							// NAPOLEONIC WARS MOD 1.0 2006 //

							   // BY PROFT //


	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

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


///////////////////////////////////////////////////////////////////////////////////////////////////////

	IMPORTANT : MISSION MAKERS

	Because of adding more than 10 bullets (magazines) to units, player will lack of ammo when the mission
	is exported to mission folder. Use the following scripts to correct this (make sure that scripts are in
	the mission folder) :

	Put in the init line of player :
	 - for 1777 infantry musket : [this] exec "ammo1777.sqs"
	 - for 1777 cavalry carbine : [this] exec "ammo1777c.sqs"
	 - for Baker riffle : [this] exec "ammobaker.sqs"

	The same strange bug occurs with cavalry units using 1777 cavalry musket :

	Put in the init line of group leader :

	"[_x] exec {ammo1777c.sqs}" foreach units group this

///////////////////////////////////////////////////////////////////////////////////////////////////////	

	ADDONS REQUIRED :

	NONE !!!!!!!!


///////////////////////////////////////////////////////////////////////////////////////////////////////	
	
	INSTALLATION :

	UNPACK IN OFP FOLDER ;
	CREATE A SHORTCUT (using the included icon if you wish to) WITH PROPERTIES (for example) :
	
	"C:\Program Files\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE" -mod=NAPOLEON

	DOUBLE CLICK AND...PLAY !
	
//////////////////////////////////////////////////////////////////////////////////////////////////////

	UNITS :

	Lots of early Napoleonic units, of the 1805/1806 era (Austerlitz campaign, and Iena campaign) 
	with line infantry, light infantry, Guard, artillery, cavalry, staff officers ;

	- East side : France, Wurtemberg, Bavaria ;
	- West side : Prussia, Russia, Austria ;
	- Guerrilla side : Saxony (First prussian ally then french ally)
	
	A few winter troops to feature the 1812 Russian retreat :

	- East side : France, Poland ;
	- West side : Russia ;	

	FEATURES :

	- stand alone mod config, anims etc. (re using CWmod stuff, with a new binocular) ;
	- 5 lod units and decreasing texture size to avoid lag ;
	- working hammer on muskets ;
	- blood textures ;
	- specific hit screams (French, Russian, German) ;
	- new horse with specific saddle ;
	- cavalry sword/spear attack (see below) ;
	- cavalry men stance changing with horse's speed ;
	- 4 crew artillery canons, using shells or grapeshot ;
	- accurate ranks for NCO's ;
	- officers, generals and staff officers ;
	- all units have NON SCRIPTED close combat attack (bayonet, sword, spear, ax, fork, fist etc.), and
	are configwise "setunitpos up" (because strokegun only works in OFP when units are UP) ;
	- new smoke system, less beautifull but less laggy ;
	- new in game Napoleonic icons ;
	- new editor weapon's pictures ;
	- groups for every kinds of units ;
	- units are "script free", only musicians, flagbearers, canons and mounted cavalry units are using scripts ;
	- supply wagon for horses (cause horses are vehicles and need fuel...hay i mean...) ;
	- reworked reload anim ;


//////////////////////////////////////////////////////////////////////////////////////////////////////

	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 ARTILLERY :

	Use artillery groups to have 4 crew members serving the canon : just switch crew members to "in cargo".

	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).	

	LAG :

	To avoid lag, don't use too many flagbearers (animated OFP flags are laggy) and cavalry units ;


//////////////////////////////////////////////////////////////////////////////////////////////////////



