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SOW Scenario Generator
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22 posters
Page 12 of 12
Page 12 of 12 • 1, 2, 3 ... 10, 11, 12
Re: SOW Scenario Generator
The game is very old and MP is not very robust. All players should always close down the game if already open and restart it when playing a new battle. This is also true for restarts. NEVER, NEVER try restarting a battle without exiting and restarting the game.
Uncle Billy- Posts : 4600
Join date : 2012-02-27
Location : western Colorado
popeadrian likes this post
Re: SOW Scenario Generator
Thank you so much, billy. I really appreciate you being active on the forums. Great work!
popeadrian- Posts : 5
Join date : 2022-07-08
Re: SOW Scenario Generator
Hey yall, new question. Im trying to make a scenario for SoWGB and the scenario generator is giving me an error. After i design the scenario, and click the create scenario button, it get an error that says: Object reference not set to an instance of an object. Any ideas?
popeadrian- Posts : 5
Join date : 2022-07-08
Re: SOW Scenario Generator
It's pretty hard to say what happened. Likely you didn't set a text box or radio button correctly. There is a pdf manual in the Scenario Generator folder that explains how to create a scenario.
Uncle Billy- Posts : 4600
Join date : 2012-02-27
Location : western Colorado
Re: SOW Scenario Generator
Hi everyone!
after creating a new scenario following the manual and adding the folder within Scourge of War Waterloo\Mods\KS Napoleon Mod II 136\Scenarios folder, I'm getting a "level not found" error message as soon as I try to launch it. A second error message is "Cannot open heightfield TGA".
I saw that this happened already to someone and that the problem resulted from the missing map's name in scenario.ini.
However, my scenario.ini file seems to be correct, since I can see "map=Nap_Aus_CVWest" (this is the map I'm using).
Do you have any idea about how to solve this?
in the following you can see the last log about this launching failure:
Game Launched
12:20:51 Version:SOWWL
1.0106
12:20:51 Reading Key: SOFTWARE\NorbSoftDev\SOWWL
12:20:57 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS Napoleon Mod II 136
12:20:57 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS SOW Supplemental Maps126
12:20:57 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KSSpritesMod 107
12:20:57 Ansi:16, TexH:16384, TexW:16384
12:20:57 SowWL Loaded
12:20:57 12:20:57
12:21:01 *** KS SowAiInf.dll Version: 1.35.12
12:21:09 Reading Key: SOFTWARE\NorbSoftDev\SOWWL
12:21:09 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS Napoleon Mod II 136
12:21:09 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS SOW Supplemental Maps126
12:21:09 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KSSpritesMod 107
12:21:09 Loading New Scenario
12:21:09 Load your muskets...
12:21:09 12:21:09
12:21:09 Loading New Scenario
12:21:09 Loading Map (Nap_Aus_CVWest)
12:21:09 PR: (ERROR) Level not found CVWest.lsl
after creating a new scenario following the manual and adding the folder within Scourge of War Waterloo\Mods\KS Napoleon Mod II 136\Scenarios folder, I'm getting a "level not found" error message as soon as I try to launch it. A second error message is "Cannot open heightfield TGA".
I saw that this happened already to someone and that the problem resulted from the missing map's name in scenario.ini.
However, my scenario.ini file seems to be correct, since I can see "map=Nap_Aus_CVWest" (this is the map I'm using).
Do you have any idea about how to solve this?
in the following you can see the last log about this launching failure:
Game Launched
12:20:51 Version:SOWWL
1.0106
12:20:51 Reading Key: SOFTWARE\NorbSoftDev\SOWWL
12:20:57 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS Napoleon Mod II 136
12:20:57 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS SOW Supplemental Maps126
12:20:57 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KSSpritesMod 107
12:20:57 Ansi:16, TexH:16384, TexW:16384
12:20:57 SowWL Loaded
12:20:57 12:20:57
12:21:01 *** KS SowAiInf.dll Version: 1.35.12
12:21:09 Reading Key: SOFTWARE\NorbSoftDev\SOWWL
12:21:09 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS Napoleon Mod II 136
12:21:09 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KS SOW Supplemental Maps126
12:21:09 Mod: C:\PROGRAM FILES (X86)\STEAM\STEAMAPPS\COMMON\SCOURGE OF WAR WATERLOO\Mods\KSSpritesMod 107
12:21:09 Loading New Scenario
12:21:09 Load your muskets...
12:21:09 12:21:09
12:21:09 Loading New Scenario
12:21:09 Loading Map (Nap_Aus_CVWest)
12:21:09 PR: (ERROR) Level not found CVWest.lsl
biflat- Posts : 12
Join date : 2021-10-17
Re: SOW Scenario Generator
You are using a map from the SOWGB series. You need to have that game and transfer the map over to SOWWL. If you don't have that game, just pick a different map.
Uncle Billy- Posts : 4600
Join date : 2012-02-27
Location : western Colorado
Re: SOW Scenario Generator
Thank you Uncle Billy for your reply.
First of all, a question: how can I understand if I'm using a map from SOWGB? I thought that Nap_Aus could be agood reference to the napoleonic wars (i'm totaly not an expert with this).
Then, actually I was having the same problem with other maps...I solved it changing the starting time: I was using 08:00 as starting time (not 8:00), but apparently the hh:mm notation is not enough. I had to change the starting time at 10:00 and now it's working fine.
Still, there is something not running smoothly: I put an objetcive in the middle of the map and defined "Attack" as match type. However, if I play as team 1, the team 2 (AI) is not moving at all (and AI has 4 divisions...all steady). I didn't try playing as team 2, but I understood from the manual that there should not exist suche a difference playing with KS mod.
Solution or suggestions for this?
Many thanks!
First of all, a question: how can I understand if I'm using a map from SOWGB? I thought that Nap_Aus could be agood reference to the napoleonic wars (i'm totaly not an expert with this).
Then, actually I was having the same problem with other maps...I solved it changing the starting time: I was using 08:00 as starting time (not 8:00), but apparently the hh:mm notation is not enough. I had to change the starting time at 10:00 and now it's working fine.
Still, there is something not running smoothly: I put an objetcive in the middle of the map and defined "Attack" as match type. However, if I play as team 1, the team 2 (AI) is not moving at all (and AI has 4 divisions...all steady). I didn't try playing as team 2, but I understood from the manual that there should not exist suche a difference playing with KS mod.
Solution or suggestions for this?
Many thanks!
biflat- Posts : 12
Join date : 2021-10-17
Re: SOW Scenario Generator
What version of the mod are you using, 1.35 or 1.36?
Uncle Billy- Posts : 4600
Join date : 2012-02-27
Location : western Colorado
Re: SOW Scenario Generator
I don't know why your scenario didn't work as intended. Was the NoAI=1 set in the sowwl.ini file?
SOWGB maps that can be used in SOWWL if you have them are CVWest, FBSC, GBurg, Culps Hill and DD_RT.
SOWGB maps that can be used in SOWWL if you have them are CVWest, FBSC, GBurg, Culps Hill and DD_RT.
Uncle Billy- Posts : 4600
Join date : 2012-02-27
Location : western Colorado
Re: SOW Scenario Generator
Right now I have noAI=0 ... I thought this is the correct way out of the debug modality.
[debug]
alphaomega=0
noai=0
I checked also with some original KS scenarios, such as KSAustrianScenario42 and KSFrenchScenario1 ... same problem here: the AI is simply not moving at all.
Thank you for maps' explanation.
[debug]
alphaomega=0
noai=0
I checked also with some original KS scenarios, such as KSAustrianScenario42 and KSFrenchScenario1 ... same problem here: the AI is simply not moving at all.
Thank you for maps' explanation.
biflat- Posts : 12
Join date : 2021-10-17
Re: SOW Scenario Generator
I tried KSFrenchScenario1. It worked fine for me. Are you using the latest version of the AI dll, the one you downloaded yesterday?
Uncle Billy- Posts : 4600
Join date : 2012-02-27
Location : western Colorado
Re: SOW Scenario Generator
Yes, I have that in my modules folder (if this is what you are referring to).
biflat- Posts : 12
Join date : 2021-10-17
Re: SOW Scenario Generator
Yes.
For FrenchScenario1 I see all the AI units activating and moving towards the obj. in the SW corner of the map.
For AustrianScenario42 I see all the French units moving forward to attack.
For FrenchScenario1 I see all the AI units activating and moving towards the obj. in the SW corner of the map.
For AustrianScenario42 I see all the French units moving forward to attack.
Uncle Billy- Posts : 4600
Join date : 2012-02-27
Location : western Colorado
Re: SOW Scenario Generator
The Scenario Generator now version 1.75 has been updated. Now corps and army commanders can be placed in specific locations if desired. This can be important with the new strategic AI. See the SG manual that is included and has been updated. It can be accessed in the Scenario Generator itself. The download link is in the first post of this thread.
Uncle Billy- Posts : 4600
Join date : 2012-02-27
Location : western Colorado
Re: SOW Scenario Generator
A new version of the Scenario Generator, version 1.76, has been uploaded. It fixes a small bug having to do with Corps commander icons remaining on the map even if that Corps is not part of the scenario. As always, the link is in the first post of this thread.
Uncle Billy- Posts : 4600
Join date : 2012-02-27
Location : western Colorado
Re: SOW Scenario Generator
If I select the army composition as random instead of campaign, can I still rename different commanders? Or will these be changed when the scenario loads?
ARCH93- Posts : 5
Join date : 2024-01-06
Re: SOW Scenario Generator
I am not sure what you are asking. The commander names in scenatio.csv are not used in the game. The names used in the game are contained in OOBNames.xml. You can find it in Layout/Language/Media subfolder of the mod. You can change the names in it if you want different names.
Uncle Billy- Posts : 4600
Join date : 2012-02-27
Location : western Colorado
ARCH93 likes this post
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