Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Real Warfare 2: Northern Crusades

Real Warfare 2: Northern Crusades A new chapter in the Real Warfare realistic real-time strategy games series.

Reply
 
Thread Tools Display Modes
  #1  
Old 02-04-2012, 07:52 PM
mitra mitra is offline
Approved Member
 
Join Date: Mar 2008
Location: Milano
Posts: 668
Default Version 1.5

Version 1.5 of my mod

https://rapidshare.com/files/5566048...ra-modv1.5.rar

Changing:

- Is not possible to do circle if more than the 25% of soldiers is in combat, for avoid too easy circle use for avoid encirclement
- retreat zones: if a not routed grup move on the map angle, it will retreat from the battle like a routed unit; for campaign battle at place of retreat button
- no more displayed the red bases on the enemy units
- now if a group is not visibile on the minimap will be invisible also on the battle map
- the fire on enemy units is stopped if they are in melee with friendly units; the only exception is in the case of short range fire (aimed shoot) if no friendly soldier is in the fire arc)
- implementation of wood zones density: effect on FOW range and visibility, effect on arrows precision, effect on movement velocity
- indirect fire penalty: if between the shooter and the target a friend unit is present the shoot is considered indirect and has precision penalty, with the exception in the case target friendly an shooter are at different height level.
- change of arrows precision on the base or arc and target rank numbers: if the shot is parabolic a bigger number of ranks increase the hits number, a low number decrease it; if the shot arc is low it works at contrary.
- Displayed the influence range of commander: Press X for display it
- Displayed the range of maximum influence of horn sound: Press CTRL+X for display it
- Routines for AI group actions:
Groups form Circle with attacked by Cavalry or a Cavalry unit is very near
Groups go in sparse formations if under fire and not enemy unit is very near
Groups enter in dense formation during the melee
Groups return in normal formation in the ohter situations
---v 1.4
- added new routine for AI cavalry groups
Groups form Wedge for attack heavy infantry or heavy cavalry
form line for attack light troops
They try to avoid infantry troops in circle formation
if between the target enemy and the attacker there is a heavy infantry unit the attacker is fall back.
- added new routine for crosswbowmen
now they move with loaded weapon and recharge it also when there is not enemy in range (lock and load)
- various corrections to previous change
---v1.5
- corrected bug for use the mod in multiplayer
- improved auto-reaction of AI cavalry units (they don't avoid to attack low moral units or thin ranks units)
- AI employ different army formations on the basis of army composition
Reply With Quote
  #2  
Old 02-05-2012, 10:15 AM
ChrisG ChrisG is offline
Approved Member
 
Join Date: Apr 2011
Posts: 64
Default

Nice! keep up the good work!
Reply With Quote
  #3  
Old 02-05-2012, 10:28 PM
Surtur Surtur is offline
Registered Member
 
Join Date: Jul 2010
Posts: 13
Default

Thanks a lot!
Reply With Quote
  #4  
Old 02-07-2012, 04:40 AM
He111's Avatar
He111 He111 is offline
Approved Member
 
Join Date: Jan 2009
Location: Newcastle, NSW, Australia
Posts: 707
Default

Thanks mitra, is this mod easy to install and uninstall?

.
__________________
.
========================================
.
.....--oOo-- --oOo-- HE-111 --oOo-- --oOo--.....
.
========================================
-oOo- Intel i7-2600K (non-clocked) -oOo- GA-P67A
-oOo- DF 85 full tower -oOo- 1000W corsair
-oOo- 8 GB 1600Hz -oOo- 2 x GTX 580 1.5M (295.73)
-oOo- 240 SSD -oOo- W7 64bit
-oOo- PB2700 LED 2560 x 1440 6ms 60Hz -oOo-
========================================
Reply With Quote
  #5  
Old 02-07-2012, 05:50 PM
mitra mitra is offline
Approved Member
 
Join Date: Mar 2008
Location: Milano
Posts: 668
Default

copy and paste the files in the game directory; I never tried but perhaps with JSGME tool you can manage the switch of mod.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 08:19 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.