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Brandy Station Map - Nap Game - Sat 29 June 19:30 UK

+2
Uncle Billy
Mr. Digby
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Post  Mr. Digby Fri Jun 28, 2013 5:51 pm

For anyone who has installed the new add-on I would be interested in a game on the new map on Saturday 29 June at 19:30 UK time. I've had a brief look at the map and it looks like it would suit Napoleonic armies very well. I propose we either fight Austrians vs French or Anglo-Portuguese vs French, both are suited to the map.
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Post  Uncle Billy Fri Jun 28, 2013 6:09 pm

I'll be there. I try to make an appropriate nap map for it. No promises, though.
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Post  Martin Fri Jun 28, 2013 6:55 pm

I'm having trouble using the Brandy Station map with the Road to Wagram mod.  Tried several times with a number of different OOBs.  No other mods enabled.

Got this in the game log for my last attempt:

18:52:02 Can't find unit class type GB_INF_CDR_CORPS

Can one of you guys give it a try please?

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Post  Mr. Digby Fri Jun 28, 2013 7:01 pm

That looks like an OOB error, it needs to be "GB_INF_CDR_Corps", its case sensitive. Which OOB were you using/trying to use?
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Post  Grog Fri Jun 28, 2013 7:20 pm

I will try and make tomorrow night, looking promising (I also have Brandy Station). In fact, I am also free tonight between 8pm and 8.30.

I presume the Valladolid campaign game is off?

I will be at my PC and will check into TS-KS

Mike
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Post  Mr. Digby Fri Jun 28, 2013 7:33 pm

Yes, sorry Mike, still having trouble with this dratted mod. Silly mistake on my part, should be fixed soon.
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Post  Martin Fri Jun 28, 2013 7:38 pm

Mr. Digby wrote:That looks like an OOB error, it needs to be "GB_INF_CDR_Corps", its case sensitive. Which OOB were you using/trying to use?
Albuera_Full and before that Corunna_Full.  Haven't changed any of the OOBs, and had no problem with them previously.

Just tried using Road to Wagram with East Cavalry Field and Mac Map, using an Austrian OOB, and that crashes too.  Brandy Station seems to work fine with other ACW OOBs though.

If it's not something in my set-up, could it be the 1.61 patch?

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Post  Uncle Billy Fri Jun 28, 2013 7:47 pm

It is unlikely to be the patch since it is essentially the beta patch made official.

Are you using the KS Napoleon mod? If you followed directions and deleted the Logistics folder from the Road to Wagram mod, you have to activate the KS mod. There were errors in the original unitsglobal file which I fixed so all the oobs would at least load. That may be the problem you are seeing. We are using Road to Wagram for the sprites and flags and not much else.
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Post  Martin Fri Jun 28, 2013 8:04 pm

Thanks Uncle Billy. That was it.

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Post  Uncle Billy Fri Jun 28, 2013 8:26 pm

Martin wrote:Thanks Uncle Billy.  That was it.

Martin (J)
Excellent, so that means you'll be at the game tomorrow.
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Post  Grog Fri Jun 28, 2013 8:43 pm

Mr. Digby wrote:Yes, sorry Mike, still having trouble with this dratted mod. Silly mistake on my part, should be fixed soon.

Thanks Martin. Had trouble settling the little one tonight, anyway.

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Post  Mr. Digby Sat Jun 29, 2013 1:09 am

Grog wrote:
Mr. Digby wrote:Yes, sorry Mike, still having trouble with this dratted mod. Silly mistake on my part, should be fixed soon.

Thanks Martin. Had trouble settling the little one tonight, anyway.

Yes, General Cuesta can be like that when he has his tantrums.
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Post  Uncle Billy Sat Jun 29, 2013 1:44 am

Brandy Station Map - Nap Game - Sat 29 June 19:30 UK Brandy10

I'll pass it out tomorrow.
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Post  Mr. Digby Sat Jun 29, 2013 12:35 pm

Beautiful!

BTW, for railroad lines on the maps I just think of them as tramways with minerals being hauled in horse drawn wagons, these had been around in mineworking areas for several decades in Europe by the early 1800s.
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Post  Martin Sat Jun 29, 2013 1:46 pm

I agree Diggers.  It's very well done.  

I can play today.  It's been a while since I last got to play MP, so just checking what I need:

(a) Game patched to 1.61

(b) Road to Wagram & Peninsular mod

(c) KSNapoleonModLarge

Anything else?  

Are we using the Brandy Station map?  If so, do we still need to reduce vegetation, as it seems pretty open?

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Post  Uncle Billy Sat Jun 29, 2013 3:10 pm

A mining tramway is a very good idea. What do we call the telegraph poles?

I have my vegetation level set to 75%, mostly to help reduce lag and hopefully minimize crashes. Martin, your list of required mods is complete. Note the the large river in the north and NE has restricted movement. It came that way from NSD. I'll make an appropriate ACW version next week.
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Post  Martin Sat Jun 29, 2013 6:19 pm

Many thanks Kevin. Is that the Zoya Fluss and the Taya Fluss, or just the former?

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Post  Uncle Billy Sat Jun 29, 2013 6:33 pm

Both.
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Post  Mr. Digby Sun Jun 30, 2013 8:18 pm

Just to mention about big battles.. Kevin hosted 5 of us today vs the AI and he gave us French 41,000 men in 4 infantry divisions (12 brigades, 8 batteries) plus a cavalry division which was 2 brigades and 1 battery (I think). What he didn't tell us was he set against us no less that 81,000 Austrians. We had an absolute h*ll of a fight and were bested by the AI after a full 2 hours of exhausting play, the fighting starting right from the instant we moved out from our start point.

The game was quite laggy, I am not sure when we started the game but it can't have been that much after 20:00, maybe 20:30? We ended at midnight so, yeah, a good deal of lag/slow clock.

Even so it shows that in a quite detailed map like Brandy Station an MP game will handle 120,000 men/30,000 sprites. I was impressed.


Last edited by Mr. Digby on Mon Jul 01, 2013 11:59 am; edited 1 time in total
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Post  Martin Sun Jun 30, 2013 9:18 pm

Brilliant game. One of the best I've played in, and yes one h*ll of a fight .

The new map works very well for a Napoleonic battle, even though we were hemmed into quite a small corner of it by the Austrian hordes.

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Post  Mr. Digby Sun Jun 30, 2013 10:59 pm

It was a little like the Napoleonic version of Helm's Deep, yes. We'll have to try and see more of the map next time.
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Post  Ike Mon Jul 01, 2013 3:37 am

So ... did the orcs win this time? Wink 
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Post  Martin Mon Jul 01, 2013 9:33 am

They forced us to retreat, but we managed to break contact in reasonable order.

We also inflicted c7,500 more casualties, so they knew they'd been in a fight. We were lucky that they did not bring all their forces to bear though.

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Post  Leffe7 Mon Jul 01, 2013 12:22 pm

Sounds like it was good fun! I like unbalanced and challenging games Twisted Evil
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Post  Uncle Billy Mon Jul 01, 2013 3:17 pm

Luckily the AI does not know how to use cavalry or we would all be wandering across the Elysium Fields.
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