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Waterloo Historical Battle---Half Scale---- 1:7 Sprite Ratio for KS mod
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TOPIC: Waterloo Historical Battle---Half Scale---- 1:7 Sprite Ratio for KS mod

Waterloo Historical Battle---Half Scale---- 1:7 Sprite Ratio for KS mod 3 weeks, 3 days ago #1

  • Mr. Doran
  • ( User )
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  • Cannon Fodder
  • Posts: 4
Posted from the KS forum

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
gyazo.com/1d66771a89e8cd774e9385bbaafa6f10
gyazo.com/67b0415b200fcfbffc2b94353c3a3c5c
gyazo.com/aed4677c24641ac14df57b3223cff8b2
gyazo.com/4e4d563d90ccf7d3d6ef06f20f8de20e
gyazo.com/079a36199ecd270065742846f1999dce
gyazo.com/1ba97d0f1a8990f43b9cc26e85dbdd15
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
gyazo.com/6da87955658fe10b91bc90de31b7b600
gyazo.com/4ced58787e4e297f44fd57f37bda8525
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/
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