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Cobexlaw and NIR Mods https://www.wargame.ch/board/nwc/viewtopic.php?f=5&t=12023 |
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Author: | dalelast [ Mon Jan 30, 2012 9:09 pm ] |
Post subject: | Cobexlaw and NIR Mods |
Are the sites for these mods posted on our links anywheres? Also, how does one go about registering one of these games at the NWC records site? Thanks. |
Author: | Bill Peters [ Tue Jan 31, 2012 12:11 am ] |
Post subject: | Re: Cobexlaw and NIR Mods |
Good question. The links for both do not seem to show up on our club website. I note that some of the links at the Library are dead too. I would help you with your second question but if I were to start up a new game in the club system it would stick. I have done that before and the game record waits for me to enter in a new game for future visits to the system. Not sure why that is. If all I want to do is check out the form it should not continue to be a persistent entry. I remember Battleground Eylau being on the list (that is - Greg Gorsuch's mod that he made up years ago for the TS-BG series). I do not remember the entries for the others one as I never play them and must just glaze over them when I look at the games to choose from. |
Author: | John Corbin [ Tue Jan 31, 2012 7:08 am ] |
Post subject: | Re: Cobexlaw and NIR Mods |
Mods can be set up n the DoR We just need the same info we use for te stock games. Game title Author Scenario name Number of turns Set up similar to the Eylau is now in the DoR. |
Author: | John Corbin [ Tue Jan 31, 2012 6:16 pm ] |
Post subject: | Re: Cobexlaw and NIR Mods |
Bill... Can you elaborate on your DoR issue please? Not sure I understand what you are getting at. |
Author: | Bill Peters [ Tue Jan 31, 2012 6:33 pm ] |
Post subject: | Re: Cobexlaw and NIR Mods |
If I go to start up a battle that form is always waiting for me the next time to go to start up a new one. Meaning I decide NOT to start the battle. The same game is still there. I have not Accepted it. It just remains there waiting for me. |
Author: | John Corbin [ Tue Jan 31, 2012 6:57 pm ] |
Post subject: | Re: Cobexlaw and NIR Mods |
Bill I see what you are getting at. I'll see if it can be corrected |
Author: | SLudwig [ Wed Feb 01, 2012 10:54 am ] |
Post subject: | Re: Cobexlaw and NIR Mods |
NIR Mods are here: http://nap.phxsim.com/downloads/ Cobexlaw are still where they have always been, someone can probably provide the link. I still have to load up the NIA Mods based off of Eckmuhl 1.0. But I have to strip out all of the engine files & just place up the scenario related stuff... |
Author: | Fred DiLeo [ Wed Feb 01, 2012 11:26 am ] |
Post subject: | Re: Cobexlaw and NIR Mods |
When I download the NIR Mods I have no problem except when I get to the actual battlefield. All the unit cards are either missing or in the wrong spot. For example, an infantry unit will have a picture of a Cavalry unit or an artillery piece has a picture of an Infantry unit. Any idea what the issue is? Am I installing in the wrong order?? In zoom 3-D, these units are not even on the board in some cases; so I have to keep it in 2-D. Any help would be greatly appreciated!! |
Author: | John Corbin [ Wed Feb 01, 2012 4:28 pm ] |
Post subject: | Re: Cobexlaw and NIR Mods |
I could be mistaken but I seem to recall that you had to have a seperate install of NIR for each mod you wanted to play. I do not recall the exact setup instructions |
Author: | Fred DiLeo [ Wed Feb 01, 2012 4:31 pm ] |
Post subject: | Re: Cobexlaw and NIR Mods |
John Sir, You are correct and that's what I have been doing. This still does not solve the player info card mismatch problem. |
Author: | John Corbin [ Wed Feb 01, 2012 6:43 pm ] |
Post subject: | Re: Cobexlaw and NIR Mods |
Fred DiLeo wrote: John Sir, You are correct and that's what I have been doing. This still does not solve the player info card mismatch problem. Did you install all the patchs? |
Author: | Fred DiLeo [ Wed Feb 01, 2012 6:52 pm ] |
Post subject: | Re: Cobexlaw and NIR Mods |
The game itself is updated to v2.01, but updating to each individual folder I'm making? No I haven't....Interesting.... I'll patch each folder I have made. Maybe it will make a difference. Thanks John!! |
Author: | dalelast [ Wed Feb 01, 2012 8:36 pm ] |
Post subject: | Re: Cobexlaw and NIR Mods |
Ah, the Cobexlaw link is there on the scenario library page. I just did not scroll down far enough. |
Author: | Paladin851 [ Tue Feb 07, 2012 12:32 pm ] |
Post subject: | Re: Cobexlaw and NIR Mods |
I note to folks using the Matrix "John Tillers Battleground Napoleonic wars " compilation. The NIR modules will not work if installed outside of the main John Tiller's Napoleonic Wars folder . If installed outside of that folder you will get a serial number error message.I have been seeing posts about that problem on a couple of different forums lately. |
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