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Thread: NTW3 v9.3 1805 Campaign info for players

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  1. #1

    Default Re: NTW3|SP Campaign Updates

    Quote Originally Posted by Saddletank View Post
    The only instance I'm aware of of French Marins de la Garde being sent on campaign was three battalions going to Madrid with Marshal Murat in 1808. From what I've read they were not terribly good troops and would rate no higher than the Young Guard in skill, maybe even lower so perhaps not even the equivalent of the best line grenadier units. That rating might only apply to the Madrid battalions though. If they served elsewhere they may have had a better performance there.

    Maybe Marins could start as a hero unit, just 2 btns, 1 each at Brest and Toulon dockyards?

    I am surprised that there is no 5/60th Foot or Inniskilling Dragoons in the British roster but instead there's an unhealthy focus on too much KGL light units and KGL rifle companies. There were only 2 battalions of KGL light infantry and in proportion I think 1 single unit should represent them in the campaign. There's also several famous other British regiments missing such as the 1st Royal Scots, 7th, 21st and 23rd Foot (all fuzileers), 43rd and 52nd Light, 79th Cameron Highlanders, etc, etc. The British fuzileer uniform was especially nice as well. I'd like to see some cool semi-regular foreign units like the Brunswick-Oels Light Infantry, Brunswick-Oels Hussars, de Roll's Regiment, de Watteville's Regiment, Dillon's Regiment, Chasseurs Britanniques, Loyal Lusitanian Legion.

    On the other hand though I also think there needs to come a time to call a halt on unit types. Its possible to go on forever with different units for most of the nations. I have a particular fondness for some of the Provinciales and Voluntarios regiments of the Spanish 1808 uprising and almost each one was unique but to ask a mod team to provide them wouldn't be right.

    I'd rather see the core of the SPC working well and then have the sexy odd units added in later where they can be fitted.
    I know this is probably anathema to most, but my preference would be to reduce the number of "unique" units . . . maybe be getting rid of the "named" regiments. Having so many special units just clutters up the recruitment bar with little gain in tactical options.

  2. #2
    Lord Davn's Avatar Senator
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    Default Re: NTW3|SP Campaign Updates

    Quote Originally Posted by Nimitstexan View Post
    My preference would be to reduce the number of "unique" units . . . maybe be getting rid of the "named" regiments. Having so many special units just clutters up the recruitment bar with little gain in tactical options.
    That has already been done, the unique or "hero" units are veterans that start the campaign with the major factions and are not recruitable due to the limited room in the recruitment bar. The Guard & Elite units have been retained in the recruitment bar so there are units to build from the Military Academy & Staff College.

    There have several requests for the French Marins de la Garde so in v4 they now start the game in Rennes and are not recruitable so take very good care of them.

  3. #3
    Saddletank's Avatar Tiro
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    Default Re: NTW3|SP Campaign Updates

    That's a good point Beo - I will always create a protectorate when given the option. At the moment I know that when you liberate a province the SPC gives you 2-3 units representing local support for your assistance in freeing their country but maybe this could be enlarged to a nice 1/2 stack sized small "corps" which would represent the field army of the new nation that they agree to send to fight with your troops. What they then build themselves just works as a garrison.

  4. #4

    Default Re: NTW3|SP Campaign Updates

    Quote Originally Posted by Saddletank View Post
    That's a good point Beo - I will always create a protectorate when given the option. At the moment I know that when you liberate a province the SPC gives you 2-3 units representing local support for your assistance in freeing their country but maybe this could be enlarged to a nice 1/2 stack sized small "corps" which would represent the field army of the new nation that they agree to send to fight with your troops. What they then build themselves just works as a garrison.
    -Music to my ears

  5. #5
    Lord Davn's Avatar Senator
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    Default Re: NTW3|SP Campaign Updates

    Quote Originally Posted by beo76 View Post
    will thes units be recruitable from protectorates also, or will you have to occupy the actual region?
    Quote Originally Posted by Saddletank View Post
    At the moment when you liberate a province the SPC gives you 2-3 units representing local support for your assistance in freeing their country. Maybe this could be enlarged to a nice 1/2 stack sized small "corps" which would represent the field army of the new nation that they agree to send to fight with your troops. What they then build themselves just works as a garrison.
    When you choose to make the region you just conquered a "Protectorate" all you get is a few token units and a "teenager" that's not much help and you'll have to keep an eye on them. I am not aware of a table in the pack file to adjust this and it's probably hard coded into the campaign game. The most workable solution is to "occupy" the new region and allow them the privilege of paying taxes & providing troops for your campaign that you control. The recruitment for the French in these occupied regions will be limited to 6-8 units of quality troops (using the existing cap limits for that faction). I don't want to overpower the French anymore than they already are
    Last edited by Lord Davn; January 08, 2014 at 12:24 AM.

  6. #6
    Saddletank's Avatar Tiro
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    Default Re: NTW3|SP Campaign Updates

    Quote Originally Posted by Lord Davn View Post
    When you choose to make the region you just conquered a "Protectorate" all you get is a few token units and a "teenager" that's not much help and you'll have to keep an eye on them.
    Ah, I didn't realize this is the vanilla set-up, I thought it was something you'd put in place. I didn't know, having never played a single turn of the vanilla campaign!

    That said I am sure with other mods different things happen so this could be moddable.

    I was thinking that the player could be given a choice, conquer (aka put a puppet King or Minister in power and squeeze them for all they're worth - that would be Napoleon's Confed of the Rhine model) - or properly liberate them, let them choose their own Govt but remain your ally and protectorate and in gratitude they give you a chunk of their army but you don't get any more recruits or taxes from them.
    Last edited by Lord Davn; January 08, 2014 at 12:26 AM.

  7. #7

    Default Re: NTW3|SP Campaign Updates

    will you guys work on the peninsullar campaign ?

  8. #8
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    Default Re: NTW3|SP Campaign Updates

    Quote Originally Posted by pukkelpop View Post
    will you guys work on the peninsullar campaign ?
    Something short & quick, perhaps mod Italy or Egypt campaign next.

  9. #9

    Default Re: NTW3|SP Campaign Updates

    + Is there something special you need to do when changing things with this mod because i did everything correct,place the mod into the userscript but when i load the game nothng changes and the mod dissapears from the userscript file.

  10. #10

    Default Re: NTW3|SP Campaign Updates

    Do you open it through the launcher?

  11. #11

    Default Re: NTW3|SP Campaign Updates

    do you all have an approximate eta on 4.0...?

    cause it is sounds like it will basically fix/add everything i ever wanted about this game

  12. #12
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    Default Re: NTW3|SP Campaign Updates

    Quote Originally Posted by gogopher View Post
    do you all have an approximate eta on 4.0...?

    cause it is sounds like it will basically fix/add everything i ever wanted about this game
    Still no any answer to his question ?

  13. #13
    Lord Davn's Avatar Senator
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    Default Re: NTW3|SP Campaign Updates

    Quote Originally Posted by gogopher View Post
    do you all have an approximate eta on 4.0.?
    We had a short discussion last night about it. There are a LOT of new features and improvements being added to the new NTW3 v4 release. Several new factions, new maps, improved stats for MP battle, a overhaul for the SP Campaign and possibly another HB battle scenario. So please have patience as this will take several weeks to get all of the files completed and then compiled to prepare an easy to use installer for the new NTW3 v4 files.

  14. #14

    Default Re: NTW3|SP Campaign Updates

    Regarding therelease of V4.
    I think Lord Davn has summed it up quite well.
    We are still in the testing phase of the new units/factions not to mention some(small) gameplay changes.
    I would not like to give an ETA, but I would think it at least a month away.


  15. #15
    Lord Davn's Avatar Senator
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    Default Re: NTW3|SP Campaign Updates

    While the NTW3 mod does not have all of the whistles and bells that some of the senior campaign mods have, we do have great battle mechanics and have made improvements to the diplomacy & alliance settings. Looking at the diplomacy tables in depth it seams that CA only paid attention to the five majors as the other factions were set to be allied with one side or the other. I do give them credit however for having the ability to adjust many of the details that make up the diplomacy settings. That is a considerable task as there are 23 factions in the 1805 campaign and diplomacy settings for each faction with the other 22 factions. Do the math that's 23x22=506 individual diplomacy settings to adjust with 5-6 lines for each one.

    Most of the minors were just trying to survive the major wars at this time and tried hard to remain neutral & independent. A few like Sicily and Naples (Kingdom of the Two Sicilies) tried to play both sides. I've tried to reflect this unique and very short period of time by making Sicily and Naples neutral with close ties to Britain & Russia. They are closely allied with one another and the player can then decide his own course of action and destiny. http://en.wikipedia.org/wiki/Ferdina...e_Two_Sicilies



    Prussia also is set to be neutral in our SPC campaign with a very weary relationship with France. In my play testing I've noticed that France will make a trade treaty with Prussia between turn 1 & 2, so the Coalition as Russia or Austria has to act fast to win them over. This can be done by requesting a treaty and then giving gifts (which has also been adjusted) to the Prussians and will move the diplomatic relationship positive over subsequent turns. Eventually France will declare war on Prussia no matter what you do as Prussia and send their troops into Cleves. This is the best we can do given what we have to work with. Our SPC v37 mod has 21 playable factions (v4 will have Bavaria & Wuttemberg playable with special options that adjust the Rhine event at the start of the campaign).
    Last edited by Lord Davn; March 28, 2015 at 02:49 PM.

  16. #16

    Default Re: NTW3|SP Campaign Updates

    I wish that Regimental colours could be added to the game

  17. #17
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    Default Re: NTW3|SP Campaign Updates

    Quote Originally Posted by Royal_Lifeguard View Post
    I wish that Regimental colours could be added to the game
    I'll ask Lord Fullin if that's possible

  18. #18

    Default Re: NTW3|SP Campaign Updates

    If i may give some suggestions:
    - pdguru equptment mod for realistic bayonet
    -general andy musket sound mod for realistic musket sound

    I tried to add these mods myself but the problem when i start a game its not included and the 2 mod files dissapear from the script file.
    Do i have to change the files directly ? Maybe with the patch 4 you guys could add " USE YOUR OWN USER SCRIPT" so its easy for us to ad mods/change some things. A good example is darthmod and LME they have that included.

  19. #19

    Default Re: NTW3|SP Campaign Updates

    Quote Originally Posted by pukkelpop View Post
    If i may give some suggestions:
    - pdguru equptment mod for realistic bayonet
    -general andy musket sound mod for realistic musket sound
    I would second the request for the "general andy musket" sound, if it is possible. From my own reenacting experiance, it is much closer to the real thing than anything else I have heard in NTW.

    In fairness, though, I am not real impressed with the sound effects of NTW3 . . . it is one of the few areas where I feel DM has it beat. I also find the "ambient" background cannon fire annyoying (much preferred default), so maybe I'm just weird . . .

  20. #20

    Default Re: NTW3|SP Campaign Updates

    Quote Originally Posted by Nimitstexan View Post
    I would second the request for the "general andy musket" sound, if it is possible. From my own reenacting experiance, it is much closer to the real thing than anything else I have heard in NTW.

    In fairness, though, I am not real impressed with the sound effects of NTW3 . . . it is one of the few areas where I feel DM has it beat. I also find the "ambient" background cannon fire annyoying (much preferred default)
    Personally, I found DM's drum hoo-ha terribly unpleasant, and I like the background cannonade, the imperceptible thundering from afar. - "March to the sound of the guns, Grouchy!" TROM 2 on the other hand has no variation, but offers a more immersive alternative to the bland vanilla beat imho.

    There is already another thread related to Andy's musket sounds. Are you using live ammunition during reenactments?

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