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New Version of the KS Napoleon Mod Released

2 years 3 months ago #61 by Chichetr

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  • Hey MTG!

    Thanks for such a quick reply!

    Yeah, I have been playing as corps commander. When I go and click on a brigade, I click on the brigade commander, TC him and nothing in the tool bar changes. I TC all units and nothing changes.

    For example, I can't deploy them into line, wheel them...I CAN select on the regiments individually and move them around. When I select the commander, the commander goes wherever I want but there doesn't seem to be an option to wheel, form line...etc. for the entire brigade as one.

    Does that make sense?

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    2 years 3 months ago #62 by Marching Thru Georgia

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  • Once you click on the brigade commander that is under your direct command, you'll see all the buttons available to him. There will be many more than the corps commander has. You will be able to give him a formation to deploy into, wheel, etc. If you are clicking on a brigade commander that is in another corps, you'll not see any buttons.

    I can make this march and I will make Georgia howl.

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    2 years 3 months ago - 2 years 3 months ago #63 by DarkRob

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  • When I go and click on a brigade, I click on the brigade commander, TC him and nothing in the tool bar changes. I TC all units and nothing changes.


    TC'ing the brigade commander wont change anything on the toolbar. What it does is remove him from the chain of command and places him directly under your command(and disabling the AI's ability to command him.) The brigade commander becomes a brain dead zombie, solely under your command. He also wont issue orders to his subordinate battalions, save for whatever orders you issue through him.

    The same holds true if you also TC all the battalions under the brigade commander. At that point the brigade commander becomes pretty useless because now you've removed all his battalions from the chain of command as well. Now the battalions are brain dead zombies to. If you issue a formation, wheel, flank, whatever order at the brigade level from the brigade commander, the battalions will not respond to the command because you have disabled their ability to do so. You can only command them yourself, I.E. you have to click on each individual battalion and give them specific commands yourself.

    For example, I can't deploy them into line, wheel them...I CAN select on the regiments individually and move them around. When I select the commander, the commander goes wherever I want but there doesn't seem to be an option to wheel, form line...etc. for the entire brigade as one.


    This is in line with what I just said. If you have the brigade commander AND all his battalions TC'd, the brigade commander will be pretty much useless. In order to issue brigade level commands you can have the commander TC'd, but not his battalions. The battalions must be under AI control in order to respond to a brigade level formation order.

    Also remember that wheeling is an individual command, unlike say oblique movement or flank movement. If you click on the brigade commander and hit wheel, you will only adjust his facing, not the whole brigade. In order to have the brigade match the commanders new facing you have to select a formation after you wheel the commander.

    Example: Your brigade is set up in double line facing north. You want to keep the same formation but want the whole brigade to adjust their facing so they face northwest. You would select the brigade commander and wheel him until he was facing northwest or whatever way you want him to face. Once you've got him facing the way you want him to, select the double line formation under the movement tab and the whole brigade will now adjust their facing to match the new orientation of the brigade commander.

    Also, in case the word "line" is being misconstrued here, there is no brigade formation in the KS mod called just "line". There are different variants of formations based on the line such as double line, line with reserves, column of regiments in line etc etc. In general these are pretty self explanatory and, if in doubt, simply form your brigade into them to see what they do. However, results may vary depending on which tab you select these formations from.

    For example, using a brigade consisting of 5 battalions, if you form double line from the movement tab it will put 3 battalions out front in line formation and 2 battalions in reserve behind them in column by division.

    However if you hit the same double line formation from the combat tab it will instead send one of the forward line units out ahead in a skirmish formation, bring up one of the column by division units from the rear to take that units place, and bring the other column by division unit closer to the front line.
    Its considered to be the same formation, its just a more "combat" ready version of it.

    Some combat formations can also be the same as some move formations to. For instance the combat tab formation "Column of regiments in line" will give you the exact same formation as the move tab formation "Double line"

    Just experiment by forming all these different formations and comparing them between their move tab deployments and their combat tab deployments to see what they do and decide which ones are best. That's what I did.
    Last edit: 2 years 3 months ago by DarkRob.
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    2 years 3 months ago #64 by montecristo1981

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  • SOWWL runs much slower than SOWGB due to its improper use of multi-core programming. You can get around that somewhat by playing the game in MP mode where only one CPU core is used, but it will still be slower than SOWGB. In playing that way, there is also the disadvantage of not being able to fast forward whenever you like as in pure SP mode.


    Don't want to hijak this thread - but too interesting to pass up - is this really a thing? So you setup a MP sandbox, but play yourself only and leave AI on the other? Does it give much of an improvement?

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    2 years 3 months ago #65 by Marching Thru Georgia

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  • Don't want to hijak this thread - but too interesting to pass up - is this really a thing? So you setup a MP sandbox, but play yourself only and leave AI on the other? Does it give much of an improvement?


    It increases the fps by 50-100% depending on the map.

    I can make this march and I will make Georgia howl.
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    2 years 3 months ago #66 by montecristo1981

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  • ok thanks will take a look. i like big maps with vlittle veg for FPS, used to play on Apline alot.

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    2 years 3 months ago #67 by Chichetr

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  • Hey guys!

    So, here are the pictures of what I'm talking about.

    I can't control brigades completely. For example, I can wheel them, dress the line..etc. However, I'm missing formation buttons (form a line, form different formations..etc.), unlike the vanilla game, it seems like a TON of buttons are missing. I used to be able to control the older KS mod just FINE, I'm not sure what the hell is going on here.

    Can someone help me? See images attached. As you can see, there are NO options to form a bloody line even.
    Attachments:
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    2 years 3 months ago #68 by Marching Thru Georgia

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  • I can't even imagine how that is possible. Do you have any mods other than the three KS mods activated? If not, I can only guess that your download of the KS Nap Mod 1.29 is corrupt. You might try downloading that piece of the mod again.

    I can make this march and I will make Georgia howl.

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    2 years 3 months ago #69 by Chichetr

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  • Hey MTG!

    HAH! I KNEW IT! Thank you so much for confirming for me that buttons were missing! I have literally been going INSANE ("why the hell is there only an option to wheel, dress the line and road march?!"

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    2 years 3 months ago #70 by DarkRob

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  • Oh wow. You LITERALLY meant the buttons were missing haha. Thats a new one. I've never seen that before.

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    2 years 3 months ago #71 by Chichetr

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  • Haha! Yeah! I was literally losing my mind. I had no problems WHATSOEVER commanding armies of over 75,000 men in the other versions. Imagine my amazement when I started to question whether the buttons were intentionally removed in this version haha.


    BTW, I think I figured out the culprit, when I go and try to download the mod, my anti-virus flags a file for some reason and deletes it. Now I'm trying to figure out how to prevent this from happening.

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    2 years 3 months ago #72 by Chichetr

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  • Oddly enough, I'm now having issue with this mod running at all now after re-downloading all of the mods.

    No matter what OOB, map..etc. I click start, the map loads up the sprites load up and then within 3 seconds either boom it crashes to desktop or boom it freezes and I have to restart my computer because I can't ctrl + alt delete and stop the process.

    Does anyone have any ideas? It's weird that the other files ran perfectly fine (with missing buttons) and these fresh files are now crashing on start.

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    2 years 3 months ago #73 by Marching Thru Georgia

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  • It sounds as if the sprites mod has a problem. Does your log file show an error?

    I can make this march and I will make Georgia howl.

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    2 years 3 months ago #74 by Chichetr

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  • I'm REALLY ignorant when it comes to computer stuff, so please excuse me.

    Where would one find the log file?

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    2 years 3 months ago #75 by Marching Thru Georgia

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  • It's in My Documents\SOWWL folder. It is named sowwl.log.

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    2 years 3 months ago #76 by Chichetr

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  • Hey MTG!

    Ok, so I found two files named both "sowwl" and "SowWL". Both are attached, I hope these are the correct logs!

    Can you let me know?
    Attachments:

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    2 years 3 months ago - 2 years 3 months ago #77 by Marching Thru Georgia

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  • Your game is out of date. Install the latest patch, (1.03), from Matrix and everything should work.

    I can make this march and I will make Georgia howl.
    Last edit: 2 years 3 months ago by Marching Thru Georgia.

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    2 years 3 months ago #78 by Chichetr

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  • Hey MTG, I just loaded up a fresh version of the game, that worked!

    Thanks a lot for your help!

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    2 years 3 months ago #79 by gehrig38

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  • MTG, first off thank you. As a lifelong wargamer this is the closest thing I've ever seen to combat simulation from a leadership perspective.
    What an amazing job and amazing dedication to a fantastic game.
    DarkRob is the reason I am here. I owned both games before I ever saw his videos but his videos are so enjoyable and helpful I had to come back.
    I have an issue. I am trying to get onto the KS forums and have had major issues.
    I tried to get in using gehrig38 as my username but have gotten nowhere. Is there any way to just wipe any traces of that application and let me start over?
    Really interested in many of the discussions there.
    FWIW I used wargames on my laptop to pass the time when I traveled during my playing career. I wish this one would have been around when I played!
    Thanks again
    Curt
    P.S DarkRob thanks again!

    You never know how strong you can be until being strong is the only choice you have.

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    2 years 3 months ago #80 by Marching Thru Georgia

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  • Thanks for the kind words. You should be all set up thanks to Martin James. Feel free to join any of our discussions on the KS forum, ask questions, make suggestions, etc. You are also welcome to join us in a game. We usually play 3 times a week.

    I can make this march and I will make Georgia howl.

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    2 years 3 months ago #81 by gehrig38

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  • Let me just add one more thing. I REALLY hope this line of games will continue and expand!

    You never know how strong you can be until being strong is the only choice you have.

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    2 years 3 months ago #82 by Little Powell

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  • Let me just add one more thing. I REALLY hope this line of games will continue and expand!


    Thanks Curt, that means a lot coming from you. I'm glad you are enjoying our games!

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    2 years 3 months ago #83 by gehrig38

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  • Let me also add one more thing. I managed to intervene with some close friends in the early 1990s to save Advanced Squad Leader with MMP. I would have interest in helping out financially in whatever road map you may have for this line of games.

    You never know how strong you can be until being strong is the only choice you have.
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    1 year 9 months ago #84 by Marching Thru Georgia

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  • New versions of the KS SOWWL Napoleon, (version 1.31), mod and KS SOW Supplemental Maps, (version 1.21), have been uploaded. You can find the link to the KS Forum in the first post of this thread.

    Changes in this and the last version which wasn't mentioned here include:
    1. Guarding units with cavalry has been improved.
    2. Formed infantry makes a greater effort to run off enemy skirmishers.
    3. Artillery counterbattery fire has been tweaked a bit to make disabling enemy guns more likely.
    4. As a division commander, you will receive a message from a brigade commander when he first sees the enemy approaching and another when he first becomes engaged. This message will tell you the direction of the enemy from his perspective and also the size of the force he sees. You will only receive this message if you are more than 500 yd. from the brigade commander. These messages are sent in both MP and SP.
    5. When a division has no more combat effective infantry brigades, the rest of the division will withdraw from the battle. If the division has a cavalry brigade attached, it will screen the withdrawal. If the corps commander is a human player, then a message will be sent to him informing him of the unfortunate occurrence.
    6. A number of smaller AI behavior changes have been implemented.
    7. The weather command has been implemented for MP scripting. See the Multi-Player scripting manual for details.
    8. New maps from Crikey have been added: Montebello, Almansa, Blindheim, Fontheim, Ramilies and Luzzara. The last five are from his Lace Wars mod and are especially nice and atmospheric.
    9. A new 10 mile map, Kelheim has been added. This is a reworking of Mark Tewes' very nice, large, Manassas map. Several new scenarios on this map have been added, (Austrian Scenario 58, French Scenario 113 & 118).
    10. The bare, Prussian, Random Map 723 has buildings, fortifications, etc. added. There are existing scenarios that use this map.

    The Mod Manual has been updated with new information. It can be found in the KS SOW Napoleon Mod Manual folder.

    I can make this march and I will make Georgia howl.
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    1 year 9 months ago #85 by 52ndOx

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  • A request to the KS developers if I may?

    I don't actually play the mod, even though it looks interesting, and it is clear that a massive amount of work has gone into it. Congratulations to all involved.

    I am still quite new to SOW, but am developing my own modest Iberian based mod.

    I see there are lots of nice Spanish assets in KS. Troop sprites for both Spanish and Portuguese fusiliers, terrain sprite textures and Spanish style object libraries.

    Is it possible that I can use them? Would be a huge help to me.
    I can't see who owns the rights, so I am asking here about permissions.

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    1 year 9 months ago #86 by Marching Thru Georgia

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  • In the Modifications screen, just click on the appropriate mod name. It will list the authors of the various items in the mods. For example, Gunship24 did the sprites. Crikey did the Spanish maps and buildings.

    I can make this march and I will make Georgia howl.
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    1 year 9 months ago #87 by 52ndOx

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  • In the Modifications screen, just click on the appropriate mod name. It will list the authors of the various items in the mods. For example, Gunship24 did the sprites. Crikey did the Spanish maps and buildings.


    Cheers. I'll try to contact them directly.

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    1 year 3 months ago #88 by Marching Thru Georgia

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  • A new version of the KS Napoleon Mod, (1.32) has been uploaded. Besides the usual AI behavior improvements there have been a couple of additions.
    1. Company-sized skirmish units have been added. These reflect the historic, tactical use of French voltigeur and British light companies. They also mimic the deployment of the third rank as skirmishers in the other European armies. The full battalion deployment of other units such as jagers, tirailleurs and some light infantry battalions are still there. These new smaller units are almost entirely controlled by the AI. See the KS Mod manual for details.
    Several new scenarios have been added which use the new company-sized skirmishers, Austrian Scenarios 66 & 68, French Scenarios 127 & 130, Prussian Scenario 25 and Russian Scenario 69. The older scenario still use the full battalion-size skirmish units.
    The OOB subfolder now has a set of OOBs which incorporate the new skirmish units. The older OOBs which use the full battalion-size units are also there.

    2. Supply trains have been added. These are not ammo wagons which resupply units during battle. These represent the wagon trains that accompanied armies. As such, they are targets for enemy units. They can be added to scenarios via the latest version of the KS SOW Scenario Generator, (1.61).

    The KS Supplemental Maps have also been updated, version 1.22. These contain various fixes and improvements to existing maps.

    Also, the KS SOW Scenario Generator and KS Replay Viewer have also been updated.

    The link to the forum where the mod can be downloaded is in the first post of this thread.

    I can make this march and I will make Georgia howl.
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    1 year 3 months ago #89 by montecristo1981

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  • Sounds promising.

    Supply trains have been a major itch of mine ever since playing an awesome CV (maybe AM) retreat mission years ago..

    Scenarios that don't take notice of the line of retreat or your lines of supply always seem to me to give too much freedom to the commandeer. Cavalry scenarios in particular - cavalry very unloved in SP.

    Do you think you will have any screenshots of a big supply train?

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    4 weeks 15 hours ago #90 by Marching Thru Georgia

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  • The latest version of the KS Napoleon Mod, 1.34 and Supplemental Maps 1.24 have been uploaded.
    Changes/additions include:

    1. Shirkers have been added to the game.  After approximately 7 minutes of combat, infantry battalions will begin to lose 1-4 additional men when casualties are incurred.  This represents the historic situation of men leaving the line to help wounded comrades to an aid station and failing to find their way back to the battle.  These shirkers are never seen again in the battle.  See the Mod Manual for additional information.

    2. Disorganized infantry troops will temporarily leave the field in order to reorganize.  Historically, when battalions became extremely disorganized, they became combat ineffective and generally were withdrawn form combat to rest and reorganize. Once accomplished, they were able to rejoin the fight. This has been modeled in the mod.  See the Mod Manual for additional information.

    3. Added a red "Detached" to the left side of the toolbar when a battalion detaches itself to scout, skirmish, guard a battery or leaves the field to reorganize.

    4. The infantry and cavalry division level toolbar no longer displays formations to choose from.  Instead, a single button with an 'F' on it is displayed.  Pushing this calls up a sub-menu which displays the available formations.  This change was implemented because players would often mistakenly press one of the formation button when they thought they were giving orders to a brigade or battalion/regiment.  This was a common problem in the heat of battle.  The result of this mistake was to order all the units under the player's command to begin moving to some undesirable location.

    5. Primarily for MP, second save files for both the defsave.sav and KSMod.bin are now retained.  It was found on occasion that if a player crashed out of the game during the save process, the save file(s) could become corrupted and therefore unusable.  Now the save from 6 minutes prior is available if this problem arises.

    6. Numerous AI changes.

    7. A number of new maps have been added.  These are all existing maps that have European buildings added. They are named Burgos (Spain), Canth (Germany), Eggenfelden (Germany), HausenTeugn (Germany), Hostomitz (Austria), Klimovitchi (Russia), Richwol (Prussia) and Zisterdorf (Austria).

    8. Two new OOBs; Austria/Russia - France 1805, (Austerlitz), Austria - France 1800, (Marengo).

    The download links are in the first post of this thread:  KS Mod Download Links

    I can make this march and I will make Georgia howl.
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