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Hawk's DN Mod Version 3
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[HWK]Garnier



Joined: 27 Aug 2007
Posts: 412

PostPosted: Mon May 12, 2008 8:11 pm    Post subject: Hawk's DN Mod Version 3 Reply with quote

DOWNLOAD LINK (8MB)

Arrow INSTALLATION:
1) First copy your ACDN folder, so you have two of them, one for the mod and one for the normal game.
2) Rename the copy to something like ACDN_Mod or whatever.
3) Place everything from the hawk_mod .zip in your Run folder (of the copied ACDN folder).
4) In your ACDN\Run folder, rename the folders Slides and Video to Slides1 and Video1. This will skip the intro movie and splash screens, and also help if you get the "direct draw init failed" bug.
Here's a diagram if anyone is unsure of what I mean.
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For people who hated DN in its original form, or with the old official hawk patch, gameplay with this mod is quite different -- and please try this before turning it down simply because it's DN, lol. I would say it is more like EW but without the cavalry and canister, and with deadlier small arms fire. Of course there's a lot more to it than this, but that's the main difference.

From what I've played it feels very much like the Civil War should, extremely deadly firefights, not a lot of bayonet charging, cavalry is for scouting in force rather than charging, and cannons are used in bombardments to weaken a defensive position before an attack, rather than just constantly firing ala EW.

The game is only for multiplayer battles using custom maps. There is no supported singleplayer or deathmatch gameplay.

Changes from version 2 (NEW in V3):

The editor unit placing menus are trimmed and reorganised. Unused stuff is removed.

Interface fixed

Some new grass textures

Fixed cannon graphics so howitzers all look like howitzers, etc

Bigger trees provide more cover

More new musket sounds

Annoying sound effects removed (the original death sound effect for example).

Morale and accuracy rebalanced between veterans and recruits. Now veterans will almost never rout, so you'll have to withdraw them manually when you know they are going to lose.

Added new named units, Pennsylvania bucktails, 20th Maine, 1st Minnesota, 5th NY, and some new sharpshooters for both sides.

The railway mod is now incorporated in this mod.

20 new named generals on each side.

Adjusted formations for cavalry and dismounted cavalry.

Made the "NEUTRAL" buildings invincible and unoccupiable. They are scenery now, and they won't get killed by a single cannonball...


Change list for version 2:


Musket damage set to 800, so it takes two shots to kill an infantryman.

Melee damage for normal infantry set to 50 so melees are a lot slower.

Battle lines give +30 defence on stand ground, and +5 not on stand ground. This makes bayonet charging less effective than originally.

Morale increased in general, except for the penalty from bayonet combat, so men normally will rout because of fear of melee, rather than gunfire.

Limited artillery ammunition is an option now when making a map. Use the set start parameters button on the toolbox. Each unit of iron is one round of roundshot, while each unit of coal is one round of canister.

When using limited ammo cannons:
Cannons give a very low income of ammunition, so even when you do run out, if you have cannons they'll be able to fire occasionally.

Supply wagons give the equivalent ammunition income of five cannons.

There are separate versions of the 12pdr Napoleon, one is for canister and the other for roundshot. Please, when making maps, don't put a ton of canister 12pdrs on unless you want a lot of canister action. Wink

For most maps 4-8 canister guns should be enough. When you want to use it, you can bring them forward. Also its good to limit canister ammunition (coal) very low. I actually use a ratio of about 20 to 1 of roundshot to canister. Canister is somewhat more difficult to pull off at close range, but it is deadly. With very low ammo, using it at the right place and at the right time is more important - and it adds more thinking and strategy. If you have tons of ammo for it, you'll just be blasting away even at long range as we do in EW.


Also there is an infinite ammo 12pdr that can fire canister or roundshot, for use on infinite ammo maps.

All the other less common guns use only roundshot for convenience. But the 12pdr Napoleon would be by far the most common gun for canister anyway.

Cavalry hitpoints reduced to 700, so they take 1 musket shot to kill.

Dismounted Cavalry have equal muskets to infantry, except for twice as fast reload times, and slightly lower accuracy.

New sounds for the muskets.

Several new units, also different levels of experience (some units are veteran, and other are new recruits).

Ten named generals on each side. More will probably be added in version 3.

The new defense mechanism detailed here:
Note: By default, this mod will have defenses invisible. This is how you must play multiplayer. In your run folder, after installing the mod there will be a folder "VisibleCoverMod." To make these defenses visible for map making, read the readme in this folder.

New formations;
The standard unit in a Civil War army is the Regiment. The regiment in our maps should be represented by 2, 4 or 6 companies of infantry, with a colonel and his staff. A company in game is formed by a Captain, and is composed of 96 infantrymen. The Colonel's staff is composed of a Colonel with 4, 8 or 12 lieutenants(2 for each company).
In real life, a company was made of two platoons, each of about 50 men and a lieutenant in command. In the game, you can break your companies up and use the lieutenants to form the men into platoons if you want. Platoons are especially useful when you want to form units out of scattered men who have routed. They only need a lieutenant, no drummer or flagbearer.
Also there is a skirmish formation of 24 men. These can be formed into a closed skirmish line or an open skirmish line.
A general forms a staff unit, with 12 cavalrymen or cavalry officers, representing adjutants and officers.

The formations are listed below and shown in the diagram:
1. Company in march formation
2. Company in double battle line
3. Company in single battle line

4. Skirmish march formation
5. Open skirmish line
6. Closed skirmish line

7. Platoon in march formation
8. Platoon in closed skirmish line.
9. Platoon in battle line

10. Colonel's Staff
11. Band
12. General's Staff


Credits:
Voltigieur
Garnier
Any hawks (especially Stone) who gave advice and suggestions that improved the mod
Gex for telling me to "figure it out on my own". Smile

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Last edited by [HWK]Garnier on Wed May 28, 2008 12:27 am; edited 2 times in total
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[HwK]Scar



Joined: 26 Aug 2007
Posts: 155
Location: UK, KENT

PostPosted: Mon May 12, 2008 9:29 pm    Post subject: . Reply with quote

Although i do not play DN, seems you, Voltigieur and Stone have done a very good job on modding the game.

Congratalations! Keep it up!

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Scar
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[HWK]THE_DRAKE



Joined: 26 Aug 2007
Posts: 749

PostPosted: Mon May 12, 2008 10:22 pm    Post subject: Reply with quote

ok V3 is ready!

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[HWK]Stone



Joined: 27 Aug 2007
Posts: 493
Location: Australia

PostPosted: Mon May 12, 2008 10:44 pm    Post subject: Reply with quote

Scar, I cannot take any credit. Garnier has the laurels here. Well done, Garnier, and thanks for all your hard work.
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frogo



Joined: 13 May 2008
Posts: 3

PostPosted: Tue May 13, 2008 10:31 pm    Post subject: hello Reply with quote

hello, i am new to mods so and am having problems instalin this mod. I dont think i am copying the acdn folder right, this looks like a very great mod and i would love to play it.
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[HWK]Garnier



Joined: 27 Aug 2007
Posts: 412

PostPosted: Tue May 13, 2008 10:33 pm    Post subject: Reply with quote

Well if you've messed things up, the only thing I can recommend is to reinstall ACDN, then copy the ACDN folder, and then install the mod into the copied folder.

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frogo



Joined: 13 May 2008
Posts: 3

PostPosted: Tue May 13, 2008 10:37 pm    Post subject: Reply with quote

wow, thank you for the quick reply. and yes i think i should proly just re-install the game, but how do i make a copy of the acdn folder
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[HWK]Stone



Joined: 27 Aug 2007
Posts: 493
Location: Australia

PostPosted: Tue May 13, 2008 10:54 pm    Post subject: Reply with quote

OK, try this:

* Reinstall the original game using a folder name of, say, ACDN and create your online login.
* Then create a folder called, say, ACDN-GMod.
* Then simply copy all the folders, sub-folders and files under your folder ACDN into the folder ACDN-GMod.
* Then decompress Garnier's mod into the Run folder of ACDN-GMod.

This will automatically install the requisite files in their respective folders and sub-folders.
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frogo



Joined: 13 May 2008
Posts: 3

PostPosted: Tue May 13, 2008 11:28 pm    Post subject: Reply with quote

ok, thank both of you for helping me out. hopefuly i will be playng the mod soon.
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[HWK]Garnier



Joined: 27 Aug 2007
Posts: 412

PostPosted: Thu May 15, 2008 6:01 pm    Post subject: Reply with quote

IMPORTANT!

This mod doesn't overwrite the old hawks DN patch - so you have to either remove it (delete mods02.gs1 from your DN/Run folder) or install DN fresh.

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