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Alternative mirror link (much faster than moddb download speed), change log and install instructions below...

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[OUTDATED] Field Command: Napoleon v3.0
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royz415
royz415 - - 3 comments

Thank you so much for making this upgraded Darthmod. Definitely going to use this next after I finish my Darthmod Russia campaign. <3

(P.S. I had to make an account in moddb just to appreciate and commend you for making this mod, Napoleon Total War is my favorite total war game.)

Also just to clarify, by standalone mod meaning I have to uninstall the old darthmod or i can just set it to vanilla then put dmnhc files in data just as instructed?

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iPulp
iPulp - - 67 comments

yes

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Guest
Guest - - 692,528 comments

What are the plans for Ottomans?

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chewi3 Author
chewi3 - - 110 comments

Balancing first and foremost. However the Ottomans did not really take part in the grander scheme of things during the Napoleonic Era, so at most their roster will include units that fought in the Anglo-Turkish War of 1807-09

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Guest
Guest - - 692,528 comments

hey great mod , will you add new factions or are the factions complete ? Thanks for making the mod !!

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chewi3 Author
chewi3 - - 110 comments

I think we're there with new factions. The team and I will be moving to a new project soon so expect 1 more "definitive edition" update

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FeldmarschallSacha
FeldmarschallSacha - - 9 comments

Dapper work as always, this mod shines- hope to see the Ottomans come back soon because I had some fun alternative history scenarios with them. Whole new Confederation of the Rhine is exciting, Grenadier ability looks super cool and really solidifies their role as a more melee based force.

Any reason for the unit size change(s)? I assumed balancing.

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chewi3 Author
chewi3 - - 110 comments

Thanks as always Sacha ;)

You are exactly right about the unit size change. Lights will almost always lose to line in a straight firefight, but remain an excellent screening, scouting and flanking force. On top of that militia received a dramatic decrease of 40 men per unit as we wanted to prevent a "mass meta" from developing. We started to find lots of players spamming militia units as a way to buff numbers, while effectively protecting them with heavy cav and their ability to inspire nearby troops, meaning militia were able to fight on with >50% casualties.

Hope this explains it more

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FeldmarschallSacha
FeldmarschallSacha - - 9 comments

Thanks, explains plenty.

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geo3trick
geo3trick - - 22 comments

Is this only multiplayer ? Or there is singleplayer ?

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chewi3 Author
chewi3 - - 110 comments

I don't think we will ever get around to a SP campaign. The AI is just far too underwhelming, and no amount of modding can get them to a place I'm happy with. MP is where this shines.

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luggilu
luggilu - - 1 comments

Why was fire by rank removed? that was the main reason i downloaded Darth mod. because not having it gives you no reason to have formations deeper than 2 ranks, because you sacrifice too much firepower. in vanilla you almost always win if you have a line one or two ranks deep, because every man behind that isnt doing anything, and as total war isnt really the most realistic when it comes to filling ranks, this seems like a very bad decision. i guess imaa download an older version where its still available, but id love to play the newer version, but without havign every firefight be only one or two ranks deep

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chewi3 Author
chewi3 - - 110 comments

FBR is extremely janky - for example, if you move a unit mid-engagement and only the 1st rank has fired its volley, the next time that unit is in a firefight they have to wait for the entire front rank to reload again even though the 2nd and 3rd ranks are ready to fire. That is why it was removed. Now elites fire by the front 2 ranks simultaneously, which is historically accurate of the period.

The reason you want to have more than 1-2 ranks in a firefight is for morale. If you lose multiple men in quick succession within a single unit, morale will tank very quickly. Having 3+ ranks means the front rank can absorb more lead per enemy volley, thereby reducing the units' casualties per minute. 3+ ranks is 100% recommended in a firefight where your opponent possesses greater marksmanship or reload speed (e.g. Britain or Prussia).

Finally, thicker ranks is beneficial when going for a bayonet charge. The front rank will absorb multiple musketballs that would have otherwise hit another man, thereby reducing your casualties per minute. On top of that, a thick block charging will penetrate a thin 2 rank unit with ease, disrupting the units' formation, splitting in half and applying a flanking bonus to boot.

Join our discord for more information on how to use formations effectively in DMHC.

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Guest
Guest - - 692,528 comments

Although I love the mod, I would like to know what happened to the British grenadiers? If they appeared in previous versions of this same mod, will they be in the future?

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chewi3 Author
chewi3 - - 110 comments

British Grenadiers did not form entire battalions, in contrast to France or Austria where they did, for example. We made the decision, therefore, to remove them entirely, as any representation of British Grenadiers as their own unit is disingenuous and misleading. They did exist though, but were integrated into regular battalions and typically formed its far right wing. An interesting, but little known, fact

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