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RE: KS Mod
Posted: Mon Jan 11, 2016 6:09 pm
by Champagne
I like the KS Mod a lot and it was not difficult to install properly.
RE: KS Mod
Posted: Sat Jan 16, 2016 4:48 am
by Mr Digby
A new version, v1.17 has been released as well as v1.11 of KS Supplemental Maps.
Changes:
1. The first SOWWL map named Meckel, created by Mark Tewes is included. Mark made the Gettysburg maps for the original SOWGB game. It contains numerous villages with strong points. The attacker does not have an easy time on this map. Meckel has a west German theme and is based on one of the original 19th century German staff Kreigspiel maps and to see the map in digital form has been a long ambition of Martin James, one of our groups leading members.
2. A large number of scenarios have been added. These are ones that the KS group has played in their MP games. They are fully playable in SP also. You will find them when you press the User Scenario button in the game. They all begin with 'KS'. The country name indicates which side should be the human side in SP or co-op MP play. Most of these will also give good PvP battles.
The updated versions may be found here:
http://kriegsspiel.forumotion.net/t1451 ... tyle#14783
You will need to register for free membership of the KS forums in order to download files.
RE: KS Mod
Posted: Wed Jan 20, 2016 5:28 pm
by Ostwindflak
Are all the map locations in German or are there English versions too?
RE: KS Mod
Posted: Thu Jan 21, 2016 5:25 am
by Mr Digby
The map locations are in the language of the country in which the map is set. Think of them as local maps that the two sides are both using.
RE: KS Mod
Posted: Thu Jan 21, 2016 12:13 pm
by Miko
Is KS forum down today? If yes, are you planning a game tonight?
RE: KS Mod
Posted: Thu Jan 21, 2016 2:37 pm
by Ostwindflak
Thanks for the reply Mr. Digby.
RE: KS Mod
Posted: Mon Jan 25, 2016 3:07 pm
by Volunteer
The KS mod is a wonderful expansion on the base game. Great variety of units/uniforms/nations on wide ranging terrains/maps. Playing HITS and couriers is engrossing and at times intense as timing movements becomes critical. The guys who play KS are very friendly and helpful. Give it a go; I bet you like it.
Shout out for Mr. Digby he is a particularly good bloke!
RE: KS Mod
Posted: Mon Feb 01, 2016 9:42 am
by kipanderson
Hi,
Many thanks to all for the SDK work.
Some years ago did, many year ago in fact, did use the files in ACW version. Look forward to really getting to grips with the files and data here too when I have time.
With SDK files and map editor when ready will be wonder land of fun.
My current reservation as initially coded is that attacking infantry are never/rarely stopped by musketry. Each to their own, but my reading in the books I trust most make clear that at under 100m often attacking infantry did hesitate, grind to a holt and revert to disorganised firing themselves even if not the wish of their officers. Or simply be driven off before actual contact.
Not as often as with ACW when lines blasting away for long was the default. But they did not always close as ordered.
All good stuff,
All the best,
Kip.
RE: KS Mod
Posted: Mon Feb 01, 2016 12:56 pm
by Mr Digby
Hi Kip
Thanks for the kind words.
In the KS Mod musketry is more powerful and you will see attack columns driven back or stopped by it more often. A fresh battalion of good morale and with supports will still be very hard to halt however.
The KS Mod still produces more melees than I'd like but we are continually adjusting things. A new version v118 will be ready soon with a couple of significant changes designed to defeat some gamey play styles in MP games

RE: KS Mod
Posted: Mon Feb 01, 2016 4:12 pm
by kipanderson
Mr Digby, hi,
the specific I was planning on look at was the morale effect of musketry.
But first must have good dig around in the data and such and relearn how it all works.
But look forward to using your Mod very much.
BTW, I agree that it is not desirable to go to extremes. High morale troops certainly did close often.
All the best,
kip.