Napoleonic Mod (Version 1.0) now awailable + Scenarios

PC/Mac : Digital version of the popular tabletop gaming system. Fight battles on your desktop in single and mutiplayer!

Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft

welk
Staff Sergeant - StuG IIIF
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Post by welk »

Now, graphs for the 2 armies are ready (including ships, as naval arty support)

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welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 294
Joined: Sat Sep 08, 2007 11:56 am

Post by welk »

The mod is now in the last way... I am testing it with a great fictive napoleonic battle :

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welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 294
Joined: Sat Sep 08, 2007 11:56 am

Post by welk »

The Great Army (human player) in difficulties vs Coalized Army (IA)

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welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
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Joined: Sat Sep 08, 2007 11:56 am

Post by welk »

and final defeat for french Great Army : Wellington is victorious. Damned... :twisted:

The IA plays not so bad in the mod, with some little advantages

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Examinondas
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
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Post by Examinondas »

I have to admit that at first I had my doubts about your napoleonic mod, but you're doing an impressive job and right now the mod looks very nice! :D

Hope you keep on track and release a final version soon! :D
dsvitak
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
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Post by dsvitak »

I would love to see a proper Napoleonic mod, with artillery. I am having such fun with this game.

I have probably spent more time developing new scenarios than actually playing the game.

...and no, I am not ready to spring them upon the rest of you, as this is serious business...with proper research and documentation required!
welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 294
Joined: Sat Sep 08, 2007 11:56 am

Post by welk »

The mod is ready at 80/90%

Implanted new village. At this time, they are just scrub, but with Rise of Rome extension, they will become fortifications (if possible)

Founded also a way to make some handicaps for the human player vs IA, using a 0 to 100 informatic roll die I founded on french site :
http://www.scenariotheque.org/Document/ ... d_doc=2868

it works fine with the mod the informatic die can be used during the game as a special little windows that you can reduce as you want : at start of each turn, you launch a roll and you have to respect limitations indicated.So, you play your battle with all real problems of a napoleonic general : all things don't roll always ok :twisted:

Samples :
0 Nothing occurs (no special event)
1 Bad transmission orders to light cavalery : impossible to move these units !
2 Bad transmission orders to Heavy cavalery : impossible to move these units !
3 Bad transmission orders to Line cavalery : impossible to move these units !
4 Bad transmission orders to Guard cavalery : impossible to move these units !
5 Bad transmission orders to line infantry : impossible to move these units !
6 Bad transmission orders to light infantry : impossible to move these units !
7 Bad transmission orders to auxiliary troops : impossible to move these units !
8 Bad transmission orders to guard infantry : impossible to move these units !
9 Bad transmission orders to foot arty : impossible to move these units !
10 Bad transmission orders to guard arty : impossible to move these units !
11 Bad transmission orders to horse arty : impossible to move these units !
12 Bad transmission orders to bridge sappers : impossible to move these units !
13 Bad transmission orders to generals : impossible to move these units !
14 Bad transmission orders to cavalery generals : impossible to move these units !
15 Bad transmission orders to field-marshalls : impossible to move these units !
16 Bad transmission orders to light cavalery : impossible to move these units for ennemy
contact !
17 Bad transmission orders to Heavy cavalery : impossible to move these units for ennemy
contact !
18 Bad transmission orders to Line cavalery : impossible to move these units for ennemy
contact !
19 Bad transmission orders to Guard cavalery : impossible to move these units for ennemy
contact !
20 Bad transmission orders to line infantry : impossible to move these units for ennemy
contact !
21 Bad transmission orders to light infantry : impossible to move for these units ennemy
contact !!
22 Bad transmission orders to auxiliary troops : impossible to move for ennemy contact !
23 Bad transmission orders to guard infantry : impossible to move these units for ennemy
contact !
24 Bad transmission orders to foot arty : impossible to fire with !
25 Bad transmission orders to guard arty : impossible to fire with !
etc
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welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 294
Joined: Sat Sep 08, 2007 11:56 am

Post by welk »

Battlein great indecision... With the system of battle events, using the 0 to 100 roll die (1 time each turn for human player), the IA becomes heavy partner.

And I just received this result with die :

42 = Your generals ask you to send reinforcements in other battle where french forces are in great difficulty : you have to retire of battle the following units and conduct them on the opposed map edge (and never use in this battle) :
* 1 leader
* 2 arty units
* 4 infantry units (you choice)
* 2 cavalery units (you choice)
(This event apply only 1 time during battle)

I think now the battle will be lost by Great Army :roll:

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Yann
Senior Corporal - Destroyer
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Post by Yann »

Good work. If you need a test ...
welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 294
Joined: Sat Sep 08, 2007 11:56 am

Post by welk »

Ok, thanks. I will probably upload the beta test version of the mod next week (I have implemented "5 or 6 facultative house rules that human players must apply (vs IA or other human player), and implemented the entire list of event in the "in game help" (using html pages) : you may read house rules and events without quit the game.

The Napoleonic mod system may be used entirely "at screen" in your computer. The system of events and the house rules makes the battles with IA more challenging and IA becomes a good partner (but perhaps, my defeats may be explained by the fact I am a very poor Napoleon... :twisted: )
welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 294
Joined: Sat Sep 08, 2007 11:56 am

Post by welk »

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Yann
Senior Corporal - Destroyer
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Post by Yann »

Horse arty must have the right to move and fire if it is possible. Foot arty of course doesn't.
welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 294
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Post by welk »

I will include your suggestion as facultative house rule, you are rignt 8)
Surtur
Site Admin
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Post by Surtur »

So I guess the AI won't be obeying these rules then. Guess it wold be hardcored.

I must say that I think it is all very impressive what you are doing :)
Yann
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Post by Yann »

welk wrote:I will include your suggestion as facultative house rule, you are rignt 8)
More than 20 years of Napoleonic wars for me :D
welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 294
Joined: Sat Sep 08, 2007 11:56 am

Post by welk »

Soldiers ! The mod is now ready 98% and works fine, I am playing a great and furious battle
Beta test version Will probably be uploaded at end of weeck (with 1 generic scenario editor and 2 demo battles (just to begin, other battles will follow)



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welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 294
Joined: Sat Sep 08, 2007 11:56 am

Post by welk »

The more I play Fog in napoleonic modified version, the more I think I will go to the Police station of my city to raise a judiciary complaint for mental cruelty against Slitherine if Napoleonic Field of Glory gets not in 2011. :mrgreen: : this game is absolutely fabulous.
welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 294
Joined: Sat Sep 08, 2007 11:56 am

Post by welk »

Here is uploaded version 1.0 of my Napoleonic mod for Field of Glory in 3 parts (using winrar), because 1 file would be too heavy

Napoleonic mod_1 = http://www.4shared.com/file/214621306/3 ... Mod_1.html
Napoleonic mod_2 = http://www.4shared.com/file/214610697/6 ... Mod_2.html
Napoleonic mod_3 = http://www.4shared.com/file/214609263/a ... Mod_3.html

Servor is french => "télécharger" means "download" in french

The mod comes with 2 fictive napoleonic battles and with a generic scenario.

This generic scenario is a mini-editor in the editor : with 2 prepositionned and precalibrated large armies, it allows you to build in few minutes your own napoleonic battles
Last edited by welk on Thu Feb 04, 2010 10:24 pm, edited 1 time in total.
welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 294
Joined: Sat Sep 08, 2007 11:56 am

Post by welk »

Here is a improved track-sound for start-menu (music in game): it includes napoleonic military music + general battle sounds (guns, explosions,etc)
http://www.4shared.com/file/214908692/1 ... -menu.html

And...new defeat for Napoleon in Napoleonic battle_2 (one of the 2 test battles). The IA bonus was light but I had during this battle a lot of bad die results as events (Napoleon indecision, napoleon wounded, bad orders transmissions,...)
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welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 294
Joined: Sat Sep 08, 2007 11:56 am

Post by welk »

A new scenario : "Napoleonic battle_3" to play with the Napoleonic mod
http://www.mediafire.com/?tolezzzwzhv

Screen :
[img][img]http://ups.imagup.com/07/1265369459.JPG[/img][/img]
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