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Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style

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Post  Uncle Billy Wed Sep 27, 2017 6:27 pm

The same technique is used regardless of which side has problems. As for Auerstadt, I'd suggest the Russian Murfreesboro map.
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Post  rschilla Wed Sep 27, 2017 11:26 pm

Fixing the officers worked fine - for the officers. Would still have to do each unit individually and I'm not sure its worth the effort.

I did consider the Murfreesboro map but the river is a slight problem. Mainly the reason I went with the 10 Mile Map is that there is a long, single road down to the lower east corner of the map and since I would probably look to make a MP version to play with my son that allows me to spread the Prussian columns of Schmettau and Wartensleben as they come up since I can't script the time of release. Also there is a town in the lower east corner which could reasonably fill-in for Hassenhausen.

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Post  justin23 Thu Sep 28, 2017 3:09 am

it works now thank you so much

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Post  rschilla Thu Sep 28, 2017 3:31 am

So a scenario created with the Prussian 1806 OOB crashes while loading.

The text log ends with this:

06:00:00 ----------------loading: GFX_WL_Rye_1
06:00:00 Graphic not found GFX_Wheat_3
06:00:00 Graphic not found GFX_Wheat_2
06:00:00 Graphic not found GFX_Wheat_3
06:00:00 Graphic not found GFX_Elp_30
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_31
06:00:00 Graphic not found GFX_Elp_33
06:00:00 Graphic not found GFX_Wheat_2
06:00:00 Graphic not found GFX_Wheat_3
06:00:00 Graphic not found GFX_Wheat_2
06:00:00 Graphic not found GFX_Elp_4
06:00:00 Graphic not found GFX_Elp_5
06:00:00 Graphic not found GFX_Elp_17
06:00:00 Graphic not found GFX_Elp_30
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_33
06:00:00 Graphic not found GFX_Elp_31
06:00:00 Graphic not found GFX_Elp_30
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_33
06:00:00 Graphic not found GFX_Elp_31
06:00:00 Graphic not found GFX_Elp_30
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_33
06:00:00 Graphic not found GFX_Elp_31
06:00:00 Graphic not found GFX_Elp_30
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_33
06:00:00 Graphic not found GFX_Elp_31
06:00:00 Graphic not found GFX_Elp_30
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_33
06:00:00 Graphic not found GFX_Elp_31
06:00:00 Graphic not found GFX_Elp_30
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_33
06:00:00 Graphic not found GFX_Elp_31
06:00:00 Graphic not found GFX_Elp_30
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_33
06:00:00 Graphic not found GFX_Elp_31
06:00:00 Graphic not found GFX_Elp_30
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_33
06:00:00 Graphic not found GFX_Elp_31
06:00:00 Graphic not found GFX_Elp_30
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_33
06:00:00 Graphic not found GFX_Elp_31
06:00:00 Graphic not found GFX_Elp_30
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_33
06:00:00 Graphic not found GFX_Elp_31
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_33
06:00:00 Graphic not found GFX_Elp_30
06:00:00 Graphic not found GFX_Elp_32
06:00:00 Graphic not found GFX_Elp_31
06:00:00 Graphic not found GFX_Elp_33
06:00:00 Graphic not found GFX_Elp_31
06:00:00 Planting Shrubbery . . . A Lot of Shrubbery

The problem is that all the map files seem to be there and the .csv has reference to all of those graphics that it claims it can't find.
For the heck of it, I changed the name of a town to Hassenhausen and sure enough when I looked at the .jpg file it had changed the name of the town on the map. So I knew I had the right file but it still keeps claiming that it can't find the graphics.

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Post  Mr. Digby Thu Sep 28, 2017 3:35 pm

Which version of the 10 mile map did you use? The "GFX_Elp..." entries are from the Elpine maps which we don't use and we don't include any of the graphics for them in the mod.
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Post  rschilla Thu Sep 28, 2017 4:42 pm

In the scenario config file it shows

map=Nap_Ger_10MileMap

In the configuration file for the above map it shows:

[About]
MapName=German 10 Mile Map
MapDesc=Different textures
Author=Davinci
Contrib=NA

[Initialization]
;Full Screen=0
;NoAI=1
DbgLvl=1
;Alpha Omega=1

[Files]
LSLFile=10MileMapV2.lsl
CSVFile=10MileMap_Ger.csv
Grayscale=10MileMapV2.bmp
Minimap=10MileMap_Ger_MM.dds

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Post  Uncle Billy Thu Sep 28, 2017 9:10 pm

I think when we fixed the troop disappearance issue and converted all the packed terrain sprites to unpacked, we never converted this map. It uses terrain names that are completely unique and do not correspond to any used on the other maps. It uses 95 different grayscales which is an obscene number, 20 of them just for heavy woods. Both the bmp and csv file need to be redone. At some point the map will be rebuilt, but I don't know when.

I still think the Murfreesboro map is a better choice for Auerstadt. The river is almost perfect in representing the one Davout's divisions had to cross. The Saale would have been a significant problem if he'd had to retreat over it. Since you are making a SP scripted scenario, distances aren't really so important. The reinforcements can sit along the edge of the map until the appropriate time.
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Post  rschilla Thu Sep 28, 2017 9:32 pm

Certainly seems like the line of least resistance to go with Murfreesboro at this point. It will be curious to see what the AI does with Blucher's cavalry against Gudin's Infanty until Schmettau comes up.

Thanks for looking into it.

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Post  rschilla Sat Oct 07, 2017 7:00 pm

I ended up using the Nap_France_RandomMaps4L_812 for Auerstadt as the river in Murfreesboro was too far forward for my purposes.  Anyway, the scenario functions well, the sprites all work.

I don't see much difference in the way the cavalry reacts but is it possible that is because I have written a script which directs them down a road towards an attack point right behind the center of Gudin's division?  They get popped pretty good when they get in range of Gudin's guns and pretty much sit there and take it, although one group got pretty close before stopping and routing.  I did see some of the Prussian jaegers deploying as skirmishers in front of their line so that was something of a change.

For the MP game I will have to separate out some of the French commands into a second corps for my son to command but that should only take a minute.  Meanwhile, there will be no script so the Prussians will all start moving towards the objective at the beginning of the game.  We'll see what the AI does when it is unencumbered by my attempt to re-create history!

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Post  Uncle Billy Sat Oct 07, 2017 11:34 pm

Scripting will override the AI. Also, the mod depends greatly on the AI commanders having a stance. Otherwise much of the AI logic isn't used.
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Post  rschilla Sat Oct 07, 2017 11:43 pm

I had a gut feeling about that. Thanks for confirming.

I've spaced the Prussians out about as much as the map will allow and I'll just give them an attack order when I convert to MP. And then we'll see what happens.

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Post  xiyunhong Wed Oct 11, 2017 6:24 am

KSFrench Scenario1、3、7、9、12 can not load, prompt "Level not found"
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Post  rschilla Wed Oct 11, 2017 6:29 am

Level not found means a map problem.

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Post  rschilla Wed Oct 11, 2017 6:35 am

1, 3, and 9 have the _KS addition at the end of the map file in the scenario config file.  But 7 and 12 do not.

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Post  xiyunhong Wed Oct 11, 2017 6:56 am

what should I do?
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Post  Mr. Digby Wed Oct 11, 2017 12:16 pm

For now the best suggestion is to not use the scenarios that come with the game as the new update has rendered them out of date.

In addition some of the scenarios have always used maps from Gettysburg which you will need in order to play them.
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Post  rschilla Thu Oct 12, 2017 9:04 pm

Report:

I have the MP version of "Auerstadt" set up and these are the differences I see thus far.

The first Prussian cavalry regiment to come down the road came under long range artillery fire and stopped. They allowed the first artillery battery in the column to pass through and they drove through to about 625 yards of the French guns - which were set up waiting for them - and began to set up. They were under fire the whole time and the battery was shot to pieces in 20 minutes but still, it was different then before when the cavalry would have just continued down the road into minimum range and then been blown to bits by canister while the artillery set up at very long range and accomplished next to nothing. I'm curious to see what happens when the infantry arrives.

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Post  xiyunhong Fri Oct 13, 2017 4:55 am

Does KS have the ability to produce "march, combat, turn, formation change" military music? It will be a great cause. Maybe you can contact the game developer?
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Post  Mr. Digby Fri Oct 13, 2017 11:15 am

Different music is assigned to different nations infantry when they march. Sometimes to different classes of sprites within nations. Only one sound effect can be assigned so when a unit melees, charges or is firing you are limited to combat sounds. At any point when an infantry unit moves (including wheels or formation changes) it plays marching music and most of these are different for each nation. There is a different music for running in some cases, for example the British infantry march to "the British Grenadiers" but double time to "Liburetto" while highlanders have bagpipe music for both. The nicest piece of music is set to the French brigade attack columns formation which is a really inspiring tune.

We have to be careful when selecting music because the file sizes have to be fairly small and we can only select pieces that are played by regimental band instruments - so no full orchestra pieces for obvious reasons.
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Post  xiyunhong Mon Oct 16, 2017 9:19 am

Is the AI of the game reliable? I often dare not single game, because I worry about AI's IQ is not enough, but I can not manage a hand speed of an army.
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Post  Mr. Digby Mon Oct 16, 2017 4:22 pm

Yes, the AI is pretty reliable. Try a game and let some brigades or divisions run under the AI.
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Post  rschilla Mon Oct 16, 2017 9:25 pm

Laughing

So I started an MP version of Auerstadt using the trick you guys mentioned to test out an MP version using the Lobby. I saved it and didn't get back to it for a few days. I had assumed that the save feature would work because the "pause" feature worked and there was no other computer to sync with. I hope that was a big mistake.

When it resumed, and it loaded fine, I noted two Prussian Infantry Bns. marching straight down the road towards three French batteries. Curious to see what happened I contented myself to watch the closest target indicator tick down. When it got to medium range I expected the guns to switch to the infantry. They did not. They kept firing at the Prussian batteries in the distance. When the indicator got down to 300 yards I manually ordered the guns to switch to canister and fire on the infantry. They did not.

Sensing that something was wrong I sat back and watched as the two Prussian units marched right through the French batteries without either side engaging the other at all. It was as if they weren't there. The Prussians kept marching until they reached the objective which was occupied by the French and then still both sides failed to fire on each other.

Now, I need an hour and ten minutes to recreate the attack when I won't be interrupted to see what happens if I start it over and just let it run.

I will say that the Prussians look good.

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Post  Mr. Digby Mon Oct 16, 2017 10:35 pm

MP games cannot be saved. You must play them out all in one session.
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Post  xiyunhong Wed Oct 18, 2017 4:35 am

At present, the "hollow phalanx" in the game is just a simple state and data, can be modified to "cavalry can break through" dynamic type, like "Napoleon: Total War" like that?
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Post  Mr. Digby Wed Oct 18, 2017 11:02 am

I think the infantry square as a formation defined in the game is almost impervious to cavalry while it is of good morale and low fatigue and is contacted by numerically small to medium cavalry units. Bigger cavalry units can break smaller squares (the game runs a calculation of relative unit strengths in all melees), and squares can collapse if of low morale or high fatigue and if losses mount steadily.

The formation shape is actually irrelevant; you can define it to be any shape you like in drills.csv (we have a hollow square and a solid square in the mod), but once defined as a square it will always have those properties assigned by the game, that is, its a very tough anti-cavalry formation.

Squares are extremely vulnerable to infantry charges however so the correct combined arms approach is to force infantry into square with cavalry, then either blast them with artillery or charge them with infantry, preferably in column. Pouring infantry fire into them, perhaps from skirmishers is also a good tactic.

I would advise against removing the square from the game or attempting to alter its properties as it was a key tactical feature of European warfare this period, common to all armies.

The Napoleon Total War cavalry/square melee visuals are wrong. Cavalry would never contact a square, even less penetrate it without it collapsing. Don't believe all you see in NTW! The SoW method of having cavalry attempt to contact a square and go back almost at once is by far a more realistic rendition of the combat mechanics that took place around squares.
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