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    Realism Map Pack des Legios

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    [Grognard]_Jean-Charles I
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    Realism Map Pack des Legios

    Message par [Grognard]_Jean-Charles I le Dim 28 Mar 2010 - 14:26

    Voilà le fichier qui marche:

    http://www.filefront.com/15940211/RealMPmaps-v1a.rar/



    Map pack released. Version 1a is compatible with new patch of 03/26/2010







    Automatic english translation



    Here is the description of maps of any changes compared to vanilla.
    North South East West are compared with the minimap in the game.

    Unless otherwise indicated the areas of deployment are on board and extended to map the full width east-west.

    The width of the maps are proportional to the number of players:



    a) for a 1vs1 map will 1400X1400 meters

    b) for a 2vs2 1600x1600 meters

    c) for 3vs3 and 4vs4 measurement is the maximum of 2000x2000 meters



    Only known bug at the moment concerns the map 17) Twin Hills (Twin
    Hills): clicking on this list and then later to another generating a
    crash to the desktop. The map is playable without problems, however,
    you must select and make its selection armed. In uscitanon problems
    because the default is the first reselected.

    Some maps will probably be convenient to reverse the axis do play north-south east-west for more balance. We shall see later.



    The maps are in order of appearance in the list MP and list the
    names of Italian smooth version (including the English parentis) even
    if they have lost the characteristics of the title (eg the Austrian
    Alps is not mountainous at all). The ratings are on a scale 6-10, the
    shortcomings are eliminated



    1) Waterloo = is a central ridge surround three buildings occupied
    (Hougomont, La Haie Sainte and PAPELOTTE). The village is at the center
    Placenoit south, while the castle of Mont St. Jean north. To the west
    the road is now open for movements without encircling the embankment
    that prevented movement in the smooth version.

    RATING 8



    2) Icelandic Pinnacles = original solid leveling. Now a field of
    snow at Eylau, with scattered forests and gentle hills running from
    east to west. Forests I require a powerful PC for fluency in many
    players.

    VOTE 6



    3) Mountain = massif leveling the original, now very dense forests
    spread to observe a hill that descends gradually from north to south
    divides in half a forest where the battlefield. Likely candidates axis
    reversal game.

    VOTE 7



    4) Valley = Leveling the original solid, now many scattered hills
    and gentle form the outline of a village center with 6 buildings
    occupied and another two farms east employable. One of my favorites

    VOTE 9



    5) Italian Grassland = Deployment and Broader dimensions allow
    expanded on this with the central hills and occupied villages to set
    new strategies that are not central to the rush of the basic version.

    VOTE 7



    6) Pyramids = same version as the default extension of the size and backward areas of deployment.

    VOTE 6



    7) Grassy flatlands = same version as the default extension of the size and backward areas of deployment.

    VOTE 7



    8 ) Lodi = same version as the default extension of the size and
    backward areas of deployment. Bridges, fords, hills east and west
    country to allow interesting variations with the north-south axis of
    battle.

    RATING 8



    9) Ligny = same version of the default extension of the size and backward areas of deployment.

    VOTE 7



    10) Great Plains = probably a map is not finished, an arid expanse
    without trees and with some cottage. Ground broken by scattered hills
    that offer various shelters.

    VOTE 6



    11) Friedland = Reduce significantly the hills and open a passage
    on the west. Areas of deployment are now north-south, compared to the
    historic east-west. Possibly revise the rivers almost everywhere
    fordable hours.

    VOTE 7



    12) Dry Heat = massive leveling the original, now a gentle hill station is surrounded by higher hills in a semicircle.

    VOTE 7



    13) Dresden = same version as the default extension of the size and backward areas of deployment.

    RATING 8



    14) Syrian ridge = same version as the default extension of the
    size and backward areas of deployment. A ridge that runs east-west
    divides the field Quelch and oasis pond edge.

    VOTE 6



    15) Amazon = same version as the default extension of the size and backward areas of deployment. Wetland with various fords.

    VOTE 6



    16) Prussian_Hills = Lowered levels as the original, beautiful
    autumnal tones hills testify to various more or less marked in the
    center map. Perhaps better to reverse the deployment area with
    east-west.

    VOTE 7



    17) Twin Hills= dense forests with hills in the central area. Bug in menu selection, avoid select other maps after this.

    VOTE 6



    18) Five Hills = significant lowering of standards than the
    original, now mentioned hills and around the battlefield with a more
    extensive map center. Forests to enable advanced hidden corners to the
    center.

    VOTE 7



    19) Farmstead =scattered hills, woods and villages occupied the
    center in the typical English spring nature. A pearl of gameplay in my
    opinion inexplicably hidden by the CA.

    VOTE 9



    20) Austerlitz = The central peaks are now more accessible areas of
    the hills to the north and moving south. Deployment version as straight
    forward but expanded to the north and south for 3vs3 and 4vs4.

    VOTE 7



    21) Ying Yang = and olive groves on a central plateau. A village
    stands on the north, possibly scheduled for the coming campaign
    peninsular.

    RATING 8



    22) Arcole = same dell'orignale, original deployment areas.



    23) Homestead = same version as the default extension of the size
    and backward areas of deployment. Likely to reverse the axis east-west
    and lower the central hills.

    VOTE 6



    24) Syberian Plateau = same version as the default extension of the size and backward areas of deployment.



    25) Borodino = same version as the default with areas of original deployment


    Dernière édition par [Grognard]_Jean-Charles I le Ven 16 Avr 2010 - 14:26, édité 1 fois


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    JP
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    Re: Realism Map Pack des Legios

    Message par JP le Dim 28 Mar 2010 - 21:08

    Idem pour ce fichier, il sera fondu dans le Pack_Mod?


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    [Grognard]_Jean-Charles I
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Jean-Charles I le Dim 28 Mar 2010 - 22:07

    Trop de questions !!

    Je ne sais pas ce que valent ces maps.


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    Heinrich Leer, historien et théoricien militaire russe
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    Desaix
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    Re: Realism Map Pack des Legios

    Message par Desaix le Mer 14 Avr 2010 - 13:18

    Hello Grognards,
    as JC probably knew, I've been working hard developing an historical battle of Waterloo which is now ready to be realesed. We had the first test in 2vs2 yesterday which played great with 40 units each, which is a great innovation and adds a lot of flavour to an historical battle as it should be.

    The mod will include my revised flatter maps.
    If you're interested to have a french localization version of my mod I need your last local_fr_patch.pack to update with my historical units which at the moment use the vanilla stats but can be fast updated to any mod.
    Maybe JC can upload the one you're currently using or work later a version in french.
    I hope you will enjoy the battle.
    Salut.
    Desaix.
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    [Grognard]_Jean-Charles I
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Jean-Charles I le Mer 14 Avr 2010 - 14:47

    That would be a most excellent idea indeed.

    Problem is : I play on the English version of the game !

    I'm sure someone can quickly upload it though, we definitely have to play on you maps.


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    [Grognard]_Liberalis
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Liberalis le Mer 14 Avr 2010 - 15:56

    Very good news indeed. I'm really anxious to test your maps Desaix.


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    [Grognard]_Jean-Charles I
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Jean-Charles I le Mer 14 Avr 2010 - 17:24

    Une image prise sur le site des Légios, par rapport à la bataille de Waterloo, revisitée par Légio Desaix.



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    JP
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    Re: Realism Map Pack des Legios

    Message par JP le Mer 14 Avr 2010 - 17:51

    Très intéressant, 40 unités chacun ça doit déchirer pour la mise en place ça implique quoi au juste?


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    [Grognard]_Liberalis
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Liberalis le Mer 14 Avr 2010 - 18:11

    [Grognard]_JP a écrit:Très intéressant, 40 unités chacun

    Je crois qu'il s'est trompé. Il voulait dire, 40 unités par équipe. J'avais compris la même chose mais JC m'a dit que c'était juste une erreur. Sad Laughing

    EDIT: Quoique, j'avais lu quelque part sur TWC qu'il était possible de jouer les batailles historiques avec plus de 20 unités/personne.
    JC ???!


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    Desaix
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    Re: Realism Map Pack des Legios

    Message par Desaix le Mer 14 Avr 2010 - 18:20

    Liberalis, It's me that I wrote that sentence on TWC because it's the major news of my historical scenario.
    So I confirm...no more limit for units in MP historical battle.

    And that deployement is not historical, was just a rough plan showing my troops editor.

    Moving 40 units (but I see no problem to reach 50 in 2vs2) is a real challenge if you manage two fronts, that's why we need a proper mod which slows everything to realistic values which won't turn battles in a click feast. Slow movement and slow firing.
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    [Grognard]_Liberalis
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Liberalis le Mer 14 Avr 2010 - 18:32

    Aha, is it possible to have the same in 3vs3 or even 4vs4 ?


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    [Grognard]_Jean-Charles I
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Jean-Charles I le Mer 14 Avr 2010 - 18:39

    I want your download link man ! Stop making us suffer waiting !


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    [Grognard]_Liberalis
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Liberalis le Mer 14 Avr 2010 - 18:42

    Oh yes, I forgot to add AAAAAAAAAAAAAAAAAAAAAAAAAH OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOH OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOMG !!!!!!!!!!!!!!!!!!!!!!!


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    Desaix
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    Re: Realism Map Pack des Legios

    Message par Desaix le Jeu 15 Avr 2010 - 0:00

    [Grognard]_Liberalis a écrit:Aha, is it possible to have the same in 3vs3 or even 4vs4 ?

    I guess it depends on the PC power of the players. I had a 1vs1 against Flavia with 50 units each with no lag at all. Yesterday 2vs2 we had 40 each and still no problem and with average PC for three of us including host. Maybe with a good host what you ask can be done. 40 units X 3 X 2 = 240 units...
    I'd say that 50 units each in 2vs2 it's actually affordable, as to say Waterloo at regimental level which is my next goal after this battle at brigade level.
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    Desaix
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    Re: Realism Map Pack des Legios

    Message par Desaix le Jeu 15 Avr 2010 - 21:43

    Just a quick test which confirmed that 105 units each in 1vs1 is quite doable, minor lag on my PC but being in lan i think it will be even better.

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    [Grognard]_Liberalis
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Liberalis le Jeu 15 Avr 2010 - 21:53

    Wow, nice hehe. Do you have any download link for a battle with lots of units ?
    We are ready to test this little baby.


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    [Grognard]_Jean-Charles I
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Jean-Charles I le Ven 16 Avr 2010 - 14:27

    Le fichier map pack qui marche :

    http://www.filefront.com/15940211/RealMPmaps-v1a.rar/

    Ce sont les mêmes cartes que sur la vanilla, avec certaines collines un peu moins pentues/hautes, et surtout, le plus important, dans zones de déploiement équilibrées.


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    Desaix
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    Re: Realism Map Pack des Legios

    Message par Desaix le Ven 16 Avr 2010 - 15:26

    Have some more patience. The beta version we're testing will be followed by the official beta.
    We had a long (maybe too long) battle yesterday ended up for time limit (120 minutes). Vanilla is simply not good for large armies.We badly need a capture point battle, but CA seems to be deaf regarding that matter. Again the french made a bold attack on the left, that's why I'm working on limiting the map movement on that zone. Name of units redone with type generally put at the beginning. I cannot work with é à è because they get missed in the localization saving, so you french guys will have to cope with some mistakes. Totola suggested to eliminate half of the batteries (some have 1 or 2 cannons/obusiers atm) as in 2vs2 is quite difficult to manage the guns while attending to troops movement.

    Anyway 40 units looks like the upper limit regarding unit management. I think the best solution will be 3vs3 with 30-35 units each. Script files for historical battles look great, you can do lot of stuff like making unit forming square automatically, setting late reinforcements arrival, setting victory location...but apparently they only work with SP historical. That's a big shame.
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    Felix
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    Re: Realism Map Pack des Legios

    Message par Felix le Mer 21 Avr 2010 - 16:43

    Desaix, I've long been wanting to do something like this, having done so many times on NTW2. Is there any way I can get involved with your historical Waterloo Battle?
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    [Grognard]_Antoine
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Antoine le Mer 21 Avr 2010 - 17:27

    We found several bugs on yours maps guys.
    General dying by himself????
    arty got stuck into the trees
    loosing crews or arty when crossing bridges.


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    [Grognard]_Liberalis
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Liberalis le Mer 21 Avr 2010 - 18:43

    Antoine you should be more detailed in your remarks.

    Map names.
    Bug location on maps. :study:


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    [Grognard]_Antoine
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Antoine le Mer 21 Avr 2010 - 19:45

    Ben tout le pack contient des bugs......pour les locations je vous laisse chercher


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    [Grognard]_Liberalis
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Liberalis le Mer 21 Avr 2010 - 19:55

    [Grognard]_Antoine a écrit:...pour les locations je vous laisse chercher

    J'ai trouvé une fiat 500, ça t'intéresse ? :dent:


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    Desaix
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    Re: Realism Map Pack des Legios

    Message par Desaix le Ven 30 Avr 2010 - 16:36

    Sorry for delay, I've been busy with Waterloo and developing a tree editor.
    I'd be interested to know which map causes that wierd effects. Could be that changing elevations brings to side effects I could not find with the few tests I made.
    Do you try map pack with any other mod installed or vanilla NTW? Cannot really see any connection between map and general dying on his own. Maybe bridges become effected by elevation flattening.
    If you can reproduce the bug I'd be glad to know where it happened.
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    [Grognard]_Jean-Charles I
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    Re: Realism Map Pack des Legios

    Message par [Grognard]_Jean-Charles I le Ven 30 Avr 2010 - 18:02

    Hey Fellow Desaix,

    I'm not playing so often, so I can't answer you, surely the others can.


    Have you ever noticed the canon that died when crossing bridges ? Any idea on how to avoid that ?


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