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!
