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KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
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bchis17
Uncle Billy
6 posters
Page 1 of 3
Page 1 of 3 • 1, 2, 3
KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
A new version of the KS Napoleon Mod, (version 1.36) has been uploaded. Also, a new version of the KS Supplemental maps, (version 1.26) has been uploaded. You can find the download links in the first post of this thread: KS SOWWL Napoleon Mod
Changes in this version:
1. The strategic AI has been rewritten. Quite often the Ai would send AI controlled corps and divisions to random locations where they could never support one another. Now they will move and deploy to more sensible locations. This rewrite is not complete and more will be added in later version. For more information see pg. 20 of the KS Mod Manual, (manuals folder of the KS Nap Mod).
2. The stock scenarios from the base game and DLCs have been modified to be compatible with the KS Mod. They are included in the mod. They have the same name as the originals but have "KS" in front of them. I've tried several and got no crashes. Please upload the SOWWL.log file, (found in Documents\SOWWL folder), to the forum if you find one that consistently crashes. Information about how to use these can be found on pg. 2 of the KS Mod Manual.
3. Two new maps have been added. Hausen-Teugen, (German), and Rudnick, (Pole).
An updated version of the Replay Viewer which contains these maps has also been uploaded.
Changes in this version:
1. The strategic AI has been rewritten. Quite often the Ai would send AI controlled corps and divisions to random locations where they could never support one another. Now they will move and deploy to more sensible locations. This rewrite is not complete and more will be added in later version. For more information see pg. 20 of the KS Mod Manual, (manuals folder of the KS Nap Mod).
2. The stock scenarios from the base game and DLCs have been modified to be compatible with the KS Mod. They are included in the mod. They have the same name as the originals but have "KS" in front of them. I've tried several and got no crashes. Please upload the SOWWL.log file, (found in Documents\SOWWL folder), to the forum if you find one that consistently crashes. Information about how to use these can be found on pg. 2 of the KS Mod Manual.
3. Two new maps have been added. Hausen-Teugen, (German), and Rudnick, (Pole).
An updated version of the Replay Viewer which contains these maps has also been uploaded.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
risorgimento59 likes this post
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
Hi, I'm new around here. Love the mod.
I got a question surrounding the ai. Does the commander AI of the army take into account the information you feed it. Like say if I tell them there is a enemy division to the north of me or something like that?
I got a question surrounding the ai. Does the commander AI of the army take into account the information you feed it. Like say if I tell them there is a enemy division to the north of me or something like that?
bchis17- Posts : 4
Join date : 2019-05-16
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
Welcome to the forum.
No, the only thing you can send your AI commander is a request for support.
No, the only thing you can send your AI commander is a request for support.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
So on the good news/bad news routine after all the problems I had with v1.35 refusing to load I find that 1.36 loads fine....even if it does end up looking like vanilla SOW.
The bad news is that it is refusing to recognize any of the scenarios you have added or one that I tried to place there.
When I click Multiplayer/scenario list/ I get only MP01_Hougomont and Placenoit and Waterloo and 5 from the Wavre add on WE_01-05.
You have about 110 scenarios listed and this thing isn't showing any of them.
But at least it loads so I imagine there is hope.
The bad news is that it is refusing to recognize any of the scenarios you have added or one that I tried to place there.
When I click Multiplayer/scenario list/ I get only MP01_Hougomont and Placenoit and Waterloo and 5 from the Wavre add on WE_01-05.
You have about 110 scenarios listed and this thing isn't showing any of them.
But at least it loads so I imagine there is hope.
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
Disregard the prior message. Install problem.
Of course now I am back to same problem where it tells me
And I don't even have 1.35 installed any longer!
Of course now I am back to same problem where it tells me
13:51:13 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\GB_lsl files
13:51:13 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KSSpritesMod 107
13:51:13 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KS Napoleon Mod II 136
13:51:13 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KS SOW Supplemental Maps126
13:51:13 Ansi:16, TexH:16384, TexW:16384
13:51:13 SowWL Loaded
13:51:13 13:51:13
13:51:33 *** KS SowAiInf.dll Version: 1.35.12
13:51:33 Failed to bind SOWWL APIs! Image with checksum 003EC6A8 not supported. App exiting.
And I don't even have 1.35 installed any longer!
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
That's the upgrade problem. You have to use the 1.02 followed by 1.03 patch. There is no way around that.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
So as I recall at one point it was suggested to redo 1.02 and 1.03 on top of the current installation.
I was reluctant to try that for fear of wrecking 1.34 which is working fine.
Last night I got the idea to copy my entire SOW directory from my C drive to the D drive. I just fired it up on the D: and it worked fine.
So as I understand it the suggestion is to go into the original installation and run 1.02 and then 1.03 all over again and hope it works?
Anyone want to give me odds on the chances of success?
I was reluctant to try that for fear of wrecking 1.34 which is working fine.
Last night I got the idea to copy my entire SOW directory from my C drive to the D drive. I just fired it up on the D: and it worked fine.
So as I understand it the suggestion is to go into the original installation and run 1.02 and then 1.03 all over again and hope it works?
Anyone want to give me odds on the chances of success?
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
It's worth a shot. If the patches will run, the chances of success are 100%. The other thing to try is to give Matrix your serial # from the original install. There should be a file, serialreg.txt in the main Scourge of War folder with that info. That should give you access to the base install through the members section. You can then do a fresh install and patch that.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
Darkrob texted to say that he found the disk and mailed it out. I can wait a few days before doing anything and then I can do it right.
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
Excellent news! It would still be worth getting things organized through Matrix. Having the download only a few mouse clicks away is a real convenience.
You two should join us for a MP game sometime.
You two should join us for a MP game sometime.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
A quick comment regarding the imported stock scenarios: there appear to be some graphics issues with the stock sprites (troops, terrain, or maybe both). For instance, the French cuirassiers in the full Allied QB scenario appear as horses without riders, or with their riders intermittently appearing and then disappearing as they move. Additionally, troop sprites are displayed below ground level in some cases (I observed this in the Hulot Attack scenario), leading to the troops travelling "underground".
Out of curiosity, did you have to change the formations selected by the AI (that is, those that are not defined in the stock game) to prevent crashes? Or is this still a potential issue?
Out of curiosity, did you have to change the formations selected by the AI (that is, those that are not defined in the stock game) to prevent crashes? Or is this still a potential issue?
Earl of Uxbridge- Posts : 57
Join date : 2019-12-22
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
I didn't do anything to the stock sprites. They should use the stock file data for moving them and displaying them. They also use the stock maps. They do use the KS formations so the game should not crash from not being able to find the correct formation. Having never having played those scenarios, I don't know if the problems you mentioned were in the original. The 3 scenarios I tried after converting the scenarios had none of those issues.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
Uninstalled, reinstalled ( the Collector's edition was already v 1.2 ) reinstalled patch 3 and it still refuses to recognize the KS Patch.
I'm going to try re-downloading 1.36 but I doubt that is the problem.
Game Launched
13:16:45 Version:SOWWL
1.0106
13:16:51 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\GB_lsl files
13:16:51 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KS Napoleon Mod II 136
13:16:51 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KS SOW Supplemental Maps126
13:16:51 Mod: C:\PROGRAM FILES (X86)\MATRIX GAMES\SCOURGE OF WAR WATERLOO COLLECTORS EDITION\Mods\KSSpritesMod 107
13:16:51 Ansi:16, TexH:16384, TexW:16384
13:16:51 SowWL Loaded
13:16:51 13:16:51
13:16:55 *** KS SowAiInf.dll Version: 1.35.12
13:16:55 Failed to bind SOWWL APIs! Image with checksum 003EC6A8 not supported. App exiting.
I'm going to try re-downloading 1.36 but I doubt that is the problem.
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
No luck. It must be something in my system.
1.34 works but 1.36 does not.
Same error message as before.
Oh well.
1.34 works but 1.36 does not.
Same error message as before.
Oh well.
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
Try using the 1.02 patch anyway. Then do patch 1.03.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
I actually did that. When I reinstalled 1.02 I tried running both 1.34 and 1.36. In both cases nothing happened it just stopped and crashed to the main menu. The log did not indicate that it even tried to run either KS version. It didn't find 1.03 and terminated.
When I installed 1.03 and repeated the above 1.34 worked fine and 1.36 crashed as before.
I have to think that since all of you are able to run it on different machines that it HAS to be something unique to my system? And don't forget, I couldn't get 1.35 to run, either.
When I installed 1.03 and repeated the above 1.34 worked fine and 1.36 crashed as before.
I have to think that since all of you are able to run it on different machines that it HAS to be something unique to my system? And don't forget, I couldn't get 1.35 to run, either.
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
In the KS version of "Napoleon's Finale", the Imperial Guard units have had their sprites changed to standard French infantry from the previous grenadier sprites. Was this an intentional change?
The units appear to have the correct designations and experience levels, so this seems to be purely an aesthetic consideration.
The units appear to have the correct designations and experience levels, so this seems to be purely an aesthetic consideration.
Earl of Uxbridge- Posts : 57
Join date : 2019-12-22
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
So 1.36 did load and does run...which is a massive improvement. However on MP restarts it keeps crashing. The last three times I have noted that it is when the .log file says that the AI is withdrawing a brigade from battle. It does not seem to matter if the restart is on _autosave# or _automulti# although for the life of me I can figure out what the difference is.
BTW, I haven't noticed this happening when the game starts from the beginning of a scenario only on the restart. Is it just me, again?
BTW, I haven't noticed this happening when the game starts from the beginning of a scenario only on the restart. Is it just me, again?
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
@Earl of Uxbridge
Do you have Uniforms set to best in the options page?
@rschilla
Just you. We restart all the time without a problem. Can you restart with the save that was created 3 minutes before that last one, the one that is crashing?
Do you have Uniforms set to best in the options page?
@rschilla
Just you. We restart all the time without a problem. Can you restart with the save that was created 3 minutes before that last one, the one that is crashing?
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
Oh it restarts perfectly with whatever .sav file I give it. The problem is that it keeps crashing - sometimes at the same spot sometimes not. Always though, the LOG file tells me that the AI is withdrawing some brigade from combat. I have started keeping notes of the malefactor when it happens.
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
I suppose it's possible you've found a bug. Upload the entire scenario folder and save file to the discord channel and I'll take a look.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
Let me take a few more notes to iron it down first.
It just crashed a few moments ago and when I checked the log it said "Steinmetz has requested support from Zieten." Not the same as when the AI announced it was withdrawing but still just after an AI "message". (I have couriers set to "none" as I don't use them but clearly the AI does.)
I also noticed that the crash occurred while I was moving side to side on the screen and bumped into a building. It could be something with my graphics card, too. I will watch for that the next time it happens.
It just crashed a few moments ago and when I checked the log it said "Steinmetz has requested support from Zieten." Not the same as when the AI announced it was withdrawing but still just after an AI "message". (I have couriers set to "none" as I don't use them but clearly the AI does.)
I also noticed that the crash occurred while I was moving side to side on the screen and bumped into a building. It could be something with my graphics card, too. I will watch for that the next time it happens.
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
I don't think the problem is the game at all.
Let me just ask you, when you guys save one of your MP games, what is the approximate size of the save game file?
Let me just ask you, when you guys save one of your MP games, what is the approximate size of the save game file?
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
They grow as the game progresses. They will start out around 2,000KB and grow to around 3,900KB after 3 hrs. This is much smaller than the stock game saves. It will also depend on the size of your scenario. These numbers are for 6-8 divisions.
Uncle Billy- Posts : 4611
Join date : 2012-02-27
Location : western Colorado
Re: KS Napoleon Mod 1.36 & KS SOW Supplemental Maps 1.26 Uploaded
Okay. I have to tone it down.
My game start out around 3500k and they work fine until I hit the 6000k mark for saves and then it gets goofy. That usually takes a couple of hours.
I wrote an OOB to make command and control easier by essentially turning divisions into corps. Thus a French Division will have 4 brigades of infantry of 3 regiments each and a cavalry brigade and four batteries. Then there are Artillery Reserves of 6 batteries as another "division." The Allied armies have been similarly inflated.
My problem is that I give the AI an objective to take and set up to defend it but I also add in other French units in "reserve" and for the most part none of them ever take any part in the battle. But I guess they are still using up system resources so I will have to cut that out.
Lesson learned.
BTW, one thing I did find pretty cool was that in my last experiment, I had 4 allied divisions trying to cross the Moskva River against a single French div. + artillery. After the first three got blown to hell I noted that the 4th Division decided not to try to cross that bridge and instead identified an alternate route to the objective! The game ended before they got there but I thought it was pretty amazing that the AI said "Hell No....We Won' Go."
Anyway, thanks for all the help. I was clearly overtaxing my system.
My game start out around 3500k and they work fine until I hit the 6000k mark for saves and then it gets goofy. That usually takes a couple of hours.
I wrote an OOB to make command and control easier by essentially turning divisions into corps. Thus a French Division will have 4 brigades of infantry of 3 regiments each and a cavalry brigade and four batteries. Then there are Artillery Reserves of 6 batteries as another "division." The Allied armies have been similarly inflated.
My problem is that I give the AI an objective to take and set up to defend it but I also add in other French units in "reserve" and for the most part none of them ever take any part in the battle. But I guess they are still using up system resources so I will have to cut that out.
Lesson learned.
BTW, one thing I did find pretty cool was that in my last experiment, I had 4 allied divisions trying to cross the Moskva River against a single French div. + artillery. After the first three got blown to hell I noted that the 4th Division decided not to try to cross that bridge and instead identified an alternate route to the objective! The game ended before they got there but I thought it was pretty amazing that the AI said "Hell No....We Won' Go."
Anyway, thanks for all the help. I was clearly overtaxing my system.
rschilla- Posts : 399
Join date : 2016-09-12
Location : Arizona, US
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