10 Mile Map 1 and 2 - Released

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
Davinci
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Re: 10 Mile Map - Released

Post by Davinci »

Not your fault D. The fault is possibly in the release.
Thanks, but I'm going to have to accept the blame for this, I didn't set-up the Map to have a Packages\Folder .

But, I agree that if the packages is any either of the two locations the game will accept it!

But, I must follow the correct procedure when releasing a map to keep everyone on the same page!

davinci
The only true logic is that, there is no true logic!
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Little Powell
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Re: 10 Mile Map - Released

Post by Little Powell »

In 1.5, the packages can now reside in the mod. It's much cleaner to keep mod files in the mod so it doesn't clutter up your game. It's the whole purpose of Norb fixing this in 1.5.

Players need to read the first post clearly. It is posted in bold that 1.5 is required.
Martin James
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Re: 10 Mile Map - Released

Post by Martin James »

@Martin , after reading this I think that I know why our fps is so different.

I also start the game with 40,000 troops per army. They are divided as nine brigades in one division, and seven brigades in the reserve division.

The enemy army is also set up the same why, this way I don’t know if I’m going to run into [b[ nine [/b] brigades [/b] or seven brigades .

Now, I will only move part of my army at a time, this probably saves a few fps , but detaching single brigades doesn’t seem to bring the fps down.

My only guess is that it is less demanding than ordering an entire division.

But, I think that I’m also doing something else that you may not have thought of….

I have increased all of the musket-ranges in the game too 350 yards. I also increased the mis-fire, and decreased the loading times of the muskets, placed a penalty on movements to slowdown the battle.

So, I have never had an entire enemy division just stop in front of my position. This would probably drag-down-the-fps like you have noticed.

By increasing the musket-ranges, the enemy will stop outside of that range before deploying, which helps with the drawing distance.

Note – Here are my settings – but everyone will have slightly different settings:
ObjClip=1300
UnitClip=700
TreeClip=800


So, any unit that is outside of the 700 range will not be drawn, but the biggest impact I think would be the trees , due to the fact that there are so many of them!

Hope this helps!

davinci
Thanks for all that, Davinci. Very interesting.

I like your approach re increasing musket ranges. It's my impression that Paddy Griffiths' view that average engagement ranges were not very much further than Napoleonic ones, is becoming mainstream (and is reflected in the game). But average is average, and effective range was very dependent on LOS I think. So you could certainly get yourself killed at much longer ranges, and I think at times AI brigades wait too long before deploying for combat.

Am not sure what adjustments you've made in terms of misfires etc. Having longer range but mainly ineffective at that range would do the job, but how does this impact casualties at shorter ranges?

Thought you'd be interested in this. Been running a test on your map with 2 armies, each of c100,000 men. Structure for each army is corps, divisions, brigades. About 50 brigades in each army. Have placed no restictions on movement. FPS for me is 4-5 throughout the game, which is actually quite playable really.

Martin
Davinci
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Re: 10 Mile Map - Released

Post by Davinci »

But average is average, and effective range was very dependent on LOS I think. So you could certainly get yourself killed at much longer ranges, and I think at times AI brigades wait too long before deploying for combat.
Yes, but I think that this will get better with time, the AI – Deployment is a lot better now than it was when the game came out several years ago.

I’m now wondering if the settings in the OOB will have any influence on how the AI Commanders attack. I have all of my enemy commanders set at 4 , just to prevent them from launching a suicide attack.
Am not sure what adjustments you've made in terms of misfires etc. Having longer range but mainly ineffective at that range would do the job, but how does this impact casualties at shorter ranges?
I just checked, it seems that I have the default misfire settings, but the ROF \ MROF are both set at 150 in the rifles.csv file. I thought that I changed that misfire setting, guess not!
The casualties seem to stay at a Civil-War-Average, I can fight for hours and never destroy either army, but that has more to do with the mapname.csv file than anything else. That is the file that controls the defensive bonus which I usually set very high for everything. I feel that even if someone is standing in the open, surrounded by musket-smoke, they deserve a defense bonus due to the LOS being restricted.
Thought you'd be interested in this. Been running a test on your map with 2 armies, each of c100,000 men. Structure for each army is corps, divisions, brigades. About 50 brigades in each army.

Have placed no restictions on movement. FPS for me is 4-5 throughout the game, which is actually quite playable really.
Have you tried slowing down the speed of the camera movements, this usually helped me to scroll when the FPS dropped during certain testing. This setting can also be applied while playing the game, under Options if I remember correctly.

Hey, with that many men on the field what happens when the musket-smoke is displayed, will the FPS drop lower than that?

davinci
The only true logic is that, there is no true logic!
gunship24
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Re: 10 Mile Map - Released

Post by gunship24 »

Great map Davinci. I havent fixed the package issue yet but really like the map. I would be interested in seeing the heightmap sometime for some possible scenarios :).
Davinci
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Re: 10 Mile Map - Released

Post by Davinci »

Great map Davinci. I havent fixed the package issue yet but really like the map. I would be interested in seeing the heightmap sometime for some possible scenarios :).
No Problem, I'm sending you a PM .

But, inquiry minds would like to know, how can you get the coordinates off of a heightmap ?

I certainly didn't know that that was possible!

davinci
The only true logic is that, there is no true logic!
Davinci
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Re: 10 Mile Map - Released

Post by Davinci »

@Martin James - This is basically the range that most of my fights start out as!

The 350 yards in the game, and 350 yards in Real-Life - as you know are nothing like each other.

Basically, all of my regiments have an 520 men size, as do the enemy regiments. If any brigade loses more than 500 men out of their 2000-3000 men depending on how many regiments, it is extremely rare.

I have also found out that it is virtually impossible to destroy the enemy army without destroying your own army in the process.
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The only true logic is that, there is no true logic!
Ingles of the 57th
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Re: 10 Mile Map - Released

Post by Ingles of the 57th »

Hi Jack

Sorry to be late replying. Just recovering from a 23 hour power cut.

Delighted to hear that you are doing some work on the Waterloo OOB project.

I agree that the Greys and their epic charge at Waterloo are iconic. Even the French were impressed, suggesting that the horses seemed to be as ferocious as the riders, trained to bite indeed. Those terrible Grey horses !.

As a proud Scot you must have been dismayed when they were amalgamated out of existence. Still, if certain politics take their course, perhaps there might be a future re-incarnation. They were and should remain the epitome of everything proud and Scottish.

I know it's possible to create massive synthetic OOB's to use on these big maps but I find these a bit sterile. I simply thought it might be expedient to create a 'poor man's' Waterloo initially and gradually substitute the absolutely correct uniforms (and horses) as they became available.

And all this from the mere Englishman who not long ago made such a fuss about the Highland Light Infantry.!!!

Geoff Laver Late of Her Britannic Majesty's 57th Regiment of Foot. (Not at Waterloo)
"Die hard, my men. Die hard the 57th."
Last words of Col Ingles commanding His Majesty's 57th Regiment of Foot at Albuhera 1811

Marshal Beresford wrote in his despatch "Our dead, particularly the 57th Regiment,were lying as they fought in the ranks, every wound in front"
gunship24
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Re: 10 Mile Map - Released

Post by gunship24 »

Great map Davinci. I havent fixed the package issue yet but really like the map. I would be interested in seeing the heightmap sometime for some possible scenarios :).
No Problem, I'm sending you a PM .

But, inquiry minds would like to know, how can you get the coordinates off of a heightmap ?

I certainly didn't know that that was possible!

davinci
Thanks Dav got the pm, i was more interested in the actual height of the terrain rather than the co-ordinates.

And without highjacking the thread, tons of Waterloo uniforms were done for the other game including, nassau, brunswick and dutch. the sprites arent as good as the new ones though.
Last edited by gunship24 on Wed Oct 03, 2012 8:44 pm, edited 1 time in total.
Martin James
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Re: 10 Mile Map - Released

Post by Martin James »

@Martin James - This is basically the range that most of my fights start out as!

The 350 yards in the game, and 350 yards in Real-Life - as you know are nothing like each other.

Basically, all of my regiments have an 520 men size, as do the enemy regiments. If any brigade loses more than 500 men out of their 2000-3000 men depending on how many regiments, it is extremely rare.

I have also found out that it is virtually impossible to destroy the enemy army without destroying your own army in the process.davinci
Hi Davinci

Thanks for info, and sorry for delayed response.

Have done some more tests which I thought might interest you. Based on stock game and my c200k armies, I get following average FPS on various maps. I set up armies with fairly agressive commanders, who get most of their guys moving quite quickly. For me, these numbers do not change much whether the guys are moving or fighting:

Full G/burg 4
10 mile 5
Alpine 7

So I actually get a better FPS from the 10 mile map than from the Gettysburg one.

Using Gamebooster the numbers are as follows:

Full G/burg 5
10 mile 6/7
Alpine 10

So it looks as if Gamebooster is worth considering for anyone whose system is straining a bit on bigger games.

Martin
Last edited by Martin James on Thu Oct 04, 2012 10:12 pm, edited 1 time in total.
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