Can I change my unit multiplier mid game? Will it only effect new units I build?
Edit: I dont mean to de-rail teh thread here BTW...just want to see what I can do with the additonal effects created by this mod.
Can I change my unit multiplier mid game? Will it only effect new units I build?
Edit: I dont mean to de-rail teh thread here BTW...just want to see what I can do with the additonal effects created by this mod.
In God we trust...everyone else gets searched.
yes, you can change multiplier during campaign.
Version 0.2:
- ship speeds lowered, stats now shows realistic speeds, no longer speed 20 Frigates etc..
- adjusted damage of naval guns vs sails. Large caliber guns are able to do lots of damage even with solid shots, chain-shot still best choice against sails.
- Campaign map movement adjusted. Light cavalry is now ideal for scouting and raiding, infantry guns have same speed as line regiments, heavy arty is slower...
- small tweaks to fatigue values.
- Grenadiers no longer have grenades, they didn't carry them during Napoleon Era, Grenadiers were melee specialists..
- Skirmishers don't have stakes anymore ( no more vampire slaying on the battlefield...)
- Grenadiers and light Infantry now have same amount of men as Line Regimens.
To install ner02.pack just copy it into data folder and delete older ner01.pack
Last edited by JaM; March 05, 2010 at 07:17 AM.
Tonight I played some large Italian campaign battles using this mod and all I can say is “It Rocks” No more battles that last 2 minutes they really slug it out its just like a real battle and was totally epic.
The casualties from musket fire at various ranges are perfect. Thanks again jaM for me this mod has made Napoleon twice as good and I can’t wait till you update it. Please leave the two rank firing its great.
after a few other battles, my thoughts:
- 2 rank fire IS the best fire drill and feels realistic (much better then the fire by rank aerobic show), please don´t change!
- musket lethality feels fine, good on long range, deadly in close fire battles
question:
-any change to bring a realistic platoon fire in this game?
- how about a mini side mod: unit size x 1.5 and unit siz x2 (for complete mod idiots like me)`?
you really doing an outstanding job!
NO GODS -NO MASTERS
just free minds
my brown power ass in your white power face.
About 18 turns left in my Italian Campaign and I must say that its mod does indeed ROCK! I can't wait to see what other moresels JaM serves up. I am loving this game.
Does this overwrite game files from vanilla? I mean, should I make a backup of certain files before I put this in? I ask because I do like the MP battles.
Cartras: you dont need to backup anything. If you want to go back to vanilla, just remove ner01.pack from data folder.
aus-rotten: I'm afraid platoon fire was too bugged in ETW to bring it back.. Units with Platoon fire drill always lost the firefight against units with 2 rank volleys. plus, platoon fire has the same limits like fire and advance or fire by rank - if one of the soldiers is stuck somewhere, entire unit will not fire...
I find it amazing that CA coded FAA to require that the entire unit is reloaded, not to mention spacing out toward the sides instead of increasing rank length. Not to mention returning to their original position after firing (!), unless you target an enemy and they charge afterwards. Why on earth would they not keep "fire and advancing" until they are right up in the enemy's face?
Sorry, eh, still great tweaks, JaM!
I can't say that I've noticed the lethality in close range (seems fairly even across the board, ie nice and low), but then again the french fusilers are plugging away with 30 accuracy, that might be why? Or I am just blind and dumb.
N.ER.02 is up. check first post for more details
Version 0.2:
- ship speeds lowered, stats now shows realistic speeds, no longer speed 20 Frigates etc..
- adjusted damage of naval guns vs sails. Large caliber guns are able to do lots of damage even with solid shots, chain-shot still best choice against sails.
- Campaign map movement adjusted. Light cavalry is now ideal for scouting and raiding, infantry guns have same speed as line regiments, heavy arty is slower...
- small tweaks to fatigue values.
- Grenadiers no longer have grenades, they didn't carry them during Napoleon Era, Grenadiers were melee specialists..
- Skirmishers don't have stakes anymore ( no more vampire slaying on the battlefield...)
- Grenadiers and light Infantry now have same amount of men as Line Regimens.
To install ner02.pack just copy it into data folder and delete older ner01.pack
Last edited by JaM; March 05, 2010 at 07:13 AM.
Great stuff! Have you add "scare" ability for grenadiers ?
JaM: Is it still possible to change the first 2 ranks' volley fire to mass fire, though I can do quite well with what it is now? Theoretically, highly trained line units should be more disciplined than militia units, and mass firing is proof.
Mass Fire is less effective vs volley fire - unit with mass fire require certain distances between soldiers, so if you have tighter formations, they will spread out. Another dissadvantage is that whole unit will wait for every soldier to reload its musket - that makes whole formation too rigid and hard to react on changes on battlefield -unit with double rank volley fire will not wait till everybody in position... and the biggest reason against mass fire is, that if enemy attack the unit with mass fire drill on the flanks, only few soldiers will fire, but then whole unit will wait till that small amount of men reloads... until then they will not fire a round! With double rank volley fire nobody waits for anybody and your unit constantly fire at approaching enemy...
T-Duke: I didn't added it yet, need to check how big difference it will have, right now only unit with that ability is Old Guard, and per historical sources those men were really scary... need to think if it is good idea to have other units comparable to Old Guard... they should be unique ...
during weekend i plan to work on next version which will mostly bring adjusted unit stats (melee,defence,charge,morale values) and link them closer to experience levels ( for example exp 5 Line Infantry will be considered automatically as a Veteran Unit, and its stats will be comparable to other Elite units..)stats will be not the same, but they will be in the same class. overally aim is to create distinct differentiation between unit types - Grenadiers = melee specialists (but still effective in ranged attack), Light Infantry = ranged specialists (less effective in melee than Line inf), Line Inf = somewhere in the middle. Same with Cavalry and Artillery.
Last edited by JaM; March 05, 2010 at 07:28 AM.
Great mod! played last night as France with 1.6x unit size. GREAT battles. Now, i use a no-tracers pack as well....do I need to? Does your mod include that already? I suppose I can get rid of Radious' slower movement mod as well.....
In God we trust...everyone else gets searched.
so far it doesnt include no tracers, but its another thing i would like to add
Could someone please post a screenie of the double rank fire in action?
And how exactly does it work? (Would like to use it for British units and fire-by-rank for other units)
Thanks
Last edited by AtheistDane; March 05, 2010 at 08:41 AM.
Its not an actual drill really, it just enables the 2nd line to fire if they have a clear line of sight. It is the best trade off between fire by rank and vanilla drill for me.
AtheistDane: change "can skirmish" attribute from False to True