						// NAPOLEONIC WARS MOD 1.0 2006 //
							//1812-1815 ADDON PACK//

							   // BY PROFT //



Global thanks (first release) :


	A great thanks to civil war mod, for the stuff we've done together (horse, grapeshot, musicians, waving flags,
	wagons, etc.) and for the stuff you let me use here (config, anims, watch, compass, etc.)

        special thanks to spad for its great Napoleonic packs, its support and the models i'm re-using here

	thanks to tsaligikola for his precious support

        thanks to gavin (Napoleonic riffles reworked from its old Napoleonic units, winter troops based on early german pack,
	german hitsounds)
	thanks to wilco for borrowed anims reworked for death stances


Special thanks (this release) :

        thanks to gavin again for giving some British models and textures that i used here

	thanks to philcommando for letting me use and adapt his great Philcommando's sailing ships.

And as always :

	thanks to every one that supports Napoleonic and Old fashion OFP mods...

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	ADDONS REQUIRED :

	NAPOLEONIC WARS MOD 1.0

	You can get it here :

	ftp://ftp.gamepark.cz:8021/ofpd/unofaddons2/NapoleonicModV1.0.rar

	or here :

	ftp://ftp.gamepark.cz/ofpd/unofaddons2/NapoleonicModV1.0.rar

	or here :

	http://www.ofpbase.com/pafiledb/pafiledb.php?action=download&id=819

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	FOREIGN ADDONS INCLUDED :

	FML_objects v1.2
	Philcommando sailingship (modified version)

	
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	MAPS :

	My old (not reworked) Waterloo map
	A new map : 19century map, which is a generic 19th century map (with a big fortified city, a fortress,
	a swamp, an harbour, a steppe, farming areas etc..)

	ERA COVERED BY THIS RELEASE :

	Lots of Napoleonic units of the 1812/1815 era, mainly to figure 1813-1814 France campaign then 1815
	Waterloo campaign. I did pay much attention to uniforms' accuracy and evolution between the early napoleonic
	wars covered by the first release and the late napoleonic wars covered by this release.

	UNITS :

	As in the first release : line infantry, light infantry, Guard, artillery, cavalry and staff officers
	New : French and British Navy (modified PC ships, sailors and marines)

	COUNTRIES :

	- East side : France, French foreign troops (Swiss and Polish)
	- West side : Prussia, Russia, Austria, Great-Britain, Brunswick, Dutch-Belgian, Hanover, Sweden
	- Guerrilla side : Nassau, Bavaria, Wurtemberg (changing sides after 1813 Leipzig battle), French Royal
	troops (restauration)
	
	NEW FEATURES :

	- to avoid lag and increase numbers of flags, the flag is now a pickable weapon (waving flags are kept for
	cavalry units) and new units do have a flagbearer in each groups (not historically accurate but funnier) ;
	- drums and buggles are now "weapons" (buggle is a primary, drum a secondary weapon) so each group has got a musician ;
	- always 4 crew artillery canons but with no "eject problem" anymore (see below) ;
	- groups for every kinds of units : 1812-1815 groups include re usable units of the first release (units for which
	uniform didn't change) ;
	- ships do have 14 canons (7 each side) ;
	- dammage and destroy script for the ships (mast are randomly falling under dammage, a fire may appear and
	progessively destroy the boat, the fire may decrease and stop, or may create explosion aboard the boat).

	MISSIONS EDITOR'S DEMO MISSIONS :

	- a first demo mission is included to show how some simple scripts may be used to create 19th century battle 
	atmosphere : groups walking in line with weapon	on back (self stoppable when units are fired at), very powerfull
	line defence script (units kneeling after each	shot, and stoppable with a simple trigger), dammage script that
	make severly wounded units swinging, falling then randomly screaming, etc...
	- a second demo shows a naval battle and British marines and sailors attacking a French harbour.
	- a third demo shows a big battle with a group walk script (4 squads walking and fighting together, featuring a
	company) : 6 French companies (240 units=a small battalion) attacking 5 Russian companies (200 units), with the
	support of 45 cavalrymen, 2 canons each side, with no major lag.
	- a fourth demo shows how you can control with radio command and a "clicking on the map" command a French Battalion.


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AS IN THE FIRST PACK :

	HOW CAVALRY ATTACK WORKS :

	Cavalry men on horse - AI or PLAYER - can attack with their swords or spears, through a script
	close to the old CWmod bayonet one (which is a UKF script). Just get close to target and the attack
	will occur. Two attacks are needed to kill the target. The script has been enhanced compared to previous
	Napoleonic packs to avoid lag and enable cavalry units to come back into formation after the attack.

	ABOUT CAVALRY GROUPS :

	Grouping cavalry men is possible. It works better if the combat mode of the group is set to
	"COMBAT", as horse is a vehicle (if not, they try to follow each others in column formation).

	ABOUT CLOSE COMBAT :

	Close combat is a modification of OFP strokegun ability, it works without any script as long as units
	are "UP" ; bayoneting system works the same way, AI will use it when close to enemy or out of ammos.
	Press space bar to switch to close combat (for cavalry musket, you'll see a sword appearing).	

	If you dislike units to be constantly "up", just put a big trigger covering every units, activated
	by anybody, with in the on activation field : {_x setunitpos "AUTO"} foreach thislist


NEW IN THIS PACK :

	ABOUT ARTILLERY :

	Do not use old pack's artillery groups anymore, but just put single units named "canons (with crew)" on the map
	: you'll get canons filled with 4 servants, with no ejection problem anymore.


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