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SoW DLC Maps

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Post  rschilla Fri Jan 20, 2017 6:51 pm

Has anyone figured out how to use the Ligny - or apparently soon-to-be released Wavre maps with KS?

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Post  Uncle Billy Fri Jan 20, 2017 11:06 pm

Simple, use the KS version of the map. It is named Belgium Ligny in sandbox and Nap_Bel_Ligny in the scenario generator.
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Post  rschilla Sat Jan 21, 2017 12:05 am

SoW DLC Maps Facepalm

D'uh. I should have known. I missed the v 115 update. I assume it is in there?


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Post  Uncle Billy Sat Jan 21, 2017 12:13 am

Yes, there and in the Nappy mod 1.23.
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Post  rschilla Sat Jan 21, 2017 12:25 am

Another one I missed. Since corrected.

Thanks for the head's up.

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Post  rschilla Mon Jan 23, 2017 6:25 pm

Having a problem with 1.23. The game does not seem to read it even though it and the other KS mods are checked. When I click "User Scenarios" it just goes to the last Ligny game I used.

Was I supposed to leave 1.22 installed as well as the Map version 1.14?


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Post  Uncle Billy Mon Jan 23, 2017 7:18 pm

No, you just need the usual three parts of the mod, Nappy mod 1.23, supplemental maps 1.15 and Sprites 1.03. Do you have the folder within the folder problem for the new mods you just installed?
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Post  rschilla Mon Jan 23, 2017 8:34 pm

Damn. Partially. I did the maps first and they worked fine and then I did the mod and didn't check. Folder-in-folder, of course.

What threw me was when I looked at the SOWWL text file after the crash it said that it could not find mod ver. 1.22 which made sense because I had just sent it to the re-cycle bin. That's when I started wondering if I should not have deleted it.

I'll play with it some more but at least the KS scenarios appear in the list now.

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Post  rschilla Fri Feb 03, 2017 4:31 pm

Just want to check something with you guys.

I upgraded to ver 123 and after playing around with it for a while tried an MP game with my son. We got an hour in and the game crashed. "Disconnect Notification." Didn't think anything of it because such crashes were rare but I know from reading that people have had them.
Then we tried a second game and the same thing happened at roughly the same time into the game. Now we talked it over and he mentioned that he was still using Ver 122. We got him upgraded and played through a scenario last night without incident.

Do you suppose having had different versions of the mod could have caused the crashes?

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Post  Mr. Digby Fri Feb 03, 2017 4:40 pm

Quite possibly. I am actually surprised it even worked!
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Post  rschilla Fri Feb 03, 2017 5:03 pm

I guess what is confusing is the whole concept of "hosting" a direct hook up. The implication is that whoever joins in is playing the files as they appear on the Host's computer but that does not really seem to be the case.

Well it was an easy fix.

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Post  Uncle Billy Fri Feb 03, 2017 6:35 pm

The same version of modules.dll must be on all computers for an MP game. As Digby said, you were lucky you could play as long as you did without crashing. Just make sure everyone has the same version of all three parts of the mod and you'll be fine.
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Post  rschilla Fri Feb 03, 2017 7:15 pm

Got it. Thanks, guys.

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Post  rschilla Wed Feb 15, 2017 7:55 pm

One more question on the maps.

In the DLC versions of QB and Ligny there are five files in the Maps folder.

A bitmap file
A .csv file
A .lsl file
A .dds file
An .ini file

Yet in KS things seem more scattered.

For example, in a map called Nap_Ger_WLGen1 the config file in the mod/maps folder changes the name to German_WLGen1 and then calls for

LSLFile=WLGen1.lsl
CSVFile=WLGen1_Ger.csv
Grayscale=WLGen1.bmp
Minimap=WLGen1_Ger_MM.dds

the .dds and .csv files are in the same folder but the .bmp and .lsl files are in c/matrixgames/scourge of war waterloo/base/maps folder and I don't understand how the game knows to go there when the config file does not give a path? By the way, the map works when I use it to concoct a scenario through the editor. What am I missing here?

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Post  Uncle Billy Wed Feb 15, 2017 10:36 pm

The game first reads in the location of all the files in the base and DLC folders. Then it reads in all the files in the mod. If there are two files with the same name, then the game uses the last one that was read, in this case, the one in the mod.
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Post  rschilla Wed Feb 15, 2017 10:46 pm

So it doesn't really matter where they are as long as they exist?

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Post  Uncle Billy Wed Feb 15, 2017 11:35 pm

You have to be sure that the file you really want to use is read last. Also the files need to be in a folder with the correct name. For example, the files you mentioned have to be in a sub-folder named Maps.
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Post  rschilla Thu Feb 16, 2017 12:25 am

So to be sure they should be in the maps folder for the appropriate mod?

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Post  Uncle Billy Thu Feb 16, 2017 12:37 am

Yes.
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Post  rschilla Thu Feb 16, 2017 12:42 am

Simple enough to do. Muchas gracias.

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Post  rschilla Tue Mar 14, 2017 9:52 pm

This started out amusing but it got me wondering....(which is always dangerous.)

While marching a brigade into position I noted that one unit's line extended through a pond and out the other side. One could see the position of the presumably drowned soldiers by the tops of their hats although there did not seem to be any casualties recorded! It was funny but I did wonder if anyone had ever given any thought to making rivers and ponds/lakes impassable?


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Post  Uncle Billy Tue Mar 14, 2017 11:12 pm

Some of the KS maps have that. Those that do, have the streams colored blue. In the list of maps, they have RM, (restricted movement), appended to the end of their name.
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Post  rschilla Wed Mar 15, 2017 2:32 am

Interesting factoid. I did notice some RM maps and never knew what they were about. So it can be done.

Which leads to two further thoughts. Is it difficult and second, why couldn't the original designers be bothered?


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Post  Uncle Billy Wed Mar 15, 2017 1:40 pm

Depending on the length of the stream and how sinuous it is, the process can be either fairly quick or very time consuming. Small ponds are trivial.

The game was rushed to meet an artificial deadline so many, many things were overlooked or ignored. The swimming holes are just one small example.
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Post  rschilla Wed Mar 15, 2017 4:00 pm

Ha. You remind me of the old adage: "There is never enough time to do it right but always time to do it over."

Except they don't do it over. The drop it on the market and leave it to the modders to fix. That worked in Empire TW but failed spectacularly with Rome2 TW. KS seems to have dramatically improved SOW.

I was checking out one of the Portugal maps yesterday. A beautiful piece of work.

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