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TOPIC: Chickamauga

Re: Chickamauga 5 months, 1 week ago #121

  • Jolly
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Reb Cavalry - in trouble!

I've got through the first two scenarious which has not been easy, especially the second where a managed a draw after many attempts and strategies!

So I'm on this one now. I'm tending to test and add new graphics along the way which is suiting me fine!
Seems to progress nicely, at least, and if people are interested in it then that's a bonus.



Chickterr.jpg



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Re: Chickamauga 5 months, 1 week ago #122

  • RDBoles
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I can only speak for myself, The Chickamauga Maps are the best of all the maps available. I have played SP on all the maps that has been modded thus far. I was wondering if you are considering a do over of the Gettysburg map in the future. That would make me happy, but that's just me. Any how, great and excellent work. BZ26V RDBoles
Move Forward
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Re: Chickamauga 5 months, 1 week ago #123

  • Jolly
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I'll make a go of some new screens for the new GB look?
Who knows.


SPLASH_TEST.jpg


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Re: Chickamauga 5 months, 1 week ago #124

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and one for the Chickamauga ...


SPLASH_TEST2.jpg
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Re: Chickamauga 5 months ago #125

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Here's another splash - some really fired up fella's.


Splash_Screens.jpg
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Re: Chickamauga 5 months ago #126

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Untitled-1.jpg


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Re: Chickamauga 5 months ago #127

  • Jolly
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CHI03-Morning of the 19th (C-Corps)

About half way there, points wise!


ChickScn03.jpg



Got all the objectives, so far.

And done some more new graphics along the way!
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Re: Chickamauga 4 months, 4 weeks ago #128

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CHI03-Morning of the 19th (C-Corps)

Whoo, this was a tough one, for me anyway.

I never quite managed the final objective, but neither did the Union, so it was good enough for a victory, but at a cost!


CHI03-Morningofthe19thC-Corps.jpg


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Re: Chickamauga 4 months, 4 weeks ago #129

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You seem to be enjoying the ride, your reports are much appreciated.

What gives with that end screen? Only changes in that scenario's files would cause that graphics mess up. Is this an issue I need to look into or did you tweak some files?

Should look like this...

CSAChiEndScreen.jpg
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Re: Chickamauga 4 months, 4 weeks ago #130

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Thank you RB, I'm certainly in for the ride. Lot's more to go for!

That score you have, with minimum casualties on both sides - how did you manage that?

The final screen mess up could indeed be something that I've done, I just took a screen grab and saved it so I'll check that and let you know.

David(jolly)
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Re: Chickamauga 4 months, 4 weeks ago #131

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Jolly wrote:
Thank you RB, I'm certainly in for the ride. Lot's more to go for!

That score you have, with minimum casualties on both sides - how did you manage that?

The final screen mess up could indeed be something that I've done, I just took a screen grab and saved it so I'll check that and let you know.

David(jolly)


Ha, I just used that end screen from another scenario to show what it's supposed to look like. If what you posted is the end screen then something is amiss, thanks for checking it out.
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Re: Chickamauga 4 months, 3 weeks ago #132

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Yep RB, it was indeed my muck up regarding the final screens, just a testing error whilst working on some new screens - as such ....


splash.jpg


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Re: Chickamauga 4 months, 3 weeks ago #133

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CHI04-Morning of the 19th (U-Corps)

I just managed to scrape my way through yet again - another engrossing scenario encounter.
(and got the final screens ok after goofing up)


Score04.jpg



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Re: Chickamauga 4 months, 2 weeks ago #134

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Update 2.0, May 31, 2017

- Added the 'Transporting ME to move instantly to map locations' option to scenarios CHI1 and CHI4...Limited it to the first courier message only.

- Included Jolly's Splashscreen shown in an earlier post

- End Screens now display the scenario name in the lower left corner, screenshot example attached below

EndScreenCHI11.jpg
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Re: Chickamauga 4 months, 2 weeks ago #135

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Some more splash and main screens work (in progress)


ChickSplash01.jpg


ChickMain01.jpg


ChickSplash02.jpg


ChickMain02.jpg
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Re: Chickamauga 4 months, 2 weeks ago #136

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CHI05-Afternoon of the 19th (C-Corps)

Carnage in the woods on all fronts!


carn.jpg



carnU.jpg




Got some new graphics for this which I'll get together for an update.
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Re: Chickamauga 4 months, 1 week ago #137

  • mkeogh76
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I played the Union version of Three Bridges with HITS and couriers.

I know these scenarios were designed to be played in standard mode with ability to view everything from above and swoop-in anytime to change or give orders, but I once I started playing with HITS I can't go back to playing these games any other way.

So, it's an additional challenge to play this scenario with HITS. And, for me, it was a challenge. Playing it involved a lot of trial and error and a number of rage quits. Eventually, though, I did manage a victory.

1) Keep Mitchell at Dyer's Bridge (the northern one) and try to hold it for as long as possible. This isn't too hard until the Texas Brigade shows-up which fortunately isn't until the last 15-20 minutes.

2) Leave just a screening force at Reed's Bridge (the middle one): a 50 man scout detachment and an artillery section.

3) Order Col. Wilder and Captain Lilly to hold Alexander's Bridge (the southern one) at all costs.

4) Order Col. Minty to move his brigade to the Retreat Position. (This was one of the lessons of trial and error: knowing where that Retreat Position victory location is going to pop-up and having a big enough force to hold onto it is the key to this scenario.)

Command-and-control is difficult because of the distances between all the units. It's further made more difficult when Rebel cavalry starts infiltrating all along Chickamauga Creek and intercepting couriers. As a result, after a flurry of initial orders I'd give very few additional ones to my subordinates for the rest of the scenario. I was very reliant upon Minty and Wilder fighting well, but fortunately they're good commanders with good troops. Most of my time was spent going through the OOB to see how everyone was doing and when the fighting picked-up at Dyer's doing some micromanaging with the forces there.

Overall, I had a lot of fun with this scenario. Even when I rage quit I'd still be motivated to give it another go because I could definitely see how I could do better. So, I really appreciate this mod pack.

A few issues:

I really wish SOW Gettysburg had a "mounted infantry" troop type. Although most of the fighting done by my troops was on foot, I still benefited from Wilder's regiments occasionally doing saber-wielding charges and racking-up major points. That was nice, but ridiculous. Wilder's men never fought on horseback. They were the very definition of mounted infantry. I don't think they even had sabers.

Also, I really dislike how effective cavalry is against infantry in these games. I know cavalry was boosted over several patches to make the East Cavalry and Brandy Station battles more interesting, but watching Civil War cavalry doing frontal charges against steady infantry and slaughtering them is eye-roll inducing. If Norbsoft ever does return to the Civil War then I really hope they do a better job of modeling cavalry vs. infantry combat.
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Re: Chickamauga 4 months, 1 week ago #138

  • Davinci
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mkeogh76 wrote:
Also, I really dislike how effective cavalry is against infantry in these games. I know cavalry was boosted over several patches to make the East Cavalry and Brandy Station battles more interesting, but watching Civil War cavalry doing frontal charges against steady infantry and slaughtering them is eye-roll inducing. If Norbsoft ever does return to the Civil War then I really hope they do a better job of modeling cavalry vs. infantry combat.

Jumping Topic Here:

Inside of the SDK is a csv file called "statetables" that should allow the Player to adjust the Melee values for Infantry and Cavalry.

You can probably play around with those values and solve the problem that you mentioned above.

Once you edit those values just place the new "statetables" into a folder called "Logistics" without the quotes and place it in a Mod.

davinci
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Re: Chickamauga 4 months, 1 week ago #139

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mkeogh76 wrote:
I played the Union version of Three Bridges with HITS and couriers.

I know these scenarios were designed to be played in standard mode with ability to view everything from above and swoop-in anytime to change or give orders, but I once I started playing with HITS I can't go back to playing these games any other way.

So, it's an additional challenge to play this scenario with HITS. And, for me, it was a challenge. Playing it involved a lot of trial and error and a number of rage quits. Eventually, though, I did manage a victory.

1) Keep Mitchell at Dyer's Bridge (the northern one) and try to hold it for as long as possible. This isn't too hard until the Texas Brigade shows-up which fortunately isn't until the last 15-20 minutes.

2) Leave just a screening force at Reed's Bridge (the middle one): a 50 man scout detachment and an artillery section.

3) Order Col. Wilder and Captain Lilly to hold Alexander's Bridge (the southern one) at all costs.

4) Order Col. Minty to move his brigade to the Retreat Position. (This was one of the lessons of trial and error: knowing where that Retreat Position victory location is going to pop-up and having a big enough force to hold onto it is the key to this scenario.)

Command-and-control is difficult because of the distances between all the units. It's further made more difficult when Rebel cavalry starts infiltrating all along Chickamauga Creek and intercepting couriers. As a result, after a flurry of initial orders I'd give very few additional ones to my subordinates for the rest of the scenario. I was very reliant upon Minty and Wilder fighting well, but fortunately they're good commanders with good troops. Most of my time was spent going through the OOB to see how everyone was doing and when the fighting picked-up at Dyer's doing some micromanaging with the forces there.

Overall, I had a lot of fun with this scenario. Even when I rage quit I'd still be motivated to give it another go because I could definitely see how I could do better. So, I really appreciate this mod pack.

A few issues:

I really wish SOW Gettysburg had a "mounted infantry" troop type. Although most of the fighting done by my troops was on foot, I still benefited from Wilder's regiments occasionally doing saber-wielding charges and racking-up major points. That was nice, but ridiculous. Wilder's men never fought on horseback. They were the very definition of mounted infantry. I don't think they even had sabers.

Also, I really dislike how effective cavalry is against infantry in these games. I know cavalry was boosted over several patches to make the East Cavalry and Brandy Station battles more interesting, but watching Civil War cavalry doing frontal charges against steady infantry and slaughtering them is eye-roll inducing. If Norbsoft ever does return to the Civil War then I really hope they do a better job of modeling cavalry vs. infantry combat.


Excellent AAR, much appreciated! And to gain a Victory playing HITS, quite an accomplishment, because for sure, these scenarios are designed to be challenging on Normal difficulty.

Yes, I agree, cavalry unfortunately has some issues, but behaves OK most of the time. Your concern that historically they were dismounted infantry could have been addressed with the DCav Class (used a lot in the East Cavalry Field scenarios). However, I opted for cavalry as the DCav troops limit the player's options on how to use them. You can also tone down cavalry aggressiveness by entering a 1 or 2 in the Mod column in the OOB. I also opted not to do this because then cavalry won't charge at all, opening up player dislikes, like making capturing guns impossible. Bottom line with cavalry treatment here, I went with gameplay, trumping historic.

Thanks for your input...
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Re: Chickamauga 4 months, 1 week ago #140

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Hi folks.

What is the latest and most up to date version of the Chickamauga mod?

Is it 2.0?

Thanks.

Re: Chickamauga 4 months, 1 week ago #141

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Yes, and as far as my mod offerings go, the first post always includes the latest update.
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Re: Chickamauga 4 months, 1 week ago #142

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Thanks.

And great work!
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Re: Chickamauga 4 months, 1 week ago #143

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Fierce fighting on the 'CHI05-Afternoon of the 19th (C-Corps)' scenario!
Another tuff one.

Also some more graphics work - some nice depth to the terrain textures. The trees are looking good, but still got the shadows to improve on.



scn05.jpg



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Re: Chickamauga 4 months, 1 week ago #144

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David, do you plan on releasing this upgraded version of the textures?
HITS & Couriers - a different and realistic way to play SoW MP.

Re: Chickamauga 4 months, 1 week ago #145

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Yes! After finishing it up I'll send on to RebBugler for hopefully a full Chickamauga mod update version.
I thought this would be better regarding any mod confusion/conficts etc.

David(jolly)
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Re: Chickamauga 3 months, 3 weeks ago #146

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Update 3.0...

- Additional and updated splashscreens, Jolly's plus more
- Updated Chickamauga B&F OOB to include new flags
- Both sandbox OOBs updated with new flags
- Twenty new USA flags:

ArmyoftheCumberland_.jpg

ArmyoftheCumberland__.jpg

ArmyoftheCumberland2.jpg
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Re: Chickamauga 3 months, 3 weeks ago #147

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Saddletank wrote:
David, do you plan on releasing this upgraded version of the textures?


Yes, Awaiting the New Tree Graphics, should go very well with "MarkT" new Gettysburg Map.

The "Chickamauga Map" was My favorite until the "Gettysburg Map" was released.

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Re: Chickamauga 3 months, 3 weeks ago #148

  • Martin James
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Terrific work, Reb. Many thanks for your continued efforts.

Martin (J)
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Re: Chickamauga 3 months, 3 weeks ago #149

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I'm still working on the graphics/terrain side. Sorry it's taking a bit of time. I just keep finding more and more things to mess with. No problem though, 'twill be sorted.


new.jpg
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Re: Chickamauga 3 months, 2 weeks ago #150

  • jlan5031
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Your talents amaze me, and let me add my own thanks for all your efforts. Somehow I missed the Chickamauga Mod and just found it. But, though it works fine, I just can't figure out how to select Jolly's map. I look in the Mods/Chicamauga folder and find two folders, Maps and Optional Maps. I'm guessing it will be in Optional Maps. How do I select it?
Thaks again.
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