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Regimental-level mod

PostPosted: Wed Jun 01, 2016 9:34 am
by stilgar
I have a question regarding the regimental mod that is supposed to be part of v6 release, at least as far as I've heard. I suppose that is the mod we used with Fullin's campaign. If so, how different/similar it will be stats-wise to what we've seen? Thanks!

Re: Regimental-level mod

PostPosted: Wed Jun 01, 2016 3:47 pm
by [N]Fullin
stilgar wrote:I have a question regarding the regimental mod that is supposed to be part of v6 release, at least as far as I've heard. I suppose that is the mod we used with Fullin's campaign. If so, how different/similar it will be stats-wise to what we've seen? Thanks!


It is more or less that one....

quite smilar stat-wise.

Re: Regimental-level mod

PostPosted: Wed Jun 01, 2016 5:41 pm
by oOIYvYIOo
If we increase the size of the units ingame ,would it not be enough

Re: Regimental-level mod

PostPosted: Wed Jun 01, 2016 6:24 pm
by [N]Sloop
oOIYvYIOo wrote:If we increase the size of the units ingame ,would it not be enough
No.

Re: Regimental-level mod

PostPosted: Wed Jun 01, 2016 7:47 pm
by oOIYvYIOo
[N]Sloop wrote:No.


Why ?

Re: Regimental-level mod

PostPosted: Thu Jun 02, 2016 7:48 am
by stilgar
[N]Fullin wrote:
stilgar wrote:I have a question regarding the regimental mod that is supposed to be part of v6 release, at least as far as I've heard. I suppose that is the mod we used with Fullin's campaign. If so, how different/similar it will be stats-wise to what we've seen? Thanks!


It is more or less that one....

quite smilar stat-wise.


Good to hear that, Fullin. Any new nations and/or maps to be included?

I have loaded the 2-3 months old version used in campaign and it looks and feels great to me. Thanks for deciding to share it with masses.

Re: Regimental-level mod

PostPosted: Thu Jun 02, 2016 5:09 pm
by [N]Sloop
oOIYvYIOo wrote:
[N]Sloop wrote:No.


Why ?
Because that's not the way we do things around here.

Re: Regimental-level mod

PostPosted: Fri Jun 03, 2016 12:53 pm
by oOIYvYIOo
[N]Sloop wrote:Because that's not the way we do things around here.


What ?
So could you say how "you" do things around here,with the mod that is from "everyone" for everbody.

Re: Regimental-level mod

PostPosted: Fri Jun 03, 2016 3:46 pm
by [N]Sloop
oOIYvYIOo wrote:What ?
So could you say how "you" do things around here,with the mod that is from "everyone" for everbody.
Your argument is inconsequential. Based on fundamental theories of human nature and the ability to troll one's own website, your opinion lacks the weight to convince those who are unconcerned. It is a matter of mind over nothing or a blue sky on a blue day. Melancholy yet warm and alive. Let your anger go and be one with that which is. In other words; get with the program Yoyo.

Re: Regimental-level mod

PostPosted: Fri Jun 03, 2016 4:48 pm
by [N]Fullin
oOIYvYIOo wrote:
[N]Sloop wrote:Because that's not the way we do things around here.


What ?
So could you say how "you" do things around here,with the mod that is from "everyone" for everbody.


the mod is not from everyone.

Its from The Lordz.

A regimental scale, I will proceed to explain, will have no grenadiers units, will have no squares, the scale is different, so shooting distances will vary, a regiment can not get into a house ( not into mine anyway) , a regiment will not run as a unit. and i can go on......

Hope it helps to clarify why our 6 month work and more than 157 test version is not changing the unit size.

Thats how I make things around here.