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Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
This version of the mod is compatible with SowWL version 1.03. It will not work with the older version of the game, 1.01 or 1.02.
This mod significantly changes the gameplay of Scourge of War Waterloo.
1. Many additional flags from Gunship's Road To Wagram & Peninsula mod (for Gettysburg).
2. Added more courier orders to the Orders Menu and re-arranged them into a slightly more logical order. British-only formations have been added to the courier menu.
3. All mini-maps have been redrawn in a more period style.
4. Road errors on all maps have been fixed.
5. Morale loss from taking fire from flank and rear has been greatly increased.
6. Four types of cavalry have been instituted; heavy, medium, light and lancers. Heavy cavalry will do the greatest damage to infantry. Light cavalry is the fastest of the three.
7. All formations have been rewritten for smoother deployment. The Chinese fire drill is gone.
8. Skirmish formation has been changed & its abilities have been increased. They are faster and significantly better marksmen than line troops. Skirmishers are now a real threat and need to be countered, not left to shoot away at your close order formations.
9. Skirmishers deploy automatically when they move into range of the enemy.
10. Formations on the 'Combat' toolbar maintain their formation when moving. They do not change into road column before moving.
11. OOBs are modified to take advantage of skirmisher abilities.
12. Overall artillery fire is much more effective. Canister has a range of 400-500 yd. However, unlimbered guns will not rotate; they remain fixed in the direction the battery unlimbers. This allows flank attacks on artillery. Frontal attacks on artillery will be very costly. Battery commanders given a stance and not TC'd will still shift their battery to a better firing position however.
13. Flags removed from individual guns. Now the only flag of an artillery unit is the battery commander. We felt this restriction was in keeping with a game that addresses command at division and corps level. It also looks better.
14. Many more flags added thanks to the RebBugler Flag Works including his new Hanoverian ones.
15. Limited information concerning the progress of the battle has been instituted. This better reflects the reduced information a 19th century general would have had during a battle.
16. Formation movement speeds have been reduced. Also infantry double time speed has been reduced by 22%.
17. A more functional toolbar has been created.
18. Courier message spamming in MP has been removed.
19. The company-size auto-skirmisher creation has been disabled. The KS Mod uses a single battalion-sized unit within each brigade to represent the combined skirmishing capability of that brigade. This unit can be thought of as representing converged light or other flank companies, attached jager companies, or third-rankers from some units (notably Austrians and Prussians). Our national characteristics also mean that some nations at certain periods have very limited or no skirmish capability (such as 1806 Prussians, 1807 Russians and 1808-1809 Spanish). French formations will always have a second unit that can skirmish if necessary which represents their adaptive training and their tactically identical use of fusilier and leger regiments. We decided this was a better tactical tool given the division and corps command levels of the game than splitting companies off from every battalion. It also allowed us to show different national and period characteristics.
20. Cannon capture has been largely eliminated so as to not decrease the capturing unit by 30 men. The guns will now rout before being captured. They can be captured while being routed but this will not cause the capturing unit to lose 30 men and the routed gun will be eliminated instead.
21. Numerous maps have been added (more than 40). These have been ported over from Gettysburg and were the free mod- and add-on maps from that game. Additionally if you own Gettysburg and any of its add-ons, you can use those maps as well in Waterloo (giving another 20 maps). In addition several maps have variants which include such things as impassable rivers (except at road crossings) and fieldwork defenses (using the Gettysburg breastworks sprite).
22. A number of scenarios which can be played in SP or MP. For SP or co-op MP, there is one side that is recommended for the player(s) to command. There is a initial situation map in each scenario folder for the human side. It gives the position of that side's troops.
23. Suicidal advance of artillery into the enemy's lines has been mostly eliminated. Guns also will not fire when friendly troops are in front of them.
24. Cavalry will not attack troops in cavalry unfriendly terrain, e.g. woods, rough, stone walls and towns.
25. Artillery will not fire when friendly troops are in front of it.
26. Cavalry and artillery AI rewritten to fix bugs and make both act in a more historic manner.
27. Foot artillery will not move very close to an enemy position. Horse artillery will. This is more historic.
28. Brigade will now tend to fight with three battalions. Historically brigades would fight with only one regiment at a time.
29. A cavalry detachment can now be sent out to scout. When it finds the enemy, it will report back it's location and the enemy forces it sees.
30. A Player's manual has been created. It is in the Manuals folder of this portion of the mod.
31. Artillery crews will attempt to hide in a nearby square when enemy cavalry gets close.
32. Scripting for MP scenarios has been implemented. See the Multi-player Scripting Manual in the Manuals folder.
33. Company-sized skirmish units have been added. These are handled by the AI. See the KS Mod manual for details.
34. Supply trains have been added. They can add some variety to scenario objectives.
35. Sprite sizes have been reduced by 1/3. This allows for larger maps and better spacing between units.
36. Strategic AI reworked so AI controlled corps and divisions move to more logical destinations.
37. Nations available:
Austria and France (1800) - German theater
Austria and France (1800) - Italian theater
Austria & Russia vs France (1805)
Prussia and France (1806)
Russia and France (1807)
Austria and France (1809) - Italian and Danube, (spring & summer), theaters
Russia and France (1812)
Anglo-Portuguese-Spanish and France (Peninsular 1808-1814)
Anglo-Dutch-German, Prussia and France (1815)
In addition the following minor nations have some sprites to allow some of their units to be fielded. Use of different flags allows further nationalities to be represented (e.g. Neapolitans and Italians, Portuguese Legion, Irish Legion, etc):
Baden - line infantry
Bavaria
Brunswick
Dutch-Belgians
Hanover - flag only, use British sprites
Italy - flag only, use French, Westphalian or Wurttemberg sprites
Naples - flag only, use French, Westphalian or Wurttemberg sprites
Nassau (Coalition) - line and light infantry
Nassau (French Ally) - line and light infantry
Orange-Nassau - line infantry
Poland - uhlans
Portugal - line and light infantry
Saxony - 1806 infantry, later infantry, cavalry
Swiss - line infantry in French service
Westphalia - line infantry
Wurttemberg
You will need the latest versions of both the game, KS Sprites Mod, KS Napoleon Mod II and KS SOW Supplemental Maps.
KS Sprites Mod 1.07: KS Sprites Mod 1.07
Download location for KS Napoleon Mod: KS Napoleon Mod II 1.37
The third mod to install is the KS SOW Supplemental Maps. This is a collection of free maps done over the years and gathered up in one place. It is not a stand alone mod, (it doesn't have the mini-maps inside it). It is for use with the Napoleon mods for the Waterloo game only, (SOWWL).
Here is the link: KS Supplemental Maps 1.27
Other mods can sometimes be used, but care must be exercised, as they may conflict with the required mods. It is always best to ask before using an unlisted mod.
Setup the Mods.
Start the game and make sure the three mods on your modification screen are selected, (check mark in the box beside them). Click the Use Selected Mod(s) button and exit the game. When you restart the game, the mods will be ready to use. Note: the mods will not work with the single player SOW scenarios that come with the game.
Game Option Settings.
SOW is both CPU, (computer brain), and GPU, (graphics brain), intensive. We have found through trial and error option settings that give reasonable performance and keep the game visually appealing.
On the Options screen page 1
Disable Context Menu: checked (Otherwise you will have to click somewhere on the toolbar before you can select another command such as a formation.)
On the Options screen page 2
% trees showing: 75
Display off map trees: unchecked
Max transparent trees: 80
Make walls transparent w/trees: unchecked
Max terrain draw distance: Best
Show Map Objects: Best
Show off-map terrain: unchecked
Max # artillery hit decals: 50
Max units draw distance: 1000
Max trees draw distance: 1000
Max objects draw distance: 1000
If you are hosting the battle these are the host option settings.
Preset difficulty levels: Custom
Map icons display level: Bare Map
Max camera distance from you: 10
Orders by courier at this command level and above: Brigade
Uniform quality: Best
Show map objects: Best
Sprite ratio: 5 or 6
To participate in a game you will need to join the KS Discord Server. Information on how to join can be found in the first post of this thread: KS Discord Server Information
We also have a replay viewer for our games. Information about it and the download link can be found in the first post of this thread: Replay Viewer
This mod significantly changes the gameplay of Scourge of War Waterloo.
1. Many additional flags from Gunship's Road To Wagram & Peninsula mod (for Gettysburg).
2. Added more courier orders to the Orders Menu and re-arranged them into a slightly more logical order. British-only formations have been added to the courier menu.
3. All mini-maps have been redrawn in a more period style.
4. Road errors on all maps have been fixed.
5. Morale loss from taking fire from flank and rear has been greatly increased.
6. Four types of cavalry have been instituted; heavy, medium, light and lancers. Heavy cavalry will do the greatest damage to infantry. Light cavalry is the fastest of the three.
7. All formations have been rewritten for smoother deployment. The Chinese fire drill is gone.
8. Skirmish formation has been changed & its abilities have been increased. They are faster and significantly better marksmen than line troops. Skirmishers are now a real threat and need to be countered, not left to shoot away at your close order formations.
9. Skirmishers deploy automatically when they move into range of the enemy.
10. Formations on the 'Combat' toolbar maintain their formation when moving. They do not change into road column before moving.
11. OOBs are modified to take advantage of skirmisher abilities.
12. Overall artillery fire is much more effective. Canister has a range of 400-500 yd. However, unlimbered guns will not rotate; they remain fixed in the direction the battery unlimbers. This allows flank attacks on artillery. Frontal attacks on artillery will be very costly. Battery commanders given a stance and not TC'd will still shift their battery to a better firing position however.
13. Flags removed from individual guns. Now the only flag of an artillery unit is the battery commander. We felt this restriction was in keeping with a game that addresses command at division and corps level. It also looks better.
14. Many more flags added thanks to the RebBugler Flag Works including his new Hanoverian ones.
15. Limited information concerning the progress of the battle has been instituted. This better reflects the reduced information a 19th century general would have had during a battle.
16. Formation movement speeds have been reduced. Also infantry double time speed has been reduced by 22%.
17. A more functional toolbar has been created.
18. Courier message spamming in MP has been removed.
19. The company-size auto-skirmisher creation has been disabled. The KS Mod uses a single battalion-sized unit within each brigade to represent the combined skirmishing capability of that brigade. This unit can be thought of as representing converged light or other flank companies, attached jager companies, or third-rankers from some units (notably Austrians and Prussians). Our national characteristics also mean that some nations at certain periods have very limited or no skirmish capability (such as 1806 Prussians, 1807 Russians and 1808-1809 Spanish). French formations will always have a second unit that can skirmish if necessary which represents their adaptive training and their tactically identical use of fusilier and leger regiments. We decided this was a better tactical tool given the division and corps command levels of the game than splitting companies off from every battalion. It also allowed us to show different national and period characteristics.
20. Cannon capture has been largely eliminated so as to not decrease the capturing unit by 30 men. The guns will now rout before being captured. They can be captured while being routed but this will not cause the capturing unit to lose 30 men and the routed gun will be eliminated instead.
21. Numerous maps have been added (more than 40). These have been ported over from Gettysburg and were the free mod- and add-on maps from that game. Additionally if you own Gettysburg and any of its add-ons, you can use those maps as well in Waterloo (giving another 20 maps). In addition several maps have variants which include such things as impassable rivers (except at road crossings) and fieldwork defenses (using the Gettysburg breastworks sprite).
22. A number of scenarios which can be played in SP or MP. For SP or co-op MP, there is one side that is recommended for the player(s) to command. There is a initial situation map in each scenario folder for the human side. It gives the position of that side's troops.
23. Suicidal advance of artillery into the enemy's lines has been mostly eliminated. Guns also will not fire when friendly troops are in front of them.
24. Cavalry will not attack troops in cavalry unfriendly terrain, e.g. woods, rough, stone walls and towns.
25. Artillery will not fire when friendly troops are in front of it.
26. Cavalry and artillery AI rewritten to fix bugs and make both act in a more historic manner.
27. Foot artillery will not move very close to an enemy position. Horse artillery will. This is more historic.
28. Brigade will now tend to fight with three battalions. Historically brigades would fight with only one regiment at a time.
29. A cavalry detachment can now be sent out to scout. When it finds the enemy, it will report back it's location and the enemy forces it sees.
30. A Player's manual has been created. It is in the Manuals folder of this portion of the mod.
31. Artillery crews will attempt to hide in a nearby square when enemy cavalry gets close.
32. Scripting for MP scenarios has been implemented. See the Multi-player Scripting Manual in the Manuals folder.
33. Company-sized skirmish units have been added. These are handled by the AI. See the KS Mod manual for details.
34. Supply trains have been added. They can add some variety to scenario objectives.
35. Sprite sizes have been reduced by 1/3. This allows for larger maps and better spacing between units.
36. Strategic AI reworked so AI controlled corps and divisions move to more logical destinations.
37. Nations available:
Austria and France (1800) - German theater
Austria and France (1800) - Italian theater
Austria & Russia vs France (1805)
Prussia and France (1806)
Russia and France (1807)
Austria and France (1809) - Italian and Danube, (spring & summer), theaters
Russia and France (1812)
Anglo-Portuguese-Spanish and France (Peninsular 1808-1814)
Anglo-Dutch-German, Prussia and France (1815)
In addition the following minor nations have some sprites to allow some of their units to be fielded. Use of different flags allows further nationalities to be represented (e.g. Neapolitans and Italians, Portuguese Legion, Irish Legion, etc):
Baden - line infantry
Bavaria
Brunswick
Dutch-Belgians
Hanover - flag only, use British sprites
Italy - flag only, use French, Westphalian or Wurttemberg sprites
Naples - flag only, use French, Westphalian or Wurttemberg sprites
Nassau (Coalition) - line and light infantry
Nassau (French Ally) - line and light infantry
Orange-Nassau - line infantry
Poland - uhlans
Portugal - line and light infantry
Saxony - 1806 infantry, later infantry, cavalry
Swiss - line infantry in French service
Westphalia - line infantry
Wurttemberg
You will need the latest versions of both the game, KS Sprites Mod, KS Napoleon Mod II and KS SOW Supplemental Maps.
KS Sprites Mod 1.07: KS Sprites Mod 1.07
Download location for KS Napoleon Mod: KS Napoleon Mod II 1.37
The third mod to install is the KS SOW Supplemental Maps. This is a collection of free maps done over the years and gathered up in one place. It is not a stand alone mod, (it doesn't have the mini-maps inside it). It is for use with the Napoleon mods for the Waterloo game only, (SOWWL).
Here is the link: KS Supplemental Maps 1.27
Other mods can sometimes be used, but care must be exercised, as they may conflict with the required mods. It is always best to ask before using an unlisted mod.
Setup the Mods.
Start the game and make sure the three mods on your modification screen are selected, (check mark in the box beside them). Click the Use Selected Mod(s) button and exit the game. When you restart the game, the mods will be ready to use. Note: the mods will not work with the single player SOW scenarios that come with the game.
Game Option Settings.
SOW is both CPU, (computer brain), and GPU, (graphics brain), intensive. We have found through trial and error option settings that give reasonable performance and keep the game visually appealing.
On the Options screen page 1
Disable Context Menu: checked (Otherwise you will have to click somewhere on the toolbar before you can select another command such as a formation.)
On the Options screen page 2
% trees showing: 75
Display off map trees: unchecked
Max transparent trees: 80
Make walls transparent w/trees: unchecked
Max terrain draw distance: Best
Show Map Objects: Best
Show off-map terrain: unchecked
Max # artillery hit decals: 50
Max units draw distance: 1000
Max trees draw distance: 1000
Max objects draw distance: 1000
If you are hosting the battle these are the host option settings.
Preset difficulty levels: Custom
Map icons display level: Bare Map
Max camera distance from you: 10
Orders by courier at this command level and above: Brigade
Uniform quality: Best
Show map objects: Best
Sprite ratio: 5 or 6
To participate in a game you will need to join the KS Discord Server. Information on how to join can be found in the first post of this thread: KS Discord Server Information
We also have a replay viewer for our games. Information about it and the download link can be found in the first post of this thread: Replay Viewer
Last edited by Uncle Billy on Thu Nov 07, 2024 9:36 pm; edited 69 times in total
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Wulffi likes this post
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
Thank you Kevin. Fantastic work.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
That's a bit cryptic. What's not working?not working
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
Sorry if a newbie question but we put these 3 mods of KS to mods folder ?
Lancier- Posts : 15
Join date : 2015-06-04
Age : 49
Grog- Posts : 847
Join date : 2012-08-31
Age : 55
Location : Nottingham, England
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
Thanks Grog :>
By the way all 3 mods on and Grogs toolbar on i get this message while hosting multiplayer?
But starting single player i get the message below but game starts:
By the way all 3 mods on and Grogs toolbar on i get this message while hosting multiplayer?
But starting single player i get the message below but game starts:
Lancier- Posts : 15
Join date : 2015-06-04
Age : 49
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
There are two csv files in the Grog toolbar mod. They are in the logistics folder. If you are hosting a MP game, just rename that folder and all will be well. The other players don't have to do that.
What map were you trying to use when you received the package file message?
What map were you trying to use when you received the package file message?
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
Thank you Billy. So i changed the folder name as logisticss with 2 's' ıs that ok ? So do i need to change it back for SP ?
I get this package file message in all sandbox games.
I get this package file message in all sandbox games.
Lancier- Posts : 15
Join date : 2015-06-04
Age : 49
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
No, you do not need to change things if you play SP.
You get the package message with the Waterloo maps too?
You get the package message with the Waterloo maps too?
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
Waterloo ones working without such message.
Also buttons M and N give runtime error except waterloo map right?
Also buttons M and N give runtime error except waterloo map right?
Lancier- Posts : 15
Join date : 2015-06-04
Age : 49
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
It sounds as if you do not have the KS Supplemental Maps mod selected. Also use only the maps whose name begins with a country, France, Austria, etc.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
Mod was selected but yes maps with country names work good np there thanks.
Lancier- Posts : 15
Join date : 2015-06-04
Age : 49
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
Kevin - something that struck me today. With all the GB maps imported into the mod for WL, doesn't this allow a WL customer to play on GB maps (and add-on maps like Pipe Creek) without the need to purchase them? Should we be doing this?
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
I have seen some issues with maps like Lynchburg and Brandy Station, all trees (all vegetation I believe) and many buildings are missing. I will report to Kevin soon.
The Fox's Gap map looked OK.
There seems to be less problems with the random maps, no ground shown behind the compass and some vegetation showing above ground level. But some of them look almost ready to be used.
The Fox's Gap map looked OK.
There seems to be less problems with the random maps, no ground shown behind the compass and some vegetation showing above ground level. But some of them look almost ready to be used.
Iberalc- Posts : 436
Join date : 2014-09-19
Location : Alicante
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
The gfx file is probably missing the tree names. I'll have to add them.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
Mr. Digby wrote:Kevin - something that struck me today. With all the GB maps imported into the mod for WL, doesn't this allow a WL customer to play on GB maps (and add-on maps like Pipe Creek) without the need to purchase them? Should we be doing this?
please be aware of the following statement from NSD:
No one is allowed to publicly post something that people must pay for. That
means that any add-on maps cannot be modded and posted legally. You can post directions on how to convert them, but you cannot post the maps themselves.
All purchased content must remain out of public downloads. Modified purchased content also must remain out of public downloads. If we have posted something publicly (like the SDK) that is not purchased content.
Many thanks.
Leffe7- Posts : 468
Join date : 2012-03-01
whisper link broken
I had mentioned this earlier, and apparently it was too cryptic to understand that the link in the first post is broken and will not direct you to anything regarding how to set up whisper channels....
Robert M- Posts : 26
Join date : 2014-11-17
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
It's fixed now.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
Gentlemen, any solution so far for not getting this package box message while loading game with KS mod for the ones who dont have the game SoWGB ?
Lancier- Posts : 15
Join date : 2015-06-04
Age : 49
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
Lancier, just click on ok I think you need to do that about 3-4 times, if you set it correctly in the mod folder (viz, the 3 files, then check all of them in the modifications panel in the game GUI) it works just fine.
Morealive- Posts : 8
Join date : 2015-07-04
Age : 54
Location : Prague
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
Yes mate if there no other solutions will do but when more than 2-3 people trying to connect sometimes it becomes hard to find pointer on the screen as it flash become indistinct for some and their screen just wait so everyone connecting without the game SoWGB must do this operation.
Lancier, just click on ok I think you need to do that about 3-4 times, if you set it correctly in the mod folder (viz, the 3 files, then check all of them in the modifications panel in the game GUI) it works just fine.
Lancier- Posts : 15
Join date : 2015-06-04
Age : 49
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
Just a quick question Billy, I was messing around the files to create a Peninsula subfolder and add your files on top of the Carlistas maps. The latter worked just fine -although I had to resize the minimaps- but I'm stuck on the call up (I get stuck on "loading battleplan") when trying to use Valverde's I wanted to correct. When ordering troops to a specific location, I noticed the file kept the original GB name, so I corrected in the *.csv but not luck. I suspect it's coming from the .lsl files (and maybe Im wrong, may be its just an incorrect file tree I have set up) any hint or idea?
Thank you!
Thank you!
Morealive- Posts : 8
Join date : 2015-07-04
Age : 54
Location : Prague
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
I can't speak for Billy/Kevin but I am sure the two Carlist wars maps will be added to the Supplementary maps mod in the near future. There's more important things to do with the mod at the moment like getting a proper toolbar working, but since Peninsular battles are common in our group (we are fighting the whole Peninsular campaign) we will need those excellent maps eventually.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
You can only use the maps which start with a country name with the KS mod. The other will likely crash.when trying to use Valverde's I wanted to correct. When ordering troops to a specific location, I noticed the file kept the original GB name, so I corrected in the *.csv but not luck. I suspect it's coming from the .lsl files (and maybe Im wrong, may be its just an incorrect file tree I have set up) any hint or idea?
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
tvnc likes this post
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» Set Up for SOW ACW GAMES For Kriegspiel style
» SOWWL Napoleon Mod 1.27 Released
» GCM HITS-Style ACW Battles
» New Required Mod For Napoleon SOW Games
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