Results 1 to 2 of 2

Thread: Eagle Standard, Volume XI Issue II: Napoleon

  1. #1
    Audacia's Avatar Give Life Back to Music
    Content Emeritus

    Join Date
    Oct 2009
    Location
    New York
    Posts
    1,948

    Default Eagle Standard, Volume XI Issue II: Napoleon

    Empire and Napoleon news

    Release: The Great War 5.0 and 5.1
    Interview


    A few months ago a team of modders released a project that was no less than three years in the making. It is a project that seemed beyond impossible. Many said it could not be done. Others were more optimistic. In any event, that team overcame seemingly all odds when they released The Great War 5.0, a complete and massive overhaul modification that brings the First World War to Napoleon: Total War. 5.0 includes an inordinate amount of new units, new models, new textures, and all new gameplay. It brings tanks, machine guns, and other revolutionary units to the battlefield. It offers a completely overhauled campaign that offers a degree of immersion like no other. Quite simply, it is a groundbreaking achievement. We at the Eagle Standard had an opportunity to talk to some of the modders who helped transform their ambition into something far greater. We hope that what they have to say offers a behind the scenes look into how The Great War 5.1 was created. Enjoy!

    Aanker - Textures, General Modding

    You are the primary creator of textures for The Great War. What exactly does texturing entail and why was it so important for 5.0?

    Texturing is what we do when we want to put a "skin" on a model: when a model is made, it is basically just a 3D structure without any form of detailed surface. Of course, in any mod where you want to publish a more or less finished "product", you want to give your players properly textured models, or the greyish untextured models would stick out and ruin the game. So, for 5.0, that translated into a lot of texturing.

    5.0 includes many, many textures. How detailed and historically accurate are the hundreds of textures found on infantrymen, artillery, tanks, and other various weapons and equipment?

    Some textures are based on vanilla uniform models and are thus what I like to call "historical compromises". I texture them in such a way that they look and "feel" similar to the real uniforms (which I find in an illustrated book), but there may be incorrect details such as the shape of the cuffs and especially the collars. Artillery is generally quite historically textured - camouflage came in a great number of shades and patterns, however - but some of them might still need a bit of a refinement.

    In your opinion, what is the most Earth-shattering aspect of 5.0 and how did the team go about creating such a feature?

    What I like about 5.0 isn't so much one special feature or one exact thing we did: I like it because it feels - to me - as if it truly is a different game from vanilla N:TW.

    Spoiler Alert, click show to read: 

    King Sama - DB Editing, General Modding

    Much of your work for 5.0 included database editing. Can you briefly describe what that entailed and why creating 5.0 was unique in that regard?

    The database (db) tables are, as the name implies, a large group of data storages that the game reads and uses to construct the game. This ranges from creating units and editing their stats, to defining the size of in-battle cities, to assigning new models to their appropriate destinations. Since the DB plays this central role in communicating between the game engine and our custom content, the 5.0 DB relates to many areas of modding, with much of the team contributing at some point or another. It's also important to note the time spent designing and researching various implementations in the DB, as well as the supporting content such as text, icons, and of course, models.

    What I imagine makes the 5.0 DB unique - in terms of warscape modding - is the sheer magnitude of the changes. Not many mods for Empire, Napoleon, or even Shogun 2 have come close. For example, all of the (many) units in 5.0 are completely from scratch, and so is the technology tree and the building chains. Aiming for the total conversion of Napoleon to a World War I game, this really is a requirement, in the same way that new models and maps have completely changed the look and feel of in-game combat.

    What would you claim to be the most difficult obstacle you faced when creating 5.0?

    There wasn't exactly one major obstacle, but the two major categories were random irritating bugs and periodic lack of motivation. The DB is especially prone to the former, although fortunately my team mates The Hedge Knight and Aanker have been extremely helpful in tracking down and solving these errors. One of our most recent ones involved a script that spawned starting units, which somehow interfered with the early field gun projectile, and crashed only in certain cases of use. Another (which causes MP crashes) is due to a mod pack inexplicably failing to activate for a minority of users. Such bugs are frustrating and momentum-breaking, but unfortunately they are a fact of life in modding, and presumably game development.

    Can we expect more major updates in the future? If so, what new features might those include?

    Yes, you can, although I won't give too much away. Let's just say our next planned update involves France, a lot of unimplemented models, and a better representation of colonialism. Right now, our main priority is to fix any remaining bugs and finish anything still unfinished, but stay tuned in our forum for future announcements.

    The Hedge Knight - General Modding

    What kind of role did you play in developing 5.0?

    I never really had a defined role in the development of 5.0 so I ended up doing a lot of little things here and there in an attempt to bring the mod to life. I'm most proud of the time I spent entirely retexturing the frontend of the mod as well as removing defunct menu options in order to bring the main menu in line with the rest of the mod. I also spent a lot of time reworking particle effects to represent the modern weapons featured in 5.0. For example, machineguns use an effect I made which gives them the appearance of firing much faster than they actually do while shell explosions use fully 3D particle effects rather than the rather flat looking animated 2D effects used in vanilla.

    On the gameplay side I added many small details such as WWI specific traits for characters in the campaign and over 200 historical characters like Haig and Luddendorf who appear in general pools for the player and the AI over the course of any campaign. I really love seeing things like the general Brusilov leading an army into Germany or seeing that I am fighting the Battle of Verdun. The inclusion of historic characters and places is a very unique aspect of 5.0. On the DB side both before and after the release I have done quite a lot of patching of minor details. For example, I have made sure rebels use WWI units and that every unit doesn't scream "Revolutionary Guards!" when selected in battle. It's very hard to say everything you have done in 2.5 years but I think that sums up most of it!

    You have been a part of this project for a very long time now, dating back to around The Great War's inception. What aspect of the modification has come the farthest? What are you most impressed with in 5.0 having played so many different versions of the modification?

    This version of The Great War obviously has a huge and very diverse array of very beautifully modelled and textured units. It's undeniable that 5.0 has taken great visual leaps compared to previous versions. The amount of detail put into the mod by B-Dizl, Aanker, Don Durandal and others is simply stunning. For me, though, the most important aspect of 5.0 is the balance and diversity of units. Though some players may point out that there are fewer unique units, there are more roles for units in this version than any other. We now have SMG's, shotguns, dedicated grenadiers and many more new unit types which all have a unique role to play on the battlefield. Though the mod is vastly improved in almost every way conceivable, for me it is the wonderful job King Sama has done to bring balance between the units that makes me want to play the mod over and over again.

    Spoiler Alert, click show to read: 

    B-DizL - Modeller

    You are the primary creator of models for The Great War. How many models have you created for 5.0 and which were the most difficult to implement?

    For 5.0 specifically, I have created 131 models. This includes all of the different LODs (levels of detail) required to make sure that the mod will run as smoothly as possible. Simply counting specific units like the Vickers machine gun, Lee Enfield rifle, and so on there are 45 models. Some models like the helmets and hats have 4 LODs while other models like the artillery only have 2 LODs. However, counting additional models that are either about to be in game or maybe somewhere down the road, there are many more.

    Models play a major role in making the 5.0 experience so unique. Can you briefly explain to me the process by which you imported the various models into the game and what obstacles you faced in doing so?

    Getting the models in game was actually the easy part, relatively speaking. The most difficult part was actually making them behave as they should in game and all the credit for this goes to Aanker, that guy is amazing. I must also give some credit to Panzerschreck for getting me in touch with Kungfuserge, whom I consider to be the master of modding. At first when I had know idea what I was doing I had asked Kungfuserge for help and, not knowing me and being very busy, he said he may not have time to help. Panzerschreck went out of his way to get me connected with Kungfuserge who was the first to get any of my models in game. Later on I received a lot of help from Primergy as well.

    The process I go through to make the models and get them in game goes like this: first, I do a ton of research online and gather as much reference material as I can, like blueprints and pictures of the object from many different angles. I then load the blueprints or other reference pictures in Maya, which is a modeling program. After I get the model finished and UV mapped I export it as a .obj file which I load into Milkshape. In Milkeshape, I attach it to the bones of the model I want it to replace. Then, I load that into UU3D to assign the textures and save in the game's format. Finally, I put that into a .pack file and send it off to Aanker. Getting over the initial difficulties of figuring out how to get the model in game in the first place was the a very big obstacle, which as I mentioned I had a lot of help from my friends. But the biggest obstacle is actually finding the time to do the models in the first place, which can be very time consuming.

    Spoiler Alert, click show to read: 


    panzerschreck - Custom Maps

    How many custom maps have you created for 5.0? What kind of unique features do your maps include?


    I have created 24 custom maps for 5.0 with 86 new models including sandbags, trains, and barbed wire. All of them really help give 5.0 a World War I feeling. Some of my maps are generic, like an undetermined World War I landscape, while others are more historical, like the location of a precise battle. For those I worked with photos and maps of the real battlefield.

    How difficult was it to implement trenches into your maps?

    The challenge was to change enough of the landscape to turn it into a World War I battlefield. I had to learn modeling to create enough items, destroyed houses, and vehicles that reflected the World War I era. Creating the trenches and forts of the First World War were the most challenging due to all of the difficulties from the game itself. I had to work several weeks to find appropriate ways and tricks to make them work in the game.

    For the future, I have plenty of ideas. My work will also go to the Middle East, Africa, and the Caucasus Some others models will follow too, including new vehicles, new destroyed buildings, and many more.

    Written by: ​Audacia.


    Release: Napoleon Empire Realism 2.9
    Napoleon Empire Realism 2.9



    In the previous issue of the Eagle Standard we featured Empire Realism twice, but now it's time for Napoleon Empire Realism to shine, with the newly released version 2.9.

    A lot of small changes have been made to the campaign. For example, buildings are far more affected by taxes. When they are taxed high, they produce higher income, but it stagnates their growth, so you lose in the long term. Unit movement is more dependent on terrain, with roads making your units reach the destination fast. With that in mind, if you go through rough terrain your units will spend a lot of time reaching the target. It's perfect for defenders, as it gives much needed time to beat back the invasion.

    This version additionally works to improve morale and cohesion. Unit fire rate is very fast, but only in the beginning as the speed reduces with every round fired. Thus, it's not wise to send exhausted units against fresh, untouched enemy lines. The best option is to attack with melee, since it creates total chaos. Disordered units break quite easily, so that cavalry can then play its main role, namely, breaking the enemy with a charge and pursuing it afterwards. Also, remember to keep your experienced units safe from slaughter, as it's harder to get experience.

    To make the naval battles more realistic, the newest version of Napoleon Realism changes maneuverability, turn ratio, speed and ship mass. Ships of the line are now more important in battles, their hulls are stronger and they reduce morale of different ship types, which is only realistic. Who wouldn't be scared to see a massive eighty gun ship of the line appear in front of you, while you command a mere sloop.

    Like its counterpart for Empire: Total War, this mod uses a 3:1 scale for battles. If someone missed what we covered in the previous issue, a 3:1 scale simply represents 1 soldier on the field as 3 real life soldiers and, respectively, 1 meter as 3 meters in real life. Auto-resolve now does less damage to AI, as it is like a withdrawal battle, not a death match. Some units even return to their army, as soldiers may have simply been wounded.

    For more information on this mod and to download it pay a visit here.

    Written by: Heavy Weapons Guy.



    Release: Supply and Demand v1.0
    Supply and Demand v1.0



    The Supply and Demand mod, as you can already tell from its title, adds attrition to Empire: Total War. All armies which are located in the enemy territory suffer an attrition penalty, so be sure to not spend a lot of time there and be quick with your conquests, otherwise it can significantly weaken your army's strength.

    For example you can see attrition in action here:
    Spoiler Alert, click show to read: 


    On the top of that, you can no longer replenish your armies in hostile territories. But on the bright side, you can build forts anywhere you wish, even in the heart of your enemy's lands and you can replenish your troops there. This might come in handy if you want to succeed in what Napoleon failed at, that is to tame the Russian bear.

    See another example of attrition in action here:
    Spoiler Alert, click show to read: 


    It's also worth mentioning that the AI doesn't suffer any attrition as of yet, since it's alien to the concept. However, let's hope the team will find a way in the future to add attrition to the AI. To fully enjoy the wondrous consequences of attrition click here!

    Written by: Heavy Weapons Guy.


    Release: Napoleonic Total War III 3.1
    Napoleonic Total War III 3.1



    If you enjoy dominating Europe with your friends, or want to have a competitive battle with them, then the third version of Napoleonic Total War is surely meant for you. But if you prefer single player this mod is still worth a try, because it adds a lot of new features which aren't necessarily exclusive to multiplayer. It features 535 units, 135 maps, 19 factions and 20 historical battles. Many maps have been revised and improved from version 2 and new ones have been added. Maps feature mud, ploughed fields, roads and road networks, where you can mobilize units and even control up to 80 of them! Maps are of 4 types. Classic is does not make any changes to vanilla battles. In LoC (Line of Communications) the player fights for control of buildings with a 60 minute timer, and the player has to either defend or attack depending on how's the battle going. Attack-Defend already speaks for itself, as there's a set defender and attacker. The last type allows the player to fight on historical maps. Some of the historical battles include the Battle of Friedland (1807), the Battle of Raszyn (1809), and the Battle of Montmirail (1814).

    Hard work has been done to remake uniforms and make them look more historical. You can see some examples here:

    Spoiler Alert, click show to read: 

    Austrian artillery units



    New Prussian uniforms



    New Bavarian units with historically correct helmets




    The modification includes a new single player campaign, which starts in August of 1805. It features 23 playable factions: 6 major and 17 minor. It also includes an interesting feature that requires the construction of higher quality buildings in order to recruit advanced units. For example, barracks serve to recruit basics units, like line infantry and cavalry. To recruit veterans and grenadiers, you need to have a drill school, while a staff college allows you to recruit guards and all weaker type of units. Manpower is represented by each faction’s limitation on unit numbers. Of course, it's important not to forget about the improved BAI and CAI that this modification aims to provide.

    Naval battles are also improved thanks to Commodore Wesley's Naval Mod, which is originally Sharp's mod, but greatly improved.

    Lastly, the makers of Napoleonic Total War III also created Wars in the Americas, a stand-alone mod focusing on the war of 1812 between the United States and Britain, and South American revolts against Spanish rule. Besides the new maps, companies are represented by 120 units, squadrons by 80, and musketry by as little as 200 and as most as 300. Units are more likely to break and run away from the heat of battle, but are faster to regain their morale and return to the field. When playing this mod, it's also advisable to keep your units close to each other and not to divide them, otherwise they cannot receive a morale boost. The campaign is currently in the beta stage, but the team is working hard to prepare it for release.

    For more information and to download this great mod, take a visit here!

    Written by: Heavy Weapons Guy.


    Release: Masters of Europe
    Masters of Europe



    After plenty of hard work the creators of Napoleon: Total War: Masters of Europe have released new updates focusing on Prussia and Italy. Prussia was an important faction to completely overhaul in order to achieve historical accuracy. The Napoleonic campaign starts in 1805, but the original Prussian uniforms were from 1808 and later. In addition, Masters of Europe features the large bicorne for cavalry and new textures for hussars. However, the Prussian army will not retain the same gear throughout the entire campaigns, for in 1808 their uniforms will change to reflect historical accuracy. Besides these visual changes, new units like Silesian National Cavalry enrich this incredibly detailed modification.

    Here's some stellar screenshots:

    Spoiler Alert, click show to read: 

    The new 1808 Prussian uniforms:


    The new Grenadier casket:




    Now let's move to Italy. Masters of Europe features more than 100 overhauled units for the Italian factions, only recruitable in the Italian regions, with their own uniforms and icons. While the Italian language was already featured in the original game, some sentences were inadequate, so Sirlion recorded new voices to correct any errors and add more flavor to them. These units also speak Italian if they are recruited by another faction. As we did with the Prussian changes, let's take a closer look at how Masters of Europe overhauls the Italian factions. The Italian Kingdom can recruit its special units in all regions, while other factions can recruit these units mostly in Lombardia. The unit roster now includes units such as Cheval with a Czapka, Bersaglieri and Voltigeur. Since Italy changed their uniforms in 1806 from green to white, Steph decided to feature only one period for the units. With Naples and Sicily arises a unique situation, since the "Kingdom of Two Sicilies" essentially had two parts. Naples fell to France, while Sicily remained independent. The creators of Masters of Europe solve this dilemma by dividing the Kingdom into two factions, both with their owns units and uniforms. Nonetheless, to represent some kind of unity, Naples, France and French allies can recruit Neapolitan units in both places, and the same goes for Sicily and coalition members with Sicilian units. Naples had two periods of distinct uniforms, the second emerging in 1812. The creators of Masters of Europe represent this with various changes, like when Guardie d'Onore change to Guardie del Corpo. As for Sicily, it starts with interesting units, and a specific hat, as seen here:

    Spoiler Alert, click show to read: 



    In addition, the Guardie del Corpo for Naples:



    When Piedmont fell to France, the king of Sardinia was exiled on his island with only one regiment. However, in 1814 the army was reorganized, so for gameplay's sake Sardinia uses units of this time period. Sadly there isn't a lot of information of Papal States' army of this period, but pictures were found for 1790s and 1816, so most of the units are based on the latter date. Savoy and Venice are emergent factions. The former one's units are very similar to Sardinia's, but to avoid them being clones, Savoy gets red and white colors based on their flag. Venetia's units on the other hand are based on the time period when they still enjoyed independence.

    Here are more examples of Italian units:
    Spoiler Alert, click show to read: 

    Sardinian units:


    Swiss Guard for the Papal States:



    However, Italy and Prussia are not the only regions that get some love in Masters of Europe. The units of minor German factions like Bavaria and Wurttemberg are altered as well! Bavarian units get a specific new hat for their units. Wurttemberg units, on the other hand, are changed twice based on timeframe.

    Here are some more fine screenshots:

    Spoiler Alert, click show to read: 




    For more info about the mod itself, visit its main thread here and don't forgot to download!

    Written by: Heavy Weapons Guy.

    Under the patronage of Inkie Pie: Text Editor for The Great War
    Roma Surrectum II





  2. #2
    Steph's Avatar Maréchal de France
    Patrician Artifex

    Join Date
    Apr 2010
    Location
    Pont de l'Arn, France
    Posts
    9,174

    Default Re: Eagle Standard, Volume XI Issue II: Napoleon

    For the record, the early Prussian screenshot does not show the Grernadier with their casquet, but line infantry with bicorne.

Posting Permissions

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