Napoleonic command mod (in work)

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welk
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Napoleonic command mod (in work)

Post by welk »

In prevision of a future adaptation of my ancien battle mod (that will be finalized soon) to napoleonic battles, I have a choice to do about graphs to use, because I have 2 collections of napoleonic graphs :

1/ The collection N° 1 is that :
Napoleonic_BG.png
Napoleonic_BG.png (1.19 MiB) Viewed 1152 times

2/ The collection N°2 is that :
FRnap.jpg
FRnap.jpg (152.78 KiB) Viewed 1151 times

No any of these graph collections come from my own work, they come from very old other games (no more supported games : years 1995-1998 : 1° collection is a original vanilla set of graphs use din a old game ; 2° collection is a set made by a russian or british modder for another old game)

But the problem is : Which collection should I use ? I can't decide in one way or in other (great hesitation)

I need to do a poll => Please, vote : what graphs collection you would prefer for the mod ?
Note that images/graphs are not definitive : I will re-work them, the 2 screens are used just for the poll

List of units will probably be that :

Cuirassiers
Grenadiers à cheval
Carabiniers à cheval
Cav de la Garde
Chevaux-léger (cav légère à moyenne)
Lanciers
Chasseurs à cheval
Hussards
Dragons

Inf de la Garde
Inf légère de la Garde
Inf légère
Tirailleurs
Inf de ligne
Elite inf de ligne
Inf de forteresse

Artill de la Garde
Artill légère à pied
Artillerie moyenne à pied
Artillerie heavy à pied
Artill de cavalerie

Engineers
Last edited by welk on Tue Jan 13, 2026 3:10 pm, edited 2 times in total.
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welk
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Re: Napoleonic command

Post by welk »

A n°3 collection would also be possible (if some prefer vote for) : integral view on top graphs (exactly like ancient battle graphs units). These graphs would come with shadows for relief (there are not yet shadows on the current image)
These graphs (some a little modified) come from a mod made by mkr8683, a player-modder of Winspww2 (shrapnel games)

The choice will be betwtween N°1,2 or 3
napo1010.jpg
napo1010.jpg (224.25 KiB) Viewed 1124 times
Last edited by welk on Sat Dec 27, 2025 9:54 pm, edited 1 time in total.
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zakblood
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Re: Napoleonic command (poll to choice graphs)

Post by zakblood »

if you can't make your mind up on which set, add them all if you can, would make a good option as a choice?
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welk
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Re: Napoleonic command

Post by welk »

It's an excellent idea ;) , and I plane that for the ancient battle mod (3D= graphs of Age of Empire ; Nato = actual graphs "view on top"

I will also probably follow your suggestion for Napo adaptation : 3D = sprites collection N° 1 or N° 2 ; Nato = sprites view on top (collection N°3)

But the problem stays for collection N°1 and N°2 : what would be the best ? I can't decide at this time, I need external advices. Concerning collection N°1, graphs are ready ; concerning collection N°2, I would have to re-work lot of things. But he angle of view of sprites is not exactly the same between N° 1 and N°2 and I can't decide me about that.
Last edited by welk on Sat Dec 27, 2025 9:53 pm, edited 1 time in total.
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welk
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Re: Napoleonic command

Post by welk »

After theAncient battles mod (that is in final work), what preference ? (priority)

- Napoleonic battle ?
- US Independance war ?
- US Civil war ? (this theater of war does not interest me at strategic scale, but it's interessant in battle scale)

In all cases, the mod will be a generic tool (2 armies, red/blue side with generic paramets, modifyable in editor) that allows players to build quickly and easely (with editor) their own historical battles if the subject interest them.
Last edited by welk on Sat Dec 27, 2025 9:53 pm, edited 1 time in total.
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Lynx57
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Re: Napoleonic command (poll to choice graphs)

Post by Lynx57 »

Nice Project,

I like the third option, counters with uniforms ;)
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welk
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Re: Napoleonic command project

Post by welk »

The Ancient battle mod will be soon completed.
At the same time, first work for the Napolenic version has began

Here are future graphs for french imperial army
I choiced them for some technical reasons : their scale is full adapted to the scale of SC (no any reduction needed), and they have a high level of color variation. In addition, their look is more immersive" than others (in my opinion). Old gamers who have loved the Napoleonic Battlegroud series (Talonsoft) will recognize them immediatly :mrgreen:

Square defensive formations will be modelized by "defensive formation"
Column march will be modelized by "forced march"

Vive l'Empereur ! 8-)
NAPO.png
NAPO.png (110.67 KiB) Viewed 592 times
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welk
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Re: Napoleonic command mod (in work)

Post by welk »

I would need some views of what is the aspect of game in :

Main screen 4x3
background 4x3
Splash 4x3

and same for :
21x9
32x9



Would be usefull to have these view captures, to place images on files
If some players use these formats, please : post your view.

15-x9 is not needed, I use it

If nobody does post asked images, I will consider that there are no any users of these formats and I will let the concerned files "full black" (no any interest to work for nothing, I did not use these specific formats)
NAPO SCREEN.png
NAPO SCREEN.png (3.96 MiB) Viewed 450 times
Last edited by welk on Fri Jan 16, 2026 9:50 pm, edited 1 time in total.
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welk
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Re: Napoleonic command mod (in work)

Post by welk »

Units of imperial french army (Units of Imperial Guard - inf, cav & arty - are not on this image => work in progress, they will include Mameluks, etc)

Some units types have more than one graph (this will allow to configure army in all contexts)

In SC2, units have no any "formations" (line, columns, square), and it's a limitation for napoleonic modding.
But :
1/ Square formations will be modelized by "defense formation capacity" (setting in editor)
2/ Columns formation will be modelized by "forced march", renamed "Column march" (that will decrease power capacities of units : "moral" of units will become "fight power")

Units with high defensive formation factor will be considered as in "square formation" (of course, Cavalry and arty will have no any defensive formation hability)

Units in forced march will be considered as moving in columns = vulnerables
french units.jpg
french units.jpg (870.69 KiB) Viewed 398 times
Ground relief will have 3 levels (in addition of forests, marsh, etc)
Villages on the image are those from Ancient battle mod, not the graphs that will be used in Napo mod, I have found napoleonic and towns villages (work in progress)
GROUND.png
GROUND.png (2.02 MiB) Viewed 396 times
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welk
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Re: Napoleonic command mod (in work)

Post by welk »

In zoom view : Unit sprites will use graphs of old Battleground games (PTW, NIR, etc), but unit sprites nato will use counters like the original Kriegspiel's von Reisswitz

Outzoomview : it will in all cases use Kriegspiel counters

https://de.wikipedia.org/wiki/Kriegsspiel_(Planspiel)
Kriegspiel.jpg
Kriegspiel.jpg (812.37 KiB) Viewed 296 times
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Image
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Magpius
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Re: Napoleonic command mod (in work)

Post by Magpius »

Amazing work. Opens up a new world of possibilities.

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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welk
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Re: Napoleonic command mod (in work)

Post by welk »

Yes, very interesting new possibilities.
My goal is twice : on the one hand, to build for my own usage a Napoleonic wargame and share it if other users are interested ; and on the other hand, to show Hubert and Bill the enormous possibilities that the SC system has to offer, if they wanted to make a series of SC games dedicated to great battles from all eras (from antiquity to the end of the 19th century). A game like FOG II could not easily be adapted to the Napoleonic era because there would be problems with the scale of the map, but the SC system is perfectly suited (it would be enough to provide for the management of formations = lines, columns, squares, and also to add the possibility of reorienting the counters. Nothing else would be necessary to be added, as all the essential other useful parameters are already in the editor).

SC system is really a perfect system for wargaming, with high potentialities : Hubert should take the decision and should try to conduct this historical adventure => Make SC great again :mrgreen:
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welk
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Re: Napoleonic command mod (in work)

Post by welk »

Ressources (cities, villages, fortifications, etc):
RESSOURCES.png
RESSOURCES.png (292.42 KiB) Viewed 257 times
Graphs come from the old Age of Empire (Microsoft), from Fairline Civ II graphs (Failine is a modder of civilization II) and from Final Struggle, a PC napoleonic wargame (WDS)

"The final struggle" may be bought here :
https://wargameds.com/collections/napoleonic-battles

There is a free demo to try the game (and lot others interessant PC wargames demos)
https://wargameds.com/collections/game-demos-wds
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welk
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Re: Napoleonic command mod (in work)

Post by welk »

View of a test battlefield (British army graphs are in work and french imperial Guard also in work). British commanders are at this time invisibles because their graphs are not yet implemeted
Working on this, I founded some little tips that will be used to improve the Ancient battle mod in few time

Concerning ground : green "moutains" are hills level 1, light braun mountains = hills level 2 and dark braun mountains = hills level 3

I work also on graphs tests : french army on the second image is "vanilla" (graphs of Battleground seris -Talonsoft), but British army on the second image received a special filter that does reinforce contrast and shadows (British army of first image is "vanilla"). I am in indecision to choice : vanilla look of special filter ?
Battlefield.png
Battlefield.png (1.92 MiB) Viewed 186 times
GRAPHS.png
GRAPHS.png (1.54 MiB) Viewed 183 times
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welk
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Re: Napoleonic command mod (in work)

Post by welk »

Game has now 6 altitude levels : Plain, low hills, hills, high hills, mountains, high mountains

These 6 levels will be used in napoleonic mod, but also in some operationnel/tactical WW2 mods I plane for the futur at Regimental/Batalion/Company scale : working on napoleonic mod, I discovered that the game may be perfectly adapted to a ww2 tactical/operationnel scale, like a kind of (large scale) "Squad leader" or a kind of "East Front" (a old excellent game of Talonsoft)
LEVELS.png
LEVELS.png (3.1 MiB) Viewed 128 times
French imperial army and british army are no released, I will begin to work with campaign parameters (later, after some tests, I will do a Prussian army and a Austro-Russian army)
ARMIES.png
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welk
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Re: Napoleonic command mod (in work)

Post by welk »

A french military convoy is crossing Alps, conducted by the emperor Huberto Caterapate I°... :mrgreen:

Level "mountains" and level "High mountains" have now a 3D look (Hills levels will stay like actual)

If I do not find better graphs, I will keep these
ACROSS ALPS.png
ACROSS ALPS.png (2.6 MiB) Viewed 91 times
This mountain pass also seems to be very busy... :roll: (graphs are not mine, made by Fairline/Tanelorn for Civ II => talentuous graphs creators). In addition of battle field, SC3 is also perfectly adaptable for semi-operationnel level (regiment/Batalion/Company), WW2 or modern times.
WW2.png
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welk
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Re: Napoleonic command mod (in work)

Post by welk »

This game is crazy in battlefield scale :mrgreen: I will never return in strategic WW2 scale, just in operationnel/tactic scale for WW2 and modern scenarios (I have collected lot of graphs for that)...

In game, to have permanently full supply (invisible major cities + invisible rails roads to connect all hex without exception) seems give to AI a fantastic energy.

Here is capture of a furious test battle : AI seems have great tentation to kill my arty by charges with heavy and line cavalry
BATTLE TEST.png
BATTLE TEST.png (1.66 MiB) Viewed 53 times
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