They are very friendly. Go here and check them out. Kriegspiel Forum

    I can make this march and I will make Georgia howl.

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    8 years 3 months ago #108 by Jack ONeill

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  • ddl,

    ...and in an entirely different, selfish direction - the inability of the AI to form square makes it really special when you unleash your Cuirassiers and ride the opposing Cavalry down, then crash into the Infantry, Hooves thundering, Sabres flashing in the sun... :evil:

    "Molon Labe"

    Jack

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    "Molon Labe"
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    8 years 3 months ago #109 by Saddletank

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  • Tonight MTG and I were playing French vs Austrians on one of the Pipe Creek Maps and one of MTGs dragoon squadrons went foaming-mad out of control and captured two Grenzer battalions and routed a third in one charge. It lost 140 men but killed and captured 1,300. It really was spectacular!

    In support of MP play it is a whole new game and with the rock-paper-scissors balance between arty-inf-cav where each has its weakness and strengths it can be very gratifying to catch a human opponents infantry in lines and crush them completely with a well timed cavalry charge.

    HITS & Couriers - a different and realistic way to play SoW MP.

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    8 years 3 months ago #110 by Jack ONeill

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  • All,

    As I have said at least once, if not more times, there is NOTHING like a well-timed Cavalry charge. Good job French Dragoons!

    "Molon Labe"

    Jack B)

    American by birth, Californian by geography, Southerner by the Grace of God.

    "Molon Labe"

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    8 years 3 months ago #111 by Marching Thru Georgia

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  • Tonight MTG and I were playing French vs Austrians on one of the Pipe Creek Maps and one of MTGs dragoon squadrons went foaming-mad out of control and captured two Grenzer battalions and routed a third in one charge. It lost 140 men but killed and captured 1,300. It really was spectacular!

    Once you turn the cavalry loose in a target rich environment they are completely beyond human control. They will continue slaughtering the poor infantry until they either run out of nearby targets or rout from the field themselves. In this regard, they behave exactly as described in battle reports from that period. As Jack says, timing the use of the cavalry is critical. They do their best work against already wearied troops. Still there is nothing quite like watching your dragoons leave a trail of dead and broken infantrymen in their wake. :evil:

    It does point out the enormous disadvantage the AI labors under in not knowing about the square formation. That battle would not have been quite the romp it was had a human been in charge of the Austrians. Squares really take all the fun out of being a cavalryman.

    I can make this march and I will make Georgia howl.

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    8 years 3 days ago #112 by Anthropoid

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  • Just installing now and looking forward to giving it an SP whirl.

    Assuming I can get up to speed with it, would be quite keen to try an MP coop or even PVP. Anybody still playing this mod?

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    7 years 11 months ago #113 by Saddletank

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  • Yes, the Napoleonic mod for MP play is still popular over at the Kriegspiel Group site.

    We use HITS and couriers as well.

    forum.kriegsspiel.org.uk/

    HITS & Couriers - a different and realistic way to play SoW MP.

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    7 years 1 month ago #114 by JohnVW

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  • do we still need to delete or re-name the logistics folder in Road2War ?? thanks...

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    7 years 1 month ago #115 by Saddletank

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  • If you're using the KSNapMod, yes. Otherwise, no.

    HITS & Couriers - a different and realistic way to play SoW MP.

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    7 years 1 month ago - 7 years 1 month ago #116 by JohnVW

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  • - don't we need to use KSNapMod? (all instructions I've read here say it's a "must")
    - and, when you say "KSNapMod" can I assume you're actually talking about the KSNNapMod Lg and Sm mods, correct?
    Last edit: 7 years 1 month ago by JohnVW.

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    7 years 1 month ago #117 by Saddletank

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  • You can play the Road 2 Wagram & Peninsular mod on its own. You will need the logistics folder mod activated with it as I explained in the other thread.

    However the KSNapMod in both its Large and Small versions is an addition to the R2W&P mod and makes the game a very, very much better portrayal of Napoleonic warfare. I do strongly recommend it, I was only answering your original question accurately.

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    7 years 1 month ago #118 by JohnVW

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  • thanks, thought so...now i'm trying to figure out why (on 1920x1080 screen res) the clock freezes when I view the map, and that's why troops aren't moving...because "time has stopped" !!! :-)

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