Hi Evan
v1.03 of the Supplemental Maps Mod is
here.
It includes quite a few of Garnier's random European maps but the minimaps are all made more like the Napoleonic/18thC period with less detail, many woods and some roads not shown, European town and river names, etc. All the NSD stock maps are present, but reworked to European style and every free (but not those you need to buy) add-on map NSD has released like Elkhorn Tavern, Trevallian Station, etc. These all have the fences speed, fatigue and cover affects deleted. The fence models remain but they have zero effect. Some maps have unfordable rivers (shown as 'RM' for Restricted Movement) and a couple have fortifications around some towns (shown as 'Fortified'). You will also, on some maps like Aus_Alpine come across new square stone wall enclosures near some buildings/towns. As Napoleonic and European 18th C warfare featured many combats around buildings such as churches, stone-walled farms, granaries and such, these enclosures are our attempt to represent one or two very strong stone or brick buildings among otherwise wooden settlements. Each can hold a single infantry battalion and we recommend placing these in square inside them so that they can put out fire in all directions and their melee bonus is greatly increased - don't try charging them until you've softened them up!
With the Nap mods generally be aware of the limitations of SoW:GB -
1) The AI has no knowledge of squares and won't form them at all. You need to order individual battalions to form square. If you play vs the AI this gives you, the player, a big advantage. We recommend sandbox play with stronger AI opponents (you can create unbalanced scenarios using Leffe7's scenario generator).
2) Squares were made extremely powerful in melee, in order to allow them to stop cavalry. Unfortunately SoW:GB does not allow modders to give certain formations different melee abilities against different opponent troop types, so a square that is powerful in melee vs cavalry is now also powerful vs infantry. In counterbalance we made them extremely slow. They can move but only sluggishly. DO NOT charge squares with infantry. The best thing is to bring up a battalion and destroy it with firepower, or better still bring up an artillery battery and flatten it with canister. cavalry will usually be beaten off by steady squares but wavering squares can be beaten by fresh cavalry.
The Nap mods are best played in MP where humans on both sides can overcome the limitations of the AI.
You will need to have the mods listed in the exact order I gave above. The KS Nap mod has its own logistics folder so you will need to go into the Road To Wagram Mod folder. find the Logistics sub-folder and rename it something like Logistics_Original or Logistics_Backup. The game will then use the Logistics folder of the KS Nap Mod.
To use the Supplemental maps and the KS Mod correct OOBs, you should scroll through your maps list and ONLY use the ones that start with a country name. There might be Aus_Random6_2 or Italy_Gettysburg or names like that. To use the correct OOBs of the KS mod please ONLY use those OOBs prefixed with OOB_SB_KS_NAP_ There are OOBs for Austria and N Italy 1809, Peninsular 1809-1814, Russia 1812 and Belgium 1815. The mod includes all the Russian, Prussian and 1815 sprites Gunship released after the Road to Wagram mod was completed as well as new, and variable Spanish troop classes.
Last of all please note the KS Nap mod comes in two versions, 'Large' and 'Small'. This refers to the displayed minimap size. If your vertical screen res is 1024 pixels or greater, us the Large version. If less than 1024, you'll need to use the Small one. They are otherwise identical.