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SOW Scenario Generator

+19
Baldwin1
mmarchi
Jakmin
DumpTruck
Miko77
Vincent6691
Thunder1971
parmenio
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Martin
gehrig38
stephen
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Mr. Digby
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SOW Scenario Generator - Page 8 Empty Re: SOW Scenario Generator

Post  rschilla Tue Jul 30, 2019 10:44 pm

I'll check.

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Post  rschilla Tue Jul 30, 2019 10:49 pm

No difference.

I still just get the same LanguageEnglishMod as before.

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SOW Scenario Generator - Page 8 Empty Re: SOW Scenario Generator

Post  rschilla Wed Jul 31, 2019 2:23 am

Okay.  So while playing around with the command prompt files I noted that it was copying my OOB file but when I checked the OOB file it was only 1 kb in size.

Apparently, when it is doing whatever it is doing it is eliminating the OOB file but after correcting the OOB I got this after running the OOBtoNames program.

SOW Scenario Generator - Page 8 GdWBpFd

I do not have a clue what any of that means beyond the fact that it is not going to do what I want it to.  The OOBtoNames program is from 8-23-2015 and is 11kb in size.  I did not see a newer version of it in KS_Nap 1.31.

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Post  Uncle Billy Wed Jul 31, 2019 2:51 pm

Neither do I, since that's not the program I wrote.  Is it something NSD created?  Most of their tools don't work as expected.
Here's the program I wrote: XML Creator
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Post  parmenio Wed Jul 31, 2019 3:44 pm

Most of their tools don't work as expected

Crying or Very sad No argument there.... I've never got that tool to work properly ever - no matter what i did. I shall, however, give yours a whirl since it will save me from writing my own. I've nearly finished my Ligny OOB so I will be in need of it.

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Post  rschilla Wed Jul 31, 2019 5:07 pm

I'll give that a try. The other one had worked in the past but perhaps it has not been kept current? 2015 is eons ago in computer terms.

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Post  rschilla Wed Jul 31, 2019 7:06 pm

That worked like a charm, Uncle Billy. Far easier to use than the other one.

cheers

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Post  rschilla Wed Aug 07, 2019 7:59 pm

The Kelheim map is nicely done. Lots of terrain, plenty of room to move and very colorful. You guys do like your sunflowers!

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Post  Uncle Billy Wed Aug 07, 2019 9:15 pm

There's a little van Gogh in all of us. flower Well... some have a little more than others.
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Post  Mr. Digby Mon Aug 26, 2019 12:58 am

Could somebody other than Kevin please try to generate a scenario using v1.55? I am getting an unhandled exception error every time I try to create a scenario seemingly whatever OOB and map.

I have reverted for now back to v1.52 which works.

As far as I'm aware the main change in the latest version was to be able to tilt/invert the "DIVISION" names so that the scenario creator can see which way they face, and they were stretched to cover the division frontage.

I have MS net framework v4.7.2 installed so that does not seem to be the culprit.
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Post  rschilla Mon Aug 26, 2019 1:07 am

I've done several without problem or at least THAT problem.

The only issue I've run into is that when you try to "reload" a scenario to fix something it brings up the original mask and you can't do anything with it. But I had that problem on prior versions, too.

I'll take a screen shot and send it to you.

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Post  rschilla Mon Aug 26, 2019 1:17 am

Here you go.  This is what it looks like when you hit reload.  I can get any of the boxes on the left two thirds of the screen to react.

SOW Scenario Generator - Page 8 JjbMYf4

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Post  Uncle Billy Mon Aug 26, 2019 4:00 pm

That is very strange. It is also strange that the font showing on the map for the division placements is different too. Did you try yo patch the program change that?
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Post  rschilla Mon Aug 26, 2019 4:28 pm

I doubt it. I wouldn't know where to begin.

BTW, I do recall one instance of getting the Unhandled Exception error but it was when I was first learning how to create my own OOB files and the Scenario Log file basically got to a point where it said "WHAT THE HELL DO YOU THINK YOUR DOING?" I've been very careful ever since.

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Post  Mr. Digby Mon Aug 26, 2019 8:11 pm

That looks a bit like what Windows does when its low on memory - not displaying text boxes correctly and grabbing some random font from somewhere because It can't load the proper one.
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Post  rschilla Wed Aug 28, 2019 2:50 am

It only happens with that program.

I did get an unhandled exception error today, though. Once again, it appears that I goofed in making my own OOB as changing to a prior version fixed the issue.

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Post  rschilla Tue Sep 03, 2019 11:41 pm

How big a deal is it to make a river impassable?

The river in question being the Rappahanock on the Fredericksburg map. Disconcerting to watch enemy infantry march into the river, disappear under it and then emerge intact on the other bank! Someone should drown.

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Post  Uncle Billy Wed Sep 04, 2019 1:18 am

Here's what I wrote on the NSD forum awhile ago when the topic came up.
To work correctly, the 25 pixels must be attached to a road. This has already been mentioned. Both ends must be attached. No dangling 25 pixel lines.
Second, the 25 pixels must touch each other on a side, NOT just via two corners, (diagonal placement is not allowed).
Third, the 25 pixels must be just one pixel wide.
If you do this, it will work. The KS maps have used the 25 pixels for years.
The condition that causes them not to work are retreating units. They ignore the 25 pixel. This too has been mentioned. However, once a unit retreats, it will always ignore the 25 pixel. This is a game bug that has existed in since SOWGB days.
The downside of using them is that the game engine does not take them into account. So AI controlled troops will do some pretty stupid things to try to get across an uncrossable river. As has been pointed out in this thread, the game engine does not take into account any terrain features when moving units. It strictly point A to Point B. It's one of the sad failings of the game.
Depending on the length of the river, it can take a bit of time to place all the 25 pixels. Long rivers that stretch across a 5 mile map will take more than an hour to do.
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Post  rschilla Wed Sep 04, 2019 1:36 am

Sounds a bit above my pay grade. I'm not a graphics whiz.


What about just a way to increase the movement cost to cross a river and the fatigue?

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Post  Uncle Billy Wed Sep 04, 2019 1:15 pm

You can do that too, but the troops still cross very slowly and end up tired. That's a penalty for the AI since it doesn't take into account such things when moving.
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Post  rschilla Wed Sep 04, 2019 4:32 pm

Might be worth a shot. What file controls the speed and fatigue rates?

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Post  Uncle Billy Wed Sep 04, 2019 5:16 pm

mapname.csv. Mapname is whatever the name of your map is.
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Post  Mr. Digby Tue Sep 17, 2019 6:13 pm

For the usual reason that several ISPs (mostly US ones) see my e-mail provider as a source of spam, my e-mails to you are being blocked again Kevin. I can't e-mail Phil now for the same reason. I can only advise that v1.77 throws up the same error as I got from v1.55 and this is on my brand new PC with a new OS. I can run v1.52.

It seems the flipping around of the division names feature was the point at which it all went belly up.
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SOW Scenario Generator - Page 8 Empty Adding Formations

Post  parmenio Thu Nov 14, 2019 2:52 pm

I've been making use of the Scenario Generator (v1.55) for the first time. I've added "Cavalry Line" and "Artillery Line" formations to the text files but when generating the scenario.csv file only Artillery Line appears. In fact for Cavalry whatever formation I choose I end up with:

Code:

Général de Division Baron Jean-Siméon Domon     DRIL_Lvl4_Cav_ColumnbyDivision
Général de Brigade Baron Jean Dommanget         DRIL_Lvl5_Cav_ColumnbyDivisionHold
4e Chàsseurs à Cheval Rég.                      DRIL_Lvl6_Cav_ColumnbyDivisionHold
9e Chàsseurs à Cheval Rég.                      DRIL_Lvl6_Cav_ColumnbyDivisionHold
Général de Brigade Baron Gilbert Julien Vinot   DRIL_Lvl5_Cav_ColumnbyDivisionHold
12e Chàsseurs à Cheval Rég.                     DRIL_Lvl6_Cav_ColumnbyDivisionHold

(example from a Ligny scenario I'm producing)

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Post  Uncle Billy Thu Nov 14, 2019 3:41 pm

Are you also adding the actual name of the formation, col. B in drills.csv?
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