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Re: Fontenoy Mod.
Posted: Fri Sep 12, 2014 1:30 am
by Pom
Have added a link for the Dettingen update in the first post.
Now back to the Crimea.
Pom
Re: Fontenoy Mod.
Posted: Fri Sep 12, 2014 3:06 am
by alessillo
Re: Fontenoy Mod.
Posted: Fri Sep 12, 2014 2:01 pm
by Pom
I did look at doing something with the period a couple of years ago,but only got as far as some formations,
and I didn't get them right....
The attachment ECW.jpg is no longer available
I still have some models I did somewhere so if you run short let me know.
Pom
Re: Fontenoy Mod.
Posted: Fri Sep 12, 2014 4:02 pm
by alessillo
I would like to make a mod mainly for multiplayer games, the battles of the ECW were fought with little armies, never more then 25000 men per side, so I think to use the SR1 OOB, where one sprite is one man, a brigade is a regiment, a division is a brigade, a corps is a division. I will certainly ask your help.
Re: Fontenoy Mod.
Posted: Fri Sep 12, 2014 6:34 pm
by Pom
That's a clever idea,will need some careful work with the drills.csv(not my strongpoint),but will solve the problem of having melee and firearm troops within the same regiment and getting them to act as a single unit.
I'm looking forward to this,and happy to help in whatever way I can.
Pom
Re: Fontenoy Mod.
Posted: Fri Sep 12, 2014 7:24 pm
by Saddletank
Those are Thirty Years War troops aren't they Alessillo?
Hm, the idea of an ECW infantry regiment being a brigade with a centre 'regt' of pikemen and two wings of musketeer 'regts' is a very interesting idea. Some appropriate brigade formations in drills.csv and I think it would work. I can't be sure but there may be a problem with troops who don't have any ammo left (that is, pikemen). I can't remember if troops who run out of ammo just withdraw or if they go into melee. It may be the melee option which seems okay but IIRC they are a bit uncontrollable.
Re: Fontenoy Mod.
Posted: Sat Sep 13, 2014 1:43 am
by Pom
I'm sure there's a way round the ammo problem,but you do have to get the brigade to act as a unit,you can have the musketeers withdraw or rout leaving the pikemen to cover their retreat,this happened,but you can't have them wandering off by themselves.
No matter,all games are a compromise,I'm sure alessillo has some ideas for these problems.
Re: Fontenoy Mod.
Posted: Sat Sep 13, 2014 4:45 pm
by alessillo
Saddletank, yes those are Thirtty Years War troops, about the pikemen in the centre I think that there will be two or three ways to make it with good results, but as for Blenheim the problem will be the cavalry, how can I teach the cavalry to stay away from the pikemen? Probably until the release of the new Waterloo game the question has no answer. It is for this reason that I think to a multiplayer mod, a mod in which you play not against the AI but against an opponent that will take his cavalry far from the deadly pikemen. I think also that will be difficult to play these battles with HITS, because the player should have continue control of his cavalry during the battle.
Re: Fontenoy Mod.
Posted: Sun Sep 14, 2014 4:54 am
by Pom
Quite agree with you alessillo,I'm looking forward to Waterloo just for it's own sake,but the extra features it will hopefully have will open up more modding options.
Re: Fontenoy Mod.
Posted: Wed Mar 29, 2017 5:51 pm
by Saddletank
Hi Pom, I sent you a PM concerning re-use of parts of your mod in another mod I'm working on. I'm posting here because the PM notification on the forums isn't obvious.
Thankyou.