Norb Software Development, Inc. - Forum Kunena Site Syndication http://www.norbsoftdev.net/ Fri, 24 May 2013 23:27:39 +0000 Kunena 1.6 http://www.norbsoftdev.net/components/com_kunena/template/default/images/icons/rss.png Norb Software Development, Inc. - Forum http://www.norbsoftdev.net/ en-gb Subject: Mod Download - by: Lost Cause http://www.norbsoftdev.net/forum/modifications/57892-mod-download#57892 http://www.norbsoftdev.net/forum/modifications/57892-mod-download#57892 Modifications Wed, 22 May 2013 21:44:08 +0000 Subject: HITS Napoleon Game Saturday May 25th - by: Marching Thru Georgia http://www.norbsoftdev.net/forum/mp-forum/57889-hits-napoleon-game-saturday-may-25th#57889 http://www.norbsoftdev.net/forum/mp-forum/57889-hits-napoleon-game-saturday-may-25th#57889
Two French corps are racing to the aid of Marshal Davout who is facing the combined Center and Right wings of the Austrian army. The Left Wing under command of Archduke Louis has been tasked with the responsibility of stopping the junction of one of the corps with that of Davout's. The weather has been particularly foul and as a result, scouting by both sides has been seriously hampered. Neither side knows the location or line of march of the other. Even the composition of these two forces is not completely clear. It is late afternoon, the skies have finally cleared and cavalry operations can resume.

Besides the usual CinCs, infantry division and brigade commanders, each side will need two cavalry commanders. We will need a good turnout for this scenario, 12 to 20 players. That way the division commanders will only have 1 infantry brigade to directly command. If a division commander drops, the CinC will not be overwhelmed with a large number of brigades to takeover. Otherwise, we can just roll the dice and hope no one will drop. Although the sides will be unequal and each has it's own problems to overcome, either team should be able to win. If not, blame Digby.

To play, you will need the standard Napoleonic mods that have been in use in all the previous games.

1. Road To Wagram and Peninsula mod along with the patch.
2. JustCouriers 1.602 mod
3. Random Maps 6.
4. GCM Terrain4 mod.

Sign up is on Doodle:http://www.doodle.com/ty4ttwdcdwif2bn3

Come onto the GCM Teamspeak channel 15 minutes early. The size of the armies will be based on the number of players to a large degree.

]]>
MP Forum Wed, 22 May 2013 15:43:55 +0000
Subject: 10x10 map of Gettysburg - by: Bob64 http://www.norbsoftdev.net/forum/40-discussion/57885-10x10-map-of-gettysburg#57885 http://www.norbsoftdev.net/forum/40-discussion/57885-10x10-map-of-gettysburg#57885 Because with the Scenario Generator it is possible to play the whole game.
Similar in size to the 10 mile map version 2?]]>
Discussion Wed, 22 May 2013 06:21:52 +0000
Subject: Where Do I Start...... - by: the reb http://www.norbsoftdev.net/forum/40-discussion/57878-where-do-i-start#57878 http://www.norbsoftdev.net/forum/40-discussion/57878-where-do-i-start#57878
I lost my hard drive and all Scourge of War files. Good news is that I had made paper copies of tranactions,etc.

Here's the scoop.....

I purchased Gettysburg (direct from Norb I guess)in 9/2010 and I have my code.
I purhcased Antietam (from Slitherine Software)in 8/2012 and I have my code.
I purchased Chancellerville (from Matrix) in 1/2013 and I have my code.

Where do I start/what do I do/where do I go to get current game/downloads. If someone can point me the right direction, I can probably figure it out?

Thanks all
the reb.....]]>
Discussion Tue, 21 May 2013 22:55:58 +0000
Subject: Installed on different Computer- game crashes - by: NCDefendersD http://www.norbsoftdev.net/forum/technical-help-a-bug-post/57877-installed-on-different-computer-game-crashes#57877 http://www.norbsoftdev.net/forum/technical-help-a-bug-post/57877-installed-on-different-computer-game-crashes#57877
I just recently changed computers as my old computer requires repairs. I registered at Matrix Gettysburg and all of the expansions I have, downloaded their installation component as patch 1.5 and the game crashes with the following error just after I click on any gameplay options (Gettysburg Scenarios, User Scenarios etc.) I initially deleted my first download from matrix thinking it may have been a corrupt download, but I downloaded it again having the same issue. As a side note, the same error occurs even when I launch the game through the GCM Launcher. Thank you.

Game Launched
17:41:06 Version:SOWGB
1.6000
17:41:13 Loading Defined Lists
17:41:13 Initializing
17:41:14 Mod: C:\NORBSOFTDEV\SCOURGE OF WAR - GETTYSBURG\Mods\GCM_Gameplay2
17:41:14 Mod: C:\NORBSOFTDEV\SCOURGE OF WAR - GETTYSBURG\Mods\GCM_MapIcons
17:41:14 Mod: C:\NORBSOFTDEV\SCOURGE OF WAR - GETTYSBURG\Mods\GCM_Flags
17:41:14 Mod: C:\NORBSOFTDEV\SCOURGE OF WAR - GETTYSBURG\Mods\GCM_Menus
17:41:14 Mod: C:\NORBSOFTDEV\SCOURGE OF WAR - GETTYSBURG\Mods\GCM_Terrain4
17:41:14 Mod: C:\NORBSOFTDEV\SCOURGE OF WAR - GETTYSBURG\Mods\GCM_Sounds
17:41:14 Mod: C:\NORBSOFTDEV\SCOURGE OF WAR - GETTYSBURG\Mods\GcmAntietam
17:41:14 Mod: C:\NORBSOFTDEV\SCOURGE OF WAR - GETTYSBURG\Mods\GcmPickett
17:41:14 Mod: C:\NORBSOFTDEV\SCOURGE OF WAR - GETTYSBURG\Mods\GcmRoadFixes
17:41:14 Mod: C:\NORBSOFTDEV\SCOURGE OF WAR - GETTYSBURG\Mods\GcmRandomMaps4
17:41:14 Mod: C:\NORBSOFTDEV\SCOURGE OF WAR - GETTYSBURG\Mods\GCM_Toolbar
17:41:14 Mod: C:\NORBSOFTDEV\SCOURGE OF WAR - GETTYSBURG\Mods\GCM_Version
17:41:14 Ansi:16, TexH:4096, TexW:4096
17:41:14 SowGB Loaded
17:41:14 17:41:14
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_01.DDS
17:41:20 ERROR LOADING ANIM_SKY_01.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_02.DDS
17:41:20 ERROR LOADING ANIM_SKY_02.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_03.DDS
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17:41:20 ERROR LOADING ANIM_SKY_05.DDS
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17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_13.DDS
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17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_14.DDS
17:41:20 ERROR LOADING ANIM_SKY_14.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_15.DDS
17:41:20 ERROR LOADING ANIM_SKY_15.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_16.DDS
17:41:20 ERROR LOADING ANIM_SKY_16.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_17.DDS
17:41:20 ERROR LOADING ANIM_SKY_17.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_18.DDS
17:41:20 ERROR LOADING ANIM_SKY_18.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_19.DDS
17:41:20 ERROR LOADING ANIM_SKY_19.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_20.DDS
17:41:20 ERROR LOADING ANIM_SKY_20.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_21.DDS
17:41:20 ERROR LOADING ANIM_SKY_21.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_22.DDS
17:41:20 ERROR LOADING ANIM_SKY_22.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_23.DDS
17:41:20 ERROR LOADING ANIM_SKY_23.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_24.DDS
17:41:20 ERROR LOADING ANIM_SKY_24.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_25.DDS
17:41:20 ERROR LOADING ANIM_SKY_25.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_26.DDS
17:41:20 ERROR LOADING ANIM_SKY_26.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_27.DDS
17:41:20 ERROR LOADING ANIM_SKY_27.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_28.DDS
17:41:20 ERROR LOADING ANIM_SKY_28.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_29.DDS
17:41:20 ERROR LOADING ANIM_SKY_29.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_30.DDS
17:41:20 ERROR LOADING ANIM_SKY_30.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_31.DDS
17:41:20 ERROR LOADING ANIM_SKY_31.DDS
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17:41:20 ERROR LOADING ANIM_SKY_32.DDS
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17:41:20 ERROR LOADING ANIM_SKY_33.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_34.DDS
17:41:20 ERROR LOADING ANIM_SKY_34.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_35.DDS
17:41:20 ERROR LOADING ANIM_SKY_35.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_36.DDS
17:41:20 ERROR LOADING ANIM_SKY_36.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_37.DDS
17:41:20 ERROR LOADING ANIM_SKY_37.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_38.DDS
17:41:20 ERROR LOADING ANIM_SKY_38.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_39.DDS
17:41:20 ERROR LOADING ANIM_SKY_39.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_40.DDS
17:41:20 ERROR LOADING ANIM_SKY_40.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_41.DDS
17:41:20 ERROR LOADING ANIM_SKY_41.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_42.DDS
17:41:20 ERROR LOADING ANIM_SKY_42.DDS
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17:41:20 ERROR LOADING ANIM_SKY_43.DDS
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17:41:20 ERROR LOADING ANIM_SKY_44.DDS
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17:41:20 ERROR LOADING ANIM_SKY_45.DDS
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17:41:20 ERROR LOADING ANIM_SKY_48.DDS
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17:41:20 ERROR LOADING ANIM_SKY_49.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_50.DDS
17:41:20 ERROR LOADING ANIM_SKY_50.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_51.DDS
17:41:20 ERROR LOADING ANIM_SKY_51.DDS
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17:41:20 ERROR LOADING ANIM_SKY_52.DDS
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17:41:20 ERROR LOADING ANIM_SKY_53.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_54.DDS
17:41:20 ERROR LOADING ANIM_SKY_54.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_55.DDS
17:41:20 ERROR LOADING ANIM_SKY_55.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_56.DDS
17:41:20 ERROR LOADING ANIM_SKY_56.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_SKY_57.DDS
17:41:20 ERROR LOADING ANIM_SKY_57.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_544_224.DDS
17:41:20 ERROR LOADING ANIM_544_224.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_544_384_1.DDS
17:41:20 ERROR LOADING ANIM_544_384_1.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_544_384_2.DDS
17:41:20 ERROR LOADING ANIM_544_384_2.DDS
17:41:20 Texture file not found NAME:ScreenSprite at PATH: FILE:ANIM_64_384.DDS
17:41:20 ERROR LOADING ANIM_64_384.DDS]]>
Technical Help & Bug Post Tue, 21 May 2013 21:46:31 +0000
Subject: Does anyone know if there are any Chancellorsville scenario mods? - by: Bob64 http://www.norbsoftdev.net/forum/40-discussion/57870-does-anyone-know-if-there-are-any-chancellorsville-scenario-mods#57870 http://www.norbsoftdev.net/forum/40-discussion/57870-does-anyone-know-if-there-are-any-chancellorsville-scenario-mods#57870 Discussion Tue, 21 May 2013 08:00:32 +0000 Subject: Open Play Question? - by: Davinci http://www.norbsoftdev.net/forum/40-discussion/57867-open-play-question#57867 http://www.norbsoftdev.net/forum/40-discussion/57867-open-play-question#57867 anyone has ever beaten the AI in Open Play!

I have a very good Open Play game going at the moment, the battle line has expanded to roughly five miles, the longest battle line I’ve ever played with.

I always play without objectives so that I never know where the enemy will concentrate his forces.

The Union forces are very relentless in trying to destroy my army, and have inflicted roughly five thousand casualties out of my fifty-nine-thousand army.

But, looking at the battle I’ve come to the conclusion that there is no way that I’m ever going to destroy them without destroying my army in the process.

So, this brings me to my question – has anyone ever destroyed the enemy army in Open Play?

davinci]]>
Discussion Mon, 20 May 2013 23:55:50 +0000
Subject: Need a .TGA file reader for editing - by: Jack ONeill http://www.norbsoftdev.net/forum/modifications/57865-need-a-tga-file-reader-for-editing#57865 http://www.norbsoftdev.net/forum/modifications/57865-need-a-tga-file-reader-for-editing#57865
Have been using Adode Paint shop (or whatever) to deal with .tga files for (pretending) to edit them. After the latest "update" it no longer wants to do that. God alone knows why or what happened. Does anyone know a good program I can download to edit .tga files? I'd like to screw up some flags. Thanks in advance.

"Molon Labe"

Jack ]]>
Modifications Mon, 20 May 2013 23:19:27 +0000
Subject: Waterloo II Battle Results: 18 May 2013 - by: exp101 http://www.norbsoftdev.net/forum/mp-forum/57844-waterloo-ii-battle-results-18-may-2013#57844 http://www.norbsoftdev.net/forum/mp-forum/57844-waterloo-ii-battle-results-18-may-2013#57844


The Iron Duke bested one of Napoleon’s elite corps in a fierce struggle at Ostrowitz. Boldly splitting his forces, Wellington nonetheless was able to concentrate against the French flank, driving north across the Post Road toward the prize. The battle reached crescendo in a final desperate fight at the river for the objective.

Battle Replay File:
www.dropbox.com/s/zf3vj34axm20r0d/Waterloo%20II%20Replay%2018%20May%202013.zip

Follow the link below for a PDF summary of the battle results and player Order of Battle.



www.dropbox.com/s/g0vapcgp5263r08/HITS-GCM%20Waterloo%20II%20Event%20Game%20Summary%202013-05-18.pdf


Respectfully submitted,
W.J. Palmer]]>
MP Forum Sun, 19 May 2013 03:16:46 +0000
Subject: Spiking the Guns.... - by: Jack ONeill http://www.norbsoftdev.net/forum/40-discussion/57834-spiking-the-guns#57834 http://www.norbsoftdev.net/forum/40-discussion/57834-spiking-the-guns#57834
This issue has kinda been on my mind for a while now.

The question is - How can we "spike" the guns we capture, rather than either trying to haul them away, OR defend what we've taken. There must be a way to set this up in the game. I'm figuring we use the "Delete" key and the destroyed gun graphic shows up.

I do realize that Batteries, especially during Napoleonic times, sometimes changed hands several times in a really hard-fought battle. I remember reading about Marshal Ney at Waterloo - after the umpteenth time his Cavalry had driven the British gunners from their pieces, he was seen beating a cannon with his sword in frustration as no-one had brought any implements to spike the over-run Guns. As the Cavalry tide receeded, the gunners ran back out from the squares and opened fire on the retiring horsemen.

Shouldn't we be able to do that? (Spike the Guns, I mean. LOL!)

Anyway, something to think about.

"Molon Labe"

Jack ]]>
Discussion Fri, 17 May 2013 20:32:37 +0000
Subject: Borodino OOB - by: Jack ONeill http://www.norbsoftdev.net/forum/napoleonic-era/57821-borodino-oob#57821 http://www.norbsoftdev.net/forum/napoleonic-era/57821-borodino-oob#57821
Here's a little something to occupy our time while Gunship puts the finishing touches on his new Russian Sprites and flags - Borodino 1812, or at least part of it.

I have concentrated on the French Left/Russian Right flanks. This part of the battle was no less ferocious than the rest. However, the fighting here was wildly over-shadowed by the attack on the Fleches, the horrific fighting around the Redoubt, and the massive Cavalry charges back and forth on the other flank.

So, we have roughly 50,000-plus men on each side -

French - Eugene's 4th. Corps, including the Bavarian Light Horse Division - attached for the Battle. 2 Divisions of Davouts 1st. Corps and 2 of the 3 Divisions of Grouchy's 3rd. Reserve Cavalry Corps. (Dumerc's Cuirassiers were detached to ride with Murat and the balance of the Cuirassier Divisions).

Russians - 2nd, 4th and 6th Infantry Corps - (2 Divisions each) and 3 Reserve Cavalry Corps, each of 1 Division. (Still don't have any Cossacks). All under Barclay de Tolly.

The usual suspects apply - Lots of Austrian flags - still. Russian gunners are French, etc. All the Russian Jager Battalions now look like Regular Infantry. Apparently the uniforms changed in 1811. Also, the Russian Jager Battalions should not be carrying Colors, but not everyone has the "Ghost_Unit" .csv file.

On the cool side, there are Italians, Badeners and Croats tossed into the mix.

Anyway, enjoy!

"Molon Labe"

Jack

Update - 5/19/13 - The file attached is the REVISED Borodino 1812 OOB. It contains roughly 17 - 18,000 more troops per side. This is the Original OOB I did, but couldn't figure out whether or not to add in the French Guard troops or not. I ended up leaving them out as they never actually fought in the Battle. I added in 2 Infantry and 1 Cavalry Division of Neys 3rd. Corps. The Russians gain Constantins 5th. (Guards) Reserve Corps, containing the Guards Infantry Division, 1 Reserve Cuirassier Division and the usual huge number of Russian Guns. They DID actually get stuck in, towards the end of the Battle. Anyway, No other surprises. This should make for a busy Battlefield.

Jack ]]>
Napoleonic Era Thu, 16 May 2013 02:54:56 +0000
Subject: OOB - Interesting Edits - by: Davinci http://www.norbsoftdev.net/forum/modifications/57819-oob-interesting-edits#57819 http://www.norbsoftdev.net/forum/modifications/57819-oob-interesting-edits#57819 OOB to see if I could somehow tweak the AI into performing better, and came across this!

In the columns that pertain to these Ability, Command, Control, Leadership, Style, and Experience a value of 0 - 6 is entered with six being the best.

I placed a seven in all of the columns for the AI units, which seems to interfere with the programming, but the units perform better in my opinion.

You know how the AI Generals will ride to either the left or right of the line to inspire their troops, which will sometimes cause their line to collapse.

Well, this setting seems to stop the AI Generals from doing that, once they reach the battlefield, their regiments will engage, while they sit idle behind the line.

I'm not saying that this might not be a fluke, but this is the first battle in quite a while that two-enemy-divisions has formed together and attacked my forces.

I done quite a few other things, such as...increase the radius of the Generals so that the regiments can advance quite a distance from them, and also play with an aicount=95 .

But, changing the values of the above mentioned columns in the OOB, which breaks them from the programming-code, makes them fight, like they are supposed to.

davinci]]>
Modifications Thu, 16 May 2013 00:49:41 +0000