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KS mod

6 years 3 weeks ago #1 by Mel

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  • KS mod was created by Mel
    What is the KS mod and is it for SOW Waterloo? Lastly if it is for SOW Waterloo from where can I download it?

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    6 years 3 weeks ago #2 by Gran Capitán

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    6 years 3 weeks ago #3 by Saddletank

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  • Replied by Saddletank on topic Re: KS mod
    There's 2 KS Mods. One is for Waterloo, the other is a full Napoleonic mod for Gettysburg which makes a pretty good game although in GB the AI cannot form squares, only player-controlled troops will, so it has some major limitations.

    The KS team has halted development of the GB mod at v1.718 and is now focussed on the Waterloo one as that game has better potential. v1.05 was released today with v1.01 of the sprites mod (which is also needed). You will also need the Supplemental maps mod which is currently at v1.07.

    Their activation sequence in the mods page does not matter.

    Make sure the Grog toolbar mod is not active.

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    6 years 3 weeks ago #4 by MarshalJean

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  • Replied by MarshalJean on topic Re: KS mod
    Sorry for my ignorance, but I can't seem to find a dedicated KS mod page for SoW Waterloo. Is there such a page that contains the separate mods you just mentioned, Saddletank?

    Thanks!

    MJ

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    6 years 3 weeks ago #5 by KG_Soldier

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    6 years 3 weeks ago #6 by Gran Capitán

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  • Replied by Gran Capitán on topic Re: KS mod
    If you follow the links, you get to the mod page for WL. You'll need to register in order to donwload it.
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    6 years 3 weeks ago #7 by MarshalJean

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  • Replied by MarshalJean on topic Re: KS mod

    If you follow the links, you get to the mod page for WL. You'll need to register in order to donwload it.


    Excellent! Thanks to you both!

    MJ

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    6 years 3 weeks ago - 6 years 1 week ago #8 by AP514

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  • Replied by AP514 on topic Re: KS mod
    Also have to REGISTER for the download site too....
    Last edit: 6 years 1 week ago by AP514.

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    6 years 2 weeks ago #9 by Cleaburn

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  • Replied by Cleaburn on topic Re: KS mod
    I do not here the French voice commands I hear the British when I play the French. Why is that,

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    6 years 2 weeks ago #10 by Saddletank

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  • Replied by Saddletank on topic Re: KS mod
    Are you using one of the new SOWWL OOBs or one of the mod's own OOBs that use the old sprites?

    We haven't tackled the new OOBs/sprites yet.

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    6 years 2 weeks ago #11 by Mel

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  • Replied by Mel on topic Re: KS mod
    Is this mod only for multyplayer or can I use it as a single player/

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    6 years 2 weeks ago #12 by Marching Thru Georgia

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  • Replied by Marching Thru Georgia on topic Re: KS mod
    It is for both single and multi-player.

    I can make this march and I will make Georgia howl.

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    5 years 11 months ago #13 by Russkly

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  • Replied by Russkly on topic Re: KS mod

    It is for both single and multi-player.


    But not for the SP scenarios that came pre-packed with the game, right? So, if you play alone, you can only use the KS mod in the sandbox scenarios and campaign, I think.

    I tried the mod and found lots of ACW-type marching music with pipes and all - most disconcerting at Waterloo! I think the toolbar was different too, and not in a good way (I use the grog toolbar currently).

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    5 years 11 months ago #14 by Saddletank

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  • Replied by Saddletank on topic Re: KS mod
    The KS Mod's most current version (v1.11) can almost certainly be used with the stock scenarios because we've now included all the vanilla sprites into it, though because our artillery is much more effective than stock guns, some scenarios may be unbalanced.

    None of us in the KS group play the stock scenarios - the mod is principally designed for MP either co-op vs AI or P v P, but I play it a lot in sandbox and in the campaign - using the KS OOBs you can now have Russians, Austrians, Spanish, Portuguese, Bavarians, 1806 Prussians, all kinds of new nationalities in the campaign.

    No, there's no ACW marching music in the KS mod. We haven't used ACW marching music ever, at least since the last Couriers and MAPS ACW mod for Gettysburg. We have changed the marching music though, but specific to different countries and different troops, for example Highlanders will play some stirring bagpipe music when they march, British will use the British Grenadiers or the Liburretto when they double-time.

    Did you install it correctly?

    The toolbar is different because we didn't like the pop-up context menu. We play HITS mode so the pop-up was an unwelcome distraction as it appeared right where you wanted to see the terrain. The pop-up context toolbar is fine for helicopter view players but we don't play from that perspective. We also dislike the floating extra mini toolbar in the Grog mod. Its another inconvenient item you have to get out of the way each time. The KS toolbar uses three contextual "tabs" for infantry, cavalry and artillery units and a fourth for orders, but it isn't ideal. We had to work within the more restrictive and less user-friendly framework of MyGUI for this game which is a step backwards from the elegant simplicity of the interface used in Gettysburg.

    Nevertheless the KS toolbar delivers many more options than either the stock toolbar or the Grog mod. If you disable context menus in the options screen and persevere with it, we think you'll get to like it.

    We also think the combat is more realistic in the KS mod, with artillery able to dominate the field if placed and supported correctly, as it should. The morale system is also improved and we have used whole skirmish units and got rid of the spawning split-units of skirmishers which are useless and have no effect. Now most brigades will have the second listed unit as a skirmisher unit, representing the converged light companies of the brigade. we feel that one combined skirmisher unit working on behalf of the brigade commander is a more reasonable depiction of Napoleonic skirmisher tactics as well as fitting into the command-control levels of the game better than a host of separate sub-units. Our skirmishers have real punch and harassment effect as well; you can't ignore them and many times we've had really fun mini-battles between the skirmishers of both sides.

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    5 years 11 months ago #15 by Gran Capitán

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  • Replied by Gran Capitán on topic Re: KS mod
    I think no mods will work with the stock scenarios, the Grog toolbar will be there but many of the functions won't work, at least it was that way when the game was relesed.

    In the KS mod each army from 1806 to 1812 has its own marching music for the period, not ACW type.

    There were pipers in all Scottish regiments in the british army, at Waterloo too. :whistle:

    The toolbar is different yes. Everything you need to lead your troops.

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    5 years 11 months ago #16 by lordhedgwich

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  • Replied by lordhedgwich on topic Re: KS mod
    Registered waiting admin approval looking forward to trying this mod B)

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    5 years 11 months ago #17 by Saddletank

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  • Replied by Saddletank on topic Re: KS mod
    Come and join us in MP. We are doing another mod build test game Wednesday 26th at 20:00 UK time.

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    5 years 10 months ago #18 by mb213

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  • Replied by mb213 on topic Re: KS mod
    I just downloaded the KS mod and it is fantastic. It really improves game play.

    "Riam nar druid ar sbarin lann"
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    5 years 10 months ago #19 by Saddletank

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  • Replied by Saddletank on topic Re: KS mod
    Thanks. We appreciate the comments.

    Artillery becomes king of the battlefield if handled correctly. Setting up a grand battery in that "perfect place" and watching my enemy get pounded is probably my favourite aspect of the KS Mod.

    Skirmishers also become a very significant tactical tool. You can understand why they became important in the Napoleonic wars. Skirmishing infantry had been used in earlier wars but they were used quite differently by Napoleon and after a series of defeats his enemies followed his lead in this as well as his many other innovations.

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    5 years 10 months ago #20 by oldSerge

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  • Replied by oldSerge on topic Re: KS mod
    Gran Captain, thank you for pointing this out.

    The links were not clickable for me, and every damn google search led me back to that forum post.


    Registering and logging in made the links clickable.

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    5 years 10 months ago #21 by Saddletank

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  • Replied by Saddletank on topic Re: KS mod
    Yes, you must be registered at those forums to download via links in them.

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    5 years 8 months ago - 5 years 8 months ago #22 by Saddletank

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  • Replied by Saddletank on topic Re: KS mod
    Quoting this from the v1.042 patch thread:

    How will the new version after the patch interface with the Kriegsspiel mod ?

    Will Kriegsspiel overwrite anything vital in the patch or need to be re-tuned at all ?

    Geoff Laver
    Late of Her Britannic Majesty's 57th Regiment of Foot


    Hi Geoff

    We are working on integrating the KS Mod into the new patch now. It should only be a few days before the two interface correctly. Meanwhile you can still play the patched game with the KS Mod. Four of us had a test MP game last night using the patch and making no other changes and the game played very well... though we did notice a much more aggressive AI with a greater tendency to throw its artillery forwards and use the bayonet more than firepower.

    That's only a statistical example of 1 game though so we'll keep playtesting. We have our eye on the over-aggressive use of artillery by the AI however. Last night the AI seemed to think they were cavalry brigades. ;)

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    Last edit: 5 years 8 months ago by Saddletank.

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    5 years 8 months ago #23 by SJDI

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  • Replied by SJDI on topic Re: KS mod
    Yes the AI artillery seems to "throw its artillery forwards". I have played some single player games as well with the same problem. However, I remember in the KS MOD there was a previous (pre patch) change made in the "SowAiInf" file to help artillery go looking for targets. I'm sure he'll have that fixed soon.

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    5 years 8 months ago #24 by Marching Thru Georgia

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  • Replied by Marching Thru Georgia on topic Re: KS mod
    It's been awhile since I've seen artillery charge cross country like that. But it was only one division, so it may have been just some anomalous behavior. Once the mod is fully integrated with the patch we'll have a better idea of what's going on.

    I can make this march and I will make Georgia howl.

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    5 years 8 months ago #25 by Sirlion

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  • Replied by Sirlion on topic Re: KS mod
    Pardon me if this is a silly question but, could someone tell me if the standard Waterloo interface with contextual menu can be restored for this mod, even as a simple second option? I'd really like that since coming from TW games this is closer to my playing style and very user friendly

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    5 years 8 months ago #26 by roy64

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  • Replied by roy64 on topic Re: KS mod

    Pardon me if this is a silly question but, could someone tell me if the standard Waterloo interface with contextual menu can be restored for this mod, even as a simple second option? I'd really like that since coming from TW games this is closer to my playing style and very user friendly


    +1

    Leicestershire

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    5 years 8 months ago #27 by Marching Thru Georgia

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  • Replied by Marching Thru Georgia on topic Re: KS mod

    Pardon me if this is a silly question but, could someone tell me if the standard Waterloo interface with contextual menu can be restored for this mod, even as a simple second option?

    No, the UI is integrated into the mod. We found the stock UI to be inferior when playing HITS which is what the KS group plays exclusively. The stock UI with its context menus may be useful for someone coming from games such as TW, but as one gains experience in playing the game, the limitations it has it will quickly become apparent . I suggest you start by playing the stock game to gain familiarity with the basic game mechanics and then move to the KS mod. It endeavors to make the game a more realistic simulation of Napoleonic warfare. The stock game does a good job of recreating the Seven Year's War period with their linear lines marching and blazing away at each other, but after 1807, no army did that any longer, not even the Austrians.

    I can make this march and I will make Georgia howl.

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    5 years 8 months ago #28 by Saddletank

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  • Replied by Saddletank on topic Re: KS mod
    While the pop-up context menu has its fans and its a basic concept I like very much (having used a really well designed one in Norm Kroger's "Distant Guns"), the problem the KS group found with it (apart from it appearing right in the middle of the screen where in HITS you are trying to see something) was that the context options were never comprehensive enough. Time and time again I found myself wanting an extra option and if we'd added all context options we needed, the pop-up menu would almost be a full toolbar.

    That, combined with the need to visit the foot of the screen main toolbar for a lot of mouse clicks, led to us to do away with the pop-up menus. We were clicking down on the main toolbar half the time anyway and we think the interface is more friendly if all the buttons are in one location.

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    5 years 7 months ago #29 by Saddletank

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  • Replied by Saddletank on topic Re: KS mod
    For people interested in what the KS Group does in SoW other than Waterloo, I've quoted a recent e-mail update sent to our members:

    Regular Games

    We normally now have games most evenings (UK-Europe time) and afternoons (USA time) from Friday through Monday. As always, our games are played in a good spirit. Some are team games and some co-op vs the AI. For those who just own Gettysburg, the Monday evening games normally use that game, or one of its mods.

    Peninsular Campaign

    This is probably the most ambitious email campaign ever run, and Digby is always on the lookout for more players. We have now reached March 1809. Napoleon intervened personally in Spain late in 1808 and brought major reinforcements of good troops with him. The French have enjoyed considerable success, but trouble is brewing with the Austrians, and the Emperor must leave Spain to address the situation on that front. There are two kinds of role available. You can take a typically corps-level command in the email map campaign, or you can join one of the weekend MP battles, which are resolved using SoW Waterloo. You can of course do both!

    SoW Waterloo

    After some teething problems, the game is now much more playable MP than it was. This is partly down to the latest patch and partly due to a great deal of work and testing within the group, which is reflected in our various mods. Most of our regular games now use SoW Waterloo in fact. It does represent a real advance over the KS Napoleonic Mod for SoW Gettysburg.

    Forthcoming Map Mods

    Ace map-modder Mark has been working on a version of the famous Kriegspiel Meckel map for use with Waterloo. This is a really nice map, and with it’s hilltop villages, and a nice range of period houses and churches, has a very appropriate Ruritanian quality. It is quite unlike any other map yet produced. This will be released shortly as part of the next KS Napoleonic Mod update.

    Forthcoming Waterloo Mod

    Veteran modders Crikey and Pom are putting the final touches to their first Waterloo mod, which is now under test. This is set in the 1859 Italian War, and includes an OOB for the Battle of Solferino between the Austrians and the French/Sardinians. It will be interesting to see the Waterloo engine in action in an era of improved firearms.

    Gettysburg Mods

    Updated versions of the Additional ACW Flags & Sprites Mod, and also the Little Bighorn Mod are also planned for the fist quarter of 2016.

    Kind regards

    Martin James


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    5 years 7 months ago #30 by oho

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  • Replied by oho on topic Re: KS mod
    How is it playable with the latest Patch and single player?
    Does the enemy AI use column of division more often now?

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