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Adonnus

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For too long have Napoleonic ideas for a mod been tossed around but never implemented...

For too long have masses of portraits and sprites gone unused...





Napoleonic Wars

for Darkest Hour


------------------------------------------------------------------------------------

DOWNLOAD - Version 0.3

https://mega.nz/#!OshFBCYI!MtR6PRGCiyAeB-LvFhmgsK5sJ3dFVMcdktVhTEp05j4


Alternate download link: (may not work)

http://www.mediafire.com/download/9h5003r708ailol/Napoleonic_Wars_for_Darkest_Hour_v0.2.zip

Hint: If there is a problem with the Captchas just keep mashing that refresh button


Please post on your opinions of the mod, and of course ideas and recommendations!

------------------------------------------------------------------------------------
Version 0.3



Major Additions:

0.3

-Mostly complete 1802 world map, still details to be done
-More changes to AI, events
-More naval and other tech
-Minor gfx additions

0.2.5

- Peninsular War up and running
- New events

0.2

-Fully Functional War of the Third Coalition + Peace Events
-Mostly Complete War of the Fourth Coalition + Treaties of Tilsit (Peace with multiple options - Duchy of Warsaw and rudimentary Kingdom of Westphalia)
-New 1805 Scenario, where you may begin the Great European War immediately!


Minor Additions and Improvements:


-Russia now sends troops to fight in Austria and Prussia in 1805-1806
-Leaders for most European nations
-Full minister cabinets for most European nations
-Events for the Confederation of the Rhine
-Addition of Qing as Russian border state (fix for Russian troops going to far east problem)
-Tech Teams for Britain and France
-Swedish Entry into 3rd Coalition War event
-Improvement of Starting Armies - armies now given to Spain and renamed for historical accuracy for other nations


A modification set just after the French Revolution, when all of Europe was sent into chaos. From the fire and smoke rose one man: Napoleon. And Europe would be his.

Mod Team:

-Adonnus - main events and scenario files and whatnot

Old members
-Kaiser Franz - leader and minister files and pics


Installation Instructions:

1. Create a folder called "Napoleonic Wars for Darkest Hour".

2. Extract using WinZIP/7zip/WinRAR/Windows extractor and move the newly extracted files to your new folder.

3. Your mod folder is at

C:\Program Files (x86)\Steam\SteamApps\common\Darkest Hour A HOI Game\Mods

and you should cut and paste the mod here, alongside "Darkest Hour Full" for instance.

Basically just make sure all the files of the mod (ai, db, config, scenarios, map etc etc) are inside their own folder called "Napoleonic Wars" or whatever, then make sure that folder is in turn inside the Darkest Hour/mods folder.


The map:



Darkest_Hour_2014_03_26_17_37_30_88.png







Can you help? Yes you can!


I need somebody with skills in Paint.NET or something to make event pictures for this mod. Are you that person?
 
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  • 2
Reactions:
Niiice! :D

What is going to be the timeframe? Will it include the latin wars of independence that happened at the time?
 
- How to get armies to suffer attrition even in the summertime, or something more similar to March of the Eagles/Europa Universalis/Victoria.

Db/units/modifiers.csv

Code:
MODIFIER;INF;CAV;MOT;MECH;L ARM;ARM;PARA;MAR;MTN;GARR;HQ;MIL;MR F;INT F;STR B;TAC B;NAV B;CAS;TRA P;FL B;FL R;BB;CL;CA;BC;DD;CV;CVL;SUB;NSUB;TRA;X
ATT_CLEAR;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X
ATT_BLIZZARD;-70;-70;-70;-70;-70;-70;-66;-66;-50;-80;-80;-80;-100;-100;-100;-100;-100;-100;-100;0;0;-80;-80;-80;-80;-80;-100;-100;-80;-80;-80;X
ATT_SNOW;-50;-50;-50;-50;-50;-50;-50;-50;-20;-50;-50;-50;-50;-50;-50;-50;-50;-50;-50;0;0;-25;-25;-25;-25;-25;-80;-80;-10;-10;-25;X
ATT_FROZEN;-60;-60;-60;-60;-60;-60;-60;-60;0;-60;-60;-60;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X
ATT_RAIN;-10;-10;-10;-10;-10;-10;-10;-10;-10;-10;-10;-10;-30;-30;-30;-30;-30;-30;-30;0;0;-10;-10;-10;-10;-10;-80;-80;-5;-5;-10;X
ATT_STORM;-40;-40;-40;-40;-40;-40;-40;-40;-40;-40;-40;-40;-100;-100;-100;-100;-100;-100;-100;0;0;-50;-50;-50;-50;-50;-100;-100;-50;-50;-50;X
ATT_MUDDY;-75;-75;-150;-110;-110;-110;-75;-50;-75;-75;-75;-75;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X
ATT_NIGHT;-80;-80;-80;-80;-80;-80;-80;-80;-80;-80;-80;-80;-80;-80;-80;-80;-80;-80;-80;0;0;-50;-50;-50;-50;-50;-80;-80;15;15;-50;X
ATT_PLAIN;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X
ATT_DESERT;-40;-40;-40;-40;-40;-40;-40;-40;-40;-40;-40;-40;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X
ATT_MOUNTAIN;-50;-50;-70;-70;-80;-80;-40;-40;-20;-50;-50;-50;-30;-30;-30;-30;-30;-30;-30;-30;-30;0;0;0;0;0;0;0;0;0;0;X
ATT_HILL;-25;-25;-33;-33;-33;-33;-25;-25;0;-25;-25;-25;-10;-10;-10;-10;-10;-10;-10;-10;-10;0;0;0;0;0;0;0;0;0;0;X
ATT_FOREST;-10;-10;-20;-20;-20;-20;0;0;0;-10;-10;-10;-20;-20;-20;-20;-20;-20;-20;-20;-20;0;0;0;0;0;0;0;0;0;0;X
ATT_JUNGLE;-33;-33;-66;-66;-66;-66;-15;-15;-15;-33;-33;-33;-40;-40;-40;-40;-40;-40;-40;-40;-40;0;0;0;0;0;0;0;0;0;0;X
ATT_SWAMP;-25;-25;-50;-50;-50;-50;-15;-5;-15;-33;-33;-33;-10;-10;-10;-10;-10;-10;-10;-10;-10;0;0;0;0;0;0;0;0;0;0;X
ATT_URBAN;-25;-25;-25;-33;-55;-55;-20;-20;-20;-25;-25;-25;-15;-15;-15;-15;-15;-15;-15;-15;-15;0;0;0;0;0;0;0;0;0;0;X
ATT_RIVER;-50;-50;-66;-66;-66;-66;-33;-20;-20;-50;-50;-50;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X
ATT_SHORE;-50;-75;-66;-66;-66;-66;-33;-20;-33;-75;-75;-75;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X
ATT_FORT;-10;-20;-20;-20;-20;-20;-10;-10;-10;-10;-10;-10;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;X

These are reffering to weather (until MUDDY), then nighttime, then depending on terrain, and river crossing, amphibious assault and attacking fort's attrition modifier.

At least I think so, can anyone clarify?

It requires some serious testing I imagine, but maybe making these numbers extreme might help.

- How to get armies to be alright when they are cut off from supply

I imagine there is a way to change it somewhere. One thing in misc.txt:

Code:
# Land units speed modifier for units out of supply (ignored for retreating units!). speed = speed * THIS.
	0.1 #0.1

Changing it to 1.0 would allow cut off army to move freely, at least until it has supplies. Alternatively you could entirely neglect supplies and make units use none of them (pasted from infantry.txt):

Code:
	supplyconsumption 		= 0.9
	fuelconsumption			= 0

But that would remove important aspect of the game. Unless you'd be to use supplies only to pay for offensive mode, which could be maybe buffed in some way. Thou it might be too radical choice.

- Anything useful on supply lines, fronts and attrition that would make this mods more like Napoleonic warfare and less like World War 2.

Hmm, maybe playing with AI files, there's cool guide on all values in Mod Documentation folder in main game. Again, it might be down to pushing some values to absolute extreme (like making AI very reckless, so it's not bothered with maintaining frontline and just goes for it?

This however could lead to disaster for AI, since player could simply encircle it or go straight for VPs. Thus filling world (main provinces at least) with locked garrisons could work maybe.

As for fronts in general, even if one would make AI work Napoleon-style, I doubt any player would be bothered with it. In the end, AI would be simply commiting suicide everytime it fights player.

Fronts are something natural in games like that, regardless of age. I recall some old EU2 multiplayer games, all wars were ending up as WW1-style massive fronts, until one side commited a mistake.

So maybe it would be okay to leave fronts and make some other aspects of the Napoleonic warfare important? I have no idea since I ain't no expert on warfare matters, but there's surely a way out to make unique fighting system.

As for production, divisons could be switched to regiments maybe? So they'd be cheaper and smaller, costs could be around HoI2-style I imagine? But since regiments like that would be tiny, they'd be burning out quicker and more often in general. One would have to keep outputting them at madman's pace to keep up with enemy.
 
@Ober

Thank you very much for this information! It will be of great help.

I was planning to make the standard unit of infantry a brigade, between 2400 - 5000 men.

This would mean you would need 120 - 250 brigades to equal Napoleon's Grande Armee in 1812.

Brigades would be replaces with regiments or battalions.



Unfortunately, your modifiers.csv information is wrong, as ATT is attack, with defence below it.
 
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@Ober

Thank you very much for this information! It will be of great help.

I was planning to make the standard unit of infantry a brigade, between 2400 - 5000 men.

This would mean you would need 120 - 250 brigades to equal Napoleon's Grande Armee in 1812.

Brigades would be replaces with regiments or battalions.



Unfortunately, your modifiers.csv information is wrong, as ATT is attack, with defence below it.

Let me know of you would be interested in Collaborating?

Thanks my email is moxs60@hotmail.com
 
Adonnus, as I can't answer you by PM ('Adonnus has exceeded their stored private messages quota and cannot accept further messages until they clear some space.') I'll post it here:

Adonnus said:
Hello, I am going to use the E3 map for my Napoleonic mod, but I have one question: do you have a list of provinces for each region? This would greatly assist me in assigning provinces to countries.

Also, when if ever do you plan to upgrade the mod to 1.03?
I don't have any such list or blank map with province IDs, E3map is still under development, so there's no sense to make such map yet. Last version is compatible with 1.03, it means it won't CTD at start as misc.txt file was updated, but for example some DH features like casualties weren't included.

Rafał
 
1914 mod music pack is awesome.Exelent atmosphere of 19th-20 century