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Set Up for SOWGB NAPOLEON GAMES For Kriegspiel style

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SJDIII
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Post  Mr. Digby Fri Jul 18, 2014 2:45 pm

Remember you need the Road to Wagram mod as well.
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Post  Ike Fri Jul 18, 2014 3:52 pm

I have the Couriers & Maps 1.61, Random Maps 6, Restrictive Movements 1.01, Road to Wagram 1809 1.6, and KS Nappy Mod Large 1.65; in that order.  Do I have them all, I hope?
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Post  Mr. Digby Fri Jul 18, 2014 4:17 pm

"I have the Couriers & Maps 1.61" = this is for ACW
"Random Maps 6" = used in some of both our ACW and Nap games
"Restrictive Movements 1.01" = ditto
"Road to Wagram 1809 1.6" = main Nap mod, needed
"KS Nappy Mod Large 1.65" = our Nap mod, needed

"in that order" = The order changes depending on what game we are playing. If Nap, you want RoadtoWagram FIRST, KSNapMod SECOND then anything else the game requires after that (such as restricted movement maps, or map packs like Random6).

We recently had a campaign game on one of Garniers other map packs and since Kevin hasn't made minimaps for these, everyone had to use SmallCouriersAndMaps (it was ACW) and if it had been a Nap game, you'd need KSNapoleonModSmall.

Many of the new additions like the artillery mods and flag removal (from artillery pieces) kick in automatically when the host uses them, so unless you are hosting you don't need those. There is a big update for the NapMod imminent as well so we'll all be updating to that soonish.

Other than that as many map add-ons as you can find on the NSD forums.

I have:

Set Up for SOWGB NAPOLEON GAMES For Kriegspiel style - Page 2 SoWModFolder

Note I rename my mod folders to make them easier to find.

I use RebBuglers BuglesAndFlags XIII toolbar simply because it works for me, but you MUST remove or rename the Maps folder in it.

GCM_Terrain_4 is a neat graphic changer than makes the trees and bushes and walls look better. It has no effect on any of our KS mods.
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Post  Ike Fri Jul 18, 2014 5:24 pm

Thank you for the information, Mr. D.  Smile 

I have Gettysburg (of course), Pipe Creek and Antitiem. What other additions ought I buy from Matrix for playing?
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Post  Mr. Digby Fri Jul 18, 2014 6:53 pm

The only other one is Chancellorsville. I might use the Salem's Church map if we do a siege situation but its not likely you'll need it. Everything that appears in my screen grab are free downloads.
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Post  Ike Fri Jul 18, 2014 7:03 pm

Thank you, Mr. Digby.

I purchased Chancellorsville today and installed it.
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Post  Iberalc Sun Oct 05, 2014 12:16 pm

If you are hosting the battle these are the host option settings.

Preset difficulty levels: Custom
Map icons display level: Bare Map
Max camera distance from you: 2 (set in sowgb.ini file, see below)
Orders by courier at this command level and above: Brigade
Uniform quality: Best
Sprite ratio: 0
Show map objects: Best
Realism: unchecked

Now it's time to make a few manual changes to the sowgb.ini file. It will be found in the \Work folder. Open it and scroll down until you find the section titled [Custom]
Find and change the value found for MPplyrradius to MPplyrradius=2
You can also change the value of plyrradius to plyrradius=2 This way you can practice commanding in single player at this camera height.
Now find the section titled [Initialization]
Add the following line: aicount=55
It doesn't matter where you put it in that section. This will make the AI a bit more clever.
Now save the changes you just made. You are finished and ready to play.

If I'm not going to host the game, I understand there's no need for me to change all those things. confused
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Post  Mr. Digby Sun Oct 05, 2014 12:34 pm

Yes, it's a good idea to make these settings as some are designed to reduce load on your own PC which may reduce lag in MP battles and if you use these settings in your SP games you can use those as practice for MP battles, especially the sowgb.ini file and the section titled [Custom] where you edit the MPplyrradius=2 and plyrradius=2 options.

If you are unsure about making these changes on your own, come into TS 30 minutes early today and I'll be there to talk you through them.
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Post  Guest Sat Nov 15, 2014 2:54 pm

The road to wargram mod link is iether bad or it blocks Costa Rican IP which is not unusual. Could some one please direct me to another link. I am looking for one at this time too.

Morsey

Had to re install SOW and lost some mod folder

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Post  Uncle Billy Sat Nov 15, 2014 4:09 pm

I'll upload it to my dropbox and email you the link.
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Post  Guest Sat Nov 15, 2014 5:18 pm

THX

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Post  vonAugust Sun Dec 07, 2014 6:50 am

I follow the proccess like described above but when I try to launch I crash.
Log file report is :

13:27:15 Ansi:16, TexH:8192, TexW:8192
13:27:15 SowGB Loaded
13:27:15 13:27:15
13:28:45 Can't find unit class type AUS_INF_CDR_Brig
13:28:53 Can't find unit class type FR_INF_CDR_Brig
13:28:58 Can't find unit class type FR_INF_CDR_Army

Somebody can help ? Thanks
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Post  Grog Sun Dec 07, 2014 9:46 am

Hi vonAugust
Is the KSNapmod lower down on the Modifications options screen, and is it activated (yellow box)? This should be the case.


Otherwise, perhaps you are playing an non-KS adapted oob?

I'm not at my pc right now but will try and help later if it's not these.

mike
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Post  Mr. Digby Sun Dec 07, 2014 1:07 pm

Hi von August.

Once you've installed the KS Nap mod and the original Road To Wagram and Peninsular Mod (by Gunship24) go to your modifications screen and make sure they show in the list. Then make sure EVERY mod is disabled (no yellow box beside the name). Check your game runs okay in stock ACW mode.

Now go back into the modifications screen and move the Road To Wagram... mod ABOVE the KS Mod, then activate both (yellow boxes beside each). Now run the game again - with no other mods active - you should see the Napoleonic splash screens as the game starts.

Try a single player sandbox game on a stock map and select an OOB that has 'KS' in its title. We suggest you play games with ONLY the KS OOBs because these have all the KS enhancements that the OOBs that were released with Gunships original Napoleonic Mod don't. In fact you could go into the OOBs folder of the Road to Wagram mod and delete the files in there since you'll never be using them!

As to other mods, two I use with Nap games are the GCM terrain mod which makes the trees and crops look better and one of the realistic smoke mods from the NSD forum; as these are just graphic mods they don't affect the KS Nap mod. Especially make sure you don't have any toolbar mods enabled like GCM or Reb Buglers. These will crash the game with the KS Mod.
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Post  vonAugust Mon Dec 08, 2014 5:51 am

Merci à tous.
I set up now everything correctly !!!
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Post  Mr. Digby Mon Dec 15, 2014 6:37 pm

I edited my first post on the front page (5th post) to give links to our Mods at an alternative site, plus some guidelines, do's and don'ts, etc. I'm happy to add more to these guidelines if people suggest.
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Post  midgetmanifesto Fri Jan 09, 2015 5:12 am

I'm having trouble connecting to the multiplayer. I can't seem to create a login for the 'power lobby'.
Is this what is used for multiplayer? Or is it direct IP?

Is there a website to create a login or to get your password reset, sent to you etc?

Dave
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Post  Iberalc Fri Jan 09, 2015 6:30 am

I think the first thing you need to do to play MP is to setup an static IP adress. It is explained here:

http://www.norbsoftdev.net/forum/mp-forum/13633-how-to-play-multiplayer-the-manual

Read the first explanation in full, and ask whatever you don't understand.
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Post  midgetmanifesto Sat Jan 10, 2015 2:58 am

Apparently midget is not allowed in a user name in the power lobby. Changing login names allowed me to access it quite handily.
The port should be opened, and finding out my own ip should be trivial on day of.
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Post  Mr. Digby Sat Jan 10, 2015 3:21 pm

I'm not sure why the game says you need to know your IP. I don't!

When I first played MP I just typed in a user name, used the same for my lobby name and a password. Then I was in. I did have to tell Windows firewall to open a port for SoW and that was it.

You can do a test by playing MP on your own!

Select multi-player, go into the lobby, create a room (you get put in it automatically), go to the player select screen, click on 'select scenario' then just play a sandbox game - choose any map, any KS_NAP OOB and select any commander then click start game.

If you see a battle screen with one blue or red star on the top right of the screen then you are good for multi-player.
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Post  Uncle Billy Tue Apr 21, 2015 9:47 pm

The KS Napoleon mod has been updated. The three mods are KS Sprites 1.00, KS SOW Supplemental Maps 1.05 and KS Napoleon Mod 1.714, (large or small maps). You no longer will need the Road To Wagram mod. The links are in the first post of this thread.

New maps have been added along with new sprites and new OOBs, (1806-7). The speed of infantry in line or column of divisions has been slowed along with the infantry run speed. There are also a number of smaller changes.
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Post  MJP Wed Apr 22, 2015 12:45 am

any chance of .zip files and are these new mods required for the game on Friday?
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Post  Iberalc Wed Apr 22, 2015 6:40 am

Donwloading now, Kevin thank you for the time and effort put into this. cheers

The 7z is free Matt, you can get it here...http://www.7-zip.org/
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Post  Mr. Digby Wed Apr 22, 2015 7:54 am

It compresses more efficiently as well making it better for both uploader and downloader. Zip files are starting to be a thing of the past like VHS video tapes Wink
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Post  SJDIII Wed Apr 22, 2015 9:33 am

I have seen a Calvary regiment (under Ai control ) under melee attack from infantry (not in square formation) just stand there and do nothing, until it takes so many casualties it routes. Why is that ?

I should note that I have seen this with a MP game and playing single player.

There is a rule that Calvary regiments are supposed to be left under Ai control, but I don't think the rule is fair if Calvary is going to stand around while it is under attack.

I am also concerned that using "Drop Box" for files is unwise due to the known NSA (National Security Agency) spying.
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