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Cavalry scouting from the Courier Screen

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Cavalry scouting from the Courier Screen Empty Cavalry scouting from the Courier Screen

Post  parmenio on Tue Apr 23, 2019 2:32 pm

I was unable to find this on the Courier Screen and didn't think anything more about it until watching a Youtube KS Mod video when I saw the user (David Hatch) do exactly that. On looking at the "courier.csv" file, I can see that those functions have been effectively removed by shift the rows one column to the right. I'm guessing he was using an earlier version of the mod.

Is there any particular reason this was done?

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Post  Uncle Billy on Tue Apr 23, 2019 4:24 pm

Those two functions won't work properly with the KS mod. The mod uses a completely different system for sending off scouts and screens.

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Post  parmenio on Tue Apr 23, 2019 4:39 pm

Well I can see that the courier CSV file used "Ascout" and "Ascreen" rather than the toolbar's "scout" and "screen" .

Presumably I could change the commands in the CSV file - also removing the listcompass setting?

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Post  Uncle Billy on Tue Apr 23, 2019 4:49 pm

Yes, making those changes are necessary. After you give the scout order to a cavalry regiment, the next order has to be to detach the regiment. Once the scout unit is created, the AI code will automatically reattach the regiment to the brigade and the scout unit will move off.

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Post  Mr. Digby on Tue Apr 23, 2019 7:44 pm

Kevin, I don't do that. I merely order the cavalry regt to detach scouts, then scroll through that brigade's units until I reach the scouting party, select it and give it a map command.

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Post  Uncle Billy on Tue Apr 23, 2019 10:23 pm

That's because you use the button on the toolbar. It automatically sends both the scout and detach command.

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Post  parmenio on Wed Apr 24, 2019 6:36 am

It automatically sends both the scout and detach command.

I can only see one OnClick attached to the Scout toolbar command

Code:

                <Widget type="Button" skin="IDS_Send_to_Scout_Enemy" position_real="0 0 1 1">
                  <UserString key="NSDDrawCond" value="#follow == 0"/>
                  <UserString key="NSDUpdate" value="1"/>
                  <UserString key="NSDBarVal" value="Me"/>
                  <UserString key="OnClick" value="scout"/>
                  <UserString key="NSDTip" value="#{IDS_Send_to_Scout_Enemy}"/>
                  <UserString key="NSDCheckCond" value="#follow == 2"/>
                </Widget>

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Post  Uncle Billy on Wed Apr 24, 2019 3:24 pm

Look at the next section below that one.

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Post  parmenio on Wed Apr 24, 2019 4:11 pm

Having already looked at the next section....

Code:
               
              <Widget type="Button" skin="IDS_Send_to_Scout_Enemy" position_real="0 0 1 1">
                  <UserString key="NSDDrawCond" value="#follow == 2"/>
                  <UserString key="NSDUpdate" value="1"/>
                  <UserString key="NSDBarVal" value="Me"/>
                  <UserString key="OnClick" value="follownone"/>
                  <UserString key="NSDTip" value="#{IDS_Recall_Scouts}"/>
                </Widget>


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