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  1. #1
    Kaunitz's Avatar Centenarius
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    Default NTW: Kaunitz Project


    HOPEFULLY TO BE FEATURING MEGASALEXANDROS' "Preußens Gloria" AND WANGRIN'S "Nec Pluribus Impar" MODELS SOON

    The Kaunitz Project is changing over from the ETW engine (which has proved to be too unstable for multiplayer games) to the NTW engine.

    The KP is a realism/simulation mod geared to multiplayer battles. The aim of the mod is not to get the colour of uniform buttons correct, but rather to offer realism from a general's point of view, putting emphasis on reconnaissance, manoevre, terrain, timing, morale, troop types (in contrast to unrealistic differences between troop stats of individual regiments or "nationalities"). The mod is therefore based on a 4:1 ground- and troop-scale.

    The KP will be set in the mid 18th century (predominantly: third Silesian War/Seven Years War). Hopefully we'll be able to port the corresponding models and skins (wangrin's "Nec Pluribus Impar" for France, megasalexandros' "Preußens Gloria" for Prussia) from ETW to NTW. Because of the models available, the first full version will probably feature the factions Prussia (+ British-Hannoverian support) and France (without the Kur-Saxons or the Reichsarmee).

    SOME KEY CHANGES OF THE MOD
    (a list for new players, all points will be explained in more detail as soon as I find the time)















    Spoiler Alert, click show to read: 

    • 4:1 scale for troops and ground, 1:1 scale for time (imagine all soldiers to be 4 times smaller and 4 times more numerous; this leads to "extremely" slow but realistic - according to scale - movement of units)
    • "fatigue" stands for "cohesion". It can be lost and regained very quickly. Being low on cohesion (tired/very tired/exhausted) will give you severe morale and accuracy penalties. Running is a "very" bad idea. With cavalry, you have to decide the point at which to start the galopp (it's a matter of time=being exposed to musketry versus cohesion/morale)
    • no squares - to defend against cavalry, form a deep square formation so that your unit can turn quickly in order to get shots on attacking cavalry
    • more realistic casualty figures (remember one hit is four casualties, according to the scale)
    • realistic frontages for battalions and (double-)squadrons
    • a quite creative solution for bayonet charges (on the last 20 ingame meters, an attacking infantry unit will recover fatigue=cohesion very quickly)
    • A detection system (works in a similar way to NTW3). However, since it is a detection system meant to represent the delay of orders and information, not a line of sight system, the detection ranges for most troops are set very low (usually 65 ingame meters in the open). The general's unit has a unique detection range of 100
    • Battle fatigue is represented by "experience". This means that experience in this mod is actually a bad thing that gives you mali. Especially with cavalry, you have to decide whether you prefer to shatter a routing enemy and thereby blow your horses, or whether you stay back.
    • realistically restricted arcs of fire - positioning is important!
    • morale is, in general, MUCH more important than in vanilla NTW
    • more intensive terrain effects, especially for cavalry
    • Artillery reworked
    • (cavalry casualties in melees are still by FAR too high - there's nothing I can do against that)



    DOWNLOAD LINK FOR THE PREVIEW VERSION

    Spoiler Alert, click show to read: 

    http://www.mediafire.com/?zjef9s2gjbs46fa

    (Disable all other mods, put the unzipped pack into your data-folder and add the line "mod KP_NTW_1a.pack;" to your script file. Then start a custom battle)
    Please delete the preset "starting" armies!
    Please use medium sized units (line infantry should have a strength of 140, grenadiers 120, etc.). Using other sizes will change the game experience





    CONTRIBUTORS AND TEAM

    Kaunitz (meachanics, concept, sounds, artwork)
    Splenyi (model-porter from ETW to NTW, localisation file)
    Cangry ("effect guy" / upcoming smoke)
    Megasalexandros (Preußens Gloria models)
    Wangrin (Nec Pluribus Impar models)
    Didz (the scientific pillar)

    List of extraordinarily motivating and helpful people, listed by the point in time that they've taken a big interest in the mod. Thank you for your all your support, time and constructive feedback!

    Didz
    TiFlo
    Dee Jay
    saddletank
    bloody bill
    Cangry
    Filip von Zietek
    mAIOR
    Splenyi

    BATTLE REPORTS / VIDEOS
    (still mostly of the ETW-version of the mod)

    Spoiler Alert, click show to read: 


    Battle versus Philipp von Zietek with the NTW-version of the mod:

    http://www.twcenter.net/forums/showt...5#post11317835 (part I)
    http://www.twcenter.net/forums/showt...0#post11325500 (part II)


    Some impressions from a MP-battle:

    Part 1: http://www.youtube.com/watch?v=1pyfG...5046wg&index=5
    Part 2: http://www.youtube.com/watch?v=u01hk...5046wg&index=4

    Mp-Battle:
    Part 1: http://www.youtube.com/watch?v=9s3cg...5046wg&index=3
    Part 2: http://www.youtube.com/watch?v=X7y31...5046wg&index=2

    MP-battle:
    http://www.youtube.com/watch?v=_YNist-Bt_w

    Here is a commentary by the user mAIOR on a battle he fought against the AI (version: kaunitzmp6). (7 parts)
    Spoiler Alert, click show to read: 





















    Another battle report (versus AI) by mAIOR (version: kaunitzmp6). 10 parts!



    Spoiler Alert, click show to read: 











































    Here is an introduction to the mod by the user Didz, who explains the basics of the mod (4:1 scale) in a battle against the AI. The record is based on an earlier version of the mod (27th may 2011), but the design philosophy and the explained concepts are still valid. (5 parts)


    Spoiler Alert, click show to read: 





















    My battle report of one of my first multiplayer games versus "bloody bill". One of my most interesting battles so far (based on an earlier version of the mod).






    A battle report (including a video) of one of my battles against the user Cangry





    CONTEMPORARY ART


    Spoiler Alert, click show to read: 


    A small collection of contemporary art refering to the third silesian war or the War of the Austrian Succession.





































































































    Extract of Canalettos painting of Schloss Schönbrunn (1759/1760), showing two soldiers:


    Recrutation scenes in the habsburg monarchy (judging from uniforms: later 18th century; not neccessarily 7YW-timeframe): http://www.auction.de/_scripts/aucti...817&language=e




    SOURCES


    Spoiler Alert, click show to read: 

    Here is the list of articles and books that I've drawn on for this mod (apart from Didz's invaluable help, that is).

    Note that there are a lot of titles in the list that touch on the American Revolution and Napoleonic warfare rather than the third Silesian War. This is simply due to the fact that the latter conflicts seem to have attracted much more (recent) scholarly interest, especially when we talk about the micro-historical approach which is necessary if you want to model game mechanisms. There are also articles in it that don't deal with warfare/"mechanics" per se. I have not listed the basic resources such as the "Grosser Generalstab" or the kronoskaf Seven Years War homepage. Titles that have proved to be very helpful from a modding perspective (because of their micro-approach and their emphasis on first hand accounts) are marked in red.

    Rory Muir, Tactics and the Experience of Battle in the Age of Napoleon (New Haven / London 2000).
    Michael Hochedlinger, Austria's Wars of Emergence 1683-1797 (Modern Wars in Perspective, London u.a. 2003).
    Matthew H. Spring, With Zeal and with Bayonets Only. The British Army on Campaign in North America, 1775-1783 (Campaigns and Commanders 19, Norman 2008).
    Brent Nosworthy, Battle Tactics of Napoleon and his Enemies (London 1995).
    Christopher Duffy, The Military Experience in the Age of Reason (London/New York 1987).
    Franz A. J. Szabo, The Seven Years War in Europe 1756-1763 (Modern Wars in Perspective, Harlow u.a. 2008).
    Claus Telp, The Evolution of Operational Art 1740-1813. From Frederick the Great to Napoleon (Cass Series: Military History and Policy, London/New York 2005).
    Christopher Duffy, Prussia's Glory. Rossbach and Leuthen 1757 (Chicago 2003).
    Thomas J. McGuire, The Philadelphia Campaign (2 Volumes, Mechanicsburg 2007).
    George Nafziger, Imperial Bayonets. Tactics of the Napoleonic Battery, Battalion and Brigade as Found in Contemporary Regulations (London/Mechanicsburg 1996).
    Sascha Möbius, Mehr Angst vor dem Offizier als vor dem Feind? Eine mentalitätsgeschichtliche Studie zur preußischen Taktik im Siebenjährigen Krieg (Saarbrücken 2007).
    Sascha Möbius, Beschleunigung von militärischen Bewegungen im 18. Jahrhundert am Beispiel der preußischen Taktik in den schlesischen Kriegen. In: Hartmut Heller (Hg.), Gemessene Zeit - gefühlte Zeit. Tendenzen der Beschleunigung, Verlangsamung und subjektiven Zeitempfindens (Münster/Hamburg/Berlin 2006) 235-265. (available online: http://www.matrei.ruso.at/dokumente/04_zeit_moebius.pdf)
    Sven Externbrink, "Que l'homme est cruel et méchant!" Wahrnehmung von Krieg und Gewalt durch französische Offiziere im Siebenjährigen Krieg. In: Historische Mitteilungen der Ranke-Gesellschaft 18 (2005) 44-57.
    Marian Füssel, Das Undarstellbare darstellen. Das Bild der Schlacht im 18. Jahrhundert am Beispiel Zorndorf (1758). In: Birgit Emich, Gabriela Signori (Hg.), Kriegs/Bilder in Mittelalter und Früher Neuzeit (Zeitschrift für historische Forschung Beiheft 42, Berlin 2009) 317-349.
    Marian Füssel, Der Wert der Dinge. Materielle Kultur in soldatischen Selbstzeugnissen des Siebenjährigen Krieges. In: Militär und Gesellschaft in der Frühen Neuzeit 13/1 (2009) 104-121. (available online: http://opus.kobv.de/ubp/volltexte/2009/3075/pdf/mgfn13_01.pdf)
    Marian Füssel, Die Aasgeier des Schlachtfeldes. Kosaken und Kalmücken als russische Irreguläre während des Siebenjährigen Krieges. In: Stig Förster, Christian Jansen, Günther Kronenbitter (Hg.), Rückkehr der Condottieri? Krieg und Militär zwischem staatlichem Monopol und Privatisierung: Von der Antike bis zur Gegenwart (Krieg in der Geschichte 57, Paderborn u.a. 2010) 141-152.
    Alexander Balisch, Die Entstehung des Exerzierreglements von 1749. Ein Kapitel der Militärreform von 1748/49. In: Mitteilungen des österreichischen Staatsarchivs 27 (1974) 170-194.
    As a whole: Bd. 3 of the "Schriften des heeresgeschichtlichen Museums in Wien": Maria Theresia. Beiträge zur Geschichte des Heerwesens ihrer Zeit (Graz/Wien/Köln 1967).
    Johannes Kunisch, Der kleine Krieg. Studien zum Heerwesen des Absolutismus (Wiesbaden 1973).
    Marcus von Salisch, Treue Deserteure. Das kursächsische Militär und der Siebenjährige Krieg (Mlitärgeschichtliche Studien 41, München 2009). (very good for the Saxon/Polish army and the Prina "campaign"!)
    Reed Browning, The War of the Austrian Succession (New York 1993).
    several articles in: Wolfgang Adam, Holger Dainat (Hg.), "Krieg ist mein Lied". Der Siebenjährige Krieg in den zeitgenössischen Medien (Schriften des Gleimhauses Halberstadt 5, Göttingen 2007). (from a military perspective especially the article by Bernhard Jahn about the converse interpretations of the battle of Lobositz (which was a draw, really *g*).)
    Ewa Anklam, "Wissen nach Augenmaaß". Praktiken der Beobachtung und Berichterstattung während des Siebenjährigen Krieges (1756-1763) (Berlin 2007).
    Manfred Schort, Politik und Propaganda. Der Siebenjährige Krieg in den zeitgenössischen Flugschriften (Frankfurt a. M. u. a. 2006).
    Eike Erdel, Das Gefecht bei Emsdorf am 16. Juli 1760 (available online: http://www.vhghessen.de/inhalt/zhg/Z...%20Emsdorf.pdf)
    Martin Rink, Vom "Partheygänger" zum Partisanen. Die Konzeption des kleinen Krieges in Preussen 1740-1813 (Frankfurt am Main 1999).


    An interesting page for maps is this project of the Staatsarchiv Marburg which is digitalizing the Wilhelmshöher Kriegskarten (a huge collection of ca. 3000 battle maps, started in 1700). Although the resolution is not too good, I find it all very rich and interesting. Lots of the maps are decorated with rocailles and other ornaments. You can also find maps of encampments and smaller actions. Volume/Band 24, 25 & 26 will lead you to (mostly contemporary) maps of the Seven Years' War, but the collection is also famous for its Hessian maps of the American War of Independence (28 & 29).






    ADDITIONAL MATERIAL


    Spoiler Alert, click show to read: 


    A collection of the expertises written by the user Didz (needs to be updated!)




    Current unit cards (will be implemented as soon as the models work)


    Spoiler Alert, click show to read: 









    Good examples of mid 18th century military music

    Spoiler Alert, click show to read: 

    The Tippencanoe Ancient Fife and Drum Crops (awesome! buy their CD on itunes...40 years in the familiy...)
    http://www.youtube.com/watch?v=csRmf2D4Tzs

    Marlborough s'en va-t-en guerre!
    http://www.youtube.com/watch?v=YqRpPMOaMIA

    Reenactors of Hessian soldiers singing "Prinz Eugen der edle Ritter" (strange they're actually singing a praise on a habsburg general )
    http://www.youtube.com/watch?v=1z-XE56iJ6Q









    BANNERS & "FAN CORNER"




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    Also feel free to join the "ETW: Kaunitz Project" steam group. Don't be irritated by the "ETW" label!


    Last edited by Kaunitz; May 04, 2013 at 11:55 AM.
    KAUNITZ PROJECT
    - a modding project for a better representation of XVIIIth century warfare -

  2. #2
    Andre J. Jassoch's Avatar Decanus
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    Default Re: NTW: Kaunitz Project

    Wunderbar!!!

  3. #3
    Notker's Avatar Libertus
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    Default Re: NTW: Kaunitz Project

    Must also shout 'Wunderbar'

  4. #4

    Default Re: NTW: Kaunitz Project

    Good to see this my friend. Saturday looking good?

  5. #5
    Kaunitz's Avatar Centenarius
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    Default Re: NTW: Kaunitz Project

    Yes, sure. I hope NTW doesn't give me the "cannot connect to host".
    The version won't be perfect yet, and it can't be perfect. I need someone to play in order to get the cohesion and musketry balance right (impossible with the AI - it always runs and wastes ammunition and cohesion by engaging in long range fire...)

    I've been very dutiful today. Perhaps I can even upload it tomorrow.

    The preview version will feature only Austria and France, both using vanilla NTW models. Each faction gets (number of men/troopers, detection range for wood/open, morale):
    1 coy skirmishers (20, 15/65, 22) (good stamina=discipline, accurate even with low cohesion)
    1 btn line infantry (140, 10/65, 31)
    1 btn converged grenadiers (120, 10/65, 39) (good stamina=discipline)
    2 sqn cuirassiers (60, 10/65, ca. 36) (good stamina=discipline)
    2 sqn dragoons (60, 10/65, ca. 32)
    hussars (50, 10/75, 26)
    General (2, 10/100)
    12pdr (2 gun models, 10/65) (Since NTWs artillery only seems to know two types of ammunition, I went for roundshot and heavy canister, not light canister. I might create some kind of mixture of heavy/light canister in the future to give the battery more point-blank-mid range punch)
    Walking units will now loose cohesion (as debated in the old thread) and units will loose cohesion slowlier when engaged in fire combat. Both, musketry and the cohesion/fatgiue effects still need to be finetuned and calibrated. Also the double-squadron sized cavalry units need to be tested online (I fear that enagagements in which cavalry is involved take even longer now ). The effects of fatigue (=experience) set in a bit slowlier but are more intensive.
    Last edited by Kaunitz; April 05, 2012 at 02:02 PM.
    KAUNITZ PROJECT
    - a modding project for a better representation of XVIIIth century warfare -

  6. #6

    Default Re: NTW: Kaunitz Project

    Sounds good buddy. I have some guys ready to test for you and give some good mp feed back as soon as your ready.

  7. #7
    mAIOR's Avatar Senator
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    Default Re: NTW: Kaunitz Project

    Quote Originally Posted by Kaunitz View Post
    Yes, sure. I hope NTW doesn't give me the "cannot connect to host".
    The version won't be perfect yet, and it can't be perfect. I need someone to play in order to get the cohesion and musketry balance right (impossible with the AI - it always runs and wastes ammunition and cohesion by engaging in long range fire...)

    I've been very dutiful today. Perhaps I can even upload it tomorrow.

    The preview version will feature only Austria and France, both using vanilla NTW models. Each faction gets (number of men/troopers, detection range for wood/open, morale):
    1 coy skirmishers (20, 15/65, 22) (good stamina=discipline, accurate even with low cohesion)
    1 btn line infantry (140, 10/65, 31)
    1 btn converged grenadiers (120, 10/65, 39) (good stamina=discipline)
    2 sqn cuirassiers (60, 10/65, ca. 36) (good stamina=discipline)
    2 sqn dragoons (60, 10/65, ca. 32)
    hussars (50, 10/75, 26)
    General (2, 10/100)
    12pdr (2 gun models, 10/65) (Since NTWs artillery only seems to know two types of ammunition, I went for roundshot and heavy canister, not light canister. I might create some kind of mixture of heavy/light canister in the future to give the battery more point-blank-mid range punch)
    Walking units will now loose cohesion (as debated in the old thread) and units will loose cohesion slowlier when engaged in fire combat. Both, musketry and the cohesion/fatgiue effects still need to be finetuned and calibrated. Also the double-squadron sized cavalry units need to be tested online (I fear that enagagements in which cavalry is involved take even longer now ). The effects of fatigue (=experience) set in a bit slowlier but are more intensive.
    Sounds good. Shame about the artillery though but heavy cannister is the way to go from my way of thinking. Anyway, I'm not around for testing this weekend but I'll be around next week. maybe wednesday night? I'll switch my weekly games with FVZ from NTW3 to this and we'll see how it goes. Are you also giving the single squadron option Kaunitz? Good list btw.



    Cheers...


  8. #8
    Biggus Splenus's Avatar Primicerius
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    Default Re: NTW: Kaunitz Project

    Hi guys.

    I'm working with Kaunitz on this mod now, and my two roles are to add the units models, and the localisation file, which will give Kaunitz more time to work on what really matters, the game mechanics.
    | R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |

  9. #9

    Default Re: NTW: Kaunitz Project

    Excellent buddy, glad to see you helping with the mod.

  10. #10

    Default Re: NTW: Kaunitz Project

    Hey, Kaunitz its been forever . I got the mod if you want I can help with testing! looking good so far.

  11. #11
    Kaunitz's Avatar Centenarius
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    Default Re: NTW: Kaunitz Project

    I had a game versus bloody bill which unfortunately crashed just at the climax of the battle (It seems as if I've run out of cache. Perhaps restarting my computer before the game might help?...). Anyway. Here are my observations so far:

    1) The riderless horses in NTW are such a nuisance! I'm really angry about that. A single, routing, riderless horse will trigger the same morale effects as a full squadron. 2 of my battalions were routed in this game because of fleeing riderless horses.

    2) I'm not a fan of the bigger cavalry squadrons. Apart from the greater danger caused by riderless horses, my main gripe is that whenever you put them into a formation that is manoeuverable (4+ ranks) and that can be used to squeeze your cavalry through gaps in your infantry line, they're the prime target for artillery and can be routed within a matter of seconds. A single (double-sized) squadron loosing 2-3 troopers is worse than two (single sized) units one positioned behind the other, each suffering 1 casualty.

    3) The maps are dangerous. There are places without grass on which all troops will become visible for the enemy. This destroyed the surprise caused by bloody bills flanking march.

    4) Another thing that annoys me is that cannon balls travel quite happily through woods. And it's the same for musket balls. If you can see the enemy because some of your units are close enough, then you can fire on him. Even if it means that you're shooting through 250yards of woods. (there is a slight "cover" factor though)

    5) The game itself had a really good flow, I think. It saw quite a lot of light infantry skirmishing, a failed bayonet charge, hidden manoevres, and hardly ever were more than two battalions on each side engaged at any single time ... At the time of the crash, Bill had just managed to beat back my attack on his left/centre and was pushing forward with cavalry support. Meanwhile, I was trying to outflank his right with three of my "reserve" battalions (amongst them 1 btn of grenadiers). My battalions were struggling through the wood that bloody bills flank was anchored on, driving some of bills voltigeurs before them in the process. As soon as my battalions got out of the wood they stopped and organised themselves. For I was concentrating on bills narrow flank, my battalions' ends were brushing each other a bit. Bloody Bills right-most battalion immediatlyreacted to the flanking movement and retreated to a better defensive position, with its flank even better secured by a building. My grenadiers were on the heels of this battalion, following aggressively at the double, finally tangling it up in a very hot fire fight (I know I was a chicken not to attempt another bayonet charge here ). This episode, the grenadiers having appeared out of the wood, advancing aggressively uphills against the unlucky battalion, was my personal highlight in this battle. It felt like an episode of a real battle. And I was happy to see that the mechanics induced a player such as bloody bill to take the realistic decision and refuse the flank.

    All in all, it was a very interesting battle. At the time of the crash, Bloody Bill certainly had much better chances to win.
    Last edited by Kaunitz; April 08, 2012 at 01:54 AM.
    KAUNITZ PROJECT
    - a modding project for a better representation of XVIIIth century warfare -

  12. #12

    Default Re: NTW: Kaunitz Project

    @kAUNITZ, I thought the battle flowed very well causing adjustments to both our plans and reactions of sound military maneuvers. The skirmishing was very cool -> 1 issue with this is my skirmishe all ran out of ammo pretty fast it felt.

    The cav at the current size is possible to big as it will route very fast, I do think squadron size is the way to go.

    There is a way to make arty not go through woods very well, ILL ASK.

    The grass issue was unfortunate, I did however really enjoy the battle and it was exciting and shaping out to be very good. We both had units rout and get back into the fight. The woods are wonderful and terrible at the same time.

    Excellent mod, I would highly recommend it to anybody who wants a realistic battle in the age of muskets.

  13. #13
    Kaunitz's Avatar Centenarius
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    Default Re: NTW: Kaunitz Project

    How long did the skirmishing go on before we ran out of ammo? 15-20 minutes? This tells me that skirmishers still reload too fast. I've given them 40 rounds, which is already a bit too much, I think. (Oridnary line infantry comes with 60 rounds in their catridge boxes) A rate of 2 shots per minute for over 20 minutes is a bit utopic for rifles.

    On the other hand, I can also imagine, like you've said, that troops on this scale would resupply during the battle, so that we can think about giving them unlimited ammo.

    Another thing I found rather problematic is that the light infantry companies are incredibly prone to artillery fire if not in skirmish formation, simply because of their small size, which leads to "recent casualties" very quickly. I'll either make them shock resistant or indeed increase their size to 2 companies.

    Last but not least, I have to say that I felt a bit overchallenged with 20 units to control.

    Luckily, bloody bill took a screenshot just before the crash:

    Spoiler Alert, click show to read: 


    1. Bloody bills flanking march. I had my two gun models (representing 4 guns) here, but as bill was coming down a really steep hill, I had no chance to fire on his troops until they came into canister range. My battalion is trapped between French troops and the woods.
    2. Bloody Bill is advancing after having routed my right-centre, thereby cutting off my desperate single battalion and my guns. On the street, one of bloody bills cavalry units is just withdrawing behind the line after a successfull charge.
    3. My flanking movement. I almost had my 3 reserve battalions wait for too long on my left flank as I was still expecting bill to have some troops on this half of the battle field. In fact he just had some scouting cavalry there. When I finally advanced my reserve battalions along the road, I noticed that the street and the house on the edge of the wood were empty and uncontested. However, as bill had just broken my center-right, there was no time left to walk into his rear (dotted line. Apart from the lack of time, the route was also protected by the 4 (=8) 12pdrs on the hill (4), plus a battalion which was hidden in the wood (I didn't even see the cavalry! *lol*). So I decided to go through the woods against his flank. You can see (or rather imagine behind the trees) my aggressive grenadiers, and bills battalion that had fallen back and anchored its right flank on the house.
    4. Bills battery which had a great line of fire throughout the whole battle. Damn this hill! It's overpowered.

    Note that the street is littered with lots of dead and wounded. This was the result of the skirmishing and my first attack on Bills line. In terms of casuatlies, it was q auite bloody battle (at least on my side *g*). I got peppered by bills battery on the hill all the time. The battle has been raging over this street for about 20 minutes already, and my line has been constantly exposed to artiller fire.


    PS: I'm going to make some experiments with the "rally"-ability of generals in NTW. Perhaps it can really help units to rally quicklier, which is a good thing (especially cavalry needs it after successfull charges, imho).
    PS: I'm also working on a new intro video which tries to capture a bit more the war-experience of the ordinary soldier. For that purpose, I might even choose traditional bohemian music (featuring the Bohemian bagpipe: Dudy or german: Bock) instead of galant violin music (or rather Johann Michael Haydn's Requiem of 1771 - it's more fitting for the cruelties of war). I didn't know that even the german word for bapipe (Dudelsack) derives from the Dudy.
    Last edited by Kaunitz; April 08, 2012 at 11:40 AM.
    KAUNITZ PROJECT
    - a modding project for a better representation of XVIIIth century warfare -

  14. #14
    Kaunitz's Avatar Centenarius
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    Default Re: NTW: Kaunitz Project

    1) Could you give me a hint where to find the weather-mod that you've mentioned, bloody bill? I just can't seem to find it. (It is supposed to make the weather selection in custom battles work correctly. In 2 out of 2 mp games so far, we had rain even though we wanted it to be "dry"....)

    2) Are there any wishes to add a smoke mod to the project? Any preferences whom I should ask?

    3) Splenyi is working on the models and has already done three. It seems to work!

    4) I will get rid of the "voices" of the units in the next version.

    5) Artillery accuracy will be reduced for the longer ranges. In fact it should be forbidden to fire at targets over 600 m (150 ingame meters, according to the scale), for gunners would have been unable to identify units (friend or foe?) at ranges over 400 m.

    6) I'm still available for a game! Out of 40 downloaders so far, only 2 have discovered the mod's main purpose - multiplayer games. It's not meant to be played versus the AI.
    Last edited by Kaunitz; April 09, 2012 at 11:28 AM.
    KAUNITZ PROJECT
    - a modding project for a better representation of XVIIIth century warfare -

  15. #15
    Dave Strider's Avatar Dux Limitis
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    Default Re: NTW: Kaunitz Project

    Hey, uh...I downloaded it, put the file in my Data folder, and edited my user_script, but the mod doesn't work.

    Like, literally, I played a battle - as instructed, France vs. Austria - and it was Vanilla. Nothing was different, except about halfway into the battle the game just randomly closes. No "Napoleon Total War has stopped working", no CTD notice, no nothing, it just blackscreens and closes.
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  16. #16

    Default Re: NTW: Kaunitz Project

    @comrade use mod manager and you should have no issues.

  17. #17
    Kaunitz's Avatar Centenarius
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    Default Re: NTW: Kaunitz Project

    Bill, you only have to search through those 70 volumes if you really want to. I think I've got enough info to know how canister is supposed to work. However, as there is only 1 type of alternative ammunition for artillery in NTW, I can't recreate the difference between canister at longer ranges (up to 300 yards, with it's comparatively small, "buckshot" spread) and canister at close ranges (under 100 yards) with its bigger spread (double loaded?). I will have to come up with something in between those two modes of firing.

    Also reminds me of the fact that we're usually severely under-gunned in our KP-games. Historically, we'd see much more guns than on our battle fields. This is of course, a result of the 20 slot-limitation. And it doesn't even help to increase the size of batteries (I've also thought of increasing the file spacing for guns a lot) because you can still only assign one target to the whole battery, which ruins the whole idea.

    @Comrade Chernov:

    Welcome!
    Modmanager might help indeed. In case of doubt, deinstall all other mods (if using NTW3, "restore vanilla files"), you might even consider to put their pack files from the data folder somewhere else (movie packs are always active, even if you don't enable them via the script file), then verify game cache via steam, and then add the line to your script file ("restoring vanilla files" in NTW3 will delete your script file, you have to set up a new one). Report back if you still have troubles.

    Quote Originally Posted by Comrade Chernov View Post

    Is the...em..."durability" of units changed at all? Like, do units still lose men at the vanilla rate, or is it reduced according to the 4:1 scale?
    Of course the casualty rate is adapted to the 4:1 scale as well. Units will behave completely differently from vanilla NTW/ETW.
    You might want to take a look at my latest videos (multiplayer game versus cangry):

    http://www.youtube.com/watch?v=1pyfG...ature=youtu.be
    http://www.youtube.com/watch?v=u01hk...ature=youtu.be

    The casualty figures of this battle might give you an idea: According to the end screen, I've lost 267 out of 1642 deployed, and Cangry 250 out of 1702. This rate is comparatively low even for this mod . There were hardly any catastrophically successfull cavalry charges or pursuits and I've managed to get my beaten troops out of Cangrys reach quite unscratched. But I forgot to mention that Cangrys cuirassiers have broken my "square" (see "Panic" in video 2), which had French battalions in front and French cuirassiers in the back. Thus we need to add another 120 prisoners (the other 20 of the battalion were certainly slain), two captured banners, and also 4 captured 12pdrs to Cangrys statistic.
    Last edited by Kaunitz; April 10, 2012 at 02:08 AM.
    KAUNITZ PROJECT
    - a modding project for a better representation of XVIIIth century warfare -

  18. #18
    Dave Strider's Avatar Dux Limitis
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    Default Re: NTW: Kaunitz Project

    Quote Originally Posted by Kaunitz View Post
    Bill, you only have to search through those 70 volumes if you really want to. I think I've got enough info to know how canister is supposed to work. However, as there is only 1 type of alternative ammunition for artillery in NTW, I can't recreate the difference between canister at longer ranges (up to 300 yards, with it's comparatively small, "buckshot" spread) and canister at close ranges (under 100 yards) with its bigger spread (double loaded?). I will have to come up with something in between those two modes of firing.

    Also reminds me of the fact that we're usually severely under-gunned in our KP-games. Historically, we'd see much more guns than on our battle fields. This is of course, a result of the 20 slot-limitation. And it doesn't even help to increase the size of batteries (I've also thought of increasing the file spacing for guns a lot) because you can still only assign one target to the whole battery, which ruins the whole idea.

    @Comrade Chernov:

    Welcome!
    Modmanager might help indeed. In case of doubt, deinstall all other mods (if using NTW3, "restore vanilla files"), you might even consider to put their pack files from the data folder somewhere else (movie packs are always active, even if you don't enable them via the script file), then verify game cache via steam, and then add the line to your script file ("restoring vanilla files" in NTW3 will delete your script file, you have to set up a new one). Report back if you still have troubles.



    Of course the casualty rate is adapted to the 4:1 scale as well. Units will behave completely differently from vanilla NTW/ETW.
    You might want to take a look at my latest videos (multiplayer game versus cangry):

    http://www.youtube.com/watch?v=1pyfG...ature=youtu.be
    http://www.youtube.com/watch?v=u01hk...ature=youtu.be

    The casualty figures of this battle might give you an idea: According to the end screen, I've lost 267 out of 1642 deployed, and Cangry 250 out of 1702. This rate is comparatively low even for this mod . There were hardly any catastrophically successfull cavalry charges or pursuits and I've managed to get my beaten troops out of Cangrys reach quite unscratched. But I forgot to mention that Cangrys cuirassiers have broken my "square" (see "Panic" in video 2), which had French battalions in front and French cuirassiers in the back. Thus we need to add another 120 prisoners (the other 20 of the battalion were certainly slain), two captured banners, and also 4 captured 12pdrs to Cangrys statistic.
    I must admit, I am a bit embarassed...I don't know what Modmanager is...Could you kindly point me in the right direction?
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  19. #19

    Default Re: NTW: Kaunitz Project

    @ comrade, here you go buddy any questions feel free to ask.

    http://www.twcenter.net/forums/showthread.php?t=344757

  20. #20
    Biggus Splenus's Avatar Primicerius
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    Default Re: NTW: Kaunitz Project

    This is my first preview on the progress for this mod. It will contain a lot of Megasalexandros work (the prussian models), plus some of my own work.

    First, here is Megasalexandros' line infantry musketeers in the new NTW version of this mod


    And his Grenadiers as well


    Some of you may be aware that Megasalexandros didn't have a Chasseur (Jager) model, so I've started to make my own


    If anyone can see an issue with my model, please point is out. Also, if someone could supply me with a uniform plate or some kind of source on the officer of this unit, that would be great.

    Last thing, is Megasalexandros' hussar


    I have also created a saddle cloth specific to this unit, just for some extra visual detail

    If everyone could give their feedback on this, that would be great

    EDIT: I have noticed that the Chasseur's hat shouldn't have a white lace on top, and I will fix that. It should also have a olive green cockade on the hat, but I don't think that is possible with the mesh

    EDIT AGAIN: I did add the olive green cockade to the Chasseurs tricorns
    Last edited by Biggus Splenus; April 10, 2012 at 05:32 AM.
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