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Posted: Fri Feb 05, 2010 6:46 pm
by gcbisset
1/ Arty units may never fire after moving (represents time to install guns,etc)
I think if guns are already loaded (which I think is procedure) it wouldnt take long to unlimber and fire the first round, so check the time scale (how many minutes)
2/ Arty units may not fire throught or on relief and terain (woods, villages,etc.) = line sof sight.
Exception : they may fire through relief or terrain, and fire on villages, if their position is higher than concerned relief, terrain or village.
By relief I think you mean elevation, so ok
3/ Leaders, Arty units, and bridge sappers (special new unit created in the mod) may not enter voluntary in contact with any ennemy units
Fine!
4/Arty units may not fire in hex that are higher than his own position (due to the poor possibilities of guns in these times)
Im pretty sure guns can fire uphill (with slightly less range) and there are also howitzers, which are designed to lob shells high in the air or over hills.
5/ Bagages, arty, leader, infantry and cavalry may cross bridge, ford and stream only if 1 friend engineer pontonier unit is adjacent to concerned bridge, ford, crossed hex tream.
Anyone should be able to cross bridges and fords, but the idea of pontoniers allowing you to cross unfordable streams after a delay building the bridge, is a good one!
George
Posted: Fri Feb 05, 2010 10:49 pm
by welk
gcbisset wrote:1/ Arty units may never fire after moving (represents time to install guns,etc)
I think if guns are already loaded (which I think is procedure) it wouldnt take long to unlimber and fire the first round, so check the time scale (how many minutes)
2/ Arty units may not fire throught or on relief and terain (woods, villages,etc.) = line sof sight.
Exception : they may fire through relief or terrain, and fire on villages, if their position is higher than concerned relief, terrain or village.
By relief I think you mean elevation, so ok
3/ Leaders, Arty units, and bridge sappers (special new unit created in the mod) may not enter voluntary in contact with any ennemy units
Fine!
4/Arty units may not fire in hex that are higher than his own position (due to the poor possibilities of guns in these times)
Im pretty sure guns can fire uphill (with slightly less range) and there are also howitzers, which are designed to lob shells high in the air or over hills.
5/ Bagages, arty, leader, infantry and cavalry may cross bridge, ford and stream only if 1 friend engineer pontonier unit is adjacent to concerned bridge, ford, crossed hex tream.
Anyone should be able to cross bridges and fords, but the idea of pontoniers allowing you to cross unfordable streams after a delay building the bridge, is a good one!
George
Your observations are right. Just that :
For the 1/ This limitation is a way I choiced to give handicap to foot arty, because I had to use for them the light foot type (for some technical reasons). Light foot units have a move capacity of 4 and I though it was too much for foot arty : so, I gave this restriction. But this aspect of the mod (arty units) will probably change with the real artillery that will be awailable in Rise of Rome : I will see what I can modify to improve the mod (on the other hand, I want to add heavy guns and fortress guns + coastal guns).
For the 4/ : I have seen in documentation that howitzers of this time were difficult weapons to be used, and had not a great precision in battles. So, this limitation was a good way to give handicap to human player. Perhaps, a special house rule could be : Arty units may fire through relief, but a roll die result can regulary intervene and say : "Your howitzers have less precision than ennemy arty, so you can not fire through terrain during this turn"
I will modify the mod after Rise of Rome
Posted: Sat Feb 06, 2010 10:33 pm
by welk
New arty units that will be added in the 2.0 version of the mod (coming after Riseof Rome)

Posted: Sat Feb 06, 2010 10:59 pm
by Surtur
I am impressed! You are doing a great job and please keep it up.
Posted: Sat Feb 06, 2010 11:10 pm
by welk
Modding is my passion
I hope that this work will convince Slitherine to give us a napoleonien fog in 2011. Mister Slitherine, please...

your game is
more than a adapted figurines game : great potential. You have just to exploit it without waiting.
Posted: Sat Feb 06, 2010 11:28 pm
by Surtur
I hope so as well. But this is a nice game to play while waiting for it.
Posted: Sun Feb 07, 2010 10:30 pm
by deadtorius
If you look in the forum index, you will see that there is a forum for mini's FOG Napoleonic. It will be the next project after FOG rennaisance, or so I would guess anyway. Given enough time there will be a miniatures game of FOG for this period and then I am sure if it looks like there is a market Slitherine would make a PC version of that game too.
Patience but until then, excellent work
Posted: Thu Feb 11, 2010 5:10 pm
by welk
New units introduced in the mod (new heavy arty units and howitzer arty units will be made after Rise of Rome)
Skirmishers use javelins. The range fire of Skirmishers (2 hex) does not represent the reach fire of their rifles (with 1 hex = 300 m, it would be impossible), but represents the hability they have to approach quickly ennemy units, to fire on and then to retreat in their initial positions.
The supply arty units are in some cases needed to allow arty units to fire (house rule)
The presence of engineers pionners units near attacked hex is needed to allow attack on fortifications hex (house rule)
The little screen that will present each scenario battle :

Posted: Fri Feb 12, 2010 7:25 pm
by welk
A new scenario : Napoleonic_Battle4, Human Napoleon in difficult situation vs british IA : after a good start, I saw a general and hard offensive of IA on the left of battlefield

FoG, Napoleonic Era expansion
Posted: Sat Feb 13, 2010 7:16 pm
by kokono
I have followed closely this post, and you felcito for their great work.
As an amateur historian of the Napoleonic era my question is:
Is punishable Slitherine expand FOG PC series as is done with board games, extending the game engine to the Renaissance and the Napoleonic era?
Posted: Sun Feb 14, 2010 5:05 pm
by welk
I think they will do. To not do would be a big marketing error. But the pb is: when ? I think they will build first Renaissance tabletop rule (2010-2011 ?), then Napleonic tabletop rule (2011-2012? ), then the Renaissance PC adaptation (2012 ?), then the Napoleonic adaptation (2013 ?).
I will continue to mod Fog as Napoleonic during this time, then I will mod "Renaissance PC adaptation" as Napoleonic, and then, I will mod "Napoleonic PC adaptation" as ancient battles

Posted: Sun Feb 21, 2010 11:56 am
by welk
The complete "no combat units" of the mod :
( 2 new units : intendance units (food & forages) and medical units. These units work with little house rule (i.e : fragmented units may move only if adjacent to a leader or a medical unit ; some battles events limit move of hors units if not adjacent to a intendance units (food & forage),etc

Posted: Tue Feb 23, 2010 11:07 pm
by welk
Project to include meteo events in napoleonic battles.
Suggestions and observations would be welcome to improve table
At start turn, human player must roll the computer dice (0 to 30) to determine Meteo effects during the concerned turn.
Meteo events apply in addition of Battle events ( addition of effects)
These Meteo events may give some advantage for IA, due to the fact is not concerned by them
If instruction can not be executed, it is cancelled and you have to roll again the computer dice
If battle occurs :
in summer, use meteo table 1
in spring or autumn, use meteo table 2
in winter, use meteo table 3
You must always use the same table during the entire battle time
METEO TABLE 1 (SUMMER)
0 to 25 : no special effect (clear)
26 to 30 : Rain
METEO TABLE 2 (spring and Autumn)
0 to 20................Clear (no special effect)
21 to 23..............Rain
23 to 24..............Rain + fog
25 to 26..............Fog
27.......................Heavy fog
28.......................Muddy ground after rain
29.......................Heavy muddy ground after rain
30.......................Snowfall
METEO TABLE 3 (Winter)
0 to 14................Clear (no special effect)
15 to 20..............Snowfall
21.......................Snowfall + fog effects
22 to 23..............Fog
24.......................Heavy fog
25 to 27..............Ground covered with snow
28 to 29..............Frozen ground
30.......................Frozen ground + Fog effects
POSSIBLE RESULTS OF METEO TABLES
Heavy rain : impossible to move any unit to contact with ennemy units during this turn
Rain :
* Gunpowder and riflepowder is wet : impossible to range fire with any unit (fifles or guns)
* Engineers pionners product no effect (explosive powder is wet)
Rain + Fog :
* Gunpowder and riflepowder is wet : impossible to range fire with any unit (fifles or guns)
* Engineers pionners product no effect (explosive powder is wet)
* Poor visibility : units may not charge (charge definition for Meteo table = to attack ennemy unit after moving more of 1 hex)
Fog :
* Poor visibility : units may not charge (charge definition for Mete table = to attack ennemy unit after moving more of 1 hex)
* Impossible to range fire with arty units
Heavy fog : impossible to do nothing during this turn ! (no any move, etc)
Muddy ground after rain :
* Canonballs do not rebound : no far effects or arty fire. => Arty units may fire only for ½ of their range (to round off in lower unity)
* Units with wagons (supply, briudge sappers, etc) and arty units may move only for ½ or their move capacity (to round off in lower unity)
* Cavalery units may not charge (charge definition for Mete table = to attack ennemy unit after moving more of 1 hex)
Heavy muddy ground :
* Canonballs do not rebound : no far effects or arty fire. => Arty units may fire only for ½ of their range (to round off in lower unity)
* Units with wagons (supply, bridge sappers, etc) and arty units may not move
* Cavalery units may move move only for ½ or their move capacity (to round off in lower unity)
* Cavalery units may not charge (charge definition for Mete table = to attack ennemy unit after moving more of 1 hex)
Snowfall :
* Gunpowder and riflepowder is wet : impossible to range fire with any unit (fifles or guns)
* Engineers pionners product no effect (explosive powder is wet)
* Poor visibility : units may not charge (charge definition for Meteo table = to attack ennemy unit after moving more of 1 hex)
* Poor stability of horses on ground covered by snow : Cavalery units may move move only for ½ or their move capacity (to round off in lower unity)
* Cavalery units may not charge (charge definition for Mete table = to attack ennemy unit after moving more of 1 hex)
* Units with wagons (supply, briudge sappers, etc) and arty units may move only for ½ or their move capacity (to round off in lower unity)
Snowfall + fog : apply effects of snowfall + effects of fog
Ground covered with snow :
* Poor stability of horses on ground covered by snow : Cavalery units may move move only for ½ or their move capacity (to round off in lower unity)
* Cavalery units may not charge (charge definition for Mete table = to attack ennemy unit after moving more of 1 hex)
Frozen ground :
* Units with wagons (supply, briudge sappers, etc) and arty units may move only for ½ or their move capacity (to round off in lower unity)
* Cavalery units may not charge (charge definition for Mete table = to attack ennemy unit after moving more of 1 hex)
* Poor stability of horses on ground covered by snow : Cavalery units may move move only for ½ or their move capacity (to round off in lower unity)
* No effets for stream : all units may cross stream without bridge sappers
Posted: Tue Feb 23, 2010 11:18 pm
by welk
In work, to improve oob : dissociation of line cavalery in :
Horse dragoons
Lancers
other project : dissociation of heavy cavalery in :
Cuirassiers
Horse carabineers
Idem for light cavalery :
Hussars
Horse chasseurs
"Chevau-legers" lanciers (light horsemen lancers)
FANTASTIC!
Posted: Wed Feb 24, 2010 10:52 am
by pomakli
Hi!
It's a FANTASTIC work!
and it's getting BETTER and BETTER!
Best regards!
Pom
Posted: Thu Feb 25, 2010 10:24 pm
by welk
Thanks
I hope that some of the ideas in the mod will be used if a napoleonic PC adaptation exists one day (battle events, meteo events, special "non combat" units, etc) : we need a complete napoleonic simulation game, and the Fog engine is very adapted for that, I think. With an improved oob editor, this game would be a perfection.
Posted: Fri May 21, 2010 12:36 am
by gazxtrix
Hi im interested in trying this but the download links dont work.
Posted: Fri May 21, 2010 2:51 pm
by TheGrayMouser
gazxtrix wrote:Hi im interested in trying this but the download links dont work.
Hi, I would check out the Matrix games forum FoG thread or PM the creator, although if I remember correctly he might have lost the files in some hd failure.....
Posted: Fri May 21, 2010 9:55 pm
by gazxtrix
Thnx Mouser,
The Matrix forum points to this thread, so i'll try the creator.....hopefully that disaster didnt occur...eeech i'd be crying blood.
Posted: Sat May 22, 2010 1:16 am
by Stilicho
I have to say this mod looks amazing. I love the napoleonic era and greatly look forward to FoG Napoleonic release.
Shame that something happened to the work

.