Ultra impressive.
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Ultra impressive.
The English units are done by Lord Hoggy.
oohhhh, very nice.. and download :laugh4: :sweatdrop:
Updated French Light Voltigeur.
https://img343.imageshack.us/img343/7408/volts9ii.jpg
LZoF
Salaam Aleikum, Lords! I played the MTW version a year ago and had a ton of fun and am impressed by your current work. Will their be egyptian and turkish factions? how about Barbary states?
looking good guys! keep it up that interface is really coming on :thumbsup:
we played our first succesfull 2v2 MP games yesterday, and it was most enjoyable. I took a ton of screenshots but I figured I better stick to the interesting ones and use them to explain some of the new gameplay elements. If you are hoping for a gameplay simular to NTW1, were both both armies march to shooting distance and then fire at eachother until one side breaks, you'll be disappointed. The new gameplay is all about maneuvering, and short intensive fights to take important positions on the battlefield.
a strong russian center, but few or no cover from artillery fire
https://img86.imageshack.us/img86/87...tle17kh.th.jpg
russian cavalry advances on the french left flank. Cavalry is deadly when used in brute force, but only against disorganised or weakened units.
https://img86.imageshack.us/img86/83/battle25wa.th.jpg
a big cavalry battle. The presence of the french general, combined with a unit of Old Guards shooting in the russian flanks made the french cavalry rout a much larger number of russian cavalry.
https://img86.imageshack.us/img86/39...tle37vq.th.jpg
good use of terrain is a necessity. Marshal Crow's troops are save from russian artillery fire.
https://img156.imageshack.us/img156/...tle43tx.th.jpg
if you charge, do it properly and in force. Preferably with an officer unit nearby to bolster the morale.
https://img65.imageshack.us/img65/45...tle58el.th.jpg
light infantry are the only units capable of forming loose formation, making them very good to open the battle, even under artillery fire
https://img156.imageshack.us/img156/...tle67rt.th.jpg
(game 2 starts here)
artillery can be used in the front line, but make sure they are protected from a quick cavalry charge.
https://img156.imageshack.us/img156/...tle74hn.th.jpg
and never leave them unprotected
https://img156.imageshack.us/img156/...tle89jg.th.jpg
without cover, units will be decimated by artillery fire
https://img156.imageshack.us/img156/...tle94bp.th.jpg
Marchal Lukasz brings up his grand battery...
https://img156.imageshack.us/img156/...le116xl.th.jpg
...while his voltigeurs keep pushing against Fishbone's army
https://img65.imageshack.us/img65/91...le125dv.th.jpg
But Fishbone's patience has it's limits, and his cuirassiers cause serious damage to the french army
https://img156.imageshack.us/img156/...le136md.th.jpg
The french skirmishers force the russians to leave some of their guns behind.
https://img65.imageshack.us/img65/72...le149rz.th.jpg
the grand battery bombards the russian lines
https://img156.imageshack.us/img156/...le151re.th.jpg
so the russians prepare for a counter attack
https://img156.imageshack.us/img156/...le161pm.th.jpg
the tired french troops cannot stop the russian charge
https://img156.imageshack.us/img156/...le174xj.th.jpg
and the grand battery is silenced
https://img65.imageshack.us/img65/80...le189dt.th.jpg
the french guard still holds for a while, but a charge from the russian cuirassiers breaks the last resistance
https://img156.imageshack.us/img156/...le199kx.th.jpg
Thanks for the update! Beautiful stuff.
Amazing!
Every time I see sth like this I'd like to have an "applause" smilie.
Looking forward to the release.
:bow:
Looking foward to NAP 2 coming out, I still have NAP 6.0 for MTW on my PC, and played it last, 2 months ago.
:2thumbsup: :2thumbsup: :2thumbsup: :2thumbsup:
Just wanted to show you why the making of NTW2 is a time consuming project.
The team is progressing well.
We do work on a lot of things at the moment and slowly
progress towards a first release.
We try to change basically the core of the game to recreate a Napoleonic environment.
Buildings, animations, vegetation, maps, skies, and the models and textures, are all new work.
I will show you some WIP this time:
-Designing and testing new wide bridge crossings that will have a funcional strategic importance on the battle maps.
http://forum.thelordz.co.uk/files/te...bridge_362.jpg
http://forum.thelordz.co.uk/files/te...bridge_217.jpg
-WIP on the units battle flags.
http://forum.thelordz.co.uk/files/flagge_939.gif
https://img58.imageshack.us/img58/527/flag15oj.jpg
-Improving building structures, settlements and making them destructable and strategic strongpoints were your troops can defend and take cover.
https://img91.imageshack.us/img91/1236/mill0gp.jpg
https://img112.imageshack.us/img112/...ousemed0ni.jpg
http://forum.thelordz.co.uk/files/burning_119.jpg
http://forum.thelordz.co.uk/files/bu...illage_181.jpg
-Improving and building new animations for infantry, artillery and cavalry.
http://forum.thelordz.co.uk/files/komp_4_186.gif
http://forum.thelordz.co.uk/files/sw...charge_132.jpg
-Designing battle map sructures like redoubts and fletches.
http://forum.thelordz.co.uk/files/redoubt_01_191.jpg
-Research of entering and shooting from inside buildings on the battle maps, so they can be used as strongpoints.
https://img69.imageshack.us/img69/7129/woot6gu.jpg
-Vegetation building like here birch trees.
http://forum.thelordz.co.uk/files/birch_trees_234.jpg
http://forum.thelordz.co.uk/files/weird_121.jpg
-Work on the huge Borodino map.
http://forum.thelordz.co.uk/files/wip_map2_199.jpg
http://forum.thelordz.co.uk/files/fleches_181.jpg
http://forum.thelordz.co.uk/files/pic04b_155.jpg
Cheers,
LZoF
Great job with that last comparison shot. Cool. Is it looking like it might really be possible to make actual use of interior space in buildings? That would be an amazing advance. Congrats on all the hard work. Even if it was all just for the birch trees I'd say its well worth the wait.
Any chance you're working on some new ground textures? Muddier, or at least dirtier-looking stuff?
This time something completely different.
Here some WIP on the newly custom composed NTW2 music:
New NTW2 composed music themes: sample
Cheers,
LZoF
I'm adding a whole load of new groundtextures for the Borodino map. You'll be seeing around 14 textures instead of 6 or 7 on R:TW maps. There are swamp, dirt, sand, agricultural, mud, grass, gravel textures and with variations in colour.
And to explain this odd picture:
http://forum.thelordz.co.uk/files/weird_121.jpg
It shows that the minimap is placed over the texture of the birch tree. No, that is not a feature but a weird consequence of modding R:TW.
Another nice feature we are now working on, are different animations and loading times for the infantry.
This to represent the fact that green untrained units like militia can reload not as fast as battle hardened veterans.
As this will have serious consequences for unit behaviour on the battlefield we are reevaluating and balancing the infantry statistics and costs again.
http://forum.thelordz.co.uk/files/re...glight_157.gif
http://forum.thelordz.co.uk/files/reloadingline_934.gif
Cheers,
LZoF
Amazing! :2thumbsup:
What happens when a solid organized group of Line Infantry is charged
in the flank or back by Hussars or Lancers?
I'm interested in how the advantage of Line vs Cav (when charged from the front) and the advantage Cav vs Line (when charging from flank/back) is implemented.
wow great work you guys, its great to see such progress cheers
A frontal cavalry charge against organized unit is futile. We've reduced the mass of mounts to below that of infantry. So while there might be an initial shock there won't be a constant push back afterwards. This is more real as cavalry had a very hard time getting past the rows of bayonets.
Cavalry can rout disorganized units (happens when turning alot) that has been under fire fairly easily. The real power of cavalry is however to use its mobility to charge in the flanks and rears when the infantry is already engaged.
Cavalry is certainly not overpowered but it is not useless either. I usually take 4 units of them of varying quality. Taking less means that it is hard to win a cavalry battle. Using more means that my firepower is reduced and I'd rather have a line unit firing on the flank of the enemy than an extra cavalry unit.
Thanks DJ, very interesting.Quote:
Originally Posted by Duke John
Engaged in firefight or melee?
I think if I'm able to move the cavalry unit into the back of his line and charge,
the line should break and have difficulties to repell the charge. They should not
just turn around and fight them.
We cannot edit the bonus a cavalry unit receives when flank or rear charging. However I believe that infantry only gets to use his anti-cav bonus when organized and when the attack comes from the front. So we can tweak things a bit.
A tactic with infantry is to gain local superioty so that while 1 unit is engaged in a long range firefight you go with another unit nearer, preferable on the flank of the enemy. Then 1 or 2 close range volleys and the enemy will probably rout.
Gun and cannonfire is a very interesting and challenging aspect of NTW2. You'll have short versus long range volleyfire. Lights being more effective at long range. Then you have cannonballs which are more effective at flat terrain. And short range canister that will blast holes in deep infantry units.
This is great, I think I soldier was able to get off 3 shots per a minute, have the green jackets been done yet? Can't wait til this comes out:2thumbsup: :2thumbsup: :2thumbsup: :2thumbsup: :2thumbsup:Quote:
Originally Posted by Lord Zimoa of Flanders
no, only french and russian units for the Borodino pack.
Wasn’t box (square) formation at least preferred if not only way for infantry to repel cavalry charge? At least that’s what Wellington used in battle of Waterloo against Ney`s cavalry (source: Discovery channel- Great battles and http://www.napoleonguide.com/battle_waterloo.htm). I don’t know about Russian campaign but my opinion is that all armies of that time had same tactic.Quote:
Originally Posted by Duke John
We know Napoleonic military doctrines , but we have to deal with the RTW engine limitations, that is what Duke John was referring to, no historical gameplay discussion here.
We can make squares with four units now, but the engine does not allow to form square with one unit, furthermore the RTW AI in no way responds to this formation with a defensive bonus against a cavalry charge.
So we are finding other ways to alter the RTW AI and gameplay in such a way we can still come close to a Napoleonic wargame.
LZoF
some of those screens are absolutely amazing, Lordz! i like the new anims especially... keep it up :2thumbsup:
r u guys gonna be planning on making a napoleonic theme
castle or city, as it seems there is only little destructable
huts
For the Borodino release we concentrate on Eastern/Russian architecture only, like huts, houses, church, mills, graveyards...
Mainly small village and rural buildings.
Another scoop:
It's mass of fire power vs individual aiming, one of the major differences between light and line infantry.
Notice the the shooting delays within the chasseurs unit in the left pic.
The right pic shows the latest volley animation of standard line infantry represented by French fusiliers.
http://gonzo.uni-weimar.de/~sturm/LightvsLine.gif
Don't forget this is all work in progress and we are aware that there is still a lot to be improved.
Cheers,
LZoF
oh my god !!
very very nice
and release ??
or demo/beta ??? :idea2:
This is ridiculous. Now they are coming out with a Alexander Total War. Enough is enough!