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[13] William Eaton
Jakob
Mooncabbage
Corso
JP
[N]Badger
[Grognard]_Kettch
Braindead Colonel
de Monteynard
[Grognard]_Jean-Charles I
Admiral
[Grognard]_Argent
16 participants

    Grognard Mod Ideas and Discussion

    JP
    JP
    Colonel


    Nombre de messages : 2497
    Age : 59
    Localisation : Evian-Haute-Savoie
    Date d'inscription : 20/10/2008

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par JP Mar 24 Mar 2009 - 0:21

    Tonight we made a 3v3 and observation is that the mortars mod explosive
    shells are too high in scope and this is very embarrassing, I admit
    that the opponent is very frustrating to be dismantling units before to
    have them as do right now!
    I think we should remove or make rules without mortar, so to balance the game, what do you do?
    Otherwise the rest is perfect nothing wrong.
    [Grognard]_Jean-Charles I
    [Grognard]_Jean-Charles I
    Général de division


    Nombre de messages : 6240
    Age : 38
    Localisation : Fontainebleau
    Date d'inscription : 04/04/2007

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Jean-Charles I Mar 24 Mar 2009 - 14:54

    [Grognard]_Arjan a écrit:
    - Give nations the correct troops in multiplayer. The Dutch army had hussars since 1748, but they are not avalaible in late army option. Neither for French i think. So we will need to do research for each army to see what unit types where there. THIS ALSO MEANS WE HAVE TO DECIDE ON Pre Revolution or Napoleonic types!
    - Maybe change the range of artillery a bit? not making it more accurate though, its already deadly long before infantry can shoot at each other. Jc, i would like your opinion on this, after you watched replay of me and lafayette.
    This seems most important to me right now.

    I would vote for pre-revolution. I don't care if other mods are going on and are very beautiful. It is obvious we have the best mechanics for battlefield.
    Concerning your replay with lafayette, I watched it yesterday, and your first charge really was funny. Even in NTW2 it would not have worked I guess. :pirat: , However, Cav is now to weak, as the Legio noticed it. Also, Lights are much too strong.
    3V3 against Legios yesterday showed mortars were too string too.


    Other issue, more and more ppl are asking us to go campaign asap. Darth mod 0.1 has been released, and seems very very very promissing:

    http://www.twcenter.net/forums/showthread.php?t=240571

    I say, let's finish the stats, lets add darth mod good ideas to our mod, and go campaign release, ( with some blood and new skinns in it ! )

    If someone already has the packmanager : or wishes to download it
    http://www.twcenter.net/forums/showthread.php?t=234546

    Then open Grognard mod 1.c and opend DB/LAND BATTLES
    ===> Here are the stats. What we should change is native americans, and eastern nations.
    Admiral
    Admiral
    Capitaine


    Nombre de messages : 199
    Age : 37
    Localisation : Kiev,Ukraine
    Date d'inscription : 17/10/2008

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par Admiral Mar 24 Mar 2009 - 17:58

    As I told you yesterday, my vote is for napoleonic mod, however I'll help u in anything the majority decides)
    Anonymous
    Invité
    Invité


    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par Invité Mar 24 Mar 2009 - 18:01

    I'm for a Napoleonic mod as long as the other clans do participate actively in its design. Especially the Lordz.
    [Grognard]_Argent
    [Grognard]_Argent
    Général de brigade


    Nombre de messages : 775
    Age : 36
    Localisation : la Hollande
    Date d'inscription : 17/11/2006

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Argent Mer 25 Mar 2009 - 23:42

    1 cav unit of cuirassiers beats infatry line now in 4.d? Even if they do a frontal charge?

    And in my replay you could see my regimont of horse beating 2 cuirassier units of lafayette. is that fixed in 4.d?

    And lib, the forum, and edspeccialy posting a new post is very slow. When i typ, it takes a second for the letter to appear
    [Grognard]_Jean-Charles I
    [Grognard]_Jean-Charles I
    Général de division


    Nombre de messages : 6240
    Age : 38
    Localisation : Fontainebleau
    Date d'inscription : 04/04/2007

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Jean-Charles I Jeu 26 Mar 2009 - 1:49

    [Grognard]_Arjan a écrit:1 cav unit of cuirassiers beats infatry line now in 4.d? Even if they do a frontal charge?

    And in my replay you could see my regimont of horse beating 2 cuirassier units of lafayette. is that fixed in 4.d?

    And lib, the forum, and edspeccialy posting a new post is very slow. When i typ, it takes a second for the letter to appear


    1) Infantry gets beaten if the cav rushes it. Any other case can lead to another random result Smile
    If you manage to charge the cav when it stands still, your line having 35 charge bonus, you still have high chances too win.... Everything depends on the situation

    2) It was mainly because one of the cuirassier was inactive ( wrong order given) and hence howing his flank or back. Cuirassier were fightings a househould cav ( elite cav, high skill but no plate armor). SO the cuirassier took maximum damage. 1st unit root resulted in making the second (fighting) rout too !

    3) Everything is fine now. I experienced slow down at 21h00 tho.


    I've read Arjan and Admirals posts completely this time. However, I'd like to know their ideas upon what could be done on the campaign, knowing we stick to the XVIIIth century.
    I see too issues right now :
    1) balancing campaign unit prices
    2) adapting tech tree (?)

    Going more in depth can ask much much work. We have permission to use Darthmod for campaign, so we should take this chance.

    Arjan, concerning adding units to an army, I yet dont know what the trick is...
    we'll see :affraid:
    Admiral
    Admiral
    Capitaine


    Nombre de messages : 199
    Age : 37
    Localisation : Kiev,Ukraine
    Date d'inscription : 17/10/2008

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par Admiral Jeu 26 Mar 2009 - 11:14

    I'll think of campaign changes and post something this evening.

    Btw my Empire completely refuses to start after yesterday's automatick patch installation. Is there anybody experiencing the same problems?
    [Grognard]_Jean-Charles I
    [Grognard]_Jean-Charles I
    Général de division


    Nombre de messages : 6240
    Age : 38
    Localisation : Fontainebleau
    Date d'inscription : 04/04/2007

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Jean-Charles I Jeu 26 Mar 2009 - 12:22

    Did you install "mod manager" ? ( If yes, it's the reason why)
    Mooncabbage
    Mooncabbage
    Caporal / Brigadier


    Nombre de messages : 21
    Date d'inscription : 26/03/2009

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par Mooncabbage Jeu 26 Mar 2009 - 17:29

    Hello, I am Australian and very interested in your mod. I have migrated from TWC forums to express my thoughts on the development of this mod.

    First and foremost, I think getting all the unit stats ready for a campaign release is a priority. Most gamers are campaign only gamers and without something they can play, they will quickly lose interest in this mod, which would be a shame. Additionally, with less community interest it is easier for everyone involved to just chuck it in, and I don't think too many people want that to happen.

    Secondly, I don't think there is too much point working on a napoleonic specific mod. I feel reasonably confident in saying that the expansion pack will be based on napoleon, and the amount of work involved, and the amount of time it would take to produce something playable, it is very likely the mod would not be even close to finished when the expansion was released and in all likelyhood people would lose hope and give up at it's mere announcement.

    If any changes are to be made to the date, I suggest the decision is made to use less arbitrary dates than 1700 and 1800. Perhaps start in 1688 or 1689, and run through to pre-revolutionary or pre-napoleonic times. Then when the expansion is released, this mod will likely be polished to the point where it can be put asside, and work can shift to grognardifying the expansion.

    Finally, my list of suggestions from the TWC forum:

    1. I have been planning to work on a proper 4 seasons mod, as we have
    not seen since the days of shogun probably, maybe mtw had it but rome
    sure didnt. However my time is limited and it's entirely possible
    someone else will beat me to it.

    2. Recruitment. I take issue with the recruitment system of the TW
    series having persisted into this latest game. It is ridiculous that
    the only ships available at the start of the game are basically brigs,
    sloops and galleys. My recommendation would be to allow ALL shipyards
    the ability to build ALL (well maybe not obviously technologically
    limited ones, like rocket ships) ships, from the beginning, and make
    the building of a larger shipyard non-technology dependant, but tied to
    the province in some way. A small shipyard may only have one
    recruitment slot at a time, whilst the largest might have 3, or 5, or
    something. I recommend making RECRUITMENT TIME the primarly limiter on
    naval recruitment, not technological development. So a galley might
    take 6 months, a brig/sloop a year, a 5th rate 2, a 1st rate might take
    5, 6, or even 10 years, who knows. Atleast this way people will
    appreciate the value of their ships more. What with the unit
    limitations on elite units, and a possible AOR system, something
    similar could be implimented for land units, although clearly there
    should be some development in terms of unit availability as time goes
    on, I don't think it should necessarily be tied to what particular
    building you have in a region as it is now. Food for thought anyway.

    3. Clearly I think a reskin is in order. I don't think 100% percent
    nitpicky historical accuracy to the point where you have to start
    inventing mostly similar (statistically) units simply to give them a
    different skin. It would be nice to have MOSTLY accurate armies though.
    I can appreciate WHY CA skin their armies in generic, national colours
    but for me, atmosphere comes from a degree of authenticity and it is
    worth it.

    4. Technology Rework/Reorder. There are probably already people working on this, I'm sure for the most part it's fine as it is.

    Thanks everybody Smile

    Oh and I apologise, but I can only speak english, in my country their is no great need or purpose for learning another language, so people mostly do it only out of interest, and I have never gotten around to it.
    Admiral
    Admiral
    Capitaine


    Nombre de messages : 199
    Age : 37
    Localisation : Kiev,Ukraine
    Date d'inscription : 17/10/2008

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par Admiral Jeu 26 Mar 2009 - 18:55

    Did you install "mod manager" ? ( If yes, it's the reason why)

    Problem was in my antivirus, it blocked the download of an exe file. I had to ask a friend of mine to send me the new one, now everything works perfectly.
    Admiral
    Admiral
    Capitaine


    Nombre de messages : 199
    Age : 37
    Localisation : Kiev,Ukraine
    Date d'inscription : 17/10/2008

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par Admiral Jeu 26 Mar 2009 - 20:13

    Two ideas btw.

    1) Is there any possibility to make more turns in campaign? Say, make four turns per year ( winter and spring for winter textures , summer and autumn for summer textures). It seems quite a good idea as it is wierd your army is only able to march 60 kilometers and give 1-2 battles in half year.

    2) Is it possible to make so that new shooting techniaues after being invented would add to ones existed before, not change them? Say, i've studied batallion volley and fire by ranks, and in my infantry interface i have buttons both for volley and by fire by ranks ( not only for volley).
    [Grognard]_Argent
    [Grognard]_Argent
    Général de brigade


    Nombre de messages : 775
    Age : 36
    Localisation : la Hollande
    Date d'inscription : 17/11/2006

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Argent Jeu 26 Mar 2009 - 22:31

    Yes i would like the ability to change between fire in rank, volley and fire in platoon. Just by clicking a button. It's silly to have platoon firing as a sort of end goal.
    Jakob
    Jakob
    Membre Honoraire


    Nombre de messages : 411
    Age : 35
    Localisation : La Finlande
    Date d'inscription : 22/10/2007

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par Jakob Ven 27 Mar 2009 - 0:38

    Je voudrais à poster en Anglais, sorry.

    However, reading this has somewhat opened my eyes a little. As far as I know the Lordz (the ones at the green place) are being somewhat slow to start. They haven't seemed to be recruiting or anything or posting ideas to the public. It somewhat miffs me that the Lordz are so secretive with their work. The end result is free right? So why keep it so up tight? Well no matter.

    I know that if I present any ideas of mine to the Lordz they are simply met with a "thank you for your input now bugger off" However, I feel that I could get more of my ideas out and possibly lend a helping hand in anyway I can to JC's mod. I am not a fan of mass charge, and it seems what it's leaning towards (I TRIED THE MOD SO SHUT UP! Razz) However, I think with a Grog/SVK/Community mod (wasn't that something we all were shooting for 6 months ago?) could benefit the community and perhaps open the Lordz eyes a bit. (They need to see they aren't God lol, but their stuff is still great)

    To get to the point, I will help you all out as best I can, I have pretty good knowlage of the Swedes if you wanna get into modding uniforms and adding units. My ability to mod and do all that stuff is limited, but I can learn.
    [Grognard]_Argent
    [Grognard]_Argent
    Général de brigade


    Nombre de messages : 775
    Age : 36
    Localisation : la Hollande
    Date d'inscription : 17/11/2006

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Argent Ven 27 Mar 2009 - 1:04

    Cool, I love you Jakob
    Admiral
    Admiral
    Capitaine


    Nombre de messages : 199
    Age : 37
    Localisation : Kiev,Ukraine
    Date d'inscription : 17/10/2008

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par Admiral Ven 27 Mar 2009 - 15:14

    Thanks Jakob:)
    [13] William Eaton
    [13] William Eaton
    Soldat


    Nombre de messages : 4
    Date d'inscription : 29/03/2009

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par [13] William Eaton Dim 29 Mar 2009 - 19:31

    I Would love to help with the American uniforms. Smile

    Grognard Mod Ideas and Discussion - Page 2 Continental_Soldier2
    [13] William Eaton
    [13] William Eaton
    Soldat


    Nombre de messages : 4
    Date d'inscription : 29/03/2009

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par [13] William Eaton Dim 29 Mar 2009 - 19:32

    Many French in the uniform, including a charlaville musket.
    [Grognard]_Jean-Charles I
    [Grognard]_Jean-Charles I
    Général de division


    Nombre de messages : 6240
    Age : 38
    Localisation : Fontainebleau
    Date d'inscription : 04/04/2007

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Jean-Charles I Dim 29 Mar 2009 - 21:52

    Hey, and thank you for the post. That seems a good source.
    [13] William Eaton
    [13] William Eaton
    Soldat


    Nombre de messages : 4
    Date d'inscription : 29/03/2009

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par [13] William Eaton Lun 30 Mar 2009 - 6:52

    Just played a great game in mod with Von Preussen. We made a massive column attack against [N]

    :pirat: :menerv: Grognard Mod Ideas and Discussion - Page 2 37559836 Grognard Mod Ideas and Discussion - Page 2 953032877 Grognard Mod Ideas and Discussion - Page 2 953032877 Grognard Mod Ideas and Discussion - Page 2 953032877 Grognard Mod Ideas and Discussion - Page 2 953032877 Grognard Mod Ideas and Discussion - Page 2 953032877 Grognard Mod Ideas and Discussion - Page 2 953032877 :napoleonfou: :napoleonfou:


    Dernière édition par [13] William Eaton le Mar 31 Mar 2009 - 3:35, édité 1 fois
    Anonymous
    Invité
    Invité


    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par Invité Lun 30 Mar 2009 - 12:51

    A mass column attacks... Rolling Eyes Grognard Mod Ideas and Discussion - Page 2 37559836
    Admiral
    Admiral
    Capitaine


    Nombre de messages : 199
    Age : 37
    Localisation : Kiev,Ukraine
    Date d'inscription : 17/10/2008

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par Admiral Lun 30 Mar 2009 - 13:00

    And mass cavalery charges... I miss them so much since I stopped playing Napoleonic... 😢
    [Grognard]_Antoine
    [Grognard]_Antoine
    Général de division


    Nombre de messages : 2945
    Age : 49
    Localisation : stade de Gerland
    Date d'inscription : 02/02/2009

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Antoine Lun 30 Mar 2009 - 13:48

    le mod D est pas mal,la garde du roi ROCK's,le seul bemol pour ma part depuis le premier mod est la vitesse de cavaleries trop lente.....un peu plus de speed et quelque point de bonus de charge en plus serait pas mal se qui nous vaudrait de surprenant retournement de situation au coeur de la bataille :pirat:
    JP
    JP
    Colonel


    Nombre de messages : 2497
    Age : 59
    Localisation : Evian-Haute-Savoie
    Date d'inscription : 20/10/2008

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par JP Lun 30 Mar 2009 - 14:36

    La cavalerie va très bien mais comme vous avez pu le constater des lags se produisent et rend les actions plus lentes,j'ai eu l'occasion de jouer des parties sans lag et je peux dire que la cavalerie galopent comme il se doit.
    [Grognard]_Jean-Charles I
    [Grognard]_Jean-Charles I
    Général de division


    Nombre de messages : 6240
    Age : 38
    Localisation : Fontainebleau
    Date d'inscription : 04/04/2007

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Jean-Charles I Mar 31 Mar 2009 - 11:36

    La prochaine mise à jour devra faire une place plus large à nos tacticiens, en redonnant un avantage au troupes attaquant sur le flanc ou à revers. Les grosses mélées interminables devraient aussi disparaitre (diminution du temps de bonus morale de charge, qui donnait un avantage moral artificiel super long, faisant que à chaque fois qu'une unité venait s'agglutiner pendant trois plombes sur le tas en le chargeant) L'artillerie verra sa portée légèrement augmentée. Les lights reverront leur portée légèrement augmenté afin de justifier leur prix. Les russes pourront enfin jouer avec des grenadiers... Le tout saupoudré de nouveaux skinns bien épatants (Prusse/France/Autriche/Suède)
    Bruix
    Bruix
    Lieutenant en second


    Nombre de messages : 80
    Age : 37
    Localisation : Rennes
    Date d'inscription : 30/03/2009

    Grognard Mod Ideas and Discussion - Page 2 Empty Re: Grognard Mod Ideas and Discussion

    Message par Bruix Mar 31 Mar 2009 - 11:52

    Haaa qu'il est bien ce mod ... :D

    vivement une Update !

    j'ai hâte de faire quelques textures ..
    EDIT : je viens de déterrer des livres d'histoire (2 plus exactement) qui datent de matusalem et qui retracent tous les uniformes, je dis bien TOUS de 1700 à 1800 en passant par toutes les nations.

    des heures de texturing en perspective !!!

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