V4 TEASER

Downloads, info and technical help for Napoleonic Total War 3
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Lord Fullin
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V4 TEASER

Postby Lord Fullin » Mon May 05, 2014 12:15 pm

Last edited by Lord Fullin on Wed May 07, 2014 5:01 am, edited 27 times in total.
Sauve qui peut!' 'Nous sommes trahis!'

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dragonmelet
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Re: V4 TEASER

Postby dragonmelet » Mon May 05, 2014 12:34 pm

Great !

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CeltiberoFrog
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Re: V4 TEASER

Postby CeltiberoFrog » Tue May 06, 2014 5:16 pm

Very well done,
Thank you for your effort and clever promotion Don Fullin.

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Re: V4 TEASER

Postby FireTight » Tue May 06, 2014 5:32 pm

Can't wait!

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zimmer1lb
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Re: V4 TEASER

Postby zimmer1lb » Wed May 07, 2014 1:29 am

Ok, I'm uninstalling everything and getting ready.

zimm out

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Re: V4 TEASER

Postby moetman » Sun May 11, 2014 5:48 am

May I ask which movie that footage comes from?

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Lord Fullin
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Re: V4 TEASER

Postby Lord Fullin » Sun May 11, 2014 6:12 am

La charge à Eylau - Le colonel Chabert (1994)

a short
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Re: V4 TEASER

Postby Lord Liberalis » Mon May 12, 2014 12:17 pm

[youtube]http://www.youtube.com/watch?v=iAFbukpkkmY[/youtube]
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Re: V4 TEASER

Postby dave800 » Wed May 14, 2014 12:37 pm

Wow its really great can't wait for it!








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Last edited by dave800 on Thu May 15, 2014 5:08 am, edited 1 time in total.

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[N]Clinch
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Re: V4 TEASER

Postby [N]Clinch » Thu May 15, 2014 1:05 am

dave800 wrote:Wow its really great can't wait for it!


Better learn to

https://www.youtube.com/watch?v=VQFxmAdyKcg

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Lord Bloody Bill
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Re: V4 TEASER

Postby Lord Bloody Bill » Sat May 17, 2014 4:19 pm


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Re: V4 TEASER

Postby Lord Bloody Bill » Sat May 17, 2014 8:58 pm


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stilgar
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Re: V4 TEASER

Postby stilgar » Mon May 19, 2014 12:44 pm

Perhaps it's just me, but it looks that the moment Fullin begins with posting teasers and release dates, the other lordz begin work on their part :lol:

Good luck with that installer!!! Fingers crossed for release (before) this week-end.
"Постой-ка, брат мусью ..."

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Wym...
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Re: V4 TEASER

Postby Wym... » Mon May 19, 2014 3:30 pm

May 2015?? :mtwisted:
"I don't know what effect these men will have upon the enemy, but by God they frighten me"

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Lord Avon Ulysses
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Re: V4 TEASER

Postby Lord Avon Ulysses » Thu May 22, 2014 10:12 am

Not long to wait now.
I hope this will wet our players' appetite:


NTW:3 V4
New MP features.


New rating system for all factions.
This is to aid in creating balanced battles with uneven numbers of players, or teams with different skill levels.

Basically each faction now has an Effectiveness Rating. This varies from 20 for the Major powers (France, Russia, Prussia, Austria & Britain) to as low as 10 for some of the new, restricted, minor factions.
This rating is a guide only. It is calculated from the troop quality, price penalties & types of troops available to a faction.
For example:
Poland has a wide range of high quality troops available & they pay almost no price penalty for them. ER=19.
Hesse – Darmstadt has a small selection of elite troops available. With the Pricing penalties they cannot fill more than 10-12 slots in a MP battle. ER=12.
Naples has a large roster of poor troops (except for some cavalry & couple of Guard Infantry). ER =15.

To use the ratings:
Each team in a battle is given a total Effectiveness Rating. These can be the same for a balanced battle. One side may receive less because they have a defensive advantage, or more experienced players who want a challenge.
The value of the combined ERs of the selected factions may not be greater than the agreed amount.
For example:
5 players wish to have a battle. To make it balanced it is decided that each team may have a total ER of 40.
The team with 2 players picks 2 majors (ER 20 each).
The side with 3 players picks 2 restricted minors, Sardinia (ER10) & Hesse (ER12) plus one strong minor Bavaria (ER18). A total of 40
So both sides are, in theory, balanced.
Although one side has an extra player, two on their team have restricted minors that will only be able to fill 10 to 12 slots. So the numbers will comparable & the greater quality of the major’s troops will compensate for any deficiency here.

The flag of each faction in the multiplayer lobby with show the Effectiveness Rating. By looking at this it will be easy to see if the 2 teams are matched appropriately.

New Command point (CP) unit.
A slow moving objective, that can be positioned almost anywhere on the map.
The High commander & his staff have no ranged attack & are virtually immune to musketry & cannon fire.
They will defend themselves like grenadiers if close assaulted.
This is the only honourable way to claim your opponent's Command Point.
The Command Point will inspire near-by units.

Use this unit to create different scenarios in your NTW:3 multi-player battles, such as:

Defend a position.
Timed battle (suggest 30 minutes for two players, 45 for four, 60 for six & above)
The defending side purchases one or more CPs.
In the deployment part of the battle the defender positions his CP(s).
To win the Attacker must take the defenders CP(s) before the timer runs out.
The rules may specify that once placed a CP cannot be moved, or positioned in a building.

Cover your Train.
Each side purchases a CP.
The winner is the first side to eliminate the opponent's Command Point.

Variant Line of Communication (LoC)
When using one of the LoC maps the Command point can act as an extra VP, worth an agreed value. Rules for placement could be as ‘Defend a position’ above.

Handicap a team.
Outside the in-built Effectiveness Ratings of a faction you can further weaken it by buying a CP & spending extra points by boosting its experience.
Experience level 7 doubles the cost, 8 triples it & 9 increases it to five times the basic cost.
A CP bought to experience level 7 would reduce the Effectiveness rating of a faction by one, level 9 by two.

Morale:
All values are 5x higher than previous versions, so a morale of 5 (in V3) is now a morale of 25.
The new system should produce more stable morale in smaller battles (2 to 4 players) As well as more predictable results all-round.

Fatigue:
Greater fatigue costs for infantry running, shooting & melee.
Higher negitive effect to shooting for being fatigued.

Infantry
New Drill system.
Infantry are now divided into 2 classes, conscripts & below (generally morale 4, or 20 in the new system) have poor drill. Better troops will form up & fire after movement quickly (a second or two). The lower grade troops will take 4-5 seconds.

Revised accuracy ratings: less difference between good & bad troops, slightly improved mid-range accuracy.
More fatigue for firing & greater decrease in firing effect from being fatigued.
Movement speed of large units increased.
Russian infantry marching speed further improved.
Musketry of Russian troops improved.
Musketry of Austrian troops improved.
Spanish Elite troops made more expensive & some with tighter caps.

Revamped Skirmishers: Their fire is less effective, but they are now cheaper & have the ability to ‘form-up’ & fight as part of the line. They will be very vulnerable to charges & cannot form square.
Most militia class units can now form close column (pike square).

Cavalry
Better acceleration when moving.
Improved combat stat’s for medium & heavy cavalry.
Slightly decreased pricing for medium & heavy cavalry.
Slightly faster movement for medium (dragoons generally) cavalry
Light cavalry made slightly weaker (lower morale) for average units, or slightly more expensive for ‘battle cavalry’ (more capable elite units).
Lancers made less effective in sustained melee, but still strong in the charge.
Cossacks adjusted to be better at ‘hit & run’ tactics.

Cannon
Solid shot more effective.
More effective canister for heavy guns.
Howitzers scatter increased. They inflict losses at about 2/3 the rate of an equivalent, 2 gun, 6pdr battery. But damage buildings about 1.5 times as fast.
Movement of all foot guns slightly increased, heavy guns getting a greater increase.
Cheaper 3/4pdr cannon.
Last edited by Lord Avon Ulysses on Thu May 22, 2014 10:44 am, edited 1 time in total.
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Wym...
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Re: V4 TEASER

Postby Wym... » Thu May 22, 2014 10:37 am

Umm interesting :wink:
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stilgar
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Re: V4 TEASER

Postby stilgar » Thu May 22, 2014 10:49 am

A number of interesting changes indeed. I am very curious to see how that all works together.

Moral 25 ?! So, morale system was totally revamped?
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Re: V4 TEASER

Postby oOIYvYIOo » Thu May 22, 2014 10:53 am

Liked the majority of the changes ,but didnt liked the improvement of the strenght of the med/heav cavalry units (if we had already people using 5 to 6 cav units what will be now ...) and loved the fact that now militias can square,they will be part of my compositions for sure :smile: .
Lets see im confident that it will be a great work as it as always be.
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Re: V4 TEASER

Postby Chromey » Thu May 22, 2014 10:59 am

Keep on trucking Avon with those pack files. We eagerly await v4 grand entrance into our lives.

Your humble admirer,
Chromey
Death to Tyranny

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Tac
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Re: V4 TEASER

Postby Tac » Thu May 22, 2014 11:54 am

Please after so long a wait and you guys doing such a fine job,please please dont rush the release and get the PR vidoes release notes etc etc right.You guys only get one chance at release so fingers crossed.Lets make sure its advertised everywhere at once not trickles through. :wink:

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Wym...
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Re: V4 TEASER

Postby Wym... » Thu May 22, 2014 1:22 pm

stilgar wrote:
Moral 25 ?! So, morale system was totally revamped?


Yep new moral of 25 = old moral of 5, so guard cav moral of 60+ interesting? this is just for 1v1 and 2v2?
"I don't know what effect these men will have upon the enemy, but by God they frighten me"

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Wym...
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Re: V4 TEASER

Postby Wym... » Thu May 22, 2014 1:23 pm

Will all minors get sappers?will all Horse arty get a overall speed boost(I hope so)
"I don't know what effect these men will have upon the enemy, but by God they frighten me"

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Lord Avon Ulysses
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Re: V4 TEASER

Postby Lord Avon Ulysses » Thu May 22, 2014 1:42 pm

Moral 25 ?! So, morale system was totally revamped?


Yes reset at 5x the numbers.
So the Buffs/debuffs have been adjusted too.
Most by 5x, but some have been adjusted differently to keep the balance as before.

The advantage of this new system is that it minimizes the impact of some factors we have no control of.
The supporting army bonus for example. Now morale will be much more consistent across the range of battle sizes.

The new morale is just one of the many changes.
We will be listening carefully to feedback before making any adjustments in our planned patch.
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Tac
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Re: V4 TEASER

Postby Tac » Thu May 22, 2014 2:37 pm

Yay morale is more stable,so less reason for helpful aids on the battlefield that look childlike.I jest of course and know this wont be in the release only in a future patch but cmon if its possible it should happen.
Also can i point out wyms faster hrs art question has been asked at least 5 times ive yet to see it answered.

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Re: V4 TEASER

Postby miko77 » Fri May 23, 2014 12:05 pm

Lord Avon Ulysses wrote:The advantage of this new system is that it minimizes the impact of some factors we have no control of.
The supporting army bonus for example. Now morale will be much more consistent across the range of battle sizes.


It was exactly what was my first idea to do in HB's morale when I've noticed the un-moddable factors impact. However introducing that kind of change of system to HBs would force the change of morale in unit stats for every single unit in every single battle... and applying x5 multiplier wouldn't give a desirable effect... pity I wasn't aware of that change in classic - could be the motivation for doing the work in HBs...


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