Peninsular Mod v1.01 (requires Road to Wagram v1.5)

Tacloban
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Re: Peninsular Mod v1 (requires Road to Wagram v1.4)

Post by Tacloban »

Gunship,
Loaded your mod and it fired right up and ran great. Maybe you should design cars? It's great to have the 95th back in action on the Peninsula, chasing off the "Monster of Europe".

Yes, that was me with the OOBs, I had access to Oman's volumes and too much time on my hands. It's a personal preference thing with how you handle battalions that were sometimes over 1000 men. In TC2M and SOWGB, the movements of infantry units began to look a bit strange when they got above 850-900 men or so. The right/left wheels looked more like slithering snakes with the center-pivot thing. But then the nomenclature got a bit ungainly when I used names like "Right Wing, 2nd Battalion, 32nd Foot." Your naming system seems to be the most efficient. I also couldn't help but include the unofficial names (King's Own, etc.) just for fun (why else?). Great Mod, thank you again.

One thing to keep in mind is the brigade formation. For example, in the your Vimiero OOB, in Hill's brigade, the first two regiments are 1/5th Foot (Right) and 1/5th Foot (Left), which will put the Right companies to the left of the Left companies. Also the next two units are the 1/9th Foot (Right & Left). In battle line, the 1/9 units would be split on either side of the 1/5th. Double line would look more appropriate, but the right and left would still be reversed. There are probably six people on the planet who would care; once the shooting starts, I don't look at the unit names so much. ("You go there, quickly!")

I don't have as much time these days, but I'll be happy to help edit OOBs of this mod if need be.
Last edited by Tacloban on Thu Jul 26, 2012 7:08 pm, edited 1 time in total.
gunship24
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Re: Peninsular Mod v1 (requires Road to Wagram v1.4)

Post by gunship24 »

Thanks Tacloban.

Credit for Tacloban for the TC2M OOBs im using for conversion. I manged to convert them using Garniers tool. I tweaked the Vimerio units abit i think but the Albuera is yours.

I hadnt given the batallions spacing much thought, rather just to get them in there so i had at least some OOBs to go with the mod. Im working on Corunna and Talavera at the moment. The Rolica OOB i did from Oman and Paul Thiébault's Relation de l'expedition du Portugal.

Cavalry is an issue i want to reslove sometime. Im changing the march music as well, thanks to Redcoat for that, as i didnt get it done in time for the first release. Also there is no 2 deep line for the Brits as that would require time to create a whole new toolbar chain, unless you want them to deploy in 3 deep line but fight in 2 deep line, that is doable very easily.
Last edited by gunship24 on Thu Jul 26, 2012 9:26 pm, edited 1 time in total.
william1993
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Re: Peninsular Mod v1 (requires Road to Wagram v1.4)

Post by william1993 »

Why not try deploy in 3, fight in 2. That sounds good.
God darn. Holy testicles. All them people.
Tacloban
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Re: Peninsular Mod v1 (requires Road to Wagram v1.4)

Post by Tacloban »

I don't see a skirmish formation for cavalry units, only commanders.
gunship24
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Re: Peninsular Mod v1 (requires Road to Wagram v1.4)

Post by gunship24 »

Thats something i removed in the Road to Wagram mod because i wanted to keep all cavalry units formed and that seemed more appropriate to the tactics used. However now we are in the Peninsular cavalry skirmishing was more frequent and would like to add it back in to the light cavalry units. Simply fix. Ill get it done :). This is all melee of course.
Tacloban
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Re: Peninsular Mod v1 (requires Road to Wagram v1.4)

Post by Tacloban »

I suspected there was a historical basis for its omission.
gunship24
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Re: Peninsular Mod v1 (requires Road to Wagram v1.4)

Post by gunship24 »

Ive taken the link down due to an issue with the OOBs that meant couriers were not sent. It will be back up on Weds. Ive taken the opportunity to add the skirmish option for light cavalry and fix other issues with the OOBs like incorrect weapon assignment. Sorry for the delay will be worth it though B)
gunship24
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Re: Peninsular Mod v1 (requires Road to Wagram v1.4)

Post by gunship24 »

The Peninsular mod is back up and ready for download! See first post.
Last edited by gunship24 on Thu Aug 02, 2012 2:25 am, edited 1 time in total.
Michigander
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Re: Peninsular Mod v1 (requires Road to Wagram v1.4)

Post by Michigander »

The Peninsular mod is back up and ready for download! See first post.
Is this updated with the new marching tunes and other things your mentioned earlier? Or will that be a later version? I am waiting for that one to download :)
Last edited by Michigander on Thu Aug 02, 2012 7:47 am, edited 1 time in total.
gunship24
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Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)

Post by gunship24 »

This just fixes the courier issue and adds some bits i had done already. If you are using the first version then the Sandbox fights using the OOBs wont really work as no units will move. No new music yet.

I would download this one still as any future updates will be like a patch so you wont need to download the whole thing again.
Last edited by gunship24 on Thu Aug 02, 2012 12:18 pm, edited 1 time in total.
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