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SOW Scenario Generator

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Post  rschilla Thu Mar 28, 2019 7:24 pm

Well I just tinkered with the battlescript and inserted a series of commands for the first cavalry brigade.  Each regiment is classified as a separate brigade so I only gave new orders - as Charmead suggested I changed the Orders to "Probe" from "Attack" since I already had it set to 11 - for Von Pelet.  His ratings were all 3s and 4s which did not seem too crazy so I'll keep my eye on the 3/Pletz Hussars when the batteries acquire them as a target and see if they behave differently from the others.

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Post  Uncle Billy Fri Mar 29, 2019 5:25 pm

Please remember that orders can only be given to division and corps commanders. Brigade orders hasn't been implemented yet.
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Post  rschilla Fri Mar 29, 2019 5:26 pm

So I ran the test last night but in a half-assed way. Normally I would put Morand's division on TC and park them behind the artillery which comprises the 4 batteries of the artillery reserve and one of Morand's 8 pounder batteries which I would draw across the road. This time, I just took command of the single 8-lb battery and ignored all the others. While the Prussian cavalry did not seem to behave much differently they did get a lot closer to the French guns and actually forced them to withdraw at one point. Also the Prussian infantry got to within musket range but this may be due more to the fact that the Artillery Reserve under AI control seemed to spend most of its time repositioning itself.

I did note that one of Morand's infantry battalions under AI control did move in behind my guns and form square which gave the guns someplace to run to when the cavalry got too close so that part worked as advertised.

I'll try it again this morning and this time do it right. I also have an idea that perhaps the Prussians' aggression levels are not set high enough so they stand there. The whole idea is for them to attack and inflict some loss on the French and soften them up for the second and third waves.

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Post  rschilla Fri Mar 29, 2019 5:28 pm

Just saw your last note.

I guess I'll try knocking out the Auseroad command for the whole division then and see what happens.

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Post  rschilla Sun Mar 31, 2019 6:11 pm

It's a combination of the attacker's aggressiveness, having the first wave set to "blitz" and timing the follow-up attacks so that there isn't too long a gap between the first assault and the second/third. It's still a bloodbath but it works!

One question, how come the supply wagons don't appear on the map. As I recall from vanilla they were always out there.... getting in the way.

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Post  Uncle Billy Sun Mar 31, 2019 6:44 pm

Supply wagons can be added. The scenario generator doesn't put them in as the ammunition that is carried will last for nearly 3 hrs. of fighting. I personally find it almost obscene that the wagons will do drive-by refills on the battlefield. I suppose I could modify the code that drives that behavior and the behavior which has the wagon follow the division commander around, but it's never a priority. You can add them manually to the scenario.csv file if you truly want them.
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Post  rschilla Mon Apr 01, 2019 5:47 pm

I actually tried adding a couple of them in last night but they were immobile. Just sat there. I can accomplish the same thing with less clutter on the board by just adjusting the ammo supply to account for an 8 hour battle.

It was worth a shot, though.

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Post  Uncle Billy Mon Apr 01, 2019 6:02 pm

Did you attach them to the division? They should follow the division commander around. You can also create a division of nothing but wagons to simulate a wagon train.
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Post  rschilla Tue Apr 02, 2019 1:18 am

Yeah but they not only would not follow their commander I couldn't even get them to move if I selected them directly and gave them an order. I thought that maybe the movement sprites weren't in the right file but its easier to mess with the ammo numbers than hunt for them.

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Post  Mr. Digby Thu Apr 04, 2019 6:02 pm

I wonder if we have some non-moving wagons in the master list for special scenarios. Make a check to ensure you used the right ones.
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Post  rschilla Thu Apr 04, 2019 6:56 pm

Doesn't matter. I bumped the artillery ammunition up to levels where the gunners will die of exhaustion before they run out of ammo. Problem solved.


I've never been very good with graphic issues.

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Post  rschilla Fri Apr 05, 2019 3:12 am

So a Prussian column came down the road led by a cavalry regiment. They ate a few rounds of solid shot from a French battery drawn up across the road and paused to think it over just out of canister range. Then they withdrew to the right rear and let the infantry advance up the road into the teeth of the cannon fire. A second inf. rgt. moved off to the right looking for a ford across the river while the first got shot up and the cavalry watched. Pretty impressive by normal AI standards.

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Post  rschilla Tue Apr 09, 2019 2:33 am

So I made a few changes and now the thing is driving me nuts.

This is the start of the .log file.

Game Launched
17:49:21 Version:SOWWL
1.0106
17:49:26 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KS Napoleon Mod II 130
17:49:26 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KS SOW Supplemental Maps120
17:49:26 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KSSpritesMod 107
17:49:26 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\GB_lsl files
17:49:26 Ansi:16, TexH:16384, TexW:16384
17:49:26 SowWL Loaded
17:49:26 17:49:26
17:49:40 Networking initialized.
17:49:40 Server Started...
17:49:40 Attempting Connection to NAT Server...
17:49:40 Connection to NAT Server Accepted.
17:49:44 Player List Sent.
17:49:45 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KS Napoleon Mod II 130
17:49:45 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KS SOW Supplemental Maps120
17:49:45 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KSSpritesMod 107
17:49:45 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\GB_lsl files
17:49:45 Loading NetServ
17:49:45 Load your muskets...
17:49:45 17:49:45
17:49:45 Loading NetServ
17:49:45 Loading Map (Nap_Ger_Chickamauga_RM)
10:00:00 Loading Graphics
10:00:00 Loading Drills
10:00:00 Loading Experience Levels
10:00:00 KS ReadBattlescripts: Commanders imported
10:00:00 KS ReadBattlescripts: Importing KS battlescript orders.
10:00:00 KS ReadBattlescripts Finished: Number of Commands imported: 54
10:00:00 Loading Personalities
10:00:00 Loading Orders
10:00:00 Loading Battle Plans
10:00:00 ----------------loading: GFX_Smoke_1A


It then spends a couple of hundred lines loading rocks and trees and such and then we get this:

10:00:00 Planting Shrubbery . . . A Lot of Shrubbery
10:00:00 Total Collision Objs:242
10:00:00 Drafting Chain of Command
10:00:00 Chain of Command: Top Commander Empereur Napoléon Bonaparte
10:00:00 Chain of Command: Top Commander Fieldmarschall Karl Wilhelm Herzog zu Braunschweig
10:00:00 Loading Battle Events
10:00:00 ERROR - Could not find Event Type: KS SCRIPT
10:00:00 SowWL Level Loaded...
10:00:00 17:50:03
10:00:00 Waiting for All Soldiers to Arrive on the Field
10:00:00 Bob is playing Empereur Napoléon Bonaparte
10:00:00 Waiting for all soldiers to arrive on the battlefield...
10:00:00 disconnect notification.
10:00:00 NAT server disconnected.


and then it CTDs. I simply can't see why it reads it the first time, claims it imported all the orders and commanders and then says it can't find it the second time.

Any ideas?

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Post  rschilla Tue Apr 09, 2019 2:38 am

Oh, the battlescript file looks like this on Excel:

Event ToID Command
KS SCRIPT,,,,
10:00 startscenario
10:00 Maréchal Louis-Nicolas Davout Atcommon
10:00 Maréchal Jean Lannes Atcommon
10:00 Herzog Karl August zu Sachsen-Weimar hideunit
10:00 Herzog Karl August zu Sachsen-Weimar Atcommon
10:01 Generalmajor Friedrich von Braunschweig-Oels Amovespec:loc:363186-328625
10:01 Generalmajor Friedrich von Braunschweig-Oels Awheeldest:south
10:01 Generalmajor Friedrich von Braunschweig-Oels Aformtype:11
10:01 Generalmajor Friedrich von Braunschweig-Oels Auseroad
10:01 Generalmajor Friedrich von Braunschweig-Oels Aorders:Attack
10:45 Prinz William von Oranien Amovespec:loc:363186-328625
10:45 Prinz William von Oranien Awheeldest:south
10:45 Prinz William von Oranien Aformtype:11
10:45 Prinz William von Oranien Auseroad
10:45 Prinz William von Oranien Aorders:Attack
11:00 Generallieutenant Graf von Wartensleben Amovespec:loc:363186-328625
11:00 Generallieutenant Graf von Wartensleben Awheeldest:south
11:00 Generallieutenant Graf von Wartensleben Aformtype:11
11:00 Generallieutenant Graf von Wartensleben Auseroad
11:00 Generallieutenant Graf von Wartensleben Aorders:Attack
11:45 Generallieutenant Friedrich von Schmettau Amovespec:loc:363186-328625
11:45 Generallieutenant Friedrich von Schmettau Awheeldest:south
11:45 Generallieutenant Friedrich von Schmettau Aformtype:11
11:45 Generallieutenant Friedrich von Schmettau Auseroad
11:45 Generallieutenant Friedrich von Schmettau Aorders:Attack
12:15 Generallieutenant Graf von Kunheim Amovespec:loc:363186-328625
12:15 Generallieutenant Graf von Kunheim Awheeldest:south
12:15 Generallieutenant Graf von Kunheim Aformtype:11
12:15 Generallieutenant Graf von Kunheim Auseroad
12:15 Generallieutenant Graf von Kunheim Aorders:Attack
13:30 Generallieutenant Alexander von Arnim Amovespec:loc:363186-328625
13:30 Generallieutenant Alexander von Arnim Awheeldest:south
13:30 Generallieutenant Alexander von Arnim Aformtype:11
13:30 Generallieutenant Alexander von Arnim Auseroad
13:30 Generallieutenant Alexander von Arnim Aorders:Attack
14:00 Generalleutnant Prinz Louis Ferdinand von Preußen Amovespec:loc:363186-328625
14:00 Generalleutnant Prinz Louis Ferdinand von Preußen Awheeldest:south
14:00 Generalleutnant Prinz Louis Ferdinand von Preußen Aformtype:11
14:00 Generalleutnant Prinz Louis Ferdinand von Preußen Auseroad
14:00 Generalleutnant Prinz Louis Ferdinand von Preußen Aorders:Attack
15:00 Generalleutenant Julius von Grawert Amovespec:loc:83065-370462
15:00 Generalleutenant Julius von Grawert Awheeldest:south
15:00 Generalleutenant Julius von Grawert Aformtype:11
15:00 Generalleutenant Julius von Grawert Auseroad
15:00 Generalleutenant Julius von Grawert Aorders:Attack
16:00 General der Kavallerie Hans Gottlob von Zeschwitz Amovespec:loc:363186-328625
16:00 General der Kavallerie Hans Gottlob von Zeschwitz Awheeldest:south
16:00 General der Kavallerie Hans Gottlob von Zeschwitz Aformtype:11
16:00 General der Kavallerie Hans Gottlob von Zeschwitz Auseroad
16:00 General der Kavallerie Hans Gottlob von Zeschwitz Aorders:Attack
17:00 Generalleutenant Wolfgang Moritz von Prittwitz Amovespec:loc:363186-328625
17:00 Generalleutenant Wolfgang Moritz von Prittwitz Awheeldest:south
17:00 Generalleutenant Wolfgang Moritz von Prittwitz Aformtype:11
17:00 Generalleutenant Wolfgang Moritz von Prittwitz Auseroad
17:00 Generalleutenant Wolfgang Moritz von Prittwitz Aorders:Attack
19:59 endscenario



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Post  Uncle Billy Tue Apr 09, 2019 4:38 am

It appears that there are no commas at the end of the commands. If that is the case, try putting a couple at the end of each line.
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Post  rschilla Tue Apr 09, 2019 5:19 am

It's worth a shot - even in Excel. I'll see what happens.

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Post  rschilla Tue Apr 09, 2019 5:55 am

Didn't seem to have much of an impact.

The bottom of the .log file still looks like this:

10:00:00 Drafting Chain of Command
10:00:00 Chain of Command: Top Commander Empereur Napoléon Bonaparte
10:00:00 Chain of Command: Top Commander Fieldmarschall Karl Wilhelm Herzog zu Braunschweig
10:00:00 Loading Battle Events
10:00:00 ERROR - Could not find Event Type: KS SCRIPT
10:00:00 SowWL Level Loaded...
10:00:00 21:50:47
10:00:00 Waiting for All Soldiers to Arrive on the Field
10:00:00 Bob is playing Empereur Napoléon Bonaparte
10:00:00 Waiting for all soldiers to arrive on the battlefield...
10:00:00 disconnect notification.
10:00:00 NAT server disconnected.



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Post  Uncle Billy Tue Apr 09, 2019 4:00 pm

Looking at the battlescript again, I don't see commas anywhere. Each column entry must be separated by a comma.
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Post  rschilla Tue Apr 09, 2019 5:49 pm

It's an Excel file. When it was working I did have to put commas behind KS SCRIPT but no where else.

I also had one stupid error pop up repeatedly because I wrote Endscenario instead of endscenario and the damn thing is very fussy about capital letters. I have now learned that lesson.

I think I am going to start from scratch with a small effort and just add one Prussian division in at a time and see what happens. I have the KS battlescript instructions printed out so I don't have to flip back and forth between screens to read them. ( I just need my good glasses!)

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Post  rschilla Wed Apr 10, 2019 6:40 pm

Okay, I redid a small test scenario and it works. I'm not sure why as the battlescript does not look any different. In fact, it does not have the commas which used to be behind KS SCRIPT. What I did was try the KS SCRIPT option from the Battle Types. I'm guessing that there is some sort of formatting process which it uses which is not readily apparent when simply looking at the file in Notepad.

Anyway, two notes.

1- A number of Prussian artillery batteries ended up separated from their parent organizations and by "separated" I mean they were all clustered in the extreme lower right corner of the map, behind the French right flank. There were at least 7-8 such batteries. I found the army commander's location in the scenario.csv file, copied it, and cut and pasted it into the wandering batteries' location. The game can sort it out from there. The game properly placed all of the player controlled French units in their correct location so this is obviously an AI thing.

2- The alphaomega=1 and NOAI=1 commands do not seem to work.


When the generator created the script it was only startscenario and endscenario and the times. Nonetheless, I followed your suggestion and when adding in the other commands I copied and pasted the original time in the cell and then changed it as needed for each new command. Again, it looks the same but that does not mean that the computer "sees" it the same.




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Post  Uncle Billy Wed Apr 10, 2019 11:39 pm

The scenario generator puts a few of the needed battlescript entries in battlescript.csv when the KS SCRIPT is selected. It puts the necessary commas after each entry of each line.
I'm sure the reason you are having problems is because there are no commas after each column entry. It would probably be easier for you to create the battlescript file in a text editor so you can put each comma in manually.

1- A number of Prussian artillery batteries ended up separated from their parent organizations and by "separated" I mean they were all clustered in the extreme lower right corner of the map, behind the French right flank.
Sounds as if the x,y coordinates were set to 0,0 for those units for some reason.

2- The alphaomega=1 and NOAI=1 commands do not seem to work.
Of course they do. Do you have [debug] in the line that precedes these two commands?
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Post  rschilla Thu Apr 11, 2019 6:35 am

I don't see it using any commas when the editor  sets up the script and that's fine with me.  It's working right now on MP which is all I wanted it to do.  Maybe some day I'll look a gift horse in the mouth but for now, I'm happy.

Since the basis of the scientific method is repeating results I ran off another scenario on another map.  I did use the same 00B.  If my memory serves the same 3 Prussian batteries ended up in the extreme lower corner.  This time the French were on the top so it didn't bother me but it also seems as if it is the same 3 batteries as before:  Thadden and Wegener from Braunschweig-Orels division and Riemer's from Oraniens.

Far from putting in zeros, it does this:

PRU06_PRU_40 Hauptmann  von Thadden 5. Fußbatterie PRU_ART_CDR_BTY (0-12) 0 -1 0 261824 261824
PRU06_PRU_41 1-6- pfündige PRU_ART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 28 -1 0 260774 261824
PRU06_PRU_42 2-6- pfündige PRU_ART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 28 -1 0 260774 261824
PRU06_PRU_43 3-6- pfündige PRU_ART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 28 -1 0 260774 261404
PRU06_PRU_44 4-6- pfündige PRU_ART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 28 -1 0 260774 261824
PRU06_PRU_45 5-6- pfündige PRU_ART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 28 -1 0 260774 260984
PRU06_PRU_46 6-6- pfündige PRU_ART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 28 -1 0 260774 261824
PRU06_PRU_47 7-7lbs Haubitze PRU_ART06_GunLimbered_1 (2-0) IDS_ARSN_7lb_Howitzer_Prussian 9 -1 0 260774 260564
PRU06_PRU_48 8-7lbs Haubitze PRU_ART06_GunLimbered_1 (2-0) IDS_ARSN_7lb_Howitzer_Prussian 9 -1 0 260774 261824
PRU06_PRU_49 Hauptmann von Wegener 17. Reitende Batterie PRU_HART_CDR_BTY (0-12) 0 -1 0 261824 261824
PRU06_PRU_50 1-6- pfündige PRU_CAVART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 19 -1 0 260774 261824
PRU06_PRU_51 2-6- pfündige PRU_CAVART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 19 -1 0 260774 261824
PRU06_PRU_52 3-6- pfündige PRU_CAVART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 19 -1 0 260774 261404
PRU06_PRU_53 4-6- pfündige PRU_CAVART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 19 -1 0 260774 261824
PRU06_PRU_54 5-6- pfündige PRU_CAVART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 19 -1 0 260774 260984
PRU06_PRU_55 6-6- pfündige PRU_CAVART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 19 -1 0 260774 261824
PRU06_PRU_56 7-6- pfündige PRU_CAVART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 19 -1 0 260774 260564
PRU06_PRU_57 8-6- pfündige PRU_CAVART06_GunLimbered_1 (2-0) IDS_ARSN_6lb_Prussian 19 -1 0 260774 261824

Riemer's battery is the same.  Since Braunschweig's division is first the batteries start moving out chasing after their commander as soon as the script hits the right time.  Both divisions are more or less in the center of the map so there is no unit even close to the edge... except for these guns.  Again.  Weird.

And, yes.  The [debug] command is there.  I don't mess with the .ini files much.

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Post  Uncle Billy Thu Apr 11, 2019 4:24 pm

The battery commanders have the maximum coordinates values for that map. I have no idea why that would be the case. Which map is it?
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Post  rschilla Thu Apr 11, 2019 8:36 pm

The first map was the Chickamagua_RM map. The second time was the Nap_Aus_DH map.

There were a total of 21 "divisions" in the latest scenario and only those 3 batteries were out of place and they were the same 3 as when it happened before on a different map.

I have stared at the oob file trying to figure out what the difference might be and I just can't see anything. Too weird.

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Post  rschilla Mon Apr 15, 2019 7:50 am

The MP scenarios I've designed are working fine, except for the Prussian artillery bug. I've resolved that by going through the scenario.csv file and correcting any misplaced batteries by putting them with their division commander. I haven't tried the Alphaomega/NOAI thing again but I wonder if that has something to do with setting the strategicai to 0? An experiment for another day.

Watching the artillery shelter inside an infantry square if cavalry is coming is an amazing improvement. While it would be better to have the crew go instead of taking the guns I realize that you have to play the cards you are dealt and that's a great improvement. I had an entire Prussian regiment charge a battery, watch it withdraw to the square and the cavalry surrendered to the square. Then the artillery moved out and reformed. Great stuff!


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