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[HWK]Garnier

Joined: 27 Aug 2007 Posts: 440
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Posted: Sat Jul 26, 2008 3:32 pm Post subject: HDN V4 Beta 12 - Download Here (Updated 8/29/2008) |
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The current beta version is Beta 12, released 8/29/2008
Currently we are testing HDN v4 as it is developed, so we can ensure that it is as good as possible. I will keep an updated download link as I release new beta versions, here. I don't recommend downloading these betas unless you are about to play a battle, as they will be outdated when I release a new one.
Just extract the contents of the zip into your DN/Run folder.
Hawks' DN Mod Version 4 Beta 12_________________ 
Last edited by [HWK]Garnier on Sat Aug 30, 2008 12:57 pm; edited 11 times in total |
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[HWK]axlethehawk

Joined: 27 Aug 2007 Posts: 100 Location: NW England. Since Aug 08 Guadalajara Mexico.
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Posted: Fri Aug 01, 2008 12:39 pm Post subject: |
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Well unfortunately for me now I may never get the chance to play the completed HDN V4.
I have now deleted DN and by this time next week I should have no pc and I'll be out of this house. Fear not I have packed the Cd in my case along with my FB disc and they are going to Mexico with me as I am assured by GW that if I manage to get back online on active duty, that my discs shall still work.
Youve worked marvels with this game along with Volt and I have thoroughly enjoyed the encounters Ive faced, even though Id say the majority ended in a serious defeat. haha
Love the idea of the wagons and cannons being captured and swinging the advantage of increased artillery ammo in favour of those capturing them...........and not deleting them of course is quite realistic I guess.
Good luck with this and hopefully if Im lucky enough to get back to active duty, I shall find we have more active hawk generals making good use of this awesome mod. WEll done m8, its a credit to the hawks. _________________
[hwk] axlethehawk ( RETIRED ) DIPLOMATIC LIAISSON / COUNCIL MEMBER & GRAND MARSHALL
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Grenadier
Joined: 27 Nov 2007 Posts: 19
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Posted: Wed Aug 06, 2008 11:55 pm Post subject: |
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Garnier,
I know it would be a pain in the tush. But, could you post what changes you made to each version. Like a running list. It can be short and sweet like:
Tennesse Vols: changed to veteran status
Added Washington Arty to game. etc etc.
You are doing a fine job creating the mod and we all thank you very much. I for one, would like to know what the changes are through the beta testing
Thanks,
Gren-a-deer
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[HWK]Garnier

Joined: 27 Aug 2007 Posts: 440
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Posted: Thu Aug 07, 2008 1:03 am Post subject: |
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I suppose I should do that.
Beta 8 I added cover properties to more objects and increased the effect over cover across the board, I also increased rate of fire and melee damage, while removing the melee damage bonus that previous kills gives, since that made no sense (troops that had been in fighting during the battle arent going to be more efficient.. they'd be tired). Other changes are;
Removed drummer and flagbearer from the regimental staff (so its now just the Col. and Lt.'s).
Added some new possible units, such as a regular confederate infantry unit that uses the butternut stonewall infantry uniform, as I wanted this uniform to be available even when the stonewall brigade is not present, and several other units like that.
For beta 9 I just adjusted the speed of musket battles, on the whole I think they're now about the same speed as in beta 7, but there's not AS much of a bonus to stand ground. _________________ 
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[HWK]Garnier

Joined: 27 Aug 2007 Posts: 440
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Posted: Sun Aug 10, 2008 11:00 pm Post subject: Updated to beta 10 on 8/10/2008 |
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Updated to beta 10 on 8/10/2008
Changes are these, described in the mod workshop:
| Quote: | First of all I figured out a way to adjust musket fire slightly, so I can have multiple types of hits. Currently half the hits will kill instantly, while the other half behave as they have done in all previous versions, 2 hits to kill, or 3 against troops on stand ground. This basically makes stand ground a little less important.
I also figured out how to make cannonballs bounce and kill troops while flying through the air, like in FB/EW. So now they will do this, as well as doing considerable damage when exploding. This makes them even more devastating to packed lines. I also made artillery kills count toward morale loss.
On top of that, I figured out how morale worked, and discovered that the changes Volt and I had made to morale in the early versions (and not changed til now) messed things up badly, for instance losing a drummer from a formation (or not having one to begin with) gave perfect morale to the formation, instead of having no effect like we had intended.
Now I've readjusted morale, and on the whole there is a good deal more routing, ESPECIALLY when troops in packed formations or stacked lines take a lot of casualties suddenly. As you could deduce, now that cannon kills cause a morale check, a packed mass of men that gets hit and loses 30+ men all at once from artillery fire will probably rout, and since men are more afraid of other routers now as well, packed troops often end up routing altogether, and then you have to reform them if you can get control again. |
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Dukeman123
Joined: 16 Aug 2008 Posts: 1 Location: Baguio,Philippines
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Posted: Sat Aug 16, 2008 10:13 am Post subject: |
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To: Any [HWK]
Can You place the download in another site?because mine cant download in file front
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[HWK]THE_DRAKE

Joined: 26 Aug 2007 Posts: 889
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Posted: Sun Aug 17, 2008 2:48 am Post subject: |
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Here ya go amigo...
http://www.mastersofthefield.com/ac_divided_nation/acdn_mod/HDN_V4_B10.zip
WARNING; If you still want to play regular deathmatch etc with your friends, then create a new AC/DN folder and load this mod to that instead...if not, and you;re just looking to play on our battlefield, then don't worry about it.
 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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[HWK]Garnier

Joined: 27 Aug 2007 Posts: 440
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Posted: Fri Aug 29, 2008 7:51 pm Post subject: |
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Updated to beta 11 on 8/29/2008
Changes;
Muskets slightly more deadly
Revolvers take twice as long to load, so officers aren't as overpowered
Added a new system for making units, while the old system is still available, and is still used on all previous maps. Here's how it works;
Union colonels can form companies with national and regimental colors together, while captains form companies with two lieutenants. So a regiment should be represented by one colonel+colors company and then as many other companies as needed to make it the right size.
The confederates work the same way, but as their infantry don't carry the national banner, they only have one regimental battle flag per regiment.
For OOB accuracy reasons, you can use a Union national banner with a captain instead of a colonel, as later in the war there weren't colonels available for every small regiment, and regiments often were led by captains.
Flags work like cannons now as well, they are invincible to infantry combat, cannot fight and can be captured. _________________ 
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[HWK]Garnier

Joined: 27 Aug 2007 Posts: 440
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Posted: Fri Aug 29, 2008 11:57 pm Post subject: |
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Updated to beta 12 on 8/29/2008
Changes;
Unfortunately I made a mistake and the confederate flags in beta 11 were invincible but troops still tried to attack them, which naturally causes problems, cause the men get stuck on them and stab away forever.
I've fixed it now with beta 12, and that's the only difference between 12 and 11. _________________ 
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