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 Post subject: Regimental Level
PostPosted: Tue Sep 18, 2018 8:33 pm 
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Posts: 174
This thread is meant as a feasibility study on reverse engineering the current series parameters to regimental level.
Some more fleshing out. Doesn't seem great or terrible. Going to write up alpha PDT.

Scope-Scale
-30min day 2hr night turns
-500m hexes. 10-16 hex max sight
-20min, 300m sibling comparing infantry extension qualities
-maps would either need to be drawn or spoofed
-density becomes a wasting exponent
-counter graphics redesign
-campaign sized battles
-very simplistic weapons.dat
-study should focus on Eylau-Friedland OOB
-bgd and above leadership with restricted command radius 2:3:4:5 hexes
-high command low leadership rating generally (reorder good, rally bad)
-full disordered movement. disorder simulates loss of elemental cohesion only.
-program's unit classes and attr can be switched or ditched as necessary to best simulate operations
-supply wagons as force headquarters for isolation effects

Infantry
-fatigue values will function correctly. 900 man rgts would break max ~30% losses due to melee fatigue mods
-0 range musketry, requires melee
-all infantry have no bayonets for reduced casualties and parity with cavalry
-column formation is route march cannot melee
-skirmishers, nein
-light infantry can extend and have range 1 * 1FE harassment fire (negate resupply)
-square could be some kind of encampment requiring time to setup and other formations cannot rest
-infantry march factors: line 3, route 5. 4kph assaults, 5kph route marches

Artillery
-12 gun fr. batteries
-russian grand batteries that can extend
-all guns are horse-arty with higher MP costs set to infantry factors
-maybe artillery as ranged infantry class units (guards) that require supply wagon trains
-batteries have the average fire and range of their various guns
-high arty melee value representing close-in fire
-generally low ranged fire out to extreme range. 2.5km Fr. 12lb hvy

Cavalry
-all light/med cav are cossacks which cannot effectively charge infantry rgts
-squadrons rather than platoon breakdown
-speed factors: clear walk 5, road trot 9


Last edited by Geoff McCarty on Fri Sep 21, 2018 7:59 am, edited 58 times in total.

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 Post subject: Re: Regimental Level
PostPosted: Wed Sep 19, 2018 12:55 am 
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Joined: Sun Nov 08, 2009 8:14 am
Posts: 186
How do you plan on making maps that work with this?


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 Post subject: Re: Regimental Level
PostPosted: Wed Sep 19, 2018 7:44 am 
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Joined: Mon Aug 27, 2018 8:22 pm
Posts: 174
-through the grace of a jts employee?
-using elder release without checksum
-or imagination wonderland


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 Post subject: Re: Regimental Level
PostPosted: Wed Sep 19, 2018 5:01 pm 
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Posts: 186
Adapting the engine to a different scale isn't exactly 're-engineering' it.

I haven't seen anything that you wrote that couldn't be done, although I did not read it that closely. Maps aren't even needed to do the majority of what you are talking about in getting it to a viability testing stage for you.


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 Post subject: Re: Regimental Level
PostPosted: Wed Sep 19, 2018 5:38 pm 
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Posts: 174
Well, I'm not going to decompile the executable anytime soon true. The spitballed parameters above, OOB, and weapons are open sourced though. The problem is including enough balanced game engine functions to make it at least comparable to TOAW. I can submap but, a real major campaign aspect would need realistic imploded maps without tactical detail features. Napoleonic Campaigns with PzC operational functions would have been a cool spinoff. In fact I should probably be working from that angle (PzC-NB Bde 1km) but, I'm stupid and will drive on with this slowly instead.


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 Post subject: Re: Regimental Level
PostPosted: Mon Sep 24, 2018 9:39 am 
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Geoff McCarty wrote:
Napoleonic Campaigns with PzC operational functions would have been a cool spinoff. In fact I should probably be working from that angle (PzC-NB Bde 1km) but, I'm stupid and will drive on with this slowly instead.

FWWC seems almost ready or such an adaptation, right ? RBR + France 14 = Campaigns of the French Revolution :)

In any case, playing the Napoleonic campaigns will be wonderful.


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 Post subject: Re: Regimental Level
PostPosted: Mon Sep 24, 2018 9:52 am 
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I see they have special cavalry functions in FWWC that could be used. NB is too dependent on tactical combat though. Maybe, if I get bored I'll get back to it.


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 Post subject: Re: Regimental Level
PostPosted: Wed Sep 26, 2018 2:14 pm 
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Joined: Fri Dec 06, 2013 10:55 am
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Location: Bouches-de-l’Elbe
Well the series is called Napoleonic BATTLES so we just get that, and although I like playing campaigns at this level it's a pain in the a.... to do it with the correct set of ORs.
Playing out a Napi campaign on a detailed operational level that the various Tiller campaigns provide does seem interesting.
Does anyone at all know a Napi game on an operational level?

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 Post subject: Re: Regimental Level
PostPosted: Wed Sep 26, 2018 2:37 pm 
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Nothing which details the logistical depth of Napoleonic operations as they should. TOAW has blackpowder scenarios with some logistic representation. AGEOD's Napoleonic Campaigns represent operational structure without actual combat. BreakAway's Napi Meirer engine variant depicts realtime battle operations without logistics. I don't know how moddable Command OPs is. It should allow for near perfect results if it can be modded. FWWC-Napoleonic mod at breakdown Brigade level units would work very well actually with all the parameters and campaign functions as enhancements.
A tactical level system should present more formation and physics structure than NB but, I'm unaware of any other comparable modern TBS to this game. I'm searching on and off for the Janus combat simulator program used in the mid 90s for DoD/NATO experiment on different outcomes at the battle of Waterloo. Brigade Combat Team and TACOPs are the only comparable commercial simulators but, they don't have the 3D exacting man-unit phased play compabilities of Janus.


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