Napoleon project

Discussion and development of scenarios and campaigns for the game.

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The_Gnat
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Re: Napoleon project

Post by The_Gnat »

Great i look forward to it being released! :D
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TorMac
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Re: Napoleon project

Post by TorMac »

Waiting on a new power source for my workign computer, but expect to have something playable this week. Also added one more scenario. The list currently is:

0. Tutorial (in progress)
1. Northern Italy Campaign (ready)
2. Egypt expedition (ready)
3. Marengo Campaign (ready)
4. Ulm and Austerlitz (ready)
5. Fourth coalition (ready)
6. 1808 Invasion of Spain (ready)
7. Fifth coalition (ready)
8. Invasion of Russia (ready)
9. Sixth coalition - defense of the Elbe (ready)
10. Sixth coalition - defense of France (in progress)
11. Waterloo campaign (in progress)

Looking forward to hearing feedback...
Take command of Napoleon's armies in an 11 scenario historical campaign with the Napoleonic Warfare for Battle for Wesnoth project.
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ForestDragon
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Re: Napoleon project

Post by ForestDragon »

TorMac wrote:Looking forward to hearing feedback...
well, it's impossible to provide gameplay feedback for an unreleased add-on.
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TorMac
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Re: Napoleon project

Post by TorMac »

ForestDragon wrote:
TorMac wrote:Looking forward to hearing feedback...
well, it's impossible to provide gameplay feedback for an unreleased add-on.
Yes - I meant looking forward once it's released... I'm motivating myself to make the last push :whistle:
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TorMac
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Re: Napoleon project

Post by TorMac »

0.11beta is being uploaded to the server... looking forward to feedback!
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ForestDragon
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Re: Napoleon project

Post by ForestDragon »

I started the campaign, and it shows this error message:

Code: Select all

The following addon has errors, and can't be loaded:
    /home/kolya/.local/share/wesnoth/1.12/data/add-ons/Napoleonic_Wars/_main.cfg

Details:

    Macro/file '~add-ons/NAPOLEONIC_WARS/maps/NW_01_Italy.map' is missing
    at ~add-ons/Napoleonic_Wars/utils/utils.cfg:4
        included from ~add-ons/Napoleonic_Wars/_main.cfg:37
        included from ~add-ons/Napoleonic_Wars/scenarios/NW_01_Italy.cfg:7
        included from ~add-ons/Napoleonic_Wars/_main.cfg:55
the issue is, in Linux (my OS), a file name in all caps is considered different than one without them. to fix this, change the current map macro in the utils to this:

Code: Select all

#define MAP MAP_NAME
map_data="{~add-ons/Napoleonic_Wars/maps/{MAP_NAME}}"
#enddef
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ForestDragon
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Re: Napoleon project

Post by ForestDragon »

ok, i fixed this bug on my local copy, and here is the feedback:
1.I noticed that unit don't have sounds for melee animations. you should give them melee animations that use their baseframe, but have hit/miss sounds.
2.Fellah's portrait shows as 'image not found'. fix this. same goes for Veteran Fusilier/Grenadier/Carabinier/Jager/Foot Artillery/Guard Artillery/Dragoon/Heavy Dragoon/Guard Dragoon/Horse Grenadier/Guerilla/the entire Cossack line (non-lancer branches)/Uhlan/Landwehr Cavalry/Pasha/Voltigeur/Horse Chasseur. if you don't have portraits for them, just remove the 'profile=' (and "small_profile=") from their unit files
3.i don't think it's necessary to make some human units goblins. you can just make them humans, and make the have 'ignore_race_traits=yes' in their unit files, and put the goblin trait macros in there
4.here is how to fix the 'UNTLB_range_' appearing before the custom range called 'long' (just put this into the _main.cfg file, or where you want):

Code: Select all

[language]
    range_long= _ "range^long"
[/language]
5.Is intentional that the 'Lodi' label is placed on river, while there is a label-less village next to it?
6.Cossacks requiring 542 to advance. change it to 80.
7.Hussar's saber type is 'balde' instead of 'blade'. fix this
EDIT:
8.Heavy Cavalry/Horse Grenadier's pistol is melee for some reason, as well as it doesn't any animation

i'll post about campaign/unit balance later.
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TorMac
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Re: Napoleon project

Post by TorMac »

ForestDragon wrote:ok, i fixed this bug on my local copy, and here is the feedback
Thank you! I will address all of that for the next release. I think the portraits problem is spelling/caps. Glad you are checking it out in Linux.
I don't know if races will make it to the 1.0 release. Goblins are just a placeholder, I was hoping to have each nation have it's own 'race' so we can have units with names like Davout instead of Gryc.
I debated with myself alot about the pistols - most of us would expect them to be ranged, but back then you could rarely hit someone at 20 paces. They were used in hand to hand combat.

Thanks again! Did you find it fun/interesting in general?
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ForestDragon
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Re: Napoleon project

Post by ForestDragon »

TorMac wrote:I don't know if races will make it to the 1.0 release. Goblins are just a placeholder, I was hoping to have each nation have it's own 'race' so we can have units with names like Davout instead of Gryc.
that won't be that difficult to do. just look the default [races] in the 'units.cfg' file this data/core folder of bfw. note: i reccomend you make the 'marcov_chain_size=' equal 1.
TorMac wrote:I debated with myself alot about the pistols - most of us would expect them to be ranged, but back then you could rarely hit someone at 20 paces. They were used in hand to hand combat.
well, wesnoth is not realistic, and gameplay-wise, having them as melee weapons would ruin their whole point.
TorMac wrote:Thanks again! Did you find it fun/interesting in general?
The idea is great! the campaign in general is pretty fun, but the fact that melee animations don't have sounds/some portrait images are missing, and the fact that there is no music all slightly ruin the feeling. for the music, you can at least use the mainline tracks, or find some GPL ones on the internet. also, bugreport: quite a few into images aren't shown due to the fact that they have numbers before the 'intro<number>.png'
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ForestDragon
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Re: Napoleon project

Post by ForestDragon »

more ideas:
1.I think you should add a lvl2/3 cossack unit, who has a spear/sabre, and has skirmisher
2.make Carabiner have movement cost of 3 on mountains. as well as have skirmisher, to fit in with both chasseur ,and jager lines
3.make Voltigeur's ranged attack 6-3
4.it would be nice if Mameluke had a lvl2
5.Landwehr cavalry's portrait also shows as 'image not found'
6.you should make every unit have baseframe-using defense animation (the point is that they use their defense sounds)
7.Garrison Artillery has no animations, fix this. also, make it's stats similar to Guard Artillery
8.Scout of the Guard's pistol is melee, and has no animation. fix this. same applies to Hussar. Horse Chasseur has no animation for pistol. fix this as well.
9.make Light Infantry have the slow special on ranged
10.make Heavy Dragoon's ranged 7-2, and Guard Dragoon's ranged 9-2
11.make Landwehr cavalry's mp 6, and make it able to advance to Dragoon
12.Militia's bayonet is blade, while it should be pierce. fix this.
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TorMac
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Re: Napoleon project

Post by TorMac »

Thanks! Lots of work I'm looking forward too. The Elite Mamluk and Guard/Veteran Cossacks I had planned for and then decided we probably didn't need them... but I'll bring them back into development.

Thanks for the feedback, ForestDragon. About 95% of what you suggest will make it to version 1.0 - including some (if not all) the music that's planned. For now, I'll focus on 0.12beta with the Waterloo scenario as I slowly work down the list of bugfixes and improvements.
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ForestDragon
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Re: Napoleon project

Post by ForestDragon »

TorMac wrote:Thanks for the feedback, ForestDragon. About 95% of what you suggest will make it to version 1.0
and what exactly is the 5% that isn't going to be included? just curious.
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TorMac
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Re: Napoleon project

Post by TorMac »

ForestDragon wrote:
TorMac wrote:Thanks for the feedback, ForestDragon. About 95% of what you suggest will make it to version 1.0
and what exactly is the 5% that isn't going to be included? just curious.
Not sure yet - depends on what I can work out. My next round of work is:
Scenario 11;
Melee/defense sounds;
Added and improved units (thanks for the suggestions - some were in the works but I had not gotten around to them);
Graphics corrections - mostly what you mentioned and some fuzzy portraits;
A round of code cleanup
Adding music

That should get me to a feature complete version, I think.

Light infantry and Garrison artillery are abandoned as far as the campaign is concerned, so I might just nix them.

I've heard lots of debate around 18th century pistols and wether they should be considered ranged or hand to hand weapons. The 'great pistol debate' is something I'm not sure about. I do want Hussars to ride through light infantry with pistols-a-blazing, but still undecided how to implement it.

I was convinced to add ranged attacks to leaders even though they would only have had pistols because their their escorts were usually dragoons, which did have ranged weapons and gameplay would have suffered without that. On the other hand, one thing I like about mainline is that highly mobile units usually have low ranged attack capabilities (the only l1 scout with ranged weapons were Elvish scouts before the Caliphate, IIRC). So maybe some will get ranged pistols to respond to fire and others will use them to shoot their opponents in the face as they ride by. Don't know yet.
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Transfermium
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Re: Napoleon project

Post by Transfermium »

Seems interesting, will download.
On the great pistol debate, I hold the opinion that pistols should be considered ranged, but that may be because I play a lot of EEaW :P
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ForestDragon
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Re: Napoleon project

Post by ForestDragon »

TorMac wrote:So maybe some will get ranged pistols to respond to fire and others will use them to shoot their opponents in the face as they ride by. Don't know yet.
If you are going to implement melee pistols, at least make them more powerful/have firststrike. if they are either melee, or ranged, you could add a 'movement_used=' to the [attack] tag for pistol, this will make it, so that they only lose a certain amount of mp, and not all. this will allow them to hit-and-run.
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