Norb Software Development, Inc. - Forum Kunena Site Syndication http://www.norbsoftdev.net/ Thu, 31 Jul 2014 15:30:38 +0000 Kunena 1.6 http://www.norbsoftdev.net/components/com_kunena/template/default/images/icons/rss.png Norb Software Development, Inc. - Forum http://www.norbsoftdev.net/ en-gb Subject: Artillery & Wagons 8K Packed - by: RebBugler http://www.norbsoftdev.net/forum/modifications/63698-artillery-a-wagons-8k-packed#63698 http://www.norbsoftdev.net/forum/modifications/63698-artillery-a-wagons-8k-packed#63698
Also, the horse and mule teams have been re-textured with a new look brown, replacing the stock orange horses.

Enable this mod for Sandbox or User Scenarios to provide it's enhancements.

Unzip and copy to the Mods folder:
Artillery & Wagons 8K Packed

Attention, this mod may not work for you. Before downloading, folks with older graphics cards may want to check out this thread. It explains how to determine your graphics card capabilities:
www.norbsoftdev.net/forum/40-discussion/63189-video-card-poll-and-discussion]]>
Modifications Sun, 27 Jul 2014 23:42:35 +0000
Subject: mod problems - by: rebeltim http://www.norbsoftdev.net/forum/modifications/63681-mod-problems#63681 http://www.norbsoftdev.net/forum/modifications/63681-mod-problems#63681 Modifications Sun, 27 Jul 2014 00:01:12 +0000 Subject: Interesting OOB edit - by: Davinci http://www.norbsoftdev.net/forum/modifications/63680-interesting-oob-edit#63680 http://www.norbsoftdev.net/forum/modifications/63680-interesting-oob-edit#63680
I was trying to think of a way of getting the AI to attack better in an Open-Play game that didn't have any objectives on the map.

I don't like trying to steer the AI in a certain direction, I sort of like dividing my forces and searching for the AI units. Once I find them I like how the game allows for the player to send couriers to the other units to bring them into the fighting-area. You know the Gettysburg feeling.

I kept my units assigned in the OOB the same as everyone else, but changed the AI units structure a little bit.

The drills file allows for up to sixteen regiments to be assigned into it. So I removed some of the Brigade Generals and assigned the regiments under a single Brigade leader.

Basically, each enemy Brigade leader now has sixteen-regiments under their command. So when they attack they now have the force of four regular brigades.

The AI seems to perform a lot better with this and seems to keep the regiments distance from each other pretty good.

I’ve played three games using this and each one has had a five or six mile battle line once the fighting is under way. But, I’ve slowed down my game and assigned a lot more ammunition to each regiment and also increased the firing distance.

The only other changes that I can think of at the moment would be increasing the command-radius in the unitattributes file, and increasing the AI Cycles too 200 .

The higher AI Cycles seem to cause the AI to attack \ wait \ attack \ demonstrate \ flank – basically sort of unpredictable.

The only time that I have noticed that they will bunch-up is when they see a hole in your line and they will try to exploit it by rushing units into it.

Also, if the ground is hilly they will double stack their regiments which seem to cause a whole lot of casualties to my side.

I’m now trying to figure out a way of bringing down the casualties, I suffered around 6000 casualties in three hours of fighting.









davinci]]>
Modifications Sat, 26 Jul 2014 20:30:08 +0000
Subject: Fort Wagner map - Released - by: Little Powell http://www.norbsoftdev.net/forum/modifications/63658-fort-wagner-map-released#63658 http://www.norbsoftdev.net/forum/modifications/63658-fort-wagner-map-released#63658
However, I can see some interesting scenario possibilities here, especially in MP. Similar to my Secessionville map, the fort has a huge defense bonus and it must be assaulted from the front.

Give 'em Hell, 54!

Note: Very little testing has been done on this map, so please report any issues you run into. There are no roads, so you may get some "path failed" errors in your log.

IMPORTANT: This map requires Chancellorsville to work correctly. The map will still run fine without it, but you will get an error on load and the fort will be missing the tents.

Download Link

Simply unzip to your mods folder and enable.

]]>
Modifications Fri, 25 Jul 2014 23:47:23 +0000
Subject: Cavalry 8K Packed, featuring new Union mounts - by: RebBugler http://www.norbsoftdev.net/forum/modifications/63624-cavalry-8k-packed-featuring-new-union-mounts#63624 http://www.norbsoftdev.net/forum/modifications/63624-cavalry-8k-packed-featuring-new-union-mounts#63624
This mod includes all the SOW cavalry units on 8K sized texture sheets providing for improved performance capabilities.

The Union units have been re-textured with a new look brown replacing the stock orange horses (a painstakingly SLOW process). The CSA units were taken from the BloodBath mod having already been re-textured. An 8K BloodBath upgrade is also available so BloodBath fans do not need this mod, as these units are included with BloodBath VI.

All units are Death sprite enhanced, reflecting the bloody realism of warfare.

Enable this mod with Sandbox play or User Scenarios to provide it's enhancements.


Unzip and copy to the Mods folder:
Cavalry 8K Packed

Attention, this mod may not work for you. Before downloading, folks with older graphics cards may want to check out this thread. It explains how to determine your graphics card capabilities:
www.norbsoftdev.net/forum/40-discussion/63189-video-card-poll-and-discussion]]>
Modifications Wed, 23 Jul 2014 03:38:01 +0000