I read it through. You look to be persuasive.No offence guys you made a good mod but why did you make scale 1 to 1 ?All distances are 3 times those shown.
So muskets only shoot out to 70(m), this corresponds with their maximum effective range of around 200m.
Last edited by Lord Davn; November 01, 2014 at 01:58 PM.
I am not exactly sure what you are wanting or asking of us. I will explain the main difference in the two mods. WITA is set in the America's with the war of 1812 and some South American wars. These wars are set to a scale of 1:1 because most of the battles were not on the same scale as the ones fought in Europe. The 1:1 scale is the reason for the long shooting ranges and other differences in the two mod. NTW3 is our simulation of a 6:1 scale combat this is why our range is set to 70. The infantry units for the most part represent Battalions where as in WITA they represent companies. If I did not answer your question please feel free to PM me or simply respond to this post.
Last edited by Lord Davn; November 02, 2014 at 03:11 PM.
Sorry if the question is asked allready! I realy enjoy yur mod and your incredible work, but fpr me SP was unplayable because the BLOB of AI-Armys in Battles. Is this Bug still there or was it fixed?
It should occur less often with the new v5 mod. The AI is good when it's on the attack and I give it every opportunity to attack my force whenever possible. In a recent test game I passed on the chance to intercept the AI army and let it move forward to attack. Their units deployed at the start of the battle and gave a pretty account of themselves.
Another option is to move your army into the AI red zone and let them intercept you rather than do a direct attack on them.
Give the AI a little time while you setup your forces and the AI will breakout and deploy its units.
A good field commander is also patient and will take time to allow his allies to join him before pressing the attack.
The AI will form their battle lines and give both of you a good fight
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Last edited by Lord Davn; November 28, 2014 at 06:39 PM.
I am very happy to see the results that Davn and the campaign team as achived. As I told davn before, we just know what the NTW3 mod means, after months of numbers and columns in the exel tables it gradually ruins your eyes. So please when you play your campaign or a mod, remember that there is a team of passionate people that lose months (literally) of their live to make a free to play incredible simulator/product. My greetings goes to them, and to all the other Lordz that in these 4 years struggled to create the best Napoleonic than ever, also if they had to deal with the worst game code ever made.
I will not tell you about the time spent discussing, thinking, trying, creating. Fog of War for example, made by Lordz and included without credits in the following Total Wars. FoW is born in Turin, Italy, in Sabotino' Square by the genius of a man with love an passion for the Emperor. So enjoy your campaigns, give your feedback and try to help the team. All we have done, have been done for you, for free.
Last edited by Lord Davn; November 28, 2014 at 06:41 PM.
Nice to see you around Lord Sean.
We do all that modding with pleasure and passion.
And I know the code is aweful.
Its like making love to an ugly woman!![]()
The patch files & testing are FINALLY complete and have been sent to Lord Desaix & Lord Cappone to create the installer for the long awaited NTW3 v45 Patch. We have started to update Page 1 of this thread with the improvements made to the campaign![]()
hi there!
firstly i have to say: this is the best mod i ever played! nice work and plz dont stop making some great stuff gents
and now my question: ive got an 64bit system so the campaign always crashes after a couple of turns. will this problem be fixed in version 4.5? or is there actually a way to fix it? i searched a lot in forums but dont get an answer...
would be nice cuz i love the campaigns and it frustated me to start every evening a new campaign.
many thanks in advance!
greetz
Maitland
The main focus of the v45 patch for the SPC mod was to make it more stable on a 64 bit OS. We removed the building, fort and port additions that were in the v4 spc mod to achieve this and our beta testing on 64 bit cpu's indicates that it is more stable now.
CA developed the original NTW game to run on the 32 bit OS which was main steam a few years ago. Most players have since upgraded to the 64 bit OS and it has issues with the additions that we've made to the original vanilla campaign game. This is due to the more in deapth processing that the 64 bit can achieve. This was even addressed at CA's modding summit this spring.
Even the Great War mod which was a tremendous undertaking to remake the Napoleonic mod into a WW I mod has similar issues:
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Last edited by Lord Davn; November 27, 2014 at 03:16 PM.
Hey all,
I just downloaded this mod yesterday and did some SP tests. I noticed as the United Netherlands when I conquered Oldenburg that I couldn't train any troops there although it had a baracks. Is this a bug or does it become available after some turns?
Also I wondered since you can only train a certain amount of regiments per unit type, is it possible to increase this by building more barracks, farms or something? Or is it fixed per nation?
Thanks
Jack is correct, but we have added recruitment for the major factions outside of their home regions were it was historically done or reasonable to believe as the Austrians can now recruit units from Bavaria or Wurttemburg. Some of the details for the improvements are already posted on the First page of this thread. We've done a complete rebuild of the v4 mod for the patch and it will now be released as the NTW3 v5 mod, as the new thread heading indicates![]()
So you can't recruit soldiers outside of your original controlled regions? Is there some point to having a barracks there or should you just replace them with govenments and bring troops from your homelands?
As for recruiting units for your armies on the campaign march, you'll have to round them up from the home regions as they did in 1805. Some units are available to the major factions where they historically recruited from occupied regions (details are on the First Page of this thread).
The Military recruitment building (Barracks, Drill Schools, etc.) are the predominant (and only) building for many of the regions on the campaign map. It has a slightly higher tax rate than the Admin. buildings but they have a happiness value that the Military buildings do not have. We tried to add more building slots to the smaller regions on the campaign map to give all of them an Admin. & Military building but this made the campaign too unstable and it was not playable. You'll have to decide if it's worth tearing one down to build the other![]()
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Last edited by Lord Davn; December 03, 2014 at 01:09 PM.
Hey guys I want to say thank you. You made really good game. AI is alive It moves almost like a human player but you should improve behavior of a cavalry it is really awful AI does not know how to use cavalry. ut what I saw is really pleasant to my eyes. Keep doing this great job.
How would I have to go about to make the french IV corps recruitable for the SPC?
There used to be a naval crew re-texture mod but i cannot find it anymore, would be a nice addition to the campaign.
Been playing Ottomans (using the alternative start as explained) and got a CTD on turn 15, reloaded several times and it always happened when the AI moves a french army in their turn, so i reloaded, offered an alliance to the French in exchange of joining their war against Austria... and problem solved (so far).
Let us know it turns out ~Lord Davn
Last edited by Lord Davn; December 09, 2014 at 11:38 PM.
There have been reports that some of Napoleon's Guard units are awol from the v5 campaign game. The recruitment for the Middle & Young Guard units has been moved to the upper level Culture buildings as they were established at later dates. You'll now find them in the Great Museum and Musee Napoleon.
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Last edited by Lord Davn; December 10, 2014 at 11:00 PM.