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KS Napoleon Mod II Is Out

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KS Napoleon Mod II Is Out

Post  Uncle Billy on Thu Jun 18, 2015 6:29 pm

The 1.000 version is just a port of the KS Nappy mod we used in the old game.  It does not have a new toolbar so many of the formations are only available through the courier message system.  Everyone will have to copy the KS Sprites mod and Supplemental maps over to the new game too.It's a start but we have a long way to go.
You can find the link in this thread: SowWL Mod

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Re: KS Napoleon Mod II Is Out

Post  SolInvictus202 on Thu Jun 18, 2015 7:05 pm





cheers
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Re: KS Napoleon Mod II Is Out

Post  Iberalc on Thu Jun 18, 2015 7:18 pm

You are my hero Kevin. farao
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Re: KS Napoleon Mod II Is Out

Post  lecrop on Thu Jun 18, 2015 7:37 pm

Great!
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Re: KS Napoleon Mod II Is Out

Post  Iberalc on Thu Jun 18, 2015 8:11 pm

I didn't fight but, I almost cried when I saw the Russians approaching Hougomount. Laughing
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Re: KS Napoleon Mod II Is Out

Post  kg little mac on Thu Jun 18, 2015 9:13 pm

Let's give it a test run this evening, Kevin.

Any idea when Leffe is going to get the battle generator working for SOW:WL?
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Re: KS Napoleon Mod II Is Out

Post  Mr. Digby on Thu Jun 18, 2015 9:15 pm

I think Stefan has that planned once Kevin has rotated all the maps and made 3 more versions of each.

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"Any hussar who has not got himself killed by the age of 30 is a jackass." - Antoine Charles Louis Lasalle, commander of Napoleon's light cavalry, killed in battle at Wagram 6 July 1809, aged 34.

"I had forgotten there was an objective." - Generallieutenant Mikhail Borozdin I
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Re: KS Napoleon Mod II Is Out

Post  kg little mac on Thu Jun 18, 2015 9:22 pm

Can we use the grog toolbar?
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Re: KS Napoleon Mod II Is Out

Post  Iberalc on Thu Jun 18, 2015 9:47 pm

Yes no problem with the toolbar. When do you plan to play your evening or my evening? Mad
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Re: KS Napoleon Mod II Is Out

Post  Uncle Billy on Thu Jun 18, 2015 10:02 pm

All the old mini-maps have been redone and are in the new nappy mod. I've not tried all the old SOWGB maps, but I've not had any problems with the ones I have tested.

I can be available for a game today and/or tomorrow.

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Re: KS Napoleon Mod II Is Out

Post  Grog on Thu Jun 18, 2015 10:08 pm

Thanks Kevin Very Happy
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Re: KS Napoleon Mod II Is Out

Post  SolInvictus202 on Thu Jun 18, 2015 10:22 pm

I just jumped in for a quick sandbox test vs the AI:

I loaded up the French Manassas map (could be an "old" map - no idea) with a random brigade (it ended up being a battery) of the Austrian 1809 campaign OOB...

I saw that the guns disappeared when I looked at them at a certain angle and also that the "grass" - or whatever these odd patches of vegetation are called - were not on the same level as the hill I was upon - but about 1 meter up in the air...

just a random issue? just my slow laptop? user error?
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Re: KS Napoleon Mod II Is Out

Post  Uncle Billy on Thu Jun 18, 2015 10:31 pm

Yes, some of the vegetation can appear strange. We will probably have to wait until the SDK comes out before that can be addressed. Likely we will have to substitute the new vegetation for the old. I think it's due to LOS changes between the games, but I'm not really sure.

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Re: KS Napoleon Mod II Is Out

Post  Baldwin1 on Thu Jun 18, 2015 11:01 pm

Three cheers! The game is playable now! cheers
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Re: KS Napoleon Mod II Is Out

Post  Uncle Billy on Thu Jun 18, 2015 11:04 pm

The game is playable now!
Fingers crossed. Much of what I did was guesswork. We are still in desperate need of a toolbar. That's next on the agenda.

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Re: KS Napoleon Mod II Is Out

Post  Iberalc on Fri Jun 19, 2015 12:43 pm

I have been playing a sandbox "line of sight battle" for 15 minutes with the Fox's Gap map.



What I have noticed:

1) Troops get fatigued very very quickly. Too much.
2) Sprites graphics showing split legs and body. (I have seen it also for the French guns downhill).
3) Terrain is not showing under the compass.
4) Skirmisher units use their proper formation. Non-skirmishing battalions dettach them as per WL.

It is an excellent job Kevin. In 9 days, using the maps and the OOBs with some small issues is a huge achivement.
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Re: KS Napoleon Mod II Is Out

Post  Leffe7 on Fri Jun 19, 2015 1:00 pm

kg little mac wrote:Any idea when Leffe is going to get the battle generator working for SOW:WL?
I am working on it and should be able to bring out an adapted version ready for testing soon.

Digby wrote:I think Stefan has that planned once Kevin has rotated all the maps and made 3 more versions of each.
I will make a change so you can add new map versions including minimap pictures yourself - no need for me to do an update each time anymore.
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Re: KS Napoleon Mod II Is Out

Post  Leffe7 on Fri Jun 19, 2015 1:02 pm

Great work Kevin, looking forward to try it.
As I understand you are porting the GB maps and sprites 1:1 over, is that right?
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Re: KS Napoleon Mod II Is Out

Post  Uncle Billy on Fri Jun 19, 2015 1:33 pm

Yes Stefan, the maps and sprites are available in the new game.

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Re: KS Napoleon Mod II Is Out

Post  Uncle Billy on Fri Jun 19, 2015 1:46 pm

1) Troops get fatigued very very quickly. Too much.
2) Sprites graphics showing split legs and body. (I have seen it also for the French guns downhill).
3) Terrain is not showing under the compass.
4) Skirmisher units use their proper formation. Non-skirmishing battalions dettach them as per WL.
Thanks for taking the time to note problems.
1. Many changes were made in the new game. We have to sort them all out and make appropriate changes. The fatigue numbers are the same in this mod as the previous one. What has changed is that there are now 3 more experience levels. I did not change any unit's experience or anything else for that matter in the OOBs. So now the troops are effectively much less experienced than they were before.
2. There are several graphic problems, but without the SDK there is not much more that I can do at this stage. A lot of it has been guesswork.
3. This has to do with how text is accessed in the game. I did the conversion for the OOBs and units, but not the maps.
4. In fact skirmishing units will sometimes detach a sub-group of skirmishers. There is no way to prevent it yet.

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Re: KS Napoleon Mod II Is Out

Post  Mr. Digby on Fri Jun 19, 2015 7:13 pm

Amazing work Kevin, you've done a fantastic job. When we get the SDK I will help out converting OOBs and such, or editing maps with the new vegetation sprites, whatever I can help with. You should call for volunteer and we can allocate the work out.

Please put Pom's Portuguese and Spanish sprites on the list to add into the Sprites Mod. Thanks. I know I've mentioned them before and I know the Sprites mod is quite big but those sprites are way too pretty not to use - I think they are the nicest Nap sprites we have and are on a par with NSDs new work.

The new experience ratings - are these 10, 11 and 12 then?

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"Any hussar who has not got himself killed by the age of 30 is a jackass." - Antoine Charles Louis Lasalle, commander of Napoleon's light cavalry, killed in battle at Wagram 6 July 1809, aged 34.

"I had forgotten there was an objective." - Generallieutenant Mikhail Borozdin I
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Re: KS Napoleon Mod II Is Out

Post  Charmead on Sat Jun 20, 2015 2:23 am

Well ... Victory here in our Nations capital. I now have SoW Waterloo, got the mods in there, and am working through the toolbar. Will take some getting used to but I think it will be good, great in fact. I have to admit the volley button looks way cool. I don't care how truly effective it will be in the game, it will be fun to press the button! One day we will have fire by file, fire by rank ... Ok I am getting ahead of myself. Anyway given what I see and what you guys are talking about future mods, way cool. OK Now I see what you guys are talking about regarding the arrow. Not a show stopper by any means but can be annoying ... Ahh well such is fair in love and war and gaming or whatever.

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