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Sat, 16 Dec 2017 14:37:59 +0000Kunena 1.6http://www.norbsoftdev.net/components/com_kunena/template/default/images/icons/rss.pngNorb Software Development, Inc. - Forum
en-gbSubject: Antietam Terrain Mod - by: Jolly
]]>ModificationsSun, 10 Dec 2017 06:22:50 +0000Subject: Norb Soft Medieval Style? - by: stonewalljackson
http://www.norbsoftdev.net/forum/nsd-talk/76597-norb-soft-medieval-style#76597NSD TalkSat, 09 Dec 2017 15:19:20 +0000Subject: Tutorials in demo - by: ltrask
http://www.norbsoftdev.net/forum/40-discussion/76562-tutorials-in-demo#76562DiscussionMon, 04 Dec 2017 01:53:19 +0000Subject: Super Blind Adjustment: No Scouting Guns - by: exp101
*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 ModSat, 02 Dec 2017 13:10:08 +0000Subject: GCM Map Refresh - by: exp101
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 ForumTue, 28 Nov 2017 15:14:39 +0000Subject: Need help with Windows 8 - by: tank1915
http://www.norbsoftdev.net/forum/technical-help-a-bug-post/76542-need-help-with-windows-8#76542Technical Help & Bug PostMon, 27 Nov 2017 23:55:38 +0000Subject: Adding to Windows 10 - by: jlan5031
Thanks for any help.]]>MP ForumSat, 25 Nov 2017 16:07:24 +0000Subject: Waterloo Historical Battle---Half Scale---- 1:7 Sprite Ratio for KS mod - by: Mr. Doran
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.
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.
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.