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Norb Software Development, Inc. - Forum Kunena Site Syndication http://www.norbsoftdev.net/ Sat, 16 Dec 2017 14:37:59 +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: Antietam Terrain Mod - by: Jolly http://www.norbsoftdev.net/forum/modifications/76599-antietam-terrain-mod#76599 http://www.norbsoftdev.net/forum/modifications/76599-antietam-terrain-mod#76599
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Modifications Sun, 10 Dec 2017 06:22:50 +0000
Subject: Norb Soft Medieval Style? - by: stonewalljackson http://www.norbsoftdev.net/forum/nsd-talk/76597-norb-soft-medieval-style#76597 http://www.norbsoftdev.net/forum/nsd-talk/76597-norb-soft-medieval-style#76597 NSD Talk Sat, 09 Dec 2017 15:19:20 +0000 Subject: Tutorials in demo - by: ltrask http://www.norbsoftdev.net/forum/40-discussion/76562-tutorials-in-demo#76562 http://www.norbsoftdev.net/forum/40-discussion/76562-tutorials-in-demo#76562 Discussion Mon, 04 Dec 2017 01:53:19 +0000 Subject: Super Blind Adjustment: No Scouting Guns - by: exp101 http://www.norbsoftdev.net/forum/garniers-campaign-mod/76560-super-blind-adjustment-no-scouting-guns#76560 http://www.norbsoftdev.net/forum/garniers-campaign-mod/76560-super-blind-adjustment-no-scouting-guns#76560
*Guns are now free to use roads from the beginning;
*Guns may not venture forward ahead or to the flank of the army's line without an infantry escort (defined as having a friendly regiment within 50 yards);
*Once guns are legally placed (i.e., with an escort), the infantry is not required to stay with them. Note, however, that to redeploy later to a location ahead or to the flank of the army's line, they'll again need accompanying infantry.

This is an experiment and we'll see how it goes. If implementation generates significant interpretive confusion or dispute, I'll probably go back to straight Super Blind format.]]>
Garnier's Campaign Mod Sat, 02 Dec 2017 13:10:08 +0000
Subject: GCM Map Refresh - by: exp101 http://www.norbsoftdev.net/forum/mp-forum/76546-gcm-map-refresh#76546 http://www.norbsoftdev.net/forum/mp-forum/76546-gcm-map-refresh#76546
A couple of considerations:

1) For this to work, the recycled maps must still reside in each player's "GCM Random Maps 4" mod, to avoid the "level not found" error. I suspect most players don't purge their old maps, so we should be safe playing with recent old maps, except perhaps for very new players;

2) Personally, my list of archival random maps goes back 75 to random map 1335. (I did a purge of early maps about a year ago). If someone has maps going way back, it would probably be a good idea to build a "master" Random Maps 4 mod for others to draw on. If such a file were available for easy download, our list of potential archival maps to play would become nearly endless;

3) Something we might want to consider is to create a list of all-time favorite random maps as we play them. Over time, we could have a list of, say, 50 or more favorites available to hosts for play anytime.

Appreciate everyone's feedback on these things.]]>
MP Forum Tue, 28 Nov 2017 15:14:39 +0000
Subject: Need help with Windows 8 - by: tank1915 http://www.norbsoftdev.net/forum/technical-help-a-bug-post/76542-need-help-with-windows-8#76542 http://www.norbsoftdev.net/forum/technical-help-a-bug-post/76542-need-help-with-windows-8#76542 Technical Help & Bug Post Mon, 27 Nov 2017 23:55:38 +0000 Subject: Adding to Windows 10 - by: jlan5031 http://www.norbsoftdev.net/forum/mp-forum/76536-adding-to-windows-10#76536 http://www.norbsoftdev.net/forum/mp-forum/76536-adding-to-windows-10#76536 Thanks for any help.]]> MP Forum Sat, 25 Nov 2017 16:07:24 +0000 Subject: Waterloo Historical Battle---Half Scale---- 1:7 Sprite Ratio for KS mod - by: Mr. Doran http://www.norbsoftdev.net/forum/waterloo-modifications/76532-waterloo-historical-battle-half-scale-17-sprite-ratio-for-ks-mod#76532 http://www.norbsoftdev.net/forum/waterloo-modifications/76532-waterloo-historical-battle-half-scale-17-sprite-ratio-for-ks-mod#76532
forum.kriegsspiel.org.uk/t2012-waterloo-historical-battle-half-scale-17-sprite-ratio#24664

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With the release of the NSD mapping tools I am finally able to start bringing historical battles to KS at a scale where the entire battle can be played on a single map in a single session and most importantly to make them run as smoothly as possible.

The first battle I am constructing is Waterloo because a lot of the work was already done by NorbSoft with the terrain and topography maps completed the only thing needed then was to scale everything down. The current version I am working on is approximately half scale to the original map consequentially large swaths of the battlefield can be viewed at the default view limit making a battle this large more realistically playable in HITS, at small player counts, and makes it quite immersive.

-The map scale is roughly half therefore the unit scale I am using is also half.
-Target battle time for this battle and most battles made after this is 90 minutes.
Reasoning is battle is roughly 9.5 hours long, map and unit size is cut in half, and the KS according to its developers plays out at about three times the historical speed.
9.5/2/3=1.583 hours
Translates into One real time minute = 6.33 game accelerated time minutes.
If you see any obvious flaws in the math or want to suggest some thing else feel free to comment.

Screen shots battlefield so far

gyazo.com/8e923cc2c6919d930daed533d4393e54
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gyazo.com/079a36199ecd270065742846f1999dce
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gyazo.com/be8d214c38f720c853b5265b8f4f2db9
gyazo.com/a3047a3f60f2715a3a94006226226766

Every cavalry regiment was kept intact but reduced by half strength. Most infantry battalions for the Anglo Allies had to be merged and half'd in order to keep scale and proportions correct. Lots of attention was paid to preserve the unit statistics for the Anglo Allied units; only units with similar or exact stats were merged and if the uniforms did not match they were not merged. The French are easier to deal with as almost every division follows the same structure. Artillery was also reduced proportionally but not by quite as much as half; probably closer to 2/5 or 1/4.

Only thing left on the agenda before I try to arrange a test game is to reduce the range of canister, shot, and small arms to fit the new scale. The scenario runs very well but I have not tested it over multiplayer yet but I think it will hold up.

Please comment your thoughts, interest, or lack thereof.

I'll get some screen shots up of what d'Elron's attack looks like before I head off.

Gifs of d'Elron's advance

gyazo.com/dc516a50c7009901b9766c3d36cf27f2
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gyazo.com/53380a15b5824af05ec6e35c181d0703
gyazo.com/4a5da72dab5741cb2cde04240872f268

P.S. Yes I know the sunken road is not very sunken right now I will fix it later.

Special thanks to Kevin for being my only source of help at this point.

Steam contact:
steamcommunity.com/profiles/76561198014028214/]]>
Waterloo Modifications Thu, 23 Nov 2017 01:32:59 +0000