Page 2 of 6 FirstFirst 123456 LastLast
Results 21 to 40 of 113

Thread: Diverse Artillery Mod (DAM) for NTW. 26/4-2010 Major update to version 1.6 including all custom unit cards/images and other features.

  1. #21

    Default Re: Diverse Artillery Mod (DAM) for NTW. 4/4-2010 New version with 16 new units etc.

    Quote Originally Posted by La♔De♔Da♔Brigadier Graham View Post
    And I will in turn link your mod to be used with mine old boy how about that?
    Sounds great. Thank you Sir

    /iutland

  2. #22

    Default Re: Diverse Artillery Mod (DAM) for NTW. 4/4-2010 New version with 16 new units etc.

    Quote Originally Posted by Iutland View Post
    Attached .loc file shall also be placed in the Data folder for proper text in game.
    Hello

    I could not find that one. Am I looking at the wrong place?

    Thanks

  3. #23

    Default Re: Diverse Artillery Mod (DAM) for NTW. 4/4-2010 New version with 16 new units etc.

    Nice mod work Lutland

    one question have you had any luck increasing the lethality of round shot, atm the most fatalities it will cause is one per rank, less at greater ranges. I managed one to tweak the KV pen levels so it was taking out two men per rank but then lost the damm pack when it corrupted....... and havnt been able to replicate the effect,

    Changing the Roundshots characteristic from effective range to High penetration (like in ETW) in proj tables was a start on this front.

  4. #24

    Default Re: Diverse Artillery Mod (DAM) for NTW. 4/4-2010 New version with 16 new units etc.

    Quote Originally Posted by Kreuz View Post
    Hello

    I could not find that one. Am I looking at the wrong place?

    Thanks
    It is included in the .rar files

    /iutland

  5. #25

    Default Re: Diverse Artillery Mod (DAM) for NTW. 4/4-2010 New version with 16 new units etc.

    Quote Originally Posted by Dogmeat View Post
    Nice mod work Lutland

    one question have you had any luck increasing the lethality of round shot, atm the most fatalities it will cause is one per rank, less at greater ranges. I managed one to tweak the KV pen levels so it was taking out two men per rank but then lost the damm pack when it corrupted....... and havnt been able to replicate the effect,

    Changing the Roundshots characteristic from effective range to High penetration (like in ETW) in proj tables was a start on this front.
    No I haven't looked at that so far, but I see it is a good suggestion for improvement.

    /iutland

  6. #26

    Default Re: Diverse Artillery Mod (DAM) for NTW. 4/4-2010 New version with 16 new units etc.

    I am sorry Lutland ; in the rar file I could find 3 files :

    NTW_DAM1.3_8_BrigComp.pack
    unit_pack_compatibility_project_napoleon_v1_8_and_DAM1.3.pack
    user.script.txt

    No *.loc file

    Or do I have to open one of the pack file via a mod manager ?

    Something must be missing in my set up as the game is now in English

  7. #27

    Default Re: Diverse Artillery Mod (DAM) for NTW. 4/4-2010 New version with 16 new units etc.

    Quote Originally Posted by Kreuz View Post
    I am sorry Lutland ; in the rar file I could find 3 files :

    NTW_DAM1.3_8_BrigComp.pack
    unit_pack_compatibility_project_napoleon_v1_8_and_DAM1.3.pack
    user.script.txt

    No *.loc file

    Or do I have to open one of the pack file via a mod manager ?

    Something must be missing in my set up as the game is now in English
    The loc file is this one: "unit_pack_compatibility_project_napoleon_v1_8_and_DAM1.3.pack" Place it in the "Data" folder. I will update the first post.

    /iutland

  8. #28

    Default Re: Diverse Artillery Mod (DAM) for NTW. 6/4-2010 New version

    NEW!
    Version 1.3.1 added. Based on 1.3 with Artillery missile half chance hit increased to 325 meters in "kv_rules" table giving a better accuracy at longer ranges. Walking orthogonal to a cannon battery isn't the wisest thing now.

  9. #29

    Default Re: Diverse Artillery Mod (DAM) for NTW. 13/4-2010 New version 1.4

    Version 1.4 is out with major changes:

    Current Version 1.4

    Projectile table reworked:

    Round shot damage (Kinetic energy) now linked linear to projectile “mass” based on the formular for kinetic energy, under the assumption that projectile speed does influence the kinetic energy of a projectile in NTW game engine:



    Projectile mass now correlated with cannon/howitzer bore diameter using this formula (rearange to isolate 2r") to calculate the radius of a sphere (and ultimately calibre). The density of a cast-iron cannonball is approximated to 7.6g/cm3:




    Using the formula gives the following values (rounded):

    mass in Lb........d in Inch
    3-lber............. 2,8
    4-lber............. 3,0
    6-lber............. 3,5
    8-lber............. 3,8
    9-lber............. 3,9
    10-lber........... 4,1
    12lber............ 4,4
    18-lber........... 5,0
    20-lber........... 5,2
    24-lber........... 5,5
    30-lber........... 6


    So a 5 inch howitzer actually fires a projectile with the size of an 18-lber cannonball and a 6 inch with the same size as a 30-lber cannonball. I don’t think that is modelled correctly in Vanilla NTW and possibly also in other mods.

    I have used these values to increase the lethality of explosive shells and explosion “size”. So prepare for more lethal howitzers.

    Further projectile changes:

    • missile_distance_for_half_chance_hit_artillery lowered to 290
    • Reload times for every projectile changed based on weight and projectile complexity. Setting the fuse on an explosive shell requires some time by the loader.
    • Number of pellets adjusted to source information values and due to howitzer barrel length there canister shots contain 33% less pellets (source information).
    • Pellets are modelled as musket balls (distinction between small and large lead balls not possible in current table) and will inflict similar damage.
    • Howitzer canister shot changed to low trajectory.
    • Projectile ranges changed to source information values. Minimum explosive shot distance increased to 180meters.
    • Projectile velocity values overhauled.
    • Carcass and limestone damage differentiated. Limestone now more lethal.


    New projectiles:

    • 1-lber round shot.
    • 20-lber Howitzer
    • 14-lber Cannon
    • 20-lber Cannon


    New units:

    • 1-pundige Amusetter, Danske Artilleri Brigade (quick firing 1-pounder cannon with a listed double reloading speed as a musket). Denmark
    • 3-pundige kanoner, Danske Artilleri Brigade. 3-lber Denmark
    • 6-pundige kanoner, Holstenske Artilleri Brigade. 6-lber Denmark
    • 12-pundige kanoner, Norske Artilleri Brigade. 12-lber Denmark
    • 10-pundige Haubitsere. 10-lber How. Denmark
    • 20-pundige Haubitsere. 20-lber How. Denmark
    • 3-pundige kanoner, Göta artilleriregemente. 3-lber Sweden
    • 6-pundige kanoner, Svea artilleriregemente. 6-lber Sweden
    • 12-pundige kanoner, Vendes artilleriregemente. 12-lber Sweden
    • 5 tums Fälthaubits. 5” How. Sweden
    • 3-lber Foot Artillery. Added Portugal
    • 5-In Howitzer Foot Artillery. Added Portugal
    • 5.5-In Howitzer Foot Artillery. Added Portugal, Netherlands and U-Netherlands.
    • Experimental Howitzer. Added Portugal, Spain, Netherlands and U-Netherlands.
    • 4-lber Foot Artillery. Added Spain,
    • 8-lber Foot Artillery. Added Spain
    • 6-In Howitzer Foot Artillery. Added Spain
    • 6-lber. Added Spain
    • 3-okka Foot Artillery. Ottomans 4-lber
    • 5-okka Foot Artillery. Ottomans 6-lber
    • 9-okka Foot Artillery. Ottomans 12-lber
    • 11-okka Foot Artillery. Ottomans 14-lber
    • 16-okka Foot Artillery. Ottomans 20-lber

  10. #30

    Icon4 Re: Diverse Artillery Mod (DAM) for NTW. 13/4-2010 New version 1.4

    Do any of you recall the Peter Sellers cult movie "Dr. Strangelove" from 1960's? Just for the fun of it I have added the Russian Doomsday Machine that was build beyond the Ural mountains.

    http://www.youtube.com/watch?v=A9ihK...eature=related

    http://www.youtube.com/watch?v=cmCKJi3CKGE

    http://www.youtube.com/watch?v=JgHSD...eature=related

    Here you can see the impact of the Doomsday Machine on the Thin Red Line. So be careful that they don't take your "precious body fluids" next

    Build on NTW_DAM1.4 and might interfere with other mods.

  11. #31
    Senator
    Join Date
    Mar 2007
    Location
    Australia
    Posts
    1,350

    Default Re: Diverse Artillery Mod (DAM) for NTW. 13/4-2010 New version 1.4

    sweet work. good mod man keep it up.


  12. #32
    ToonTotalWar's Avatar Indefinitely Banned
    Join Date
    Aug 2005
    Location
    Newcastle upon Tyne
    Posts
    1,733

    Default Re: Diverse Artillery Mod (DAM) for NTW. 13/4-2010 New version 1.4

    Iutland - Great work mate!! will be in my next update +Rep canny lad!!

  13. #33
    Hazbones's Avatar Senator
    Join Date
    May 2007
    Location
    Iwakuni, Japan
    Posts
    1,104

    Default Re: Diverse Artillery Mod (DAM) for NTW. 13/4-2010 New version 1.4

    Just a suggestion, feel free to ignore if you want.

    The quicklime shells were used on occasion historically but from what I have learned from book reading, the shells were not very useful (lethal yes, useful no). What I mean is that when a quicklime shell exploded, if the person standing nearby was not hit by the shrapnel or knocked down from the explosion then he had to be very near to the impact to be affected by the lime cloud. Quicklime was simply a chemical powder-like substance which if the wind was blowing away from a target or if it was not a direct hit, there would be no damage at all from the chemical itself.

    Just some food for thought. Maybe the quicklime shells could be toned down a bit unless the shot itself (casing) was large enough to compose the type of damage you are depicting in your mod.

    Keep it up!

  14. #34

    Default Re: Diverse Artillery Mod (DAM) for NTW. 13/4-2010 New version 1.4

    Quote Originally Posted by lesterthenerd View Post
    sweet work. good mod man keep it up.
    Thanks mate, I will for sure though progress is a bit slow at the moment due to work.

    Quote Originally Posted by ToonTotalWar View Post
    Iutland - Great work mate!! will be in my next update +Rep canny lad!!
    Thanks Toon, look forward to it.

    Quote Originally Posted by Hazbones View Post
    Just a suggestion, feel free to ignore if you want.

    The quicklime shells were used on occasion historically but from what I have learned from book reading, the shells were not very useful (lethal yes, useful no). What I mean is that when a quicklime shell exploded, if the person standing nearby was not hit by the shrapnel or knocked down from the explosion then he had to be very near to the impact to be affected by the lime cloud. Quicklime was simply a chemical powder-like substance which if the wind was blowing away from a target or if it was not a direct hit, there would be no damage at all from the chemical itself.

    Just some food for thought. Maybe the quicklime shells could be toned down a bit unless the shot itself (casing) was large enough to compose the type of damage you are depicting in your mod.

    Keep it up!
    Thanks for the info
    I know that some of the ammunition types were just introduced at the start of the 19th century, and I read that percussive shells were a bit unstable and not commonly used even at the American civil war 60 years later. I will dig more into the limestone before next update but with the adjustment I did it maintains the same dispersion area but do more damage than carcass. I ran a small test of the files and didn't notice more casualties than before, in a quick battle.

  15. #35
    Hazbones's Avatar Senator
    Join Date
    May 2007
    Location
    Iwakuni, Japan
    Posts
    1,104

    Default Re: Diverse Artillery Mod (DAM) for NTW. 13/4-2010 New version 1.4

    I love this DAM mod. :-)

  16. #36

    Default Re: Diverse Artillery Mod (DAM) for NTW. 13/4-2010 New version 1.4

    Very nice Artillery unit pack! +rep I included your names into the UPC. You can send to me any upcoming entries in a PM.

  17. #37
    gary's Avatar Domesticus
    Join Date
    Mar 2005
    Location
    Newcastle Upon Tyne. North of England.
    Posts
    2,077

    Default Re: Diverse Artillery Mod (DAM) for NTW. 13/4-2010 New version 1.4

    Hi i wonder, is this mod compatible with NER74.1? it looks really good but not sure if it would work as these two mods both alter db_....thanks
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
    campaigns

    (India.1930) (Norway 1940) (Fontenay le Pesnil) (North-West Europe1944-45) (Argoub Se!lah)
    (Sicily, 1943 Salerno) (Minturno) (Anzio Gemmano Ridge)
    "Burma, 1942"
    My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.

  18. #38
    Dragooon's Avatar Centenarius
    Join Date
    Mar 2010
    Location
    NCR, India
    Posts
    807

    Default Re: Diverse Artillery Mod (DAM) for NTW. 13/4-2010 New version 1.4

    Do you recommend a campaign restart after installing this mod? Has anyone seen any problem with Napoleon Order of War?

  19. #39

    Default Re: Diverse Artillery Mod (DAM) for NTW. 18/4-2010 New version 1.5

    New version out!

    Is probably not savegame compatible!

    Current Version 1.5

    Since last release further investigation has shown that a Howitzer pdr. designation is based on the weight of a stone projectile and not a cast iron projectile. Furthermore a pound did not weigh equally throughout Europe in the early 19th century.
    As shown in the screenshot an imperial pound weighed a little more than 1.5 pound in Milan and appr. 0.9 pound in Denmark. To reflect this in NTW this whole mod has been restructured and changed in the following way:

    Projectiles:
    The following projectile classes now apply:

    • Imperial/Generic pound used as baseline. Used by Britain, Scotland, Ireland, German minors (except southern most) and Courland etc.
    • “Italian” as 0.65 Imp.pound. Used by Italian peninsula states.
    • “Prussian” (Leipzig weight) as 0.85 Imp.pound. Used by Prussia, Saxony and Poland.
    • “ Russian” as 0.9 Imp.pound. Used by Russia, Romania and Crimea.
    • “Spanish” pound as 0.9 Imp.pound. Used by Spain and Catalonia.
    • Swedish pound as 0.93 Imp.pound. Used by Sweden.
    • Portuguese pound as 0.95 Imp.pound. used by Portugal
    • French pound as 1.1 Imp.pound. Used by France, Bavaria, Wurttemberg, Brittany, Netherlands, Belgium.
    • Danish pound as 1.12 Imp.pound. Used by Denmark and Norway.
    • Austrian pound as 1.2 Imp.pound. Used by Austria, Hungary, Greece.


    As an example: an Italian 8-lber weighs less than a British 6-lber.

    Therefore based on the above listed values all cannon projectile are differentiated based on weight and country of use with the following values different among countries:
    · Damage
    · Range
    · Velocity
    · Reload time
    · Canister “size”
    · Unit cost and upkeep in game.

    Unit changes:
    British 4.4” Howitzer added and following Howitzers are now available in NTW (listed by increasing size):

    • 4.4” How.
    • 10-lber Unicorn (4.8”)
    • 5” How.
    • 5.5” How. Foot+Horse.
    • 7-lber How. Foot+Horse. (5.7”)
    • 6” How.
    • 10-lber How. (6”)
    • 20-lber Unicorn. (6.1”)
    • 20-lber How. (~8”)
    • Exp. How.


    All are capped along with elite artillery units. Reload time and damage model of Howitzers is based on projectile size.

    All units are now differentiated (between country classes) regarding:

    • Cost
    • Upkeep
    • Reload training
    • Accuracy


    Accuracy boost removed and replaced by Rate of Fire boost as I can’t see how a crew can increase accuracy without sacrificing rate of fire???

    All minors now have access to both cannons and howitzers and I have paid special attention to the following factions: Bavaria, Hannover, Hessen, Italian Kingdom, Poland and a few others.

    The decision to split countries into classes has made it necessary to inhibit most generic vanilla cannons and replace them with custom DAM cannons (behaviour and not appearance).
    It is therefore too difficult to maintain a DAM pack, which is compatible with the venerable Brigadiers Grand Battery mod I’m afraid and has therefore been discontinued with 1.5 release onwards.

  20. #40

    Default Re: Diverse Artillery Mod (DAM) for NTW. 13/4-2010 New version 1.4

    Quote Originally Posted by Swiss Halberdier View Post
    Very nice Artillery unit pack! +rep I included your names into the UPC. You can send to me any upcoming entries in a PM.
    OK thanks

    Quote Originally Posted by gary View Post
    Hi i wonder, is this mod compatible with NER74.1? it looks really good but not sure if it would work as these two mods both alter db_....thanks
    I've tried NER and DAM1.4 and they were not compatible, and I think they still are not.

    Best regards

    iutland

    Quote Originally Posted by Dragooon View Post
    Do you recommend a campaign restart after installing this mod? Has anyone seen any problem with Napoleon Order of War?
    As far as I know NOoW overrides the vanilla files but I think you should try both and let me know.

    Best regards

    iutland

Page 2 of 6 FirstFirst 123456 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •