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Scenario Generator/ Artillery Question

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Scenario Generator/ Artillery Question Empty Scenario Generator/ Artillery Question

Post  ARCH93 Tue Jan 30, 2024 3:18 pm

First, thank you for this amazing mod! The game is more improved with it.

I am using the scenario generator to make a multiplayer scenario but having a weird issue with Artillery and LoS.

Using the generator, I set the AI to none and place divisional artillery for both sides within range of each other (800-750 yards) but artillery on either side will not fire until infantry moves into range. I don’t have units TC’d, I set artillery on “attack” or “all out attack” but no results until I send a brigade within range.

Here are some details for clarity:

Scenario details:

Borodino map

1812 OOB

Visibility/Time of Day: 1000 yards, Daylight

Start time: 06:00

AI behavior: None ( I then set infantry about 100 yards behind artillery, both sides artillery is visible according to the target list, artillery on both sides are about 800-750 yards away from each other)
——

When I start the game I don’t manually TC, I let the artillery unlimber where it is (after moving units in debug) both sides don’t react until I send a brigade forward.


ARCH93

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Join date : 2024-01-06

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Post  ARCH93 Tue Jan 30, 2024 3:19 pm

Also, I do see my artillery react to units in range, the battery commander will shift his cannon to face threats, but still no shooting

ARCH93

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Post  Uncle Billy Thu Feb 01, 2024 3:56 pm

It is probably more an issue with line of sight than distance. SOW has always had poor LOS code. That's why the stock game essentially turns it off and fires through hills, forests and friendly troops. The mod has added code to employ the LOS code but as you see, it is far from perfect.
Uncle Billy
Uncle Billy

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Join date : 2012-02-27
Location : western Colorado

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Post  ARCH93 Thu Feb 01, 2024 4:08 pm

Yes, makes sense. After moving batteries around I got them firing. Helps to zoom in and see from their point of view.

ARCH93

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