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Road to Wargram and Peninsular Mod - Updated 1.6

9 years 6 months ago #211 by Saddletank

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  • The upland areas of the Alpine map make me think of Bussaco and Torres Vadres... Around Peter's Ridge and Nutter's Mountain - very Portuguese looking!

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    9 years 6 months ago #212 by Jack ONeill

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  • Yes, my thoughts exactly. Also, the "Kansas" map reminds me of the dry, central plains of Spain.

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    9 years 6 months ago #213 by gunship24

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  • Yea i do like the Alpine and ELPine maps from Dav, probably my favorite ones. I tried a HITS game with a small OOB on Davs new maps and it looked awesome, gonna try some more games in HITS in the future.

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    9 years 6 months ago #214 by Little Powell

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  • Yea i do like the Alpine and ELPine maps from Dav, probably my favorite ones. I tried a HITS game with a small OOB on Davs new maps and it looked awesome, gonna try some more games in HITS in the future.


    Yeah, HITS is the only true way to really see the maps. You will feel like you are there, and can really see the lay of the land.. Someone once mentioned that our Antietam maps weren't hilly enough.. Try playing them in HITS, and you'll see how hilly they are.. :)

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    9 years 6 months ago - 9 years 6 months ago #215 by Saddletank

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  • LOL, the Antietam map is positively mountainous!

    I think its too hilly! :laugh:

    HITS & Couriers - a different and realistic way to play SoW MP.
    Last edit: 9 years 6 months ago by Saddletank.

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    9 years 5 months ago #216 by Jonah

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  • only if you choose Foxes Gap and Gramptons Gap those choices start you squarely on the hill or on its flanks. :(

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    9 years 4 months ago - 9 years 4 months ago #217 by redcoat

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  • right, got a silly question for the grognards around here.
    being so busy with interfering real life stuff i havent actually had the chance to play this mod till today and straightway ive run into problems.
    thought i'd start simple with brigade v brigade so;
    picked an army
    picked a brigade commander
    picked defend
    played. ordered to the top of a hill,marched my boys up there and got into formation.
    then..nothing.no one else in sight as far as the eye could see! sat there like a lemon,my general sauntered up and sat with me and still nothing.
    tried a second time on attack,same thing.
    im obviously doing something as wrong as a big sack of wrong things during 'its all wrong' week.
    so,any ideas?(stands by to recieve volleys of hysterical laughter from the old guard!) cheers
    Last edit: 9 years 4 months ago by redcoat. Reason: bananna fingers

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    9 years 4 months ago #218 by KG_Soldier

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  • Playing brigade v brigade, you should probably pick a line of sight battle, especially if you're playing on a big map.

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    9 years 4 months ago #219 by gunship24

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  • Ive never really tried Brigade vs brigade, so im not sure how the game sorts that out. I think it picks any brigade against you, it could be an artillery brigade even but im not sure. I would try at least division v division and command a brigade with that.

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    9 years 4 months ago - 9 years 4 months ago #220 by redcoat

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  • so,i can choose a div v div battle and then command a brigade in that?i did not know i could do that!
    shows you how much time i get to play this.

    i played a brig v brig game in los mode and got roundly thrashed by the damn french.
    i had an infantry brigade and the french had a mixed brigade with infantry,cavalry and artillery but i couldnt see the option to have that kind of force myself.
    are you going to tell me that all this info is in the manual?
    gunney,hows the upload and music probs coming along? cheers

    edit; scratch that! just noticed the next post down. duh!
    Last edit: 9 years 4 months ago by redcoat.

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    9 years 4 months ago #221 by gunship24

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  • You can even have ArmyvArmy and pick a battery to command! The rest are controlled by the AI.

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    8 years 11 months ago - 8 years 11 months ago #222 by RebBugler

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  • Gunship

    SOW will soon begin testing these additional files for MP play: unitmodel, unitglobal, and munitions.

    In another thread you stated that these three files would suffice to play this mod in MP, is this still the case?

    Also, any additional information you can give us for testing this mod would be helpful. And, if you have time, could you design a simple MP scenario for us to test that would include these three files being utilized.

    Thanks

    The SOW Team

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    Last edit: 8 years 11 months ago by RebBugler.
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    8 years 11 months ago #223 by gunship24

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  • Hey Reb; that is good news! :)

    To get the mod working in MP then those three files would be required that are on the SDK 'forbidden' list. To test, converting one of the stock MP scenario's to a nap version would be enough i think, i did that with all the stock single player scenario's fine.

    In addition, I dont use this file but battlescript.csv is also on the forbidden list. Its used for making new scenario's so might also be needed. Is not needed to port a stock MP scenario over though.

    Hope that helps :)

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    8 years 11 months ago #224 by RebBugler

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  • Hey Reb; that is good news! :)

    To get the mod working in MP then those three files would be required that are on the SDK 'forbidden' list. To test, converting one of the stock MP scenario's to a nap version would be enough i think, i did that with all the stock single player scenario's fine.

    In addition, I dont use this file but battlescript.csv is also on the forbidden list. Its used for making new scenario's so might also be needed. Is not needed to port a stock MP scenario over though.

    Hope that helps :)


    Glad to get you're reply before we test, scheduled for tomorrow night. We're assuming this is 1.5 ready, saw another post where you confirmed that, might want to change the title of this thread to assure folks that it is up to date. Battlescript is OK to use in MP, it just won't show scripting beyond the Endscenario command, hopefully full scripting can be addressed in the next generation engine.

    Hopefully we'll have a good report ready late Wednesday night, keep your fingers crossed. If all goes well it will be included in the next, and quite possibly, last patch for this engine.

    Thanks for this great mod and your patience in understanding why MP inclusion has been delayed because of the significant 'game changing' nature of those files.

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    8 years 11 months ago #225 by gunship24

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  • thanks Reb. I have updated the first post to show the v1.5 compatibility. Good luck with the test. Im gonna be busy this weekend with family but hope it goes well. We will be looking forward to the feedback. B)

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    8 years 11 months ago #226 by RebBugler

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  • Had to allow another file, unitpack.csv, and with that - SUCCESS . Tested out fine with good FPS, so, stay tuned. :)

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    8 years 11 months ago #227 by Jack ONeill

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  • OMG!!!!!!!!!!!!! WOW!!!!!!!!!!!!!

    Jack B)

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    8 years 11 months ago #228 by gunship24

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  • good job :). I hope any issues get ironed out. looking forward to the outcome :)

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    8 years 11 months ago #229 by RebBugler

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  • Testing went well tonight, with Norb looking over our shoulders and making sure we probed thoroughly for weak spots. Don't want any surprises resulting in damage control with this big of a release of mod-able MP files. Tested my year old Nap toolbar mod, although antiquated, it played fine. The formations it didn't know were just skipped, no crashes. All our fail safes worked as advertised. :)

    Lookin' good so far...

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    8 years 11 months ago #230 by Saddletank

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  • This is fantastic news. My sincere thanks to everyone on the team. I am certain that an MP Napoleonic mod for SoW will widen your sales market considerably, particularly among European customers.

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    8 years 11 months ago #231 by Ingles of the 57th

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  • I agree with Saddleback wholeheartedly.

    Bit outside this particular thread, although I regard Wagram as a sort of generic non-ACW place, but how about going for the Australian market. Allenby's World War 1 Palestine Campaign. Just made for this game.

    Relatively simple sprites (although not so pretty as Napoleonic).

    Moderate OOB's

    Fairly uncomplicated maps. Palestine was much more basic then.

    Battle Sites still on your TV every day. Gaza, Beersheba, Jerusalem, Damascus, Amman.

    The immortal Australian Light Horse Regiments, unconventional, daring and photogenic. Love those hats.

    One of the most illustrious historical impromptu cavalry charges ever at Beersheba that captured the wells intact and saved the campaign from stalling. JEB fans will lap it up.

    I have suggested this scenario before. Never any harm in trying again.

    Geoff Laver Late of Her Britannic Majesty's 57th Regiment of Foot.

    "Die hard, my men. Die hard the 57th."
    Last words of Col Ingles commanding His Majesty's 57th Regiment of Foot at Albuhera 1811

    Marshal Beresford wrote in his despatch "Our dead, particularly the 57th Regiment,were lying as they fought in the ranks, every wound in front"

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    8 years 11 months ago #232 by Crikey

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  • Geoff

    Why not register your Allenby proposal in a new thread to see if there's interest amongst the community. I'd love to see something like this or Mahdist Sudan. I fear we never will.

    It'd be interesting to see if the game mechanics could deal with artillery in that period. What did the Turkish forces field?

    If a sprite maker took up the challenge it would be a major step forward. Tim was involved in the Great War mod for Close Combat so.....

    Fingers-crossed.

    B)
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    8 years 10 months ago - 8 years 10 months ago #233 by Destraex

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  • I do not own scourge of war yet. I want to purchase it specifically for this napoleonic mod.
    I have two questions:

    a) Which version exactly of scourge of war do I need. There seem to be four versions of the game?
    b) Can units form square properly?
    c) Does this battle impliment proper commanders and messages authentic to the period?
    e) Are skirmishers properly implemented?
    f) Are bayonets implemented properly?
    g) was there a limit to uniform variety?
    h) did howitzers make it in?

    I appreciate any help. I really look forward to playing this game if it offers an authentic napoleonic experience.
    Last edit: 8 years 10 months ago by Destraex.

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    8 years 10 months ago #234 by Jack ONeill

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  • Brother,

    Welcome aboard. Answers -

    1) You want SOWGB version 1.5. All other would need to be upgraded.
    2) Units will not form square unless you do it manually. It is not coded in. However, you can find some good screenshots of infantry in square, (mostly mine, :laugh: ), at various places in the forum. There are buttons on the toolbar for it.
    3) Commanders amd messages - maybe. It seems so. Gunship24 would have to really answer that. It is His Mod originally.
    4) I developed a Skirmisher Mod because the stock one is so unweildy. You'd have to try it and see. Most folks like it. It is also manually operated. The Game code does not deploy skirmishers on its own.
    5) Yes, there are Bayonets.
    6) There is a limit for uniforms, but we have more than a few in there.
    7) There are Howitzers.
    8) Check out the screenshots before you commit. Then, En Avant!

    Jack B)

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    8 years 10 months ago - 8 years 10 months ago #235 by Destraex

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  • Thx jack.

    By form square manually do you mean there is a button for it or that I literally have to take 4 units and make a square by moving men in different directions?

    Also if there is a button does this mean the square is just for show and offers no anti cavalry bonus?

    Also in this mod does the AI have a clue how to use cavalry charges? The US civil war is not exactly known for them so I expect this SOW's AI does not encourage it.

    Where are these full size screenshots?

    Since I will be relatively new to this game. Can I play a lowly regimental or brigade commander? While the AI takes care of the rest?

    P.S. On the front page it says SOW lets you fight in full 3D? I had a look at the demo and I do not see any troops in 3D. In fact compared to NTW3 the troops look horrible close up. I really want NTW3 with this games AI, map size and battle system :)
    Last edit: 8 years 10 months ago by Destraex.

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    8 years 10 months ago - 8 years 10 months ago #236 by Jack ONeill

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  • D,

    1) Yes, the button forms each battalion or Half-battalion, (more on that later), in its own square.
    2) RebBugler has just figured out how to make squares more resistant to Cavalry attack. Gunship, I and others are currently testing this to find the right set up so squares are not all-conquering. Check the MeleeMod thread in this forum section.
    3) Dude, this AI is F-ing awesome. It almost learns from itself and us. Yes, I have been on the receiving end of some devastating Cavalry charges. We changed the settings so Horsemen cannot fire their weapons so they then charge home.
    4) Have posted a pic from this mornings game. There are others. You'll have to kind of search them out. Threads which have pics have a paperclip icon on the far right side.
    5) Yes you can play at Regiment/Brigade. The AI is quite good at playing the rest.
    6) You'll have to check with the tech-guys on the 3D aspect. If you turn the uniforms up to BEST in the Options section, they are quite nice.

    Jack B)

    Okay - 2 Pics. :laugh:

    Okay again - thats weird. How come the pics show up as attachments and not full-size like they used to? Odd.

    Once more - The second pic is from this morning. A classic shot of Austrian Foot in square, a battery in support and Chevau-leger Light Horse in support facing off agaisnt the French 6th. Hussars. Note - all units are from my upcoming French and Austrian Armies of Italy 1809 OOB.

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    Last edit: 8 years 10 months ago by Jack ONeill.

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    8 years 10 months ago - 8 years 10 months ago #237 by Destraex

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  • I appreciate your answers thanks :)

    How many uniforms exactly have been added?
    I am especially fond of the 20 or so different types of french cavalry. If you could only add two or so that would be fairly dissappointing.

    Bit dissappointed that their are no dragoons in game (you disabled shooting on horseback). But it is something I can live with.... can cavalry dismount? I am sure this happened in the US civil war.

    Is it possible that the AI will ever use squares as a response to cavalry charges at all?

    Also can the 1 to 1 ratio of men mod be used with this. Can we have actual numbers that would have appeared at least at say corp level? I believe their is a mod somewhere here that does this for the US civil war.
    Last edit: 8 years 10 months ago by Destraex.

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    8 years 10 months ago - 8 years 10 months ago #238 by Jack ONeill

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  • D,

    There are 2 different French Hussar uniforms - Sky Blue and Green/Red. Polish Lancers in Blue and Yellow. French Cuirassiers. Chassuers a Cheval in Green. French Dragoons in Green. Thats six. Not bad. As far as 20 different kinds of French Cavalry uniforms, I don't see that. As far as being disappointed goes, remember, this is a Mod, not a factory fresh game. Gunship, Zeke, myself and a host of others have put our own time into this. WE find it fabulous. If you know how to grind out sprites, have at it. I don't, and don't have time to learn. As far a Dragoons dismounting, unless it's an outpost raid, it almost never happened during a major battle. Since most armies we have here number 30,000 plus on each side, not a lot of time to micro-manage that kind of operation. (Yes, during the ACW, most Cav dismounted to fight. The terrain favored that type of combat).

    The AI using squares would require the type of re-coding which would necessitate almost an entirely new game. HOWEVER, since there is a HUGE chance we will be able to play this mod in MP, both sides could use squares, as human players.

    The maximum unit size is 125 sprites each. What you could do is break each Battalion down into companies and operate them that way on a 1 to 1 sprite ratio.

    Jack B)

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    Last edit: 8 years 10 months ago by Jack ONeill.
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    8 years 10 months ago - 8 years 10 months ago #239 by Destraex

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  • Nice thanks jack. I appreciate the work you guys did to bring this alive and glad you enjoy it.
    I however need to make an informed decision on a purchase that will only happen because of your hard work. I need to believe it is napoleonic style warfare in order to put down over $30 AU dollars.

    You have no need to defend your mod. You are not required to sell it to me. But I have to be straight about the facts. Squares were a big part of napoleonic paper scissors rock.

    It is what stopped me having fun with the 2nd manassas napoleonic mod.

    That amount of cavalry units is enough for me though.
    Last edit: 8 years 10 months ago by Destraex.

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    8 years 10 months ago #240 by Jack ONeill

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  • D,

    No problem. Not selling it at all. Not defending it either. (Note - we've had a couple of serious bozos who were, shall we say, a bit annoying because each unit couldn't be identified because they didn't have the right facings on their jackets. It's a game, people.) Completely understand the monetary outlay aspect.

    The cavalry aspect IS awesome. The buggers are everywhere. LOL! :laugh:

    You're lucky. I could never get the TC2M Nap Mod to work.

    Jack B)

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    "Molon Labe"

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