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 Post subject: New Eckmuhl patch is out
PostPosted: Mon Feb 22, 2010 4:55 pm 
Hey, the patch Bill talked about is on the HPS website.

Unfortunately, to use Bill's oob changes, I have to loose ezjax' graphics mod. [:(]

Colonel Amos, 1ère Brigade Commandant, 2ème Division de Dragons


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PostPosted: Mon Feb 22, 2010 6:31 pm 
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Joined: Wed May 23, 2001 10:18 am
Posts: 6158
You can find the update at:

http://www.hpssims.com/Pages/updates/up ... %20Eckmuhl

Yes, the graphics mod was upset by the update. Philippe Devine, Warren Bajan and myself did our best to try and match the Unit pic to the 3D icon. They put in hours of work on this and while it does upset the mod it would not take much work to use a Compare program with the previous OB and just change it back if you like.

We will have more changes for next time based on items we didn't have time to get to. Some of the OBs were not changed (the Alternate ones).

All of the latest engine updates are in the mod. I hope you also like the new Bavaria map in particular where it regards Landshut. I used the terrain info from Gill's work. The boggy meadows are portrayed by field terrain. Gill said that the meadows channeled movement onto the roads. I also note that they fought a cavalry engagement across the meadows so I was not going to use Marsh terrain. Field terrain seemed to work best. The road was rerouted according to Gill's map. Didn't have time to do much else concerning the map.

If you have a Landshut scenario going you might want to wait to finish it before you update. Also the morales will be different as well.

All in all its the most exhaustive update done to the game in some time.

Here is a list of the changes that were added via the update:

Changes to Campaign Eckmuhl 1.13
- Change so that Infantry can melee attack mounted Cavalry in Obstructed
terrain. (BP note: this was asked for by many that were tired of cavalry dominating certain terrain types)
- Change so that Artillery Weather effect does not apply to Indirect Fire
weapons. (BP note: yes, like mortars and howitzers and rockets)
- Added ability to specify that releases cause the units in the specified
organization to become Fixed rather than releasing them. (BP note: this is a nice feature that will be used more in future games)
- Added Dragoons to the cavalry types, which can dismount. (BP note: "D" unit type - usually also has "Q" weapon type but this is not used in the OBs yet - also note: the PDT file value is incorrect for this weapon type and I need to fix it for the next update)
- Change so that retreating units cannot overrun Skirmishers in Chateau
hexes. (BP note: this will help to get folks from wanting to have to use the No Melee Overrun rule - couldn't get villages added in but this helps)
- Added feature to award victory points for supply wagon losses. (BP note: not applicable much for this campaign but some designers from Tulsa may want to have fun with it)
- Added ability for weapons to be defined as not having bayonets,
which reduces the melee strength of the units carrying them to
1/3 of normal strength. (BP note: to my knowledge this did not apply to the German rifle units in the game - if I am incorrect on this let me know and we can fix it for the next update)
- Added ability for artillery to be given an indirect fire capability. (BP note: and I have coded the mortars and howitzers to have this ability)
- Added a Supply Source feature that can be used with the optional
Isolation rule to determine unit Isolation (see Supply section in
Users Manual). (BP note: doesn't apply much to either Eckmuhl or Wagram)
- Added ability to put abatis and trenches in a scenario. (BP note: again Tulsa designers might have fun with this. You use the ALT key + right mouse click to add them in via the Scenario Editor)
- Added separate Bridge Movement value to parameter data. (BP note: this was added in if someone wanted to have PATH terrain types harder to move through - usually the Bridge hex MP cost is the same as the PATH MP cost - this value sets it to be the same for all unit types - you can adjust it higher to reflect the congestion that could did occur at bridges)


Colonel Bill Peters, 17th Dragoons, III Corps, French Army
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram, Jena-Auerstaedt, Austerlitz and ... more to come)
Swiss-Swedish Army CinC, Musket and Cannon Game Club - Come over and see what we are all about!
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 Post subject:
PostPosted: Mon Feb 22, 2010 6:42 pm 
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Joined: Mon Jan 30, 2006 4:11 pm
Posts: 1765
Location: New Zealand
Hey guys
I just use the map graphics from ezjax as I like the HPS units.
Is it ok for that?

Bill also why does HPS not just use the ezjax map graphics they are very nice combined with the new units. [:D]

Good to see you back by the way. Helga a cup of tea here for Bill



General de Brigade Knox
Grand Duc d'Austerlitz et Comte de Argentan

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Escadron Mamelouks
Chasseurs a'Cheval
Division de Cavalerie la Vieille Garde.

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CO. 1er Brigade, II Heavy Cavalry Division, Reserve Cavalry.
http://www.aspire.co.nz/colinknoxnwc.htm


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PostPosted: Mon Feb 22, 2010 6:58 pm 
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Posts: 186
I don't know if Bill will be able to answer that, as it sort of seems to put him on the spot; which essentially is saying that from what I know -that question's answer is outside his jurisdiction; the only people able to talk about that would be people higher up within HPS, so the best bet for that answer would be to contact the support email at HPS address - or basically the same answer as in Bill's earlier post.

http://www.wargame.ch/board/nwc/topic.asp?TOPIC_ID=9292

Sous-Lieutenant S Trauth
III Corps
10th Div
1st Bde
18e company/ 2e Artillerie a pied


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 Post subject:
PostPosted: Mon Feb 22, 2010 7:00 pm 
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Joined: Wed May 23, 2001 10:18 am
Posts: 6158
Colin - we wont use graphics from a third party. Graphics are subjective anyway. What one person likes the other doesn't.

I prefer a more "bunched" look to an icon myself. I also put together a Roads mod if you remember that helps us see them in the woods and in certain levels on the map where it gets very brown.

Our stance is that mods are nice but we stick to the "factory" settings on terrain for the most part.

I was able to get the 2D cavalry counter symbol changed to have a 1/2 filled in box so that they stand out easier (I play exclusively in 2D).

I also changed the color of the Bavarian Light infantry jacket (adding to my Bavarian Horse Artillery icon work) to be correct and Warren added in the correct Fr. Carabinier uniform.

Other than that the graphics were not changed.

I would love to have a Unit pic for each variation of the regimental facings. Would mean alot of extra work but it wouldn't be that much harder to do. Just change the color and cuff colors and we would have each regiment having its own pic.

Anyway, enjoy!

Note: the Hunt for Davout scenario was modified a bit. Also there is a Solo version for our numerous Human vs. AI customers added for that scenario. Not sure how it will play out but as I find time I will be adding in more of those.

Would love to hear how the Soave battle plays out. Should be a nice little battle to play. Numbers are very even for each side.

Colonel Bill Peters, 17th Dragoons, III Corps, French Army
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram, Jena-Auerstaedt, Austerlitz and ... more to come)
Swiss-Swedish Army CinC, Musket and Cannon Game Club - Come over and see what we are all about!
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 Post subject:
PostPosted: Tue Feb 23, 2010 2:16 am 
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Joined: Tue May 29, 2001 9:12 am
Posts: 1393
Location: United Kingdom
Other changes not mentioned: New scenario Soave and No CD required on startup

Generaal
2de Brigade
2de Nederlandsche Div
I Corps
Anglo Allied Army


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PostPosted: Tue Feb 23, 2010 6:15 am 
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<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by S_Trauth</i>
<br />I don't know if Bill will be able to answer that, as it sort of seems to put him on the spot; which essentially is saying that from what I know -that question's answer is outside his jurisdiction; the only people able to talk about that would be people higher up within HPS, so the best bet for that answer would be to contact the support email at HPS address - or basically the same answer as in Bill's earlier post.

http://www.wargame.ch/board/nwc/topic.asp?TOPIC_ID=9292

Sous-Lieutenant S Trauth
III Corps
10th Div
1st Bde
18e company/ 2e Artillerie a pied
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

Steve - Actually I can give an official-type of response because I am getting it directly from John Tiller via our emails. And its no big company secret either.

This doesn't put me on the spot at all. I have no problem passing on this kind of answer as it doesn't compromise my association with John or HPS.

I have made a motion in the past to update graphics but in the end John feels that everyone is subjective about them. Yes, I did get a small cavalry "counter" update added lately but he feels that the set is working well enough. If someone like myself wants to update them and put them out on a website then that is my call.

This mod discussed here is complicated. It has alot of 3D graphics and if we change anything in the OB file concerning 3D numbers it going to affect it. There is nothing we can do about it.

Its like if John decided to have Mark change the way that the roads/paths/pike 2D artwork appears. My set would become void. I would have to fix it on my own.

Anyway, please do not run interference for me. I would stick to answering questions that have to do with the SDC.

Colonel Bill Peters, 17th Dragoons, III Corps, French Army
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram, Jena-Auerstaedt, Austerlitz and ... more to come)
Swiss-Swedish Army CinC, Musket and Cannon Game Club - Come over and see what we are all about!
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PostPosted: Tue Feb 23, 2010 6:25 am 
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<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by andy Moss</i>
<br />Other changes not mentioned: New scenario Soave and No CD required on startup

Generaal
2de Brigade
2de Nederlandsche Div
I Corps
Anglo Allied Army
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

Yes, the Soave scenario got missed when I first did the game. I didn't have the terrain data I needed to put it together and it was only recently that I had access to it.

There are four scenarios - an AI version and a HTH version for two basic settings: full battle and first day.

This battle took place after Sacile. John had followed up cautiously on Eugene. The French were soon to be reinforced and MacDonald and Grenier were put in charge of two divisions. Sorbier (who would lose his life in the battle) had a force that appeared on the Austrian rigth flank in the hilly section of the battlefield. He had a good opportunity to turn the Austrian flank but he lacked troops and he was operating under orders to keep to his position by nightfall.

The first day saw MacDonald stymied at the river across from the main body of Austrian forces and lacking a bridge train he could not cross (the Austrians had destroyed the bridges). Grenier approached Soave head on and found only a few battalions nearby but they gave him enough of a fight to keep him from gaining any kind of a lodgement.

Sorbier had three Italian Gd battalions and four Italian line bns. and was able to press down the spine of the ridge against the scattered Austrian forces. Again, nightfall came and he fell back to his original startline thus negating any gains he had made.

The second day action saw the Austrians transfer troops over to their right flank to keep Sorbier back. That general was killed in the action and basically the French lost an opportunity to turn the flank and perhaps trap some of John's forces.

Anyway, it could turn out to be a fun scenario as the French will probably transfer more troops to their left flank to help Sorbier press down the Austrian flank.

Lots of orchards and I added in Paths throughout the hills to facilitate movement to a degree. I hope you guys enjoy it!

Colonel Bill Peters, 17th Dragoons, III Corps, French Army
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram, Jena-Auerstaedt, Austerlitz and ... more to come)
Swiss-Swedish Army CinC, Musket and Cannon Game Club - Come over and see what we are all about!
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PostPosted: Tue Feb 23, 2010 8:59 am 
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Posts: 6158
Can I suggest that folks that like mods just make a copy of the entire game folder structure. Apply the mod to that one.

Then just update your original game install with the latest updates.

This will leave your Mod copy of the game untouched.

Later on as folks update the OB files you can update your copy of the game with the update and then add back in the OB files that were updated by the mod'ers.

Colonel Bill Peters, 17th Dragoons, III Corps, French Army
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram, Jena-Auerstaedt, Austerlitz and ... more to come)
Swiss-Swedish Army CinC, Musket and Cannon Game Club - Come over and see what we are all about!
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PostPosted: Thu Feb 25, 2010 3:19 pm 
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Joined: Fri Oct 19, 2001 8:49 am
Posts: 1072
Location: USA
Had a chance to glance at this for a minute and the Soave battle looks interesting (have only read a little about it). I like the reductions in unit quality but, of course, have not had a chance to play it out.

Feldmarschall Jim 'Prinz' Pfluecke
Commander, Austrian Cavalry Reserve
3 Graf O'Reilly Chevauxleger Rgt
Hahn Grenadier Bn


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PostPosted: Thu Feb 25, 2010 6:59 pm 
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And Jim, I really was careful about play balance for the Allies, knowing that one routed Austrian bn. is like 1.5 or more French bns. That was my original reason for increasing the morales in the first place. If two bns. of Austrians run its like half the brigade just took off and leaves a bigger gap in the lines.

What you will find is that the Austrians are grouped into about three basic morale ratings for their line regiments:

5 - these are regiments like Deutchmeister IR4
4 - Austrian, Moravian, Bohemian and Hungarian regiments
3 - Galician regiments (these tended to be filled with folks that didn't really want to fight for the Hapsburg empire)

Send me an email if you want the complete spreadsheet I used - it also lists the Grenzers and cavalry units too.

But the IRs are the bulk of the OB and I had to be careful about not adding in too many "3" morale regiments. But I didn't want a ton of "5" morale regiments either.

My advice: stick a leader on your units to boost their morale. If you have to use a Division commander too.

The French got hit hard in II Corps where they were mainly depot/conscript units (4th bns.). I also reduced the German allies a bit as well.

Its definitely closer to what you get in Austerlitz. Jena will get the same treatment after I do the Wagram update (not quite yet in progress but getting there).

Colonel Bill Peters, 17th Dragoons, III Corps, French Army
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram, Jena-Auerstaedt, Austerlitz and ... more to come)
Swiss-Swedish Army CinC, Musket and Cannon Game Club - Come over and see what we are all about!
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PostPosted: Fri Feb 26, 2010 11:38 am 
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Posts: 594
Location: New Zealand
That sounds really good reducing the moral to stop super units but I do think the fatigue levels could actually be increased to get the same effect. Eg for each 100 worth of fatigue it is -1 on the die roll (so to speak)as what we have now is 0-300 -1 then 300-600 -2 etc. That way the better units would stay around longer but chances of disorder and fleeingare greater and hence less casualties for the same effect so getting closer to reality.
Might put that up as a discussion on main forum I think.
Oh...I do like all the changes [:D]

Col Mike Ellwood
Commander Officer
3rd Dragoon Division
Reserve Cavalry


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PostPosted: Sat Feb 27, 2010 2:40 pm 
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Location: USA
Bill,

I had not thought of the size factor for the Austrians. But lowering both sides, IMHO, should help better portray these battles. The losses, as I remember, are not on par with some of the big, open field, full army battles with lots of massed artillery that shortly followd it (Aspern, Wagram, 1812, 1813, 1815), and, as you noted, other than Davout's troops (who also took a morale hit here), the French were not the French of 1805-07.

Lower morale=lower staying power=, in theory, especially with NME, lower casualties... That has been my experience with Austerlitz, anyways. Looking forward to trying this out...



Feldmarschall Jim 'Prinz' Pfluecke
Commander, Austrian Cavalry Reserve
3 Graf O'Reilly Chevauxleger Rgt
Hahn Grenadier Bn


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PostPosted: Sat Feb 27, 2010 4:54 pm 
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<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Mike Ellwood</i>
<br />That sounds really good reducing the moral to stop super units but I do think the fatigue levels could actually be increased to get the same effect. Eg for each 100 worth of fatigue it is -1 on the die roll (so to speak)as what we have now is 0-300 -1 then 300-600 -2 etc. That way the better units would stay around longer but chances of disorder and fleeingare greater and hence less casualties for the same effect so getting closer to reality.
Might put that up as a discussion on main forum I think.
Oh...I do like all the changes [:D]

Col Mike Ellwood
Commander Officer
3rd Dragoon Division
Reserve Cavalry
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">

Alas after the last fiasco of discussing the game on this forum I am through here in that capacity. I will broadcast updates, comment briefly and basically I am off of this forum after that.

Once the Wagram update comes out I will post again here.

Colonel Bill Peters, 17th Dragoons, III Corps, French Army
HPS Napoleonic Scenario Designer (Eckmuhl, Wagram, Jena-Auerstaedt, Austerlitz and ... more to come)
Swiss-Swedish Army CinC, Musket and Cannon Game Club - Come over and see what we are all about!
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