Napoleonic cavalry
Napoleonic cavalry
I'm working on a Napoleonic Mod and on a XVIIIth Century Mod, at the moment I have a great problem with heavy cavalry like courassiers or dragoons: in unitmodel.csv I replace dismounted sprites with mounted sprites and under the fire column I place stand sprites; when the modded cavalry unit arrive at fire range of an enemy unit begin to fire and smoke appears even if the soldiers are still on their horses. In my TC2M mod Battles of Frederick the Great, replacing the firing animation with the stand animation, heavy cavalry units did not fire and I solved the problem, it's not the best solution but it worked. How can I prevent a unit to fire and consume his ammunitions?
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Re:Napoleonic cavalry
Hello alessillo ,
Just wanted to let you know that I saw some of your sprite work over at TC2M, the Highlanders sprites, and you did an fantstic job !!!
Chamberlain
Just wanted to let you know that I saw some of your sprite work over at TC2M, the Highlanders sprites, and you did an fantstic job !!!


Chamberlain
-Col. Joshua Chamberlain, 20th Maine
We cannot retreat. We cannot withdraw. We are going to have to be stubborn today
We cannot retreat. We cannot withdraw. We are going to have to be stubborn today
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Re:Napoleonic cavalry
Alessillo,
Great to see you brother. Looking forward to more outstanding modding from you in the near future. Will we see you in MP?
Regards,
Jack O'Neill B)
Great to see you brother. Looking forward to more outstanding modding from you in the near future. Will we see you in MP?
Regards,
Jack O'Neill B)
American by birth, Californian by geography, Southerner by the Grace of God.
"Molon Labe"
"Molon Labe"
Re:Napoleonic cavalry
In drills.csv there is a setting for each formation to allow or forbid fighting from that formation. If I am understanding your intent correctly, that may be what you are looking for.
-Jim
-Jim
"My God, if we've not got a cool brain and a big one too, to manage this affair, the nation is ruined forever." Unknown private, 14th Vermont, 2 July 1863
Re:Napoleonic cavalry
Great to hear alessillo is on the job! 

Re:Napoleonic cavalry
Yes bedbug I'm working hard but with no results, if I follow the solution posted by Jim units become idle; the problem it's the smoke animation, it do not depends from the firing animation like in TC2M. If I can't find a solution I hope in a future patch that allows units without firearms in the game.
- RebBugler
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Re:Napoleonic cavalry
alessillo wrote:
Not quite sure what you need, but one way to stop firing and smoke is create a weapon with say, a 1 yard maximum range, and assign it to your nonfiring unit. They'll never fire, so no smoke. Is this kinda what you're after?
Hey our Italian brother, glad to see you here for a whole new realm of creative potential.Yes bedbug I'm working hard but with no results, if I follow the solution posted by Jim units become idle; the problem it's the smoke animation, it do not depends from the firing animation like in TC2M. If I can't find a solution I hope in a future patch that allows units without firearms in the game.
Not quite sure what you need, but one way to stop firing and smoke is create a weapon with say, a 1 yard maximum range, and assign it to your nonfiring unit. They'll never fire, so no smoke. Is this kinda what you're after?
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Re:Napoleonic cavalry
Thanks RedBugler, the problem is that with a range of 1 yard or 10 yards there isn't smoke, but the cavalry unit can't target enemy units; if you order to the cavalry unit to charge an enemy unit at 30 yards, your cavalry doesn't move because it can't see the target.
- RebBugler
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Re:Napoleonic cavalry
alessillo wrote:
I see, good point. How about, set max range to 9 yards (melee default is 10, I think), and, instead of using the charge command, use attackmarch for that unit type to engage, or in essence, charge.Thanks RedBugler, the problem is that with a range of 1 yard or 10 yards there isn't smoke, but the cavalry unit can't target enemy units; if you order to the cavalry unit to charge an enemy unit at 30 yards, your cavalry doesn't move because it can't see the target.
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Re:Napoleonic cavalry
Well, if the player controls the cavalry units he can order to march against the enemy units and the solution of a weapon with 9 yards range can work, but when the AI controls the cavalry units the result is this

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Cavalry regiments take a lot of casualties and then retire.
I think that at the moment it's impossible to make a decent napoleonic cavalry.

Uploaded with ImageShack.us
Cavalry regiments take a lot of casualties and then retire.
I think that at the moment it's impossible to make a decent napoleonic cavalry.