Latest topics
» SOW Scenario Generator
by rschilla Yesterday at 7:21 pm

» Impromptu Games
by Morsey Yesterday at 6:45 pm

» Deciphering the AI system
by Didz Yesterday at 2:26 pm

» Sunday 20 May 2018 Napoleonic Kriegsspiel
by Martin Tue Apr 24, 2018 11:03 pm

» 2018 AGM and Club Election
by Uncle Billy Tue Apr 24, 2018 3:50 pm

» New Player Intro
by Uncle Billy Sun Apr 22, 2018 4:51 am

» 1914 WW1 Kriegsspiel
by Iconoclast Fri Apr 20, 2018 6:09 pm

» Sunday 22 April 2018 Kriegsspiel
by Martin Sat Apr 14, 2018 12:57 pm

» Small beginner group looking to find a home in North America.....
by Tactical Wargamer Fri Apr 13, 2018 2:05 pm

» AI OPTIONS
by Uncle Billy Mon Apr 09, 2018 8:28 pm

» SOWWL Napoleon Mod 1.27 Released
by Uncle Billy Thu Apr 05, 2018 4:23 pm

» Issues with Peninsula OOB
by Uncle Billy Thu Apr 05, 2018 12:38 am

Statistics
We have 1012 registered users
The newest registered user is Odovacer

Our users have posted a total of 24621 messages in 1966 subjects
Log in

I forgot my password


Nap Mod Testing

Go down

Nap Mod Testing

Post  Grog on Fri Mar 01, 2013 1:47 pm

Norb is hopeful of a release of patch 1.6 this weekend. If not hopefully soon after.

I'm keen to test out the Nap mod MP ASAP and wondered if there is much interest here for this?

Hopefully, no major changes would be needed to the current Road to Wagram/Peninsular mods. We will have to see.

We already have adequate OOB's done, including a massive Waterloo OOB done by Jack O'Neill.

I'm sure many are just as keen to test out the various changes in the patch for ACW play but a quick test is all that is needed, initially.

Also, an appropriate map, which is not too wooded or too many fences/walls. There is a mod which removes the effcts of fences. A small battle on East Cav Field? or is there an appropriate GCM map?

What's your thoughts gentlemen?

Mike
avatar
Grog

Posts : 579
Join date : 2012-08-31
Age : 49
Location : Nottingham, England

Back to top Go down

Re: Nap Mod Testing

Post  Martin on Fri Mar 01, 2013 3:41 pm

I'm very interested in giving this a go. Weekend evenings are a problem for me at the moment, but could do an hour's test with you most other times, with a bit of notice.

I'm particularly keen to see how cavalry combat works in MP. I have lots of face-to-face kriegsspiel scenarios we've played over the years, which I would like to convert for 'Gettysburg' play. Thanks to gunship24's help, I even have traditional Red & Blue armies ready & waiting.

We can reduce the foliage on any map on screen 2 of 'Options'. I'm not sure whether the host's setting governs this in MP, or whether each player has to make the adjustment.

Martin (J)

Martin

Posts : 2222
Join date : 2008-12-20
Location : London

Back to top Go down

Re: Nap Mod Testing

Post  Uncle Billy on Fri Mar 01, 2013 3:57 pm

The large Gettysburg map would probably be the best choice. There are very few fences and houses to get in the way.

_________________
I can make this march and I will make Georgia howl.
avatar
Uncle Billy

Posts : 3022
Join date : 2012-02-27
Location : western Colorado

Back to top Go down

Re: Nap Mod Testing

Post  Baldwin1 on Fri Mar 01, 2013 11:59 pm

Wow that's awesome! I thought they had teased us saying they 'might' allow it for MP but I thought it had fallen by the wayside amidst NSD's other projects. Yeah I would definitely want to test this out and hopefully we can get a large following built up for it with Chain of Command games in HITS style and with all the great OOBs -- the possibilities are endless.

I think if we match the rifles and artillery csvs in both mods -- there's a way to use Garnier's random maps as well, to allow maps with less fences/buildings and more variety Very Happy
avatar
Baldwin1

Posts : 184
Join date : 2012-05-06

Back to top Go down

Re: Nap Mod Testing

Post  Baldwin1 on Sat Mar 02, 2013 6:45 pm

Wagram seems to be working along with Garnier's random maps and fog of war if anyone is interested in trying an MP game out, just let me know. Make sure to update GCM for patch and latest maps as well as get the latest Road to Wagram update.
avatar
Baldwin1

Posts : 184
Join date : 2012-05-06

Back to top Go down

Re: Nap Mod Testing

Post  Grog on Sun Mar 03, 2013 9:30 am

Great news Baldwin Very Happy

I'm not sure but I think we need to make the changes to the square that was discussed in the NSD forums. A few simple changes, only.

I expect the modders are beevering away right now.

It will be a few days before I can contribute or play.

Mike
avatar
Grog

Posts : 579
Join date : 2012-08-31
Age : 49
Location : Nottingham, England

Back to top Go down

Re: Nap Mod Testing

Post  Grog on Fri Mar 08, 2013 4:04 pm

Mitra and Leffe are going to be testing out the combined Nap mod this evening 8pm GMT. I hope to join later but cannot commit.

Roll up.

avatar
Grog

Posts : 579
Join date : 2012-08-31
Age : 49
Location : Nottingham, England

Back to top Go down

Re: Nap Mod Testing

Post  mitra on Wed Mar 13, 2013 5:48 pm

How about a HITS match this friday?

mitra

Posts : 337
Join date : 2012-10-10

Back to top Go down

Re: Nap Mod Testing

Post  Blackstreet on Wed Mar 13, 2013 8:34 pm

mitra wrote:How about a HITS match this friday?

I believe I might be able to make this!
avatar
Blackstreet

Posts : 144
Join date : 2013-02-03
Age : 41
Location : Hampshire

Back to top Go down

Re: Nap Mod Testing

Post  Grog on Thu Mar 14, 2013 5:28 pm

Hopefully, I can make this one.
avatar
Grog

Posts : 579
Join date : 2012-08-31
Age : 49
Location : Nottingham, England

Back to top Go down

Re: Nap Mod Testing

Post  mitra on Thu Mar 14, 2013 5:50 pm

I'm going to open a post in arranged games

mitra

Posts : 337
Join date : 2012-10-10

Back to top Go down

Re: Nap Mod Testing

Post  Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum