MP version?

Von_Clausewitz
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Re: MP version?

Post by Von_Clausewitz »

Signing a NDA is not a problem but i do not understand why it is even needed. I am not saying i want to get pieces of code or secret material, i am just saying let us test the current nap mod in its current form in MP and we will report bugs.

We play napoleonic games online every night and so can provide good feedback.
that's all.

VC
NY Cavalry
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Re: MP version?

Post by NY Cavalry »

Von Clauswitz,

Norbsoft is not blind to the Napoleonic community. If you haven't already, I would pm little Powell, you should and start a conversation with him and I am sure it would be helpful. It could be beneficial for all involved.
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RebBugler
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Re: MP version?

Post by RebBugler »

Ok thanks, got it in the system.
Thanks LP, indeed those are the files required. All the rest are on the OK list. I can imagine that even a small change can have massive, and even game breaking consequences, so hats off to the test team in everything they have done since release to get a great game out. If the MP does open up i would be happy to help out in the testing of it.

I agree with everyone that there a far reaching changes that would be needed for a true nap game, things out side the scope of SoW, but even with these omitions it truely makes for a great game all the same, MP would be the icing on the cake.
Cross your fingers Nappers, it's being looked at. I did my best to push your points in our meeting tonight. No guarantees at all, but some hope if certain failsafes can be worked out.
:)
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RebBugler
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Re: MP version?

Post by RebBugler »

Someone needs to round up Von_Clausewitz and steer him back with his Nap comrads--patch 1.6 now makes Nap MP play a reality...and we can finally put this thread to bed...AMEN
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Marching Thru Georgia
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Re: MP version?

Post by Marching Thru Georgia »

Five of us tried the mod in a HITS MP battle yesterday. It played beautifully. The battle is quite different from the ACW in that engagement ranges are much closer now. Adding legitimate cavalry to the mix really makes it a challenging endeavor. We all had very limited control of what was going on, so the fight quickly spun out of control.

Kudos to Gunship, Jack and everyone else who poured all the work into this great mod. Now we need Garnier to generate some appropriate, generic, European battlefields.
I can make this march and I will make Georgia howl.
KG_Soldier
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Re: MP version?

Post by KG_Soldier »

Five of us tried the mod in a HITS MP battle yesterday. It played beautifully. The battle is quite different from the ACW in that engagement ranges are much closer now. Adding legitimate cavalry to the mix really makes it a challenging endeavor. We all had very limited control of what was going on, so the fight quickly spun out of control.

Kudos to Gunship, Jack and everyone else who poured all the work into this great mod. Now we need Garnier to generate some appropriate, generic, European battlefields.
The game was fun, but my god the horror of trying to control a 10,000 man division from the saddle! I took a French division of 2 infantry brigades and 2 batteries thinking it would be much like a GCM division -- no problem.

Then the game starts and I see the size of the brigades! So I pretty much just set my guns up where they can see the enemy, set one of my brigade commanders on attack, and controlled the other brigade myself.

I made a great attack right between Palmer and MTG's divisions. Then after about 10 minutes of glory, it was so mixed up I couldn't hardly find any of my guys. Total confusion. Cavalry charges, canister blasts, you name it. Great fun. But I think next time I'll only take a brigade if we play HITS.

That said, this mod really needs a 20 player (or more) battle.
Last edited by KG_Soldier on Tue Mar 12, 2013 6:26 pm, edited 1 time in total.
Jack ONeill
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Re: MP version?

Post by Jack ONeill »

Soldier,

Welcome to Napoleonic Combat. Kind of the "wind them up and turn them lose" sort-of fighting. Yes, the more the merrier.

MTG - Thank you and YES, we need G to turn out some actual Napoleonic terrain. Brother John had a good one, (Spain), going before he passed on, but no-one seems to have access to it to finish it.

SOMEDAY, I'll actually get a chance to fight an NapMod MP game. (RL right now is a disaster I would wish on NO-ONE).

Jack B)

Note - remember, a well-timed cavalry charge can really ruin your whole day. :laugh:
Last edited by Jack ONeill on Tue Mar 12, 2013 12:40 am, edited 1 time in total.
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gunship24
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Re: MP version?

Post by gunship24 »

RandomMaps5 mod has some good maps in there to play with. I use those for my SP games mostly.

Thanks for the MP report. The mod is based for SP with MP on the side. I would imagine that the logistics files need tweaking to get the right balance for a MP game. Yep the units are big :). I get an diea of what it really must have been like to try to control so many men in such large units, no wonder some commanders just piled them and others sat still fo once they get going its hard to react to lots of things going on.

I would like to hear thoughts on the cavalry. A fresh cav unit (approx 250 men) should be 50/50 weather it defeats a fresh infantry battalion in line (approx 700 men). So cavalry wasnt designed to sweep the field due to the lack of AI squares. Cavalry therefore should be used for pinning infantry or hitting them when they are weak. Of course the human square formation does give a greater chance of defeating a cav unit.
Marching Thru Georgia
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Re: MP version?

Post by Marching Thru Georgia »

I would like to hear thoughts on the cavalry. A fresh cav unit (approx 250 men) should be 50/50 weather it defeats a fresh infantry battalion in line (approx 700 men). So cavalry wasnt designed to sweep the field due to the lack of AI squares. Cavalry therefore should be used for pinning infantry or hitting them when they are weak. Of course the human square formation does give a greater chance of defeating a cav unit.
Yes, the cavalry winning 50% of the time, is what I see in the game. Most of those times, the cavalry is driven off by musket fire which is certainly believable. A few times, I see the cavalry driven off in melee fighting, which is not. Conservation of momentum should make this a very rare occurrence if the horses are really at a full gallop. But the game engine does not take those things into account so it may not be possible to tweak things any better.

I also noticed that sometimes, the cavalry would just refuse to charge. That too is believable. They will only attack if they think they have a chance at success.

One suggestion is to mod battledef.ini so that flank and rear fire morale damage is more realistic. The stock values are not.
Note - remember, a well-timed cavalry charge can really ruin your whole day.
So will an enemy division plowing into a gap between two of your own. :(
I can make this march and I will make Georgia howl.
Jack ONeill
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Re: MP version?

Post by Jack ONeill »

Gun,

I think the Cav is just about right for gameplay. It should be especially delicious in MP. Since there is a lot of it, generally, it's probably a good idea if someone actually takes command of a Cav Division. J.C, you there? LOL!

I've used Fresnels Division, (Bellgardes 1st. Armee Korps, Austrain Army of Germany), a number of times. The 16 squadrons of Light Horse makes for a huge problem for advancing enemy infantry and guns.

Soldier - Try using the Salamanca Reduced Cav OOB. Most Divisions on either side are around 4-6 thousand men. A little easier to handle.

MTG - I'll drink to that. LOL!

Jack B)
American by birth, Californian by geography, Southerner by the Grace of God.

"Molon Labe"
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