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.Īs for the campaign - haven't gotten to play it much further, still at the raid on the cavalry camp. My observation was more concerned with how the AI aims, though - i.e. 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. 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. (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)Īnother suggestion I have would be to add a bit of a "resistance" or guerrilla feel in by allowing to capture and keep weapons. 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". This results in a player being able to tear through a squad of AI troops with melee in no time, and with little risk. After reloading, they will take aim for several seconds before firing. After shooting, they will almost invariably reload, no matter how close to them you are. If you're moving, they're extremely likely to miss anyways. In short: The closer you are to the AI, the more likely they are to miss. 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.Īlso, 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. 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. the command menu in the "Assault" mission should be changed to that of later missions (i.e. Other, minor problems so far: extremely lengthy cut-scenes, and long phases of just following an AI as it struggles with its waypoints. It's great that they don't stop bullets, but not so great that the AI can see through them. The AI just can't handle the weapons, and that makes it way too easy to take them out in large numbers. 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.Īnd 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. To New Comers : Please install the two first packs before the third one.Īnd finally,  a BIG THANK to the community members that kindly supported this mod and encouraged me to go on  Temporary Download Link (Rapidshare) (36,6 Mo) New dead anims using DMA UNIGEN dead anims, getting rid of former ones As requested, a baker riffle with no bayonet and corresponding 95th soldiers Special attention was paid on the realism and variety of the missions It features most of the scripts and objects of the new release A 30 missions campaign, featuring the story of a French officer in 1814/15 on a British occupied island Script, burying dead script, formation scripts. various scripts : chimney smoke script, surrender script, wounded script, picking wounded with stretcher a scripts pbo is included, but scripts are also available in a separate folder for mission edition Napoleonic Nogova island, with no modern stuff and using Napoleonic style houses and objects Those objects can be WRP placed objects Several BIS retextured houses and tower, castle walls, bridge Tent, gunstack, drum with playcard on it, camp fire, torch, candle, gallows Artillery limbers for the main countries, that can be deployed or repacked by player or AI Artillery caissons for the main countries Transport ship with animated mast simulating wind direction changes Transport wagons (covered and uncovered) Weapons : pikes, swords, forks, stones, axes, fists Armed and unarmed civilians of each sides I'm very happy to present my third release, featuring :
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