Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

NIR Project updates

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [American Civil War] >> John Tiller's Battleground Series >> NIR Project updates Page: [1]
Login
Message << Older Topic   Newer Topic >>
NIR Project updates - 1/19/2009 3:02:18 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
With the blessings of the NIR Project webmaster, I will be updating the 3D maps on some of the battles that can be found there. If time (and BFTB) allows, I may also do some additional work developing scripts so that some of these scenarios can be played against the AI.

I modded a set of EF graphics which allows me to develop maps for different seasons, and give it a more 19th century look. Since the BG maps can't be rotated, I also created an embankment hexside pattern to show embankments on the top 3 (blind) hexsides.

Here's a sample of the Jena map (Fall pattern) which is nearly done. This was a fairly large map at 103X107:





Attachment (1)

_____________________________

simovitch

Post #: 1
RE: NIR Project updates - 1/19/2009 3:07:08 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
Here's what the old Jena map looked like:





Attachment (1)

_____________________________

simovitch


(in reply to simovitch)
Post #: 2
RE: NIR Project updates - 1/19/2009 5:20:00 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
And the HPS version:





Attachment (1)

_____________________________

simovitch


(in reply to simovitch)
Post #: 3
RE: NIR Project updates - 1/19/2009 9:50:37 PM   
Valkyrie


Posts: 109
Joined: 1/2/2008
From: Somewhere in Time
Status: offline
All I can say is WOW! That is fantastic work. HPS should be knocking at your door offering an employment contract!

_____________________________

Signature? Maybe someday over the rainbow.

(in reply to simovitch)
Post #: 4
RE: NIR Project updates - 1/25/2009 3:57:32 AM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Great improvement....

(in reply to Valkyrie)
Post #: 5
RE: NIR Project updates - 1/25/2009 8:21:07 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
Thanks for the positive comments.
Jena and Auerstaedt 3d maps are completed, and some other graphic upgrades as well. Hopefully these will pass muster with the webmaster and get uploaded over the next few weeks.

_____________________________

simovitch


(in reply to Tejszd)
Post #: 6
RE: NIR Project updates - 1/25/2009 8:51:30 PM   
1NWCG


Posts: 238
Joined: 4/18/2005
Status: offline
Awesome!! I have always wanted someone to update these!!

_____________________________

Wargame Clubs - http://www.wargame.ch

The Blitz - http://www.theblitz.org/

Two of the Internet's Oldest Wargaming Collectives

(in reply to simovitch)
Post #: 7
RE: NIR Project updates - 2/5/2009 10:53:00 AM   
Andy Moss

 

Posts: 102
Joined: 5/14/2007
From: Birmingham UK
Status: offline
Great work! Nice to see new life being breathed into the games.

I'd devote all effort to mapmaking if I were you. The AI scripts will still make the pc do dumb things, and really PBEM is way better than playing solitary. Then ideally you could do with addressing PDT and OOB issues. No good having lovely graphics if the game itself is flawed.

This may be a dumb question but when completed will these mods work with the Talonsoft games or just with the Matrix version?

(in reply to simovitch)
Post #: 8
RE: NIR Project updates - 2/5/2009 8:20:02 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
quote:

ORIGINAL: Andy Moss

I'd devote all effort to mapmaking if I were you. The AI scripts will still make the pc do dumb things, and really PBEM is way better than playing solitary. Then ideally you could do with addressing PDT and OOB issues. No good having lovely graphics if the game itself is flawed.


My main priority is mapmaking, but I am enjoying playtesting the script development for some of the scenarios. There is definitely a right way and a wrong way to make the AI do it's best at defending/attacking, but if the designer doesn't playtest it extensively there are bound to be problems.

For instance I have noticed that I need to direct the AI forces toward bridges or they will not have much luck getting across Rivers/creeks. No problem. Also timing is important or your artillery will reach the objective before your maneuver elements. I'm going to experiment a bit more with various order combinations before I decide whether to leave it or not.

I believe that the new philosophy with bringing these add ons back to life is going to be standardization of the main.pdt. The old project files are all over the boards with expanded weapon types, Leader/Unit qualities, weapons, fatigue rates and movement costs. Many have huge, cumbersome OOB files and some scenarios were just downright broken. With the new graphics and the work being done by the new project administrators there should be some real gems on the horizon that could give HPS a run for their money.

quote:

This may be a dumb question but when completed will these mods work with the Talonsoft games or just with the Matrix version?


They are compatable with the patched talonsoft versions, the graphics are still 8 bit bmps.

_____________________________

simovitch


(in reply to Andy Moss)
Post #: 9
RE: NIR Project updates - 2/5/2009 8:33:39 PM   
Andy Moss

 

Posts: 102
Joined: 5/14/2007
From: Birmingham UK
Status: offline
This all sounds very positive! Lots of work ahead of you then. I look forward to downloading and playing those games once again.

(in reply to simovitch)
Post #: 10
RE: NIR Project updates - 2/7/2009 12:58:28 AM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
Here's another sample of some graphic mods for the expansion project: Ney meets the Austrian rear-guard at the Danube crossings near Günzburg, October 9, 1805:

This is turning out to be a great little quickie scenario with low unit densities.




Attachment (1)

_____________________________

simovitch


(in reply to Andy Moss)
Post #: 11
RE: NIR Project updates - 2/7/2009 11:33:23 AM   
Andy Moss

 

Posts: 102
Joined: 5/14/2007
From: Birmingham UK
Status: offline
Yes, played that one years ago. Austrians got trounced by the French supermen. I'd love to see a more sensible version of what is indeed a nice little scenario.

(in reply to simovitch)
Post #: 12
RE: NIR Project updates - 2/7/2009 1:00:04 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
Andy - did you play it VS the AI or human?

It would be great to be able to apply some play balance based on all of the testing done by players in the past. The W/L count is invaluable stuff for a scenario designer.

_____________________________

simovitch


(in reply to Andy Moss)
Post #: 13
RE: NIR Project updates - 2/7/2009 4:56:06 PM   
Andy Moss

 

Posts: 102
Joined: 5/14/2007
From: Birmingham UK
Status: offline
I've played many nirproject games, and all have been against human players.

(in reply to simovitch)
Post #: 14
RE: NIR Project updates - 2/22/2009 5:17:35 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
Following up on some discussions regarding Leadersdhip and Command Ratings over at the IWGC boards, to wit:

quote:

1. Having a high Leadership rating (A, B) really only benefits the rally attempts of very low quality (Q=3-4) troops. In other words, an "F" Leader will provide the same benefit to the rally attempt of a Q=5-9 unit that an "A" Leader would.

Example:
Wellington is an L=5, or "B" leader. He provides a +1 to the morale of any unit with Q=4-9, +2 for Q=3, +3 to Q=2, etc.

Colonel Anonomous is an L=1, or "F" leader. He provides a +1 to the morale of any unit with Q=1-9.

What this means is that since most of the units that come into play have Q>3 anyway, the Leadership rating is a rather insignificant value in the game.

2. Command Rating effectiveness (the ability to Reform) depends a lot on how high up the command chain is represented in a scenario. In smaller scenarios where a Division commander is the highest Org level on the map, the units will be at a disadvantage. The best DR modifier they can hope to get is -2, and that in turn will be tougher to get without the other -2 modifiers normally passed down from Corps and Wing/Army during the Command check.

This is a case where scenario designers may want to give the Division and Brigade Leaders a higher command rating to compensate for the lack of a higher Org. But they will still never get that juicy -4 modifier possible if an Army or Wing commander is on board. Or would it make sence to include the Army and Corps commander on the map, even though historically they may have been several miles away and completely detached from the battlefield, except by using runners?


I've been experimenting with "Courier" units to fill in the Command chain in the smaller, corps and division sized scenarios where the army or corps leader was not historically present. This allows the possibility of passing on the benefit of the Army/Corps Command Rating to the on board Divisional Leader.

In this screenshot, the Courier unit represents Napoleon's influence on Lannes Corps during the attack on Saalfeld, October 10, 1806:




Attachment (1)

_____________________________

simovitch


(in reply to Andy Moss)
Post #: 15
RE: NIR Project updates - 2/24/2009 11:24:02 AM   
Andy Moss

 

Posts: 102
Joined: 5/14/2007
From: Birmingham UK
Status: offline
I think that's a good idea. I'd always considered putting the commanders on the map even though not present, just to preserve the chain of command. Your idea is better. Messing about with command ratings of lower commanders just leads to problems.

(in reply to simovitch)
Post #: 16
RE: NIR Project updates - 3/7/2009 8:14:08 PM   
1NWCG


Posts: 238
Joined: 4/18/2005
Status: offline
I like the courier idea. I have read your emails you sent me and followed other convos, especially at the iNWC, work is being done to help balance out issues in French superman correct? I think that is key to making all your efforts worthwhile, for which I know I am truly thankful!!

_____________________________

Wargame Clubs - http://www.wargame.ch

The Blitz - http://www.theblitz.org/

Two of the Internet's Oldest Wargaming Collectives

(in reply to Andy Moss)
Post #: 17
RE: NIR Project updates - 3/11/2009 8:00:08 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline

quote:

ORIGINAL: 1NWCG

I like the courier idea. I have read your emails you sent me and followed other convos, especially at the iNWC, work is being done to help balance out issues in French superman correct?

Yes, the troop qualities have been adjusted across the board (but mostly the French), which actually makes the game system work more the way it was intended. Leaders take on a more important role, and battles are a little less bloody - not as a result of artificially adjusting firepower values but because you will have a harder time maintaining cohesion at the front line, especially if your chain of command is buggered. No longer will the French see "22 units undisrupted out of 25 units checked..."

The Prussians, Saxons, and Austrians were very good, well disciplined soldiers who more often than not stood toe to toe against the frogs. The disasters at Ulm in 1805 and Jena in 1806 were not the fault of the line troops, but of poor Generalship combined with some other unfortunate circumstances.

Incidentally, The 1805 Ulm Campaign and the 1806 Prussian Campaign are the first featured Modules in the new series of updates.

_____________________________

simovitch


(in reply to 1NWCG)
Post #: 18
RE: NIR Project updates - 3/11/2009 8:54:15 PM   
simovitch


Posts: 5488
Joined: 2/14/2006
Status: offline
Here's a snippet from the massive Ulm map (154x120), showing the walled city on the Danube.




Attachment (1)

_____________________________

simovitch


(in reply to simovitch)
Post #: 19
RE: NIR Project updates - 3/12/2009 9:29:19 PM   
Andy Moss

 

Posts: 102
Joined: 5/14/2007
From: Birmingham UK
Status: offline
Good to hear unit qualities are lower. I hated to see melee after melee, quite a rare event in reality. And stacks of Q6 skirmishers blasting their way through all comers. Lower quality as you say means leaders become very important in maintaining cohesion. And rotating troops to avoid high fatigue is essential too. This was the philosophy of the New Settings Project of long ago that did a mod of NIR Borodino.
Exciting work. Ulm looks good.

(in reply to simovitch)
Post #: 20
RE: NIR Project updates - 3/12/2009 11:09:20 PM   
1NWCG


Posts: 238
Joined: 4/18/2005
Status: offline

quote:

ORIGINAL: simovitch


quote:

ORIGINAL: 1NWCG

I like the courier idea. I have read your emails you sent me and followed other convos, especially at the iNWC, work is being done to help balance out issues in French superman correct?

Yes, the troop qualities have been adjusted across the board (but mostly the French), which actually makes the game system work more the way it was intended. Leaders take on a more important role, and battles are a little less bloody - not as a result of artificially adjusting firepower values but because you will have a harder time maintaining cohesion at the front line, especially if your chain of command is buggered. No longer will the French see "22 units undisrupted out of 25 units checked..."

The Prussians, Saxons, and Austrians were very good, well disciplined soldiers who more often than not stood toe to toe against the frogs. The disasters at Ulm in 1805 and Jena in 1806 were not the fault of the line troops, but of poor Generalship combined with some other unfortunate circumstances.

Incidentally, The 1805 Ulm Campaign and the 1806 Prussian Campaign are the first featured Modules in the new series of updates.



I am please to hear that Richard and very glad someone is taking the time to do this after all these years. I also concur with your comments on the quality of Allied Troops!!

_____________________________

Wargame Clubs - http://www.wargame.ch

The Blitz - http://www.theblitz.org/

Two of the Internet's Oldest Wargaming Collectives

(in reply to simovitch)
Post #: 21
RE: NIR Project updates - 3/12/2009 11:10:13 PM   
1NWCG


Posts: 238
Joined: 4/18/2005
Status: offline

quote:

ORIGINAL: Andy Moss

Good to hear unit qualities are lower. I hated to see melee after melee, quite a rare event in reality. And stacks of Q6 skirmishers blasting their way through all comers. Lower quality as you say means leaders become very important in maintaining cohesion. And rotating troops to avoid high fatigue is essential too. This was the philosophy of the New Settings Project of long ago that did a mod of NIR Borodino.
Exciting work. Ulm looks good.



Indeed Andy I agree.

_____________________________

Wargame Clubs - http://www.wargame.ch

The Blitz - http://www.theblitz.org/

Two of the Internet's Oldest Wargaming Collectives

(in reply to Andy Moss)
Post #: 22
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [American Civil War] >> John Tiller's Battleground Series >> NIR Project updates Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.938