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Voir la version complète : Nouveauté HPS du 5 janvier 2004


Laurent
11/01/2004, 17h12
* 05 Janvier 2004 :

- Le patche Eckmuhl v1.06 est disponbile au téléchargement.

- Le patche Wagram v1.02 est disponbile au téléchargement.



Pour les amateurs de Shakos, les patches sont ici :) :

<a href='http://www.hpssims.com/Pages/updates/up_NapBats/up_NAPBAT.html' target='_blank'>Pages des patches des Napoleonic Campaigns</a>

Tyrex
11/01/2004, 17h27
Merci cher admnistrateur peu connaisseur de l'epopee napoleonienne

En effet dans les deux jeux cités on ne trouve pas que des shakos loin de là.
On y trouve en effet des casques et aussi des bicornes dans l'infanterie de toutes les nations du jeu :D

Laurent
11/01/2004, 17h35
Les artilleurs français portent déjà un Shako très cher Tyrex. :P

Moi aussi je connais bien l'époque de Napy premier. ;)


:P :P :P

Tyrex
11/01/2004, 21h52
certes mais quid des bavarois, des wurtembourgeois, des hessois et des saxons et des adversaires de la France dans ces batailles? ;)
Les Bavarois, les Wurtembourgeois et les troupes dites allemandes de l'armée autrichienne portaient des casques
Les Saxons et les Hessois portaient encore eux le bicorne

C'etait la minute savante du tyrex imperial :D

Tortue Agile
15/01/2004, 16h39
au fait le designeur des scenario pour Wagram et Eckmuhl parle de faire un nouveau patch pour corrier de nouveaux problemes crees par les derniers patchs...

Voir ce qu'a dit le concepteur sur le site NWC Bill Peters: am testing out a new version of the engine that John sent me that fixes the decrease in value from 2/3 to 1/3 for infantry being meleed. As of this writing infantry can still attack units that have already been meleed but I hope to have someting in my Inbox when I get home tonite that fixes this issue.

Items fixed so far:
1. The problem with units taking zero (0) casualties on their second and subsequent melees (charging cav against them remember) is fixed.
2. The problem of Disordered units going from 2/3 to 1/3 combat value in the same turn is fixed.

Items that will hopefully get corrected soon:
1. Infantry and other units cannot be attacked more than once in a player phase by non-cavalry units. And here is one test I am looking for too: you hit an infantry unit with a charging squadron but pile in the with a ton of infantry. In the next version the infantry should not be able to participate.

Items that I will be fixing in my files:
1. OB files - Austrian 6lb batteries coded incorrectly (as 3lb guns). Other fixes as neccessary. I am going to add in Pioneer and Sapper units if time permits.

2. PDT files - Eckmuhl will have the same movement rates as Wagram has. This will help solve the supply wagon dilemna for the big long game (Five Days in Bavaria) as well as make the terrain more realistic. I will be including the correct version (6) for the file so that you can create your own PDT files that include random bridge damage if desired. No damage factor will be in the default PDT file as this had no bearing on the Eckmuhl campaign. BIG CHANGE - I will be decreasing the ranges of some batteries based on the discussions we have had in our Artillery Special Projects Division of the Playtest team (Paco and Gary form this special branch - cloaks and daggers were issued last night). Along with myself we are going to come up with some max ranges that are going to be realistic. For instance the Fr 12lb will not have a max range of 20 hexes. More like 15. Likewise the Fr 8lb will not have a max range of 18. More like 14. Also the values will be reduced at long range.

3. Scenario file - I made an error in one of the files that was just released. I will be putting out a corrected version.


On top of that I am hoping to get John to correctly code the "A" Artillery type as Heavy. Also to change the "B" weapon type to be "Fr 8lb" rather than "Fr 8/12lb" Small changes but desired to make the game look cleaner.

I would like to classify all 6-8 lb batteries as Medium type but I am not sure what effect that would have on the game if at all. There is no Medium type so far in the game.

To conclude: this WILL impact your games. Imagine, your opponent has just moved his cavalry near your line and he finds out that he can now move through EMPTY hexes after his first melee. Or now he can attack the SAME UNIT more than once. Etc. The PDT file changes are sure to change some games. For instance Bill Peterson and I have been glaring at each other from across a couple of rivers in our game. He is artfully staying out of range of my guns. Now his guns will in some cases be out of range thus he will have to move his guns up.

We call these growing pains - noone likes to have to alter things in your game. Thus in long games why not agree to a one turn armistace or have some agreement in force?

I am like an author - happy with the overall result but always looking to improve the product. This would probably be my last run though the PDT files for arty ranges but in future releases I hope to update the maps. And I still have plans of doing a more involved campaign file for both games (separate campaigns which only apply to each).