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.
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.
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.
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.
will you guys work on the peninsullar campaign ?
+ 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.
Do you open it through the launcher?
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
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.
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.
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.
I wish that Regimental colours could be added to the game![]()
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.
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 . . .
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?