Courier Issue

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2ndAcr
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Courier Issue

Post by 2ndAcr »

I loaded up Bugle XIII, suddenly, I found 2 OOB's in Peninsular mod that would not send any couriers at all, in another one, couriers worked at start and halfway thru a MP game all units started accepting commands even at long range with no delay
Last edited by 2ndAcr on Wed Nov 06, 2013 3:51 am, edited 1 time in total.
Reason: changed title
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RebBugler
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Re: Bugle XIII Issue

Post by RebBugler »

Never heard of B&F interfering with courier play. Regardless, please try this version of B&F:

http://www.norbsoftdev.net/forum/napole ... af-toolbar

This mod was built especially for Gunship's Nap mods for those that prefer the B&F toolbar features while still retaining all the Nap characteristics.
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2ndAcr
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Re: Bugle XIII Issue

Post by 2ndAcr »

we are playing Civil War, but have been using Bugle XII for awhile now, even with XIII loaded, the OOB's in sandbox we have played to death still work with couriers. We have been using the Peninsular OOB's.

Curious, can it be something in the OOB? I can go to the OOb's we have played to death with either Bugle loaded up, courier work fine, but go to 2 of the ones we want and it is a no go, and this is immediate load and and unload of them. Commanders react immediatly in the "bad" ones, but I can watch the courier in the "good" ones
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RebBugler
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Re: Bugle XIII Issue

Post by RebBugler »

Not a clue. Bet MTG, our in house courier guru, has some thoughts. ;)
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2ndAcr
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Re: Bugle XIII Issue

Post by 2ndAcr »

These are the test scenario I have been using, single player sandbox (also have done test in MP with same settings). All on Pipe 3 map

OOB_SB_PC8 Mechanicsville I can sit back and watch courier deliver order and all wait for courier before execution

OOB_SB_PC5 and PC6 the Seven Pines Day 1 and Day 2 OOB, I never see courier leave and commanders react immediately as though courier arrived at warp speed

Using same settings on both and get the exact issue with either XII or XIII

Will try to attach a screen shot of my settings
2ndAcr
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Re: Bugle XIII Issue

Post by 2ndAcr »

Okay then, I might PM him about it, just thought it weird that it suddenly happened and all. Gotta figure out this attachment gig on this one
Saddletank
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Re: Bugle XIII Issue

Post by Saddletank »

If you are not using a mod that updates the courier system (like MTGs couriers&maps mod does) then its likely that another mod you are using conflicts with the basic game. Try disabling your mods one by one and see at which point things work again. That should isolate the problem, then raise the issue with that mods developer via PM. There's somet imes so many variables that mods alter that conflicts can arise unintentionally.
HITS & Couriers - a different and realistic way to play SoW MP.
2ndAcr
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Re: Bugle XIII Issue

Post by 2ndAcr »

Been trying that, have went back to exact settings we have used for almost a year, used to be able to watch courier go to Corps, then each Div, and then to each Brigade commander before a single unit moves, now (in the OOB I know worked not 24 hours ago perfectly) I can watch courier go to Corp and then the entire Corps suddenly starts moving.

Sent a order direct to Div commander, and entire Div moves instantly, no further couriers sent. Even with Brigade level selected for courier use. Blows my mind
2ndAcr
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Re: Bugle XIII Issue

Post by 2ndAcr »

Crap, disregard, I figured it out......Well at least in the OOB I know works.................now to test the one that seemed to be error. Change one little setting and cause chaos.
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