Napoleonic Europe

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ernieschwitz
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Re: Napoleonic Europe

Post by ernieschwitz »

I am nearing a point where I might release this very soon.

I'll keep everyone posted :)
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ernieschwitz
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Napoleonic Europe Released

Post by ernieschwitz »

The NEW and ALL improved Napoleonic Europe Scenario is now in the scenario bank.

Any questions about it, I'll answer :)

https://www.vrdesigns.net/scenario.php?nr=318
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Magpius
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Re: Napoleonic Europe

Post by Magpius »

Thank you very much!

"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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ernieschwitz
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Re: Napoleonic Europe

Post by ernieschwitz »

No, thank you!

I hope you'll enjoy it, and that it gives you at least as many good hours as it has me :)
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ernieschwitz
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Re: Napoleonic Europe

Post by ernieschwitz »

Napoleonic Europe has now been out for a month and a bit, and like any parent a scenario designer wants to know their child/scenario is doing. So anyone have any info or storys they want to share?
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CSO_Talorgan
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Re: Napoleonic Europe

Post by CSO_Talorgan »

ernieschwitz wrote: Tue Jun 24, 2025 10:33 pmSomeone approached me about getting transfers in. Together we made this graphic.

Supply Train Pic.jpg

I don't like making stuff, and not using it. So count on them being in.
I thought that ATG uses an abstracted supply system, so that battles around and over supply convoys, both on land and at sea, were not possible (?)
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ernieschwitz
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Re: Napoleonic Europe

Post by ernieschwitz »

True.

But supply has to go by a route, and if you send it manually, which can be done, it can be interdicted. You can actually set up units on land, to have interdiction abilities, with a range of either hexes, or APs. I think it may be broken currently, but I need to investigate.

In any case, what was wanted here was just a way to send them, and not a way to interdict them. :)
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CSO_Talorgan
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Re: Napoleonic Europe

Post by CSO_Talorgan »

ernieschwitz wrote: Sat Jan 03, 2026 1:18 amsupply has to go by a route, and if you send it manually, which can be done
Interesting
ernieschwitz wrote: Sat Jan 03, 2026 1:18 amYou can actually set up units on land, to have interdiction abilities, with a range of either hexes, or APs
So the convoy battles happen but are abstracted?

You don't actually find yourself in a battle where a covering force, with its back to a wagon column, is trying frantically to fend off attackers.
ernieschwitz wrote: Sat Jan 03, 2026 1:18 amIn any case, what was wanted here was just a way to send them, and not a way to interdict them. :)
:]
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ernieschwitz
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Re: Napoleonic Europe

Post by ernieschwitz »

CSO_Talorgan wrote: Thu Jan 15, 2026 1:38 am
ernieschwitz wrote: Sat Jan 03, 2026 1:18 amsupply has to go by a route, and if you send it manually, which can be done
Interesting
ernieschwitz wrote: Sat Jan 03, 2026 1:18 amYou can actually set up units on land, to have interdiction abilities, with a range of either hexes, or APs
So the convoy battles happen but are abstracted?

You don't actually find yourself in a battle where a covering force, with its back to a wagon column, is trying frantically to fend off attackers.
ernieschwitz wrote: Sat Jan 03, 2026 1:18 amIn any case, what was wanted here was just a way to send them, and not a way to interdict them. :)
:]
Convoy battles happen in the sense that the subs do sink ships, in the same way as if they were interdicted. I don't think the same happens on land though.

Until the new interdiction system that Erich Ormand worked out, things could not prevent sea supply from being interdicted. His new system (which is not enabled in Napoleonic Europe) would let things like Flak and Fighters somewhat stop interdiction. This also includes sea supply, so destroyers, placed along the route of the supply could mitigate subs.

But no you never find yourself defending a wagon column manually. The scale of ATG is not as detailed as that.
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ernieschwitz
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Napoleonic Europe Updated

Post by ernieschwitz »

Napoleonic Europe has been updated.
Napoleon Release.jpg
Napoleon Release.jpg (25.94 KiB) Viewed 18 times
It began with me wanting to find out what was wrong with the Turkish/Ottoman AI, that and perhaps making a small AAR, to bring some light back to this (in my opinion) Gem.

I found the reason that the Turkish/Ottoman AI was doing so good. It was getting troops at roughly 1/4th of the cost everyone else was getting them. It was a simple mistake, stemming from me trying to weakening them by giving them a special infantry type (Turk Infantry) instead of Regular Infantry. Once I fixed that and made a change to where it could deploy troops (fewer places) and didn't let it get benefits from British trade, things started looking right. It is still a good AI opponent, but not quite as formidable as it had been.

An example of the Turkish Infantry below.
Turk Inf I.jpg
Turk Inf I.jpg (20.85 KiB) Viewed 18 times
As a gift to those that are going to play the game, I have also included Turkish Staff pictures now. They are only pictures mind you. They still have the same staff values as other nation's staff. This is how they look.
Turk Staff I.jpg
Turk Staff I.jpg (21.31 KiB) Viewed 18 times
While messing around I discovered some other bugs, which I fixed too.

* Some had to do with some of the AI nations not protecting their own Capitol if it was in danger.
* The British I had given twice their production by mistake.
* There was an error in the War Weariness event, that would cause the modifiers to become strange.
* When deploying a "Fleet" the resulting unit would be called "Frigates".
* "Newcastle" was spelled "New Castle".
* Some regime variables that only the game could use for any purpose were being shown

Hope you all enjoy this Napoleonic Europe rerelease.
Creator of High Quality Scenarios for:
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Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
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