Road to Wargram and Peninsular Mod - Updated 1.6
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Re: Road to Wargram and Peninsular Mod - Updated 1.6
The screengrab button is F4. The pics appear in the Screenshots folder of your Work folder. If you post some here to show us what you're seeing that would help. Convert them from bmps though as the file size is huge!
HITS & Couriers - a different and realistic way to play SoW MP.
Re: Road to Wargram and Peninsular Mod - Updated 1.6
If you are using the Large and Full Eckmuhl campaign OOBs they are massive, and require a big map. I think there is a lite version also you could try. The Large and Full versions can be played with the battle size at Corps v Corps, or Division v Division. Select one of those and see if the two armies still spawn on each other. Also, try different maps.
Re: Road to Wargram and Peninsular Mod - Updated 1.6
It seems that i have to put the sandbox games in hunt hem down
mod. they only become entagled with each other only when i try another
mod.
everything seems to work like a charm now!!!
Thanks very much guys for all the help!!!
another idiotic
question: is there a french imperial guard
in the wagram scenarios?
mod. they only become entagled with each other only when i try another
mod.
everything seems to work like a charm now!!!
Thanks very much guys for all the help!!!
another idiotic
in the wagram scenarios?
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Re: Road to Wargram and Peninsular Mod - Updated 1.6
Sif,
In real life the Old Guard Division was still on the road from Spain. The Middle Guard (also known as the Young Guard at the time), was on site for the River Crossings and Battle of Aspern-Essling. They are represented. I believe the Old Guard was on the field in time for Wagram, but I haven't looked for them in the scenarios, simply because I would never use them. I'm sure they are there, you just have to hunt them down.
Jack B)
In real life the Old Guard Division was still on the road from Spain. The Middle Guard (also known as the Young Guard at the time), was on site for the River Crossings and Battle of Aspern-Essling. They are represented. I believe the Old Guard was on the field in time for Wagram, but I haven't looked for them in the scenarios, simply because I would never use them. I'm sure they are there, you just have to hunt them down.
Jack B)
American by birth, Californian by geography, Southerner by the Grace of God.
"Molon Labe"
"Molon Labe"
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Re: Road to Wargram and Peninsular Mod - Updated 1.6
Sifis, the guard from the 100 days campaign is in the Waterloo OOB in the KS Napoleon Mod:
http://www.norbsoftdev.net/forum/napole ... n-mod-1650
This mod is about to get a huge update to v1.705 in a day or three, to include Prussians, Russians, 1815 Anglo-Allied contingents, a greatly expanded Spanish class list and Grogs beautiful generals portraits and toolbar flags. There's going to be a Borodino OOB and other goodies, so plenty of Garde Imperiale to play with there.
http://www.norbsoftdev.net/forum/napole ... n-mod-1650
This mod is about to get a huge update to v1.705 in a day or three, to include Prussians, Russians, 1815 Anglo-Allied contingents, a greatly expanded Spanish class list and Grogs beautiful generals portraits and toolbar flags. There's going to be a Borodino OOB and other goodies, so plenty of Garde Imperiale to play with there.
HITS & Couriers - a different and realistic way to play SoW MP.
Re: Road to Wargram and Peninsular Mod - Updated 1.6
that's great i'll be among the first to download!!!
i'm really flattered by all the help you guys gave me!
what is the logistics folder used for in the mods?
i'm really flattered by all the help you guys gave me!


what is the logistics folder used for in the mods?
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Re: Road to Wargram and Peninsular Mod - Updated 1.6
If the exe file is the brain of the game, the logistics folder is like the skeleton and muscles. Its the body of teh game, the 'doing' part. In there are numerous files that define all kinds of game functions like troop types, weapon types (cannon and muskets), cavalry weapons, weapon ranges, selecting graphics for flags, how much terrain slows and tires troops, what sprites to read and apply to each unit from the sprites folder, all kinds of GUI info, which objective icons to apply, the whole toolbar layout, pretty much everything the engine reads and outputs as gameplay beyond the maps and a number of hardcoded functions and the graphics (flags, sprites and shell bursts).
Most modders spend most of their time in there unless they are creating maps, flags or sprite sets.
You can make a copy of any logistics folder in any mod then open up the files with notepad or excel and have a look around. Just make sure you're messing with copies and leave the originals unchanged.
Most modders spend most of their time in there unless they are creating maps, flags or sprite sets.
You can make a copy of any logistics folder in any mod then open up the files with notepad or excel and have a look around. Just make sure you're messing with copies and leave the originals unchanged.
HITS & Couriers - a different and realistic way to play SoW MP.
Re: Road to Wargram and Peninsular Mod - Updated 1.6
thanks for the info!

edit: i just finished a battle with wagram army vs army!!!
it was great, i crushed the austrians
thanks for this!!


edit: i just finished a battle with wagram army vs army!!!
it was great, i crushed the austrians


thanks for this!!
Last edited by sifis172 on Fri Sep 12, 2014 7:38 pm, edited 1 time in total.
Re: Road to Wargram and Peninsular Mod - Updated 1.6
Enjoy SoW:Waterloo!
. I had a hours of fun helping to develop it.

Road to Wargram and Peninsular Mod - Updated 1.6
How do you download this mod the link doesn't appear to work now?
thanks in advance
1norselad
thanks in advance
1norselad