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SOW Scenario Generator

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SOW Scenario Generator - Page 11 Empty Re: SOW Scenario Generator

Post  Uncle Billy on Mon May 25, 2020 3:24 pm

Are you trying this in SP mode? If so, you have to put scenario.csv and battlescript.csv in the MyDocuments\SOWWL\Scenarios\Netserv folder? That is where the mod expects to find those two files.
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Post  Vincent6691 on Mon May 25, 2020 5:04 pm

Vince when you do get this working, please change the order to “AMTGattackmarch” so it will follow Kevin all over the map.

Indeed, I think I can put his division in the middle of 5 cossacks divisions and the scenario will be :"First go to the objective, then rescue Kevin's division".  Smile

Are you trying this in SP mode? If so, you have to put scenario.csv and battlescript.csv in the MyDocuments\SOWWL\Scenarios\Netserv folder? That is where the mod expects to find those two files.
 Thanks it works !
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Post  Uncle Billy on Mon Jul 06, 2020 11:43 pm

A new version of the Scenario Generator, version 1.65 has been uploaded. The link is in the first post of this thread.
The new maps from the latest KS Napoleon mod have been included. Also, the scenario creator now has the ability to make sure no players in an MP game can remove the vegetation from their view of the battlefield. This keeps everything fair. Additionally, the target list can be disabled if desired. This prevents knowing about enemy units that are not visible.
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Post  DumpTruck on Tue Jul 07, 2020 7:37 am

How does this map scaling thing work? Are the existing 2.5 mile maps now bigger, or will they still be smaller?

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Post  Jakmin on Tue Jul 07, 2020 9:12 am

Goodmorning everyone. Does it work only for the KS mod? Can it work with Gettysburg?
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Post  Mr. Digby on Tue Jul 07, 2020 10:28 am

Hi Jakmin, KS Mod only. Our team used to play with a Nap mod for Gettysburg but now we only play SoW:Waterloo.

As for the sprite and map rescaling process, MTG can best answer that. It may be applicable to SoW:Gettysburg as well and perhaps he can advise if it would be made available to increase the size of all the Gettysburg maps too.

The few games we've played with the new scale sprites do look much better - all the units are spaced much further apart and because the sprites are smaller they appear to be further away giving sweeping views that seem more epic. Because units operate further apart our battles so far have been much less like a rock concert mosh pit.

As to how it works I've assumed that by making the sprites 2/3rds their original size (a man is now 8ft tall instead of 12feet) and scaling all movement rates and weapon ranges down by the same proportion, as well as reducing scenery items such as trees andcrops by the same value, the maps are physically the same size, but in proportion to our new combat ranges and move rates, they are 33% bigger. The 2.5 mile maps I think are now nearly 4 miles square making them a lot more useful. In the past we almost stopped using these as they were so cramped. The 10 mile German and Gettysburg maps are now a whopping 15 miles along a side.

I may be wrong but we have kept buildings the original size because altering their footprint would do weird things to towns. So doorways are now bigger but in fact not by enough to make it looks odd. The 4th link below shows a Spanish/Italian styled villa and you can see that against the men the doors are a bit big but it still more or less looks in scale.

http://www.atomic-album.com/showPic.php/22426/Distant_German_Town.jpg

http://www.atomic-album.com/showPic.php/22426/Distant_Ridge.jpg

http://www.atomic-album.com/showPic.php/22426/Rout_02.jpg

http://www.atomic-album.com/showPic.php/22426/Spanish-Advancing-Through-Vineyards.jpg

http://www.atomic-album.com/showPic.php/22426/Wide_Open_Plains.jpg

http://www.atomic-album.com/showPic.php/22426/Wide_Open_Spaces.jpg

http://www.atomic-album.com/showPic.php/22426/Wide-Apart-Battalions.jpg
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Post  Uncle Billy on Tue Jul 07, 2020 4:29 pm

The Scenario Generator will create scenarios for SOWGB. The official SOWGB maps are included with the download along with a couple of OOBs. However, almost all effort in adding new features and capabilities is for the KS mod. There is a pdf manual included to help get anyone started.

The maps which were smaller than 5 mi. have been increased in size by 50%. So a 2.5 mi. map is now 3.75 mi. I did not increase the size of the larger maps, but it only takes 2 sec. to do so if we want a bigger version. The physical map itself has not been enlarges. The number of pixels in the map is still the same. What I did was reduce the number of pixels per yard from 30 to 20. That setting is in the map ini file in the [Settings] section it is: UnitPerYard=30. I just changed it to 20.

I reduced the size of the sprites by 1/3 so they did not look 50% closer. That was the only change that was needed. Marching speeds, shooting distances, etc. all stay the same as before. They are based on yards, not pixels/yard. The only terrain feature I changed was the height of the wheat sprite. In other words, it was very easy. For the maps that have not been changed, which is nearly all of them, the distances between units looks more realistic. With the original value, battalions looked much too close when they were 150yd. apart and firing away at each other. I did change the wheat height on all these maps too.

Regardless of whether the UnitPerYard is changed, the battalions stay farther apart because the tiles the battalion occupies does not change size. They are fixed as a certain number of pixels. Since that has not changed and the soldiers occupy fewer pixels, the units are farther apart.

As Martin stated, the original soldiers are 12 feet tall. They are now 8 feet tall. We could make them 6 feet, but the buildings would look too large. Changing the size of those would be a huge undertaking.
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