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SOW Scenario Generator
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Baldwin1
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Vincent6691
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23 posters
Page 10 of 13
Page 10 of 13 • 1, 2, 3 ... 9, 10, 11, 12, 13
Re: SOW Scenario Generator
What is the command to put in the debug routine to find the coordinates of a particular point on the map?
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: SOW Scenario Generator
In the SOWWL.ini file add the following:
[debug]
dbglvl=2
When you start a scenario, you'll see a tan box in the top left corner. It will have a lot of numbers in it. the ones you are interested in are PT(xvalue, yvalue), this is the camera location and SEL(xvalue, yvalue), this is the selected unit's location. Remember that X is the vertical axis and Y is the horizontal one. You can hide the debug box by pressing the U key a couple of times.
[debug]
dbglvl=2
When you start a scenario, you'll see a tan box in the top left corner. It will have a lot of numbers in it. the ones you are interested in are PT(xvalue, yvalue), this is the camera location and SEL(xvalue, yvalue), this is the selected unit's location. Remember that X is the vertical axis and Y is the horizontal one. You can hide the debug box by pressing the U key a couple of times.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: SOW Scenario Generator
Thank you. I've used it before and just couldn't remember it. I'm telling you this getting old is for the birds!
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: SOW Scenario Generator
The new version of the KS SOW Scenario Generator, (1.61) has been uploaded. It contains OOBs that use the new company-sized skirmishers and the creation of wagon trains. See the included manual for details. Note: these are not available for SOWGB scenarios.
The download link is in the first post of this thread.
The download link is in the first post of this thread.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: SOW Scenario Generator
Well I have finally figured out the MP restart mechanics.
The restartmp file was working and the concept of changing the start time of the battlescript to match the time of the savegame file also seemed to work and deleting any orders that were already executed was also not a problem. But I was still getting a serious lag. The time lag seemed to be directly related to the amount of time the game was played before saving. Obviously, the earliest saves were only 10-15 minutes in - sort of a "set up" save - but in a long game if the next save was two hours in the lag would be 2 hours before the troops started moving, i.e. a commander who was supposed to move out a 2 PM would not move until 4 PM.
Then, on a whim almost, I tried changing the scenario start time in the scenario.ini file. Voila. Problem solved. I guess I had assumed that once the game resumed it was the savegame file that determined everything and the .ini file was irrelevant. It isn't. It starts the clock.
Anyway, now the waiting columns begin moving on time. I have learned to make a copy of the battlescript file ( called orig_battlescript) so that any changes I make do not mess up the original scenario and also that when making the needed changes to battlescript I can change the destination of a column if so desired.
I have run this through two previous attempts on various maps and it now works fantastically well!
The restartmp file was working and the concept of changing the start time of the battlescript to match the time of the savegame file also seemed to work and deleting any orders that were already executed was also not a problem. But I was still getting a serious lag. The time lag seemed to be directly related to the amount of time the game was played before saving. Obviously, the earliest saves were only 10-15 minutes in - sort of a "set up" save - but in a long game if the next save was two hours in the lag would be 2 hours before the troops started moving, i.e. a commander who was supposed to move out a 2 PM would not move until 4 PM.
Then, on a whim almost, I tried changing the scenario start time in the scenario.ini file. Voila. Problem solved. I guess I had assumed that once the game resumed it was the savegame file that determined everything and the .ini file was irrelevant. It isn't. It starts the clock.
Anyway, now the waiting columns begin moving on time. I have learned to make a copy of the battlescript file ( called orig_battlescript) so that any changes I make do not mess up the original scenario and also that when making the needed changes to battlescript I can change the destination of a column if so desired.
I have run this through two previous attempts on various maps and it now works fantastically well!
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: SOW Scenario Generator
It's good to hear you've got everything running correctly now. Making a copy of the original battlescript file is very important if you ever want to replay the scenario.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: SOW Scenario Generator
So, one quirk that I have found is that when you resume a saved game using the MP restart mechanism it seems that the battlescript.csv file in the Netserv folder "edits itself" to double spacing by inserting a blank line after each text line. I don't know who thought that was a good idea but it is easily overcome if you know to look for it. Simply make the changes to the battlescript.csv file in the scenario folder and then cut and paste that into the Netserv folder. It takes no time at all since you have to adjust the battlescript to the new start time anyway.
I set up a reversal of Waterloo in which the French are defending and the British attacking up the Brussels road. The AI can't seem to get past La Haye Sainte. Five British divisions marched up the road and surrounded LHS on 3 sides ( it was defended by a single Legere rgt with another waiting nearby to relieve them ) While they fired and fired into the chateau they were savaged by French artillery pumping canister into them at medium range.
Much routing resulted but other than some desultory long range artillery fire they did nothing to interfere with the French guns. At one point a single KGL regiment did make a move towards the ridge but as soon as they cleared the back wall of the chateau they got blasted by a second French battery which was no longer screened by the wall.
Finally at about 1:15 PM the Legere rgt retreated out of LHS but the reserve regiment moved in, pushed out the one Dutch unit which had pushed into LHS and meanwhile a single Fr. Dragoon regiment charged and ran over the skirmishers who were still outside LHS. The situation was restored when I stopped for the night. Picton's Division is on the way but they will be essentially starting from scratch when they get there and the French have a single regiment which is hors d'combat. Not looking good.
I may try it as the British and see how the AI does on defense. Something tells me the defenders will run around like maniacs.
I set up a reversal of Waterloo in which the French are defending and the British attacking up the Brussels road. The AI can't seem to get past La Haye Sainte. Five British divisions marched up the road and surrounded LHS on 3 sides ( it was defended by a single Legere rgt with another waiting nearby to relieve them ) While they fired and fired into the chateau they were savaged by French artillery pumping canister into them at medium range.
Much routing resulted but other than some desultory long range artillery fire they did nothing to interfere with the French guns. At one point a single KGL regiment did make a move towards the ridge but as soon as they cleared the back wall of the chateau they got blasted by a second French battery which was no longer screened by the wall.
Finally at about 1:15 PM the Legere rgt retreated out of LHS but the reserve regiment moved in, pushed out the one Dutch unit which had pushed into LHS and meanwhile a single Fr. Dragoon regiment charged and ran over the skirmishers who were still outside LHS. The situation was restored when I stopped for the night. Picton's Division is on the way but they will be essentially starting from scratch when they get there and the French have a single regiment which is hors d'combat. Not looking good.
I may try it as the British and see how the AI does on defense. Something tells me the defenders will run around like maniacs.
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: SOW Scenario Generator
I updated the Scenario Generator, (now 1.62). It just shortens the words regiment and battalion in the OOB printouts as requested by Digby. It also includes the wagon train details in the OOB printouts. The download link is in the first post of this thread.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: SOW Scenario Generator
Thanks, it helps a good deal.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: SOW Scenario Generator
Hi,
How can assure that for cav/inf division the artillery is mounted/foot artillery exclusively ? I tried several attemps but I often get random results (Prussian 1806 OOB)
One example:
VIII Corps: Maréchal douard Mortier (12427 Inf. 4083 Cav. 17 Guns))
1er Division: Général de division Pierre Dupont (12427 Inf. 6 Guns))
Brigade Grandeau: Général de brig. Louis Joseph Grandeau (3877 Inf. 5 btns. Avg. Exp. 6.0)
Brigade Ledru: Général de brig. François Roch Ledru (4549 Inf. 4 btns. Avg. Exp. 6.0)
Brigade Amey: Général de brigade François Amey (4001 Inf. 5 btns. Avg. Exp. 6.2)
4e Co/2e/sec 1 Artillerie à cheval: Capit.4e Co/2e/sec. Artillerie à cheval (3 Guns Avg. Exp. 6.0)
4e Co/6e/sec 2 Artillerie à cheval: Capit.4e Co/6e/sec. Artillerie à cheval (3 Guns Avg. Exp. 5.0)
Cavalerie Légère VI Corps: Général de brigade Auguste Colbert-Chabanais ( 4083 Cav. 11 Guns))
Cuirassier Brigade la Houssaye: Général de brigade Armand de la Houssaye (1034 Cav. 2 heavy regts. Avg.Exp. 6.5)
Cuirassier Brigade Saint-Germain: Général de brigade Antoine-Louis de Saint-Germain (942 Cav. 2 heavy regts. Avg.Exp. 6.5)
2e et 4e régiments de hussards: Général de division Tilly (1081 Cav. 2 light regts. Avg.Exp. 5.0)
Dragon Brigade Laplanche: Général de brigade Jacques Laplanche (1026 Cav. 2 light regts. Avg.Exp. 5.0)
11e Co/1er Artillerie à pied: Capit. 11e Co/1er Artillerie à pied (4 Guns Avg. Exp. 5.0)
12e Co/5e Artillerie à pied: Capit. 12e Co/5e Artillerie à pied (7 Guns Avg. Exp. 5.0)
How can assure that for cav/inf division the artillery is mounted/foot artillery exclusively ? I tried several attemps but I often get random results (Prussian 1806 OOB)
One example:
VIII Corps: Maréchal douard Mortier (12427 Inf. 4083 Cav. 17 Guns))
1er Division: Général de division Pierre Dupont (12427 Inf. 6 Guns))
Brigade Grandeau: Général de brig. Louis Joseph Grandeau (3877 Inf. 5 btns. Avg. Exp. 6.0)
Brigade Ledru: Général de brig. François Roch Ledru (4549 Inf. 4 btns. Avg. Exp. 6.0)
Brigade Amey: Général de brigade François Amey (4001 Inf. 5 btns. Avg. Exp. 6.2)
4e Co/2e/sec 1 Artillerie à cheval: Capit.4e Co/2e/sec. Artillerie à cheval (3 Guns Avg. Exp. 6.0)
4e Co/6e/sec 2 Artillerie à cheval: Capit.4e Co/6e/sec. Artillerie à cheval (3 Guns Avg. Exp. 5.0)
Cavalerie Légère VI Corps: Général de brigade Auguste Colbert-Chabanais ( 4083 Cav. 11 Guns))
Cuirassier Brigade la Houssaye: Général de brigade Armand de la Houssaye (1034 Cav. 2 heavy regts. Avg.Exp. 6.5)
Cuirassier Brigade Saint-Germain: Général de brigade Antoine-Louis de Saint-Germain (942 Cav. 2 heavy regts. Avg.Exp. 6.5)
2e et 4e régiments de hussards: Général de division Tilly (1081 Cav. 2 light regts. Avg.Exp. 5.0)
Dragon Brigade Laplanche: Général de brigade Jacques Laplanche (1026 Cav. 2 light regts. Avg.Exp. 5.0)
11e Co/1er Artillerie à pied: Capit. 11e Co/1er Artillerie à pied (4 Guns Avg. Exp. 5.0)
12e Co/5e Artillerie à pied: Capit. 12e Co/5e Artillerie à pied (7 Guns Avg. Exp. 5.0)
Vincent6691- Posts : 80
Join date : 2020-01-16
Location : Paris
Re: SOW Scenario Generator
Divisions with infantry in will randomly receive a mix of foot and horse batteries. Divisions that ONLY have cavalry in will only be allocated horse batteries.
If you are not getting this result its possible you don't have the latest version.
If you are not getting this result its possible you don't have the latest version.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: SOW Scenario Generator
It's stange, I tried again after dowloading the last version in the thread. And I get the same results as the example shown above.
Vincent6691- Posts : 80
Join date : 2020-01-16
Location : Paris
Re: SOW Scenario Generator
Strange - It looks like it generated the opposite of what's intended. When I used it last time it worked as supposed - I had mix of foot/horse batteries in infantry divisions and exclusively horse batteries in cavalry divisions... Now to be on safe side I put into the generator way larger force than I need for scenario... this way I can pick and choose which units to use in OOB... of course this requires fiddling with excel/other spreadsheet tool in order to get the desired result...
Miko77- Posts : 658
Join date : 2015-07-28
Age : 47
Location : Edinburgh
Re: SOW Scenario Generator
Then how do you select your brigades ? You suppress lines in OOB and scenario files ?
How do you control balance ?
How do you control balance ?
Vincent6691- Posts : 80
Join date : 2020-01-16
Location : Paris
Re: SOW Scenario Generator
Kevin, are you able to take a look at this please? The current version of the scenario generator seems to be correctly adding horse artillery to cavalry divisions on the French side, but not on the Allied side.
IV Corps: Prince Eugene à Beauharnais (4860 Inf. 2448 Cav. 26 Guns))
25e (Wurttemberg) Division: Général de Division Jean Gabriel Marchand (4860 Inf. 14 Guns))
Brigade dHenin: Général dBrigade dHenin (2160 Inf. 4 btns. Avg. Exp. 6.0)
Brigade Berthezene: Général de brigade Berthezene (2700 Inf. 6 btns. Avg. Exp. 5.8 )
18e/5e Artillerie à pied: Capit.18e batterie à pied (8 Guns Avg. Exp. 5.0)
13e/8e Artillerie à pied: Capit. 13e/8e batterie à pied (6 Guns Avg. Exp. 7.0)
1er Cuirassier Cavalerie Division: Général de Division Antoine-Louis de Saint-Germain ( 2448 Cav. 12 Guns))
4e Brigade de cavalerie légère: Général de brigade Comte de Pire (1200 Cav. 2 light regts. Avg.Exp. 5.0)
1er Brigade de cavalerie légère: Général de brigade Girardin d Ermenonville (1248 Cav. 2 light regts. Avg.Exp. 5.0)
2e/5e Artillerie à cheval: Capit. 2e batterie à cheval (6 Guns Avg. Exp. 5.0)
2. Sächsische reitende Batterie: Kapit. 2. Sächsische reitende Batterie (6 Guns Avg. Exp. 6.0)
--------------------------
7-y Korpus: General-Poruchik Nikolay Rayevsky (6235 Inf. 2000 Cav. 48 Guns))
24-y Diviziya: General-Mayor Peter Likhachev I (6235 Inf. 24 Guns))
Brigada Aigustov: Polkovnik Aleksey Aigustov (3160 Inf. 6 btns. Avg. Exp. 4.8 )
Brigada Stavitski II: Polkovnik Maxim Stavitsky II (3075 Inf. 6 btns. Avg. Exp. 4.8 )
6-y Konnaya Artilleriya: Polkovnik Aleksey Nikitin (12 Guns Avg. Exp. 6.0)
8-y Batareya Truppa: Podpolkovnik Matvey Frish (12 Guns Avg. Exp. 6.0)
2-y Kavaleriya Diviziya: General-Mayor Baron Fedor Korff ( 2000 Cav. 24 Guns))
3-y Kazak Brigada: General-Mayor Vasily Denisov VII (760 Cav. 2 light regts. Avg.Exp. 3.0)
2-y Dragunskiy Brigada: Polkovnik Baron Cyprian Creitz (1240 Cav. 2 medium regts. Avg.Exp. 6.0)
45-y Batareya Truppa: Kapitan Mikhail Bulashevich (12 Guns Avg. Exp. 5.0)
12-y Batareya Truppa: Podpolkovnik Ivan Pustoshkin (12 Guns Avg. Exp. 5.0)
IV Corps: Prince Eugene à Beauharnais (4860 Inf. 2448 Cav. 26 Guns))
25e (Wurttemberg) Division: Général de Division Jean Gabriel Marchand (4860 Inf. 14 Guns))
Brigade dHenin: Général dBrigade dHenin (2160 Inf. 4 btns. Avg. Exp. 6.0)
Brigade Berthezene: Général de brigade Berthezene (2700 Inf. 6 btns. Avg. Exp. 5.8 )
18e/5e Artillerie à pied: Capit.18e batterie à pied (8 Guns Avg. Exp. 5.0)
13e/8e Artillerie à pied: Capit. 13e/8e batterie à pied (6 Guns Avg. Exp. 7.0)
1er Cuirassier Cavalerie Division: Général de Division Antoine-Louis de Saint-Germain ( 2448 Cav. 12 Guns))
4e Brigade de cavalerie légère: Général de brigade Comte de Pire (1200 Cav. 2 light regts. Avg.Exp. 5.0)
1er Brigade de cavalerie légère: Général de brigade Girardin d Ermenonville (1248 Cav. 2 light regts. Avg.Exp. 5.0)
2e/5e Artillerie à cheval: Capit. 2e batterie à cheval (6 Guns Avg. Exp. 5.0)
2. Sächsische reitende Batterie: Kapit. 2. Sächsische reitende Batterie (6 Guns Avg. Exp. 6.0)
--------------------------
7-y Korpus: General-Poruchik Nikolay Rayevsky (6235 Inf. 2000 Cav. 48 Guns))
24-y Diviziya: General-Mayor Peter Likhachev I (6235 Inf. 24 Guns))
Brigada Aigustov: Polkovnik Aleksey Aigustov (3160 Inf. 6 btns. Avg. Exp. 4.8 )
Brigada Stavitski II: Polkovnik Maxim Stavitsky II (3075 Inf. 6 btns. Avg. Exp. 4.8 )
6-y Konnaya Artilleriya: Polkovnik Aleksey Nikitin (12 Guns Avg. Exp. 6.0)
8-y Batareya Truppa: Podpolkovnik Matvey Frish (12 Guns Avg. Exp. 6.0)
2-y Kavaleriya Diviziya: General-Mayor Baron Fedor Korff ( 2000 Cav. 24 Guns))
3-y Kazak Brigada: General-Mayor Vasily Denisov VII (760 Cav. 2 light regts. Avg.Exp. 3.0)
2-y Dragunskiy Brigada: Polkovnik Baron Cyprian Creitz (1240 Cav. 2 medium regts. Avg.Exp. 6.0)
45-y Batareya Truppa: Kapitan Mikhail Bulashevich (12 Guns Avg. Exp. 5.0)
12-y Batareya Truppa: Podpolkovnik Ivan Pustoshkin (12 Guns Avg. Exp. 5.0)
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: SOW Scenario Generator
Seems that the artillery allocation is only problematic when "random selections" is not selected. I went around by tweaking the excel files.
I have another problem when trying to start another scenario. Here are he logs:
Game Launched
17:54:15 Version:SOWWL
1.0106
17:54:15 Reading Key: SOFTWARE\NorbSoftDev\SOWWL
17:54:24 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS Napoleon Mod II 132
17:54:24 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS SOW Supplemental Maps122
17:54:24 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KSSpritesMod 107
17:54:24 Ansi:16, TexH:8192, TexW:8192
17:54:24 SowWL Loaded
17:54:24 17:54:24
17:54:27 Reading Key: SOFTWARE\NorbSoftDev\SOWWL
17:54:27 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS Napoleon Mod II 132
17:54:27 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS SOW Supplemental Maps122
17:54:27 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KSSpritesMod 107
17:54:27 Loading Landshut
17:54:27 Load your muskets...
17:54:27 17:54:27
17:54:27 Loading Landshut
17:54:27 Loading Map (Nap_Ger_FBSC)
17:54:27 PR: (ERROR) Level not found FBSC.lsl
What is wrong with that map Nap_Ger_FBSC ?
I have another problem when trying to start another scenario. Here are he logs:
Game Launched
17:54:15 Version:SOWWL
1.0106
17:54:15 Reading Key: SOFTWARE\NorbSoftDev\SOWWL
17:54:24 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS Napoleon Mod II 132
17:54:24 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS SOW Supplemental Maps122
17:54:24 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KSSpritesMod 107
17:54:24 Ansi:16, TexH:8192, TexW:8192
17:54:24 SowWL Loaded
17:54:24 17:54:24
17:54:27 Reading Key: SOFTWARE\NorbSoftDev\SOWWL
17:54:27 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS Napoleon Mod II 132
17:54:27 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS SOW Supplemental Maps122
17:54:27 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KSSpritesMod 107
17:54:27 Loading Landshut
17:54:27 Load your muskets...
17:54:27 17:54:27
17:54:27 Loading Landshut
17:54:27 Loading Map (Nap_Ger_FBSC)
17:54:27 PR: (ERROR) Level not found FBSC.lsl
What is wrong with that map Nap_Ger_FBSC ?
Vincent6691- Posts : 80
Join date : 2020-01-16
Location : Paris
Re: SOW Scenario Generator
Its a Gettysburg payware map. You need to buy it to run that scenario.
I do strongly advise you invest in Gettysburg and its add-ons, there are some good maps in there that we reuse for Napoleonics.
I do strongly advise you invest in Gettysburg and its add-ons, there are some good maps in there that we reuse for Napoleonics.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: SOW Scenario Generator
I could consider.
I'm looking for a map with a non crossable river (except on one or two bridges). But that doesn't cut the map in two to avoid the Smolensk courrier dance.
Better to have one or two large meanders. I found the Nap_Rus_Murfreeboro_RM which is good, but do you know another one ?
I'm looking for a map with a non crossable river (except on one or two bridges). But that doesn't cut the map in two to avoid the Smolensk courrier dance.
Better to have one or two large meanders. I found the Nap_Rus_Murfreeboro_RM which is good, but do you know another one ?
Vincent6691- Posts : 80
Join date : 2020-01-16
Location : Paris
Re: SOW Scenario Generator
Vince
Unless you intend the game to be against AI, it might be best to just tell the players not to cross unless at a bridge and identify on the map the two bridges which are usable. There's limited choice on maps with uncrossable rivers and any of them will likely present similar issues for Couriers as the Smolensk map.
La Souffel might be an option.
Unless you intend the game to be against AI, it might be best to just tell the players not to cross unless at a bridge and identify on the map the two bridges which are usable. There's limited choice on maps with uncrossable rivers and any of them will likely present similar issues for Couriers as the Smolensk map.
La Souffel might be an option.
Grog- Posts : 847
Join date : 2012-08-31
Age : 55
Location : Nottingham, England
Re: SOW Scenario Generator
My apologies Vince, I didn't realise what it was you were looking for. Here's all our (non-payware) maps that have rivers off to one side or corner. They are all 5 mi square except where noted.
Nap_Aus_PG (2.5 mi)
Nap_Bel_Ramillies (4 mi)
Nap_France_Manassas
Nap_France_RandomMaps4L_722
Nap_Ger_Chattanooga (7.5 mi)
Nap_Ger_Chickamauga (7.5 mi)
Nap_Ger_GB (10 mi)
Nap_Ger_Meckel
Nap_Italy_GBurg_RM
Nap_Rus_Murfreesboro_RM
Nap_Rus_RandomMaps4L_718
Nap_Spain_Ant1_RM
Nap_Spain_Lynchburg
Nap_Spain_RandomMaps4L_72
Nap_Ger_Kelheim (10 mi)
Nap_France_LaSouffel
Nap_Aus_PG (2.5 mi)
Nap_Bel_Ramillies (4 mi)
Nap_France_Manassas
Nap_France_RandomMaps4L_722
Nap_Ger_Chattanooga (7.5 mi)
Nap_Ger_Chickamauga (7.5 mi)
Nap_Ger_GB (10 mi)
Nap_Ger_Meckel
Nap_Italy_GBurg_RM
Nap_Rus_Murfreesboro_RM
Nap_Rus_RandomMaps4L_718
Nap_Spain_Ant1_RM
Nap_Spain_Lynchburg
Nap_Spain_RandomMaps4L_72
Nap_Ger_Kelheim (10 mi)
Nap_France_LaSouffel
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: SOW Scenario Generator
I took a look at the scenario you guys were playing yesterday. Looked pretty interesting with multi level maps and choices!
Charmead- Posts : 981
Join date : 2015-06-04
Location : Washington DC
Re: SOW Scenario Generator
Thanks Martin !
I think later if you guys want to try another option with that scenario we should distribute roles a bit differently.
The commander of Soult forces should be more free to move on the battlefield to give his orders. That time, Grog was heavily busy North due to the Prussian attack on the first few minutes, and it is difficult to see the situation over a 2 miles line if you are strongly engaged on a point.
After 1h20/1h30 there was a gap between Leval and Dupont division where we could have split Russian forces in two parts. Fortunately, Lannes forces arrived very timely and gave us the victory. But as Kevin mentionned, before 17h30 we weren't optimistic that we would be able to take the plateau.
Anyway, a very good game that finished with a total rout of Prussians !
I took a look at the scenario you guys were playing yesterday. Looked pretty interesting with multi level maps and choices!
I think later if you guys want to try another option with that scenario we should distribute roles a bit differently.
The commander of Soult forces should be more free to move on the battlefield to give his orders. That time, Grog was heavily busy North due to the Prussian attack on the first few minutes, and it is difficult to see the situation over a 2 miles line if you are strongly engaged on a point.
After 1h20/1h30 there was a gap between Leval and Dupont division where we could have split Russian forces in two parts. Fortunately, Lannes forces arrived very timely and gave us the victory. But as Kevin mentionned, before 17h30 we weren't optimistic that we would be able to take the plateau.
Anyway, a very good game that finished with a total rout of Prussians !
Vincent6691- Posts : 80
Join date : 2020-01-16
Location : Paris
Re: SOW Scenario Generator
before 17h30 we weren't optimistic that you would be able to take the plateau
Nor were Miko and I!
Lannes' corps started with very poor terrain, a rolling range of hills in front of us with a wooded western flank. I went forwards and found the closest enemy division that looked like it was only 2 brigades with a battery but I couldn't believe that was all it was, plus no cavalry so I chose not to attack but went around the big southern 'L-shaped' wood. Then I saw the Prussians were marching away to the NNW and screened Miko's infantry as we tried to get around their left flank. Our plan had always been to go NW to Lissa and try to link with Soult as well as contain and if possible destroy whatever Prussians were in the south by then striking eastwards. Our problem became two-fold - Miko went NE to cut off the Prussians but on exiting the big central wood his troops came under very heavy artillery fire so he had to fall back and I was on his right rear flank looking up at a low rounded hill covered with wheat so that all I saw for more than an hour was enemy flags moving about. I could see my artillery scores were racking up nicely (one of those guard horse batteries got me nearly 3000 points in the end) but I had no idea what damage I was doing nor what was up there. I felt like I was facing a pretty big force, maybe 3 divisions and if they had been Russians I'd probably have been squashed. Luckily the 1806 Prussian generals froze in place for a long time. Our east and then south-east was threatened so I took a brigade and battery back to deal with that and saw simply hordes of enemy flags moving in the crops and trees. I suggested to Miko that we attack ESE since the NE route was swept by enemy guns and we both attacked together towards the west flank of the hill. Surprisingly the enemy completely melted away and I reached the top to find just 4 squares and a few guns there which Miko's infantry and my dragoons dealt with quite quickly. We had a great combined arms session on the hill, sweeping the last of the Prussians away.
I asked him what should we do next? I could see far, far to the N Soult's divisions looked to be nowhere near the objective at all. Miko said he wanted to attack NNE again "to get revenge" so we did and it turned out the Prussians were now very weak as they'd been ground down by Soult's two southern divisions for a long time. The Prussian collapse came very quickly but even 20 minutes before the end I was not sure we'd manage it. The final rout was very exciting. I just un-TC'd all my cavalry brigades and gave them "all-out-attack" orders and off they went causing mayhem.
Thank you for writing the scenario Vince,it was very god and an interesting new format. I realise you in fact created FOUR scenarios in order to cover all the options Napoleon could select from. Well done.
Mr. Digby- Posts : 5769
Join date : 2012-02-14
Age : 65
Location : UK Midlands
Re: SOW Scenario Generator
Hello,
I'm trying to script a scenario. I first tried with that:
Time,ToID,Command,FromID,X Coord,Z Coord,timevar
KS SCRIPT,,,,,,
7:00:00,,startscenario,,,,,
7:01:00,Lieutenant General Sir Thomas Picton,Aorders:Attack,,,,
7:01:00,Lieutenant General Sir Thomas Picton,Amovespec:loc:136500-160600,,,,
7:01:00,Lieutenant General Sir Thomas Picton,Aattackmarch,,,,
7:01:00,Lieutenant General Sir Thomas Picton,Aformtype:2,,,,
10:00:00,,endscenario,,,,,
The log file tells me:
07:00:00 KS ReadBattlescripts: Commanders imported
07:00:00 KS ReadBattlescripts: Importing KS battlescript orders.
07:00:00 ERROR ReadBattlescripts: KS SCRIPT is not the 2nd line.
07:00:00 Loading Personalities
And the targeted division of course doesn't move.
Where am I wrong ?
I'm trying to script a scenario. I first tried with that:
Time,ToID,Command,FromID,X Coord,Z Coord,timevar
KS SCRIPT,,,,,,
7:00:00,,startscenario,,,,,
7:01:00,Lieutenant General Sir Thomas Picton,Aorders:Attack,,,,
7:01:00,Lieutenant General Sir Thomas Picton,Amovespec:loc:136500-160600,,,,
7:01:00,Lieutenant General Sir Thomas Picton,Aattackmarch,,,,
7:01:00,Lieutenant General Sir Thomas Picton,Aformtype:2,,,,
10:00:00,,endscenario,,,,,
The log file tells me:
07:00:00 KS ReadBattlescripts: Commanders imported
07:00:00 KS ReadBattlescripts: Importing KS battlescript orders.
07:00:00 ERROR ReadBattlescripts: KS SCRIPT is not the 2nd line.
07:00:00 Loading Personalities
And the targeted division of course doesn't move.
Where am I wrong ?
Vincent6691- Posts : 80
Join date : 2020-01-16
Location : Paris
Re: SOW Scenario Generator
Vince when you do get this working, please change the order to “AMTGattackmarch” so it will follow Kevin all over the map. That is the least you could do given how his AI seemed pretty unusually focused on you these past 2 games.
Charmead- Posts : 981
Join date : 2015-06-04
Location : Washington DC
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