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 1 and 2 - Released

Post by Davinci »

There still is a problem with this map for combat operations, is there a patch for this map?, to make it normal and useable for combat.
Are you referring to speeding the map up getting better FPS, or is there another problem that you are having?

The map is basically an experimental-map , meaning that the game was really not designed around such a large map.

There are half-a-million-coordinates on the map, so that takes a lot of hidden calculations to move the men around.

But, if you are having another type of problem I'll see if I can help you out with that!

davinci
The only true logic is that, there is no true logic!
the reb
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Re: 10 Mile Map 1 and 2 - Released

Post by the reb »

I think the 10 mile map provides great battle action it you are playing the "Hunt Them Down". With this large map, I have time to organize my corps and send out my horse solders. I would like to see a few more map be made larger.

the reb,
Roberts
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Re: 10 Mile Map 1 and 2 - Released

Post by Roberts »

Greetings

The FPS in game was not the base for my bitching, to bad there are not more of these 10 mi. maps, it was the fatigue rising too fast and when the shooting started not much killing took place, i had one regiment take 5 canister rounds at about 50 yd. and not 1 man killed in that regiment. It's better now that i made some adjustments to the excel file in the maps folder.

Hay reb, I agree, there is a tons of battle action and maneuver, sometimes and hour or more before contact, i say it again, i wish there more of these 10 MI. maps

The only other thing is the messages that I send do not record in the sent messages section, i have tried it checked and unchecked
JohnVW
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Re: 10 Mile Map 1 and 2 - Released

Post by JohnVW »

is this 10 mile map "ready to use now"? in a sandbox game, for example? I also see that the scenario generator includes a 10 mile map; i'm assuming it's this one?
Davinci
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Re: 10 Mile Map 1 and 2 - Released

Post by Davinci »

It was the fatigue rising too fast and when the shooting started not much killing took place, I had one regiment take 5 canister rounds at about 50 yd. and not 1 man killed in that regiment. It's better now that I made some adjustments to the excel file in the maps folder.
True, I forgot to readjust those figures before the map went out, I play with those settings to slow down the game and to keep the units too tired to charge.
The only other thing is the messages that I send do not record in the sent messages section, I have tried it checked and unchecked.
Hmm, not sure why you are having that problem, I send messages all the time on the 10MileMap and can view them.
Is this 10 mile map "ready to use now"? in a sandbox game, for example? I also see that the scenario generator includes a 10 mile map; i'm assuming it's this one?
It should be listed on the first page of this topic.

I read on the forums a while back that Leffe7 was coming out with Version 3.0 of the scenario generator and it would include the coordinates for the 10MileMap.

davinci
The only true logic is that, there is no true logic!
JohnVW
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Re: 10 Mile Map 1 and 2 - Released

Post by JohnVW »

just a note: if you're using SOW Anniv Edition make sure that what you run the v2 (or even v1) .exe file you downloaded that it goes into the new "SOW Anniv game folder" (you'll need to change this; by default it will go to a Norbsoft SOW folder)...
Martin James
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Re: 10 Mile Map 1 and 2 - Released

Post by Martin James »

Leffe7 [/b] was coming out with Version 3.0 of the scenario generator and it would include the coordinates for the 10MileMap.

davinci
Yes that's correct. Not long now.

Martin
Last edited by Martin James on Mon Aug 04, 2014 4:57 pm, edited 1 time in total.
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