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Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style

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Post  Mr. Digby Tue Oct 01, 2019 1:50 am

uhlans and lancers also count as light.
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Post  camrik Tue Oct 01, 2019 2:28 am

So.... Chevaulegers Gottfried: Oberst Baron Gottfried (832 Cav. 1 regiments Avg.Exp. 5.0) is light cavaly

..... Dragoner Hardach: Generalmajor Hardach (832 Cav. 1 regiments Avg.Exp. 5.0) is medium cavalry

....... Husaren von Sedgewick: Oberst Count von Sedgewick (944 Cav. 1 regiments Avg.Exp. 5.0) is light cavalry

if I understand correctly.

What about ..... Brigade Splényi: Generalmajor Ignaz Splényi (720 Cav. 1 regiments Avg.Exp. 5.0) ?

Thanks!

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Post  Mr. Digby Tue Oct 01, 2019 12:08 pm

There's 2 ways to tell, one is in-game looking at the specific regiment Generalmajor Splényi commands, the second is to open the scenario.csv and do a search for the commanders name, then look at the unit below him. After a while you will get used to the same commanders names popping up since the brigades and their commanders are never adjusted by the scenarios. Division commanders and names are. Splényi was an Austrian hussar commander in Italy I believe.
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Post  camrik Tue Oct 01, 2019 5:56 pm

I think I'm getting the hand of it. Thanks for your patience. I need to play a bit and I'll join you in mp!!


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Post  Mr. Digby Wed Oct 02, 2019 12:29 pm

We are just starting a campaign so some fun battles lie ahead.
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Post  camrik Thu Oct 03, 2019 3:08 am

I noticed that squares, even when very close to cavalry, do no damage to it. Is there something I'm doing wrong? In the vanilla game, it used to do some damage.

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Post  Mr. Digby Thu Oct 03, 2019 11:01 am

Do you mean shooting? Squares do very little shooting damage. They were a defensive formation and the men were often ordered to hold their fire for when or if the cavalry did something more aggressive. They do shoot a little though and if cavalry stop very close ~50 yds, you will see them take casualties. The best way to drive cavalry away with infantry is to un-TC the brigade commander and allow him to creep his squares forwards, the cavalry will eventually be forced to back away. Its a very slow process however. The AI won't do this under a combined arms threat however, with enemy infantry close to their cavalry.
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Post  camrik Thu Oct 03, 2019 9:58 pm

Alright, I'll try that.

Another thing now: it is sometimes difficult to see the bataillons when they are in wheat fields (or any other cereals). You barely see them. Any way around this?

Thanks.

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Post  Mr. Digby Fri Oct 04, 2019 12:59 am

Hitting the 'T' key several times switches down the vegetation levels. Depending on how the map maker set the map up one of these levels will turn off the crops.


Last edited by Mr. Digby on Fri Oct 04, 2019 1:08 pm; edited 1 time in total
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Post  camrik Fri Oct 04, 2019 1:26 am

Oh great! Thanks!


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Post  rschilla Wed Dec 04, 2019 3:11 am

Was a change made so that tcommon and Atcommon no longer work? I seem to recall using them in the past.

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Post  Uncle Billy Wed Dec 04, 2019 4:09 pm

If you are talking about the toolbar buttons, they work just fine. If you are referring to MP script commands, I never put them into the code.
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Post  rschilla Wed Dec 04, 2019 5:20 pm

Yeah, script commands. Okay. Must be a false memory of having used them. I always found the SDK scenario generator impossible to work with so it couldn't have been from there.


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Post  rschilla Thu Dec 05, 2019 12:24 am

Actually, I finally got around to trying it and the toolbar buttons are not working, either.

Not for the Corps Commander, or the Division Commander or the Brigade Commander. I do seem to recall it working once before in the past.

Might it have anything to do with my having scripted Ahold commands for each division to start the scenario?

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Post  Uncle Billy Thu Dec 05, 2019 3:33 pm

Very possibly. I don't have any experience with SP scripting. For instance, I've never played any of the NSD Waterloo scenarios.
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Post  rschilla Thu Dec 05, 2019 8:20 pm

The tool bar buttons work fine on SP. Not on MP.

Hmmm.....

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Post  USSR-81 Thu Jan 09, 2020 1:02 pm

Hello!

I installed your mod and when I run some scenario (but not all, some scenario work), the game crashes. For example, this happens when KSRussianScenario1 is launched (entry in SowWL.log: "Can't find unit class type FR_HUSSAR2") as well as some other Russian scenario.
I looked at the folder KS Sprites Mod 1.07 there really is no file with that name. I ask for your help in solving this problem. I have SowWL + all dls but no Gettysburg.

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Post  Uncle Billy Thu Jan 09, 2020 4:37 pm

Welcome to the forum.
Yes, That is an old class name. Go to the KSRussianScenario1 folder and open scenario.csv. You can use a text editor if you do not have Excel. Go to line 55 and change FR_HUSSAR2 to FR_HUSSAR_11. That will fix the problem. If you find any other problems, post them here.
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Post  USSR-81 Thu Jan 09, 2020 8:12 pm

Uncle Billy wrote:
Thanks, I did as you said, now the KSRussianScenario1 is working. But now the same problem in KSRussianScenario3, crash error in log: "Can't find unit class type FR_HUSSAR5_10". Could you help solve this problem too?

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Post  Uncle Billy Thu Jan 09, 2020 8:47 pm

Thanks. As before, change the entry in line 59 to FR_HUSSAR_5_10.
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Post  USSR-81 Fri Jan 10, 2020 8:49 pm

Thanks for the help! Now it works good. If I find anything else I'll write it here.

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Post  Uncle Billy Wed Jan 29, 2020 6:56 pm

A new version of the KS Napoleon Mod, (1.32) has been uploaded.  Besides the usual AI behavior improvements there have been a couple of additions.
1. Company-sized skirmish units have been added.  These reflect the historic, tactical use of French voltigeur and British light companies.  They also mimic the deployment of the third rank as skirmishers in the other European armies.  The full battalion deployment of other units such as jagers, tirailleurs and some light infantry battalions are still there.  These new smaller units are almost entirely controlled by the AI.  See the KS Mod manual for details.
Several new scenarios have been added which use the new company-sized skirmishers, Austrian Scenarios 66 & 68, French Scenarios 127 & 130, Prussian Scenario 25 and Russian Scenario 69.  The older scenario still use the full battalion-size skirmish units.
The OOB subfolder now has a set of OOBs which incorporate the new skirmish units. The older OOBs which use the full battalion-size units are also there.

2. Supply trains have been added.  These are not ammo wagons which resupply units during battle.  These represent the wagon trains that accompanied armies.  As such, they are targets for enemy units.  They can be added to scenarios via the latest version of the KS SOW Scenario Generator, (1.61).

The KS Supplemental Maps have also been updated, version 1.22.  These contain various fixes and improvements to existing maps.

The links are in the first post of this thread.
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Post  Martin Wed Jan 29, 2020 8:53 pm

Many thanks for all your efforts, Uncle Billy.

Am hoping to get back for some Waterloo games with the group this spring, and the knowledge that the game and related apps are continually being improved is a great incentive.

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Post  Pop1 Tue Feb 11, 2020 8:42 am

Hi,

First off, a big thanks for the continued work on this MOD, it is what keeps me playing SOWWL.

I downloaded the latest version of the MOD a few days ago and have been playing a few test games to see how the skirmish companies work - first impressions are good, but the point of this post is to notify you of an error in two of the OOBs that contain skirmish companies.

I noticed this when watching the 1st Btn 2nd (Coldstream) Foot Guards deliver their initial volley against an advancing french column. About 60% of the column dropped as casualties, the remainder promptly routed. I thought this very effective, and minutes later almost the same thing happened to a second french column. It was then I noticed the strength of the Foot Guards was over 7,000 men!

See:

OOB_SB_KS_NAP_Skirm_Peninsula_Full
OOB_SB_KS_NAP_Skirm_Peninsula_NoSpanish

in both of these OOBs the first unit of English Foot Guards in Campbell's Brigade have a strength of 7,200. I have reduced this to 720.
I have not seen the same error in the OOBs which do not have the 'Skirm' addition, nor in the 1815 OOBs.

I plan to post more observations of the new version of the MOD once I have done further test games.

Keep up the good work, love it.

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Post  Grog Tue Feb 11, 2020 10:11 am

Hi Pop1

Ha! That must have been Awsome! Cool

Thanks for bringing this to our attention. As you know, you are completely right. Likely a rogue typo error done when converting the csv files to new skirmisher type unless, of course, Kevin was planning a nasty surprise for us in the next MP scenario Evil or Very Mad

I've put a fixed version of both OOBs in my drop box, if anyone wants to replace rather than editing them themselves:

https://www.dropbox.com/s/j2ktm5q1o8gcem7/OOB_SB_KS_NAP_Skirm_Peninsula_Full.csv?dl=0

https://www.dropbox.com/s/4choqvnqywvdstp/OOB_SB_KS_NAP_Skirm_Peninsula_NoSpanish.csv?dl=0

Mike




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