KriegsSpiel Napoleon Mod 1.710

JohnVW
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Re: KriegsSpiel Napoleon Mod 1.650

Post by JohnVW »

got the file, but...what does this update fix? (or change)...thanks
Grog
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Re: KriegsSpiel Napoleon Mod 1.650

Post by Grog »

John

fix is done. MTG has corrected it for this version.

Enjoy :)
JohnVW
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Re: KriegsSpiel Napoleon Mod 1.650

Post by JohnVW »

but, what does the "fix" fix? no longer a need to delete the logistics folder?
Marching Thru Georgia
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Re: KriegsSpiel Napoleon Mod 1.650

Post by Marching Thru Georgia »

but, what does the "fix" fix? no longer a need to delete the logistics folder?
There are significant changes to the mod from the official 1.650 release. Here are some of them.

1. Artillery has been reworked. It is now the killing arm it was historically. Canister will reach out 3-500yds now, depending on gun caliber and nation. Charging a battery head on is very expensive. However, the guns do not rotate any longer. The ridiculous sight of watching the guns fire down through the rest of the battery are gone. This means care must be taken when deploying them. It also means they can be attacked by infantry from the flank or rear safely.

2. The Russian army is now on the field. Flags by RebBugler are fantastic.

3. Many portraits of the commanders have been added thanks to Grog.

4. Many new maps. Some have fortifications and uncrossable streams. C'ville and Lynchburg maps have reduced tree cover so they have more of a European flavor.

4. Information as to who the enemy commander is or what battalion you are facing at your front has been eliminated. Battle statistics of your fellow commanders is also gone. You now have the sort of information that was available to commanders in the early 19th century. You may not know who actually won the battle until it is over and you get to read the casualty reports.

You still have to delete/rename the Road To Wagram Logistics folder. Also the OOBs in that mod will not work with this one. It has its own OOBs.

To get a fuller description of all the changes that have been made in the last 10 months, read the appropriate threads on the KS forum.
I can make this march and I will make Georgia howl.
Grog
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Re: KriegsSpiel Napoleon Mod 1.650

Post by Grog »

John

The reference to a fix is due to a minor csv error which we found prior to putting out 1.705. It was a pre release modder discussion.

RtW logistic files need to be kept only if you intend to play it 'vanilla'.

If you only play it with KS Nap mod, then you don't need them.

For MP KS Nap mod games then remove these RtW logistic files. The MP mode only allows some csv changes once.
sifis172
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Re: KriegsSpiel Napoleon Mod 1.650

Post by sifis172 »

but, what does the "fix" fix? no longer a need to delete the logistics folder?
There are significant changes to the mod from the official 1.650 release. Here are some of them.

1. The ridiculous sight of watching the guns fire down through the rest of the battery are gone. This means care must be taken when deploying them.

4. Many new maps. Some have fortifications and uncrossable streams. C'ville and Lynchburg maps have reduced tree cover so they have more of a European flavor.
if i understand that correctly, you can not place a lot of artillery in a small area
one behind another. is that right?

i tried to play with the random napmaps, but something strange happened,
the map when pressing 'm' in the battle was covering only about 3/4 of the
map pop-up.

edit:i have an off mod question:
how can you move a corps commander to a certain point of the map,
without telling him to go to a specific location on a map with a name
(village,bridge etc.)? i haven't been able to understand that since
i first played the game. :blush:
Last edited by sifis172 on Sat Sep 20, 2014 7:30 pm, edited 1 time in total.
Marching Thru Georgia
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Re: KriegsSpiel Napoleon Mod 1.650

Post by Marching Thru Georgia »

i tried to play with the random napmaps, but something strange happened,
the map when pressing 'm' in the battle was covering only about 3/4 of the
map pop-up.
Only a few of the random maps have large mini-maps created. To play on one that doesn't, you need to use the small version of the KS Napoleon mod.
how can you move a corps commander to a certain point of the map,
without telling him to go to a specific location on a map with a name
(village,bridge etc.)? i haven't been able to understand that since
Use the "Move to this location" command The command map pops up and you can send him wherever you like.
I can make this march and I will make Georgia howl.
JohnVW
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Re: KriegsSpiel Napoleon Mod 1.650

Post by JohnVW »

- so, there is no "upgrade" for the KSNap small map? (it's the only one we use because to use the "large" version we have to adjust our graphics settings so much that everything becomes almost too small to read/view)....sounds like this is only for players using the "large version"

- and, if I was to use this, since I wouldn't ever have Road2Wagram "on" without this also being "on", I might just as well delete the Road2Wagram logistics folder all together, right?

- thanks
Marching Thru Georgia
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Re: KriegsSpiel Napoleon Mod 1.650

Post by Marching Thru Georgia »

so, there is no "upgrade" for the KSNap small map?
Yes, both the large and small versions are updated and are available in that thread.
I might just as well delete the Road2Wagram logistics folder all together, right?
Yes.
I can make this march and I will make Georgia howl.
JohnVW
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Re: KriegsSpiel Napoleon Mod 1.650

Post by JohnVW »

ok...got it...thanks
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