MP Native [NW] Napoleonic Wars++ STABLE VERSION

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Napoleonic Wars++ is a mod that aims to enhance teamwork features and Conquest mode for historical battle events.

Originally, the mod was designed for hosting Waterloo event but I believe this mod enhances gameplay experience in general regardless of event type

Download link here  v0.74

General Changes
1. New faction - Waterloo Coalition, featuring UK and Prussian units
2. New map - Waterloo
3. Commanders can send messages to officers in the team (broadcast or one-to-one)
4. Detachable bayonet (press B to fix or unfix bayonet, EXAMPLE VIDEO)
5. Speed bonus for charge (pressing C gives temporary speed bonus, only works if you are using fixed bayonet/one-handed weapon/on horseback  and enemies are not within 9m distance)

Conquest mode changes
1. Each base flag is worth 4 points instead of 2
2. Each conquest flag can generate different team points (can generate no team point or a lot)
3. Separately adjustable starting team points for Team 1 and Team 2
4. You cannot spawn in your flag area if the chosen flag position is occupied by enemies (conditions: 3+ enemies near the flag or the flag is being pulled)
5. If a general unit dies, the team suffers 20% loss from the current team points
6. Added deployment barriers. They can be placed at the start of each game by map makers, giving time for commanders to position the troops. After a fixed time, the barriers disappear.

Miscellaneous
1. Mod installer size is less than 2MB (install happens by copying the existing NW and replacing some content)

Commander Chat

Commanders and Officers can send messages between each other.
(Officers can only send messages to the commander. But Commanders can choose to broadcast messages to officers or just to a specific officer)
Press O to open up commander chat box

For Commanders

Press B to change the target Troop class (Infantry, Cavalry and Artillery)
Press between 1 ~ 6 or 0  to change the target group/regiment

commanderchatoptions.jpg



Groups are determined in the following fashion:

groupselection.jpg



Flag engagement

A flag is engaged when either condition is met:
  • three or more enemies are near the flag (within 25 x 25 square metres around the flag)
  • the flag is being pulled by the enemy

Note: The base flag spawn is immune to the consequence of flag engagement.


flagengaged1.jpg



Waterloo Map

  • The three main roads (left, centre and right) have ridges beside them which provide cover from enemy fire
  • The walls in Hougoumont can be damaged severely to create breaches
  • The walls in La Haye Sainte can be damaged substantially to create breaches
  • Only Hougoumont and La Haye Sainte flags generate team points. Capturing other flags has no effect on generating team points



Changelog

v0.74
  • Fixed a bug with deployment barriers not being removed
  • Added timer which shows the deployment time remaining
  • Fixed Prussian Coalition units' Warcry sound

v0.71
  • Fixed an error message when pressing C

v0.70
  • Modified Charge - a player can't charge if enemies are within 9m distance. Pressing attack while charging reduces movement speed
  • Added existing Artillery pieces in the Waterloo map, instead players can't spawn artillery
  • Added deployment period. Map makers can add spr_barrier_20m with var1 as 1. These barriers will disappear after the deployment period set in the admin panel
 
Um, for clarification, this mod is available for download and completely playable.

Working on fixing a bug with detachable bayonet - Fixed!


I haven't found any bugs that could impede the gameplay experience either.

So go ahead if you want to use this mod for a Waterloo event or something
 
You should really talk with some of the developing and released NW mods and see if you share this with them, It'd be a shame for this to be over shadowed by other NW mods.

 
James Grant said:
The link is broken :/

Fixed now, sorry  :wink:

SeanBeansShako said:
You should really talk with some of the developing and released NW mods and see if you share this with them, It'd be a shame for this to be over shadowed by other NW mods.

Thanks for the suggestion.
Still, I reckon the conquest mode needs some optimization before it becomes available to other mods.
It works pretty well but it starts lagging with 120+ bots.
 
Thanks for the suggestion.
Still, I reckon the conquest mode needs some optimization before it becomes available to other mods.
It works pretty well but it starts lagging with 120+ bots.

Hey it's Kevan here. For your information Case each bot uses half the CPU of a human player. So with 120 bots that's a bit disappointing  :cry:

Edit: That's server side only by the way. Player side is different.
 
Here is an idea, can you make a Lite version for normal line battles with the following?

Light Infantry Mechanics carried over to the Russian Militia and Prussian Rhinelanders.
Hussars for the United Kingdom.
The choice of Artillery Ramrods for Artillery Trains opposite spawning with a lighter.
Increased Dragoon on foot and French Light Infantry speed.


I'm pretty sick of line battles that are just Austria and UK for balance reasons and FSE seem more interested in sticking Marines and ~Pirate Hats~ than actually balancing the DLC. If you can keep the file size under one hundred megabytes and make this easy to host it'll be valueable for all line battles for NW.
 
Riflemen and Light Inf. have the exact same attributes, proficiencies and skills, the only difference is their weapon. So do you just want to add muskets with bayonets as an alternative to rifles to Russia and Prussia?
 
Bluehawk said:
Riflemen and Light Inf. have the exact same attributes, proficiencies and skills, the only difference is their weapon. So do you just want to add muskets with bayonets as an alternative to rifles to Russia and Prussia?

Since when did the Russian Militia have bayonets?



 
Sorry, I overlooked your actual suggestion when I was busy thinking about what "light infantry mechanics" would entail.

Still, you could replace the Russian rifleman's cavalry musket with a regular infantry musket and create a light inf. solution that would be both equal to the other factions' for gameplay, and historically satisfying. The militia don't need to fill that roll.

There were bayonets among the militias though, historically, just not in-game.
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