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Wednesday 20th and Thursday 21st June 19:30 UK time

+3
Mr. Digby
Hays
Martin
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Post  Martin Mon Jun 18, 2012 8:49 pm

I can do either or both days if anyone's up for online G/burg.

Martin

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Post  Hays Mon Jun 18, 2012 10:51 pm

I can do Thusday. See you then.
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Post  Mr. Digby Tue Jun 19, 2012 12:11 am

I can be there both days. I took a break from gaming this weekend and spent it watching the Le Mans 24 hour race with my daughter. Lots of junk food and coffee was consumed and the race was fantastic.
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Post  CoB4thTEXAS Tue Jun 19, 2012 10:16 am

I will be there both days as well.
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Post  Mr. Digby Tue Jun 19, 2012 12:45 pm

I hope we can get a battle or two on Little Powel's new map. I haven't even seen it in SP yet so I'm looking forwards to an MP game on it.
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Post  Martin Tue Jun 19, 2012 9:52 pm

Good idea. I'm always keen to try new maps too.

We may have to try a few starts though, as a lot of this battlefield is water.

Uncle Billy has updated his Couriers & Maps Mod for Secessionville, and I have circulated it to those players I know about. If anyone else wolud like a copy please email or send me a private message.

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Post  Uncle Billy Tue Jun 19, 2012 10:33 pm

If you use my update, the water won't be much of a problem. I reduced the movement penalties just as I did for the Potomac River on the Antietam map.
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Post  Martin Tue Jun 19, 2012 10:44 pm

Uncle Billy wrote:If you use my update, the water won't be much of a problem. I reduced the movement penalties just as I did for the Potomac River on the Antietam map.
Good news. Thanks.

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Post  Leffe7 Wed Jun 20, 2012 6:49 pm

I should be able to play today too. I havent received the latest of Kevins mod yet, could someone mail it to me, please? Thx
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Post  Martin Wed Jun 20, 2012 7:24 pm

Leffe7 wrote:I should be able to play today too. I havent received the latest of Kevins mod yet, could someone mail it to me, please? Thx
Just emailed it to you.

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Post  Mr. Digby Wed Jun 20, 2012 11:20 pm

We had some troubles getting the Seccesionville Map working so played on a Gettysburg map tonight but at the very end of the session 4Texas and I got a game running on the new map.

You need:

1) The Seccessionville Mod installed as per Little Powells installer.
2) UPDATED his bmp map as per the small patch he issued in reply #16 of the mod thread on the NSD forum. This goes manually in the MAP folder of the mod.
3) Uncle Billy's couriers and maps update for the Seccessionvile Mod installed (just drop the 3 files in the maps folder of his mod). This was issued to our group by Martin via an e-mail yesterday.
4) Have BOTH the couriers and maps and the seccessionville mods ACTIVATED with couriers and maps higher up the priority list.
5) The GCM terrain mod has no effect as the vegetation is all different. I had mine running - it didn't hurt but it had no effect either.

That recipe worked for me and John.

We'll try this map again on Thursday.
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Post  Uncle Billy Wed Jun 20, 2012 11:52 pm

One important step was missed. The host needs 5 files from the Secessionville mod. The three that I sent out plus SEC.lsl and SEC.ini. They can be found in the Secessionville/Maps folder. This is because the host may only have one mod active. The non-host players need only the three in the mod update I sent.

If everyone has the updated bmp file from NSD post#16, then my SEC.bmp does not have to be used. I just added it so everyone would have the same version.
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Post  Mr. Digby Thu Jun 21, 2012 4:01 pm

This is where we are confused, because I have never heard of any limitation that only allows the host to have a single mod enabled.

We had the Couriers and Maps mod active and the Seccessionville Mod active, the couriers one first, on both the host and the player machines and it worked.
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Post  Uncle Billy Thu Jun 21, 2012 5:55 pm

Page 39 of the SDK manual:
WARNING: Only ONE (1) mod may be active for a MP game if you are the host. If you attempt to host an MP game with multiple mods active the game will not start and you should get an error message.
Players who are not the host may have multiple mods active, but they will have variable effect. If the active MP mod from the host uses an identical file to that in a players mod, then the host file will be used. If the player’s mod uses a forbidden file, then the mod will not be active for the player.
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Post  Baldwin1 Thu Jun 21, 2012 11:46 pm

Okay I figured out how to get the terrain textures showing up.

- You copy over the graphics/packed folder from Seccessionville into couriers and maps mod/graphics folder.

- From the Seccessionville/Logistics folder you bring over the gfxpack.csv and drop it in the logistics folder for couriers and maps.
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Post  Mr. Digby Thu Jun 21, 2012 11:56 pm

Baldwin, does that make the trees show up?

Kevin - I'm not sure the manual is right. Last night John and I ran a test with both the couriers and maps mod active and the seccessionville mod active and both seemed to be working - and we had trees in the seccessionville battle.

Tonight we all switched the seccesionville mod off, moved the lsl and ini files to the couriers and maps mod folder and the game ran but no-one had any trees on their maps.

Ergo, the previous night's test was loading something from BOTH mods.
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Post  Baldwin1 Fri Jun 22, 2012 8:59 pm

Yes the trees, marshes, cottonfields, etc -- show up.
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Post  Mr. Digby Sat Jun 23, 2012 11:53 am

Good, sounds like that needs to be a standard part of Couriers & Maps now then. We can do that as Seccessionville is not a download you pay for.
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