Napoleonic Wargame Club (NWC)
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New Mod for Napoleon's Russian Campaign
https://www.wargame.ch/board/nwc/viewtopic.php?f=5&t=12635
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Author:  Philippe Divine [ Tue Oct 16, 2012 9:35 pm ]
Post subject:  New Mod for Napoleon's Russian Campaign

I've just released version 3.4 of my Napoleon's Russian Campaign mod.



So what's in this mod?



First, it uses a slightly modified version of Ezjax's 3D units and terrain. The difference between my version of Ezjax and his original version is that I've made lower terrain elevations darker than the higher ones. The units and bases are unchanged, but there's a blood/no blood option for casualties in case you don't want dead bodies cluttering up the battlefield (blood is the default option).



The default 2D terrain is based on the summer terrain in my Leipzig mod, which is in turn derived from my Panzer Campaign mods. The 2D unit symbols are essentially the same as those used in the original version of my Eckmuhl mod, though there have been a few improvements along the way (check out the victory flags). The idea was to make the unit counters look like the symbols that you would see on a map illustrating one of the campaigns.



The mod uses the same unitbox conventions as my Leipzig and 1814 mods, but the images in the unitbox are Volcano Man's (with a few slight modifications) mounted on flags that were in use in 1812.


The mod includes representations of horses, cannon, and wagons on the images in the uniboxes, and uses period national color schemes on the gun carriages.



Here are a few screenshots of what the current state of the Napoleon's Russian Campaign mod looks like:





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These are screenshots of the summer textures.





Because of the way that the game phases in its representations of fall and winter weather in 2D, to get the visual effects to look right in the 2D terrain I've come up with a sub-mod called the Retreat from Moscow mod. The regular mod uses the summer map effects, or everything up to and including September (i.e. the battle of Borodino and the hypothetical battle at Moscow, if it happens).



Everything after that, in other words, anything associated with the retreat, is covered by the Retreat from Moscow mod. Here are some screenshots of the retreat from Moscow, showing the progressively advancing season. First you'll see autumn foliage, then you get light snow, and you finally end up with white Hell.



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The 3D terrain representations don't distinguish between summer, early, and late fall (and I didn't feel like repainting Ezjax's trees).



The distinctions in the 2D terrain are handled by a parallel install. Before anyone panics at the sound of that, it's much simpler than it sounds: all you have to do is make a copy of an already installed version of the game, and I've provided separate desktop icons along with instructions on how to use them so you can tell the two parts of the game apart.



The mod can be downloaded by clicking on this link here:





https://www.box.com/s/d0d3d0a21e49cd9420f2








There are three readme files attached to this mod which (I hope) explain everything you need to know to install them. Even though installing these mods is mindlessly simple, I can't urge you to read the readme files strongly enough, even if you've done this kind of thing many times before.



The mod, by the way, is installed manually. But it's really easy to do because the structure of the mod folders exactly mimics the structure of the game folders inside your HPS Simulations folder. So once you've opened the mod and found the Napoleon's Russian Campaign folder, all you have to do is copy the mod's Napoleon's Russian Campaign folder into your HPS Simulations folder.

Author:  Jim Hall [ Thu Oct 18, 2012 12:56 pm ]
Post subject:  Re: New Mod for Napoleon's Russian Campaign

Thanks Philippe
As usual superb.
Just a pity these interresting Campaigns are less played because of HPS slow issue of patches :?:

Author:  Ed Blackburn [ Thu Oct 18, 2012 6:48 pm ]
Post subject:  Re: New Mod for Napoleon's Russian Campaign

Love it Philippe, will you be doing others? :D

Author:  Philippe Divine [ Thu Oct 18, 2012 9:50 pm ]
Post subject:  Re: New Mod for Napoleon's Russian Campaign

The short answer is yes.

I'm trying to get mods done for all the Napoleonic games, and when I've gotten them into some kind of a shape that I can live with, I'll post a single announcement with all of the links to the mods listed on a single page.

So before the end of the year I should have everything done.

Author:  MCJones1810 [ Thu Oct 18, 2012 10:06 pm ]
Post subject:  Re: New Mod for Napoleon's Russian Campaign

And then I will place the link on my Graphics Mods Webpage so that all members can easily find it in the future.

Author:  Philippe Divine [ Tue Jan 28, 2014 12:38 pm ]
Post subject:  Re: New Mod for Napoleon's Russian Campaign

The Napoleon's Russian Campaign mod has been updated to version 4.0.

Thinner 2D forests, transparent shadows, and a modified version of the original 3D trees.


Follow this link to the NRC section in the first post of the thread:


viewtopic.php?f=5&t=13017


There are two links under each game. The second link is to an older version of the mod, so be sure to use the first link (unless you want the older version which uses a mod of Ezjax's trees).

Author:  Philippe Divine [ Wed Apr 02, 2014 6:14 pm ]
Post subject:  Re: New Mod for Napoleon's Russian Campaign

I've just uploaded version 4.3 of my Napoleon's Russian Campaign mod.



The mod is now built around the latest official patch (v. 1.08).



My earlier adjustment only really effected the Gorodetchna scenario. This one leaves the Dragoon designation in place, but removes most of the nationality overlaps by adding a several unit images to the unit bmp and rearranging which images get invoked by which nationalities.



I had originally planned on making a few quick fixes to the Saxons, but when I took a closer look I kept finding more and more problems that I had never been willing to address because of my own personal rule of not making changes to the oob files. With that rule out the window, I felt I had to resolve the worst unit nationality conflicts. So now when you click on a unit from Baden, you will see a unit from Baden in the unitbox, even if the flag on the 3D unit isn't always right (I fixed a lot of them, though).




I'm not completely satisfied with the way the 3D units are working, so that may get revisited at some point. In the meantime the flags on the 3D units are much less discordant, and the problems are (I hope) not all that apparent.



The mod can be downloaded from the appropriate section of this thread:



viewtopic.php?f=5&t=13017



The first of the three links in the Napoleon's Last Campaign section of the complete list of links is to a box account, the second two links are to a dropbox account.



The newest version of my mod (4.3) can be downloaded from the first of the three links in the NRC section of the complete list of links thread. The second link is to a slightly older version that does not modify the oob's in any way, and the third link is to an older version that uses different terrain.


Just to be clear, though this version of the mod has made changes to the oob's, the changes only effect the graphic representation of the units and nothing else.

Author:  Christian Hecht [ Thu Apr 03, 2014 9:51 am ]
Post subject:  Re: New Mod for Napoleon's Russian Campaign

Thanks for your hard work!

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