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Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style

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Post  Uncle Billy Fri Jan 07, 2022 4:46 pm

There are 2 reasons why TC'd cavalry will retreat. 1. The cavalry has been ordered to run into woods, heavy woods or rough terrain. That's no place for cavalry. 2. The cavalry has been ordered to charge an enemy unit in one of those terrains. One of the benefits of #2 is that infantry will no longer form square when it is in those terrains.

The idea for this and making it extremely hard for cavalry to run through friendly infantry to attack the enemy is to make the use of cavalry more historically based. Cavalry was normally kept in reserve until near the end of a battle. It would be used then to either break a defeated enemy once the friendlies cleared out of the way, or it was used as a rear guard to prevent withdrawing friendlies from being pursued by the enemy cavalry. During the early stages or the height of the battle, most cavalry operations took place on the flanks where open ground, unimpeded by infantry, allowed them to either protect their own flanks or menace the enemy's.
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Post  bewhite Fri Jan 07, 2022 4:54 pm

What do you suggest in terms of using AI and TC just overall with this mod? Should you always TC everything or is it more designed to better rely on AI?

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Post  Uncle Billy Fri Jan 07, 2022 5:18 pm

Like everything in this game, it depends on the situation. Here is my style of play with cavalry.

To start, I tend to keep them well back from the battle with a hold stance and unTC'd. As the battle develops, I will place the cavalry on the same flank which might contain enemy cavalry. I still keep them well back from the enemy, so they are still unTC'd. I do that so if the situation changes and I am not nearby, and the enemy cavalry advances, they can fend for themselves.

If the enemy launches a powerful attack somewhere along the line that I think might be successful, I will bring the cavalry closer to my infantry in that area to slow up the attack and give the guns time to do their good work and decimate the enemy's massed formations. For this I almost always TC the cavalry. I do not want them trying to make attacks on the enemy at this time.

If I can move my cavalry to an open enemy flank where I think I can attack successfully an undefended or lightly defended battery, I will TC the cavalry that I send forward to wipe out the guns. If instead I am attacking infantry formations, I always unTC them and send them in to attack. If they are TC'd they usually have a hard time getting away from enemy squares and surrender. The AI is much better at extracting them.

If I am going after the big game on the field, enemy cavalry, I always attack with unTC'd cavalry, but manually send in supporting regiments. These regiments are kept TC's until it is time for them to join melee. The AI is very good at knowing when to withdraw from the melee and can very often get seriously depleted regiments out of harm's way. It is not so good at timing successive attacks with supporting units. Note that in a large cavalry dust-up, it is completely impossible to control the fight. It is chaos. All you, as the commander, can do is feed in the reinforcements and hope your timing is better than the AI's or the other player's.
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Post  bewhite Fri Jan 07, 2022 5:23 pm

Very nice. I noticed too that cav were able to overrun squares of infantry. This is in the Prussian 1806 OOB. This is the first time I’ve seen this done to fresh troops. Can you comment on this?

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Post  Uncle Billy Fri Jan 07, 2022 5:51 pm

The morale checks done by the cavalry and infantry were modified somewhat, as was the morale hit on infantry facing heavy cavalry. Now an infantry square that has somewhat shaky morale can break when attacked by heavy cavalry. If the morale is low enough then even light cavalry will break a square. There is a random variable involved and is somewhat dependent on the infantry experience level but formed squares will break.
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Post  bewhite Fri Jan 07, 2022 5:52 pm

Thanks!

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Post  rschilla Fri Apr 22, 2022 11:26 pm

Is there a download link for v 1.34 available somewhere?


I tried to get 1.35 to work.... couldn't.... and now it looks as if I fouled up 1.34 in the process.


It constantly crashes when trying to load unit graphics.

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Post  Uncle Billy Sat Apr 23, 2022 2:58 pm

I don't have the 1.34 version any longer. What problem are you having with 1.35 specifically?
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Post  rschilla Sat Apr 23, 2022 4:13 pm

When I activate 1.35 and start it up I get this... instantly.

Game Launched
08:06:20 Version:SOWWL
1.0106
08:06:28 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\GB_lsl files
08:06:28 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KSSpritesMod 107
08:06:28 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KS Napoleon Mod II 134
08:06:28 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KS SOW Supplemental Maps125
08:06:28 Ansi:16, TexH:16384, TexW:16384
08:06:28 SowWL Loaded
08:06:28 08:06:28
08:07:11 *** KS SowAiInf.dll Version: 1.34.25
08:07:11 Failed to bind SOWWL APIs! Image with checksum 003EC6A8 not supported. App exiting.


I do note that even though 1.34 is de-selected it still looks to read it.


In the interval I did get 1.34 running by deleting the offending units from the scenario.csv file but I can't see why they weren't loading. The unit class files that it claimed were missing were right in the unitglobal file.

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Post  Uncle Billy Sat Apr 23, 2022 4:41 pm

The problem is that your game wasn't patched correctly. You have NSD and Matrix to thank for that. I suggest you go to the Matrix site and download the base game and patches 1.02 AND 1.03. 1.03 DOES NOT contain 1.02. Why those boneheads didn't make it comprehensive is beyond comprehension.
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Post  rschilla Sat Apr 23, 2022 5:29 pm

I didn't download the original game - I had the Collector's edition CD. I still have the upgrades but those aren't much use by themselves. I think I sent the CD to Darkrob. I'll have to see if he still has it.

I still can't quite grasp why it worked for all these years until 1.35 came along.

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Post  Uncle Billy Sat Apr 23, 2022 6:48 pm

I don't know if it will work, but you could try to do the 1.02 and 1.03 patches to what you have installed.

Mods 1.34 and 1.35 both attach to the game engine directly to mod some of the behavior. If it doesn't find the right values at the attachment points, it will fail.
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Post  Uncle Billy Sun Apr 24, 2022 2:58 pm

You should be able to access the base game files at Matrix even if you have the CD version. I think you just have to send them the serial number to prove you own it.
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Post  camrik Sat Apr 30, 2022 7:24 am

Hello,

I have two quick questions about KS mod:

1- I feel a bit stupid about the first: is there a way to pause the game other than bringing up the menu? Or is it intended that way to prevent plsyers to give orders while the game is on pause?

2- It is sais that: 'the mods will not work with the single player SOW scenarios that come with the game.' Not sure exactly what to make of that phrase since, from the single player menu, I can play 'The Eagles Triumph' (LG04F) both from the 'Waterloo Battles' folder and from the user's scenarios folder. Isn't this scenario one the comes with the game?

Thanks in advance.

Camrik

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Post  Uncle Billy Sat Apr 30, 2022 3:07 pm

1. Press the 'P' key to pause and un-pause the game. Note: This does not work in MP games.
2. Yes, it's been reported that some of the stock battles work and others do not. Personally, I have never played any of them so I can't comment from firsthand experience.
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Post  camrik Sat Apr 30, 2022 4:15 pm

Thanks

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Post  camrik Sat Apr 30, 2022 4:47 pm

Another quick question:

In the option tab, the AI morale value is set to -5. Is that normal? AI agressiveness is set to 2.

Thanks.

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Post  Uncle Billy Sat Apr 30, 2022 7:17 pm

Those are settings you can adjust to give the AI an advantage or disadvantage in battles. Most people set both to 0.
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Post  Tom9 Sun Jun 19, 2022 2:23 pm

Hello everyone,

Since last update, the stances of my commanders change automatically. If i change it it just comes back to the first stance after a while. It is like it is set at the beginning of the game and can not be changed for a long time. It may be changing with the autosave.
Is anybody experiencing the same thing or know a way to fix it?

Sorry for my bad English, I hope what I said is clear enough

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Post  Tom9 Wed Jun 22, 2022 10:31 pm

Nobody is experiencing this or have any idea on how to fix it?
It's impossible to play right now as a corps commander, the ai beneath me just live their lives and don't keep the stances I give to them..

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Post  Uncle Billy Thu Jun 23, 2022 3:09 pm

Once the enemy comes into view, the AI commanders may very well change their stance based on how they view the situation. That's a very human characteristic. If you require the division and its brigade to remain motionless, then you'll need to TC all the commanders.
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Post  Tom9 Sat Jun 25, 2022 2:27 pm

Thank you for your answer. I know that in contact of enemy my commanders can change stances but now what I'm experiencing is that (only) division commanders are stuck in one stance which if I change it, goes back to the original one automatically after few minutes regardless of enemy proximity. Even at the other side of the map they don't keep the stances I give them. If at the beginning of the game they are in probe mode, they stay on probe mode until the end.

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Post  Den31sev Sun Jul 17, 2022 11:57 pm

Hello. Downloaded mods KS Napoleon Mod II 136, KS SOW Supplemental Maps126 and KSSpritesMod 107. When you try to start a scenario or sandbox, the game crashes with a request to lower the parameters of the uniform and map. But they are so minimal. What to do?
(used google translate)

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Post  Uncle Billy Mon Jul 18, 2022 4:02 pm

Welcome to the forum. Do you also have the Collectors Edition of the game?
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Post  Den31sev Mon Jul 18, 2022 5:19 pm

yeah. Steam edition with all DLC.

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