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jackx

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About jackx

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  1. jackx

    Napoleonic Wars Mod Third Pack Release

    Napoleonic campaign v1.1 there you go...
  2. jackx

    Napoleonic Wars Mod Third Pack Release

    As I stated earlier in this thread, I ran into the same problem, and found that ordering my men to reload manually via the action menu solved it.
  3. jackx

    Napoleonic Wars Mod Third Pack Release

    The second pack is also still available here, and I guess I could put the first one up too if there's a need for it.
  4. jackx

    Napoleonic Wars Mod Third Pack Release

    Overall weapon accuracy is fine, IMHO... not too accurate, but if you line up your shots properly(which is something the soldier historically hardly ever did for a variety of reasons), it's somewhat dependable at close range, up to about 40-50m. My observation was more concerned with how the AI aims, though - i.e. too high. They overshoot at close ranges, and as a result, end up being more effective at longer ranges (100m or more) because their aim is about right for that range. As for the campaign - haven't gotten to play it much further, still at the raid on the cavalry camp... the mission with the supply wagons was a bit tricky, because I had to rely on my own squad mostly, to keep the AI squad from destroying the wagons... but that just makes it a bit more challenging. So far, I've greatly enjoyed the campaign, and I'm convinced I'll continue to enjoy it, but I also think that posting some constructive criticism doesn't hurt - it's in no way meant to demean the effort you put into it, and the overall atmosphere of the campaign is great. The large numbers of units, the beautiful island and the story-driven missions all combine to really give a feeling of "being there". Now, I need to find more free time to continue playing, and drive these British bastards off the island...
  5. jackx

    Napoleonic Wars Mod Third Pack Release

    In short: The closer you are to the AI, the more likely they are to miss. If you're moving, they're extremely likely to miss anyways. After shooting, they will almost invariably reload, no matter how close to them you are. After reloading, they will take aim for several seconds before firing. This results in a player being able to tear through a squad of AI troops with melee in no time, and with little risk. Granted, the way some of the missions played out so far, I found that rather helpful, as I'd probably have had some trouble completing them otherwise (particularly the nighttime assault already mentioned in my last post, since I couldn't get the AI into the ruins, I had to kill all the enemies there on my own), but it doesn't feel "right"... (I've managed to solve the problem of my squad not opening fire btw, I just had to order them to reload first, which is a bit of a nuisance, but can be done at mission start, and sure beats 9 soldiers not opening fire) Another suggestion I have would be to add a bit of a "resistance" or guerrilla feel in by allowing to capture and keep weapons... I could have a squad of riflemen by now, which would help a lot, but alas, in every mission, it's back to the good old useless muskets.
  6. jackx

    Napoleonic Wars Mod Third Pack Release

    I actually went straight for the royalist camp in that mission, which is why by the time I finally rescued the prisoners, more than 30 royalist troops had already been killed. And that's pretty much the biggest problem I have with the campaign - even when I'm in command of ~90 men (though my own squad has lately refused to open fire on the enemy), I still feel like a one-man army. The AI just can't handle the weapons, and that makes it way too easy to take them out in large numbers... unless, of course, there are tents. It's great that they don't stop bullets, but not so great that the AI can see through them... Other, minor problems so far: extremely lengthy cut-scenes, and long phases of just following an AI as it struggles with its waypoints... the command menu in the "Assault" mission should be changed to that of later missions (i.e. only shows those squads that are in command range), and during the night assault on the Hannoverians, you might want to reduce the amount of them in the ruins... I found it almost impossible to get my men to follow me in there, and while taking them all out on your own is again perfectly possible (though quite hard, due to the tents and few spots that offer cover), it's not much fun. Also, in the mission where you are taken prisoner, the lack of map would make it quite hard to find your way back to your camp unless you of course know the geography of nogova by heart from years of playing...
  7. jackx

    Napoleonic Wars Mod Third Pack Release

    alternative download link (right click, save as...) Thanks a lot, Professor... I'll check this out asap, particularly looking forward to the campaign... once again, I can't stress enough how much I appreciate all the work you put into these addons, giving the napoleonic enthusiasts here something to play with.
  8. jackx

    Napoleonic Wars Mod Addon Pack Release

    Depending on size (and as a result, traffic), I could probably host this, too, like the old addonpack. And I have to say, I was more than a bit, and very pleasantly surprised to see this was still being worked on... not reading the forums very regularly, I'd given this up for dead, more or less, and I'm glad you've proved me wrong, ProfTournesol.
  9. I wasn't asking for them to be removed, since I'm well aware that they add a lot to the immersion, but just not to increase their amount when adding another group of infantry. 1-2 Officers, 1 flag bearer and 0-1 drummer are really enough if all you have is 40-50 men per side Of course you could also pretend that it's not 1:1 scale, but for me being able to have comparatively large (compared to other FPS games) engagements at 1:1 scale is the main appeal of OFP.
  10. missions are good, bigus, but prelude also could do with more combattants - and please, don't add more useless flag bearers... all they're good for is either having them pick up guns of fallen soldiers/man cannons, or send them running behind the enemy as distraction... both of which I can do as well with a normal soldier, but that guy is otherwise also quite useful compared to the flag bearer.
  11. Where do you aim? The bullets have a fairly realistic (and thus fairly pronounced) flight path, meaning you'll have to aim quite low for close-to-medium-range targets, then gradually aim higher and higher as the target is further and further away.. at 10m or less, you can aim straight on, beyond that, you have to adjust... 50m-knees, 100m-chest, 150m-head is somewhat workable, but if you really want to get to know your weapon, be sure (as a squad leader) to always have the "assign target" mode active while aiming... thus, when aiming, you'll see the exact distance and after a while and some experimenting, you'll not only know where to aim exactly, but also be a good judge of the distance to the target without this artificial help (judging distance isn't all that easy, due to the zoom while aiming). Personally, I think that the rifled muskets are way too accurate in a player's hand, while the AI for some reason does badly with them at best...
  12. jackx

    Napoleonic Wars Mod Addon Pack Release

    You have bad memory then, Popka, I even asked you for one of your ACW missions/mini-campaigns about a year ago after you posted on bgmod about ACWmod
  13. jackx

    Napoleonic Wars Mod Addon Pack Release

    Awesome. Simply awesome. I'll try to get it uploaded for others with ©rapidshare problems ASAP. Link If this link stops working, it's due to the owner of that site currently being in kindergarten mode.
  14. jackx

    Napoleonic Wars Mod 1.0 released

    I hope this helps you somewhat, it's not perfect, but it should do the trick for now...
  15. jackx

    Talvisota (Winter War) Campaign

    It's not killing them that is the problem, it's finding them once they start running away... and there's very little one can do to prevent that - I know that none got away at the part of the line I was holding, but on my right, there's just the AI troops, and I can't possibly be in two places at once... Anyways, after another hour spent in futile attempts searching for the last surviving Russian soldier, I cheated my way on to the next mission... and was rather disappointed, as it was pretty much exactly like the earlier "ambush the trucks" mission... maybe you should spice it up a bit, add a twist to it (you mention tanks in the description, so why not use one -have the player hide to let the tank + accompanying inf pass, and then strike at the trucks following them... or perhaps have some more infantry move to intercept the player on the way to the hiding spot, which he can either evade or has to fight, based on how quickly he could deal with the trucks...)
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