Cavalry fault found?

Let's talk about the issues in converting the SOW engine to handle Waterloo. Ideas, suggestions, feature requests, comments.
Hook
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Re: Cavalry fault found?

Post by Hook »

Roy64,

Just in case a mod install had a problem some time in the past, try the following:
...try the "verify integrity of game files" function. Right click the name in the Steam client, select "Properties". Click the "Local files" tab and click "Verify integrity of game files."
This will put your game files back to stock. If any files had to be updated, it will tell you, and this indicates a possible problem. Without activating any mods, try testing the problem scenario to see if cavalry still has a problem. It should only be necessary to play the scenario once without mods, just as a test.

Two possibilities:

1) The cavalry still has a problem, in which case we need to keep looking. Maybe Mike's change will help. It would be best to test any fix Mike comes up with the same way, verified files, no other mods.

2) The cavalry problem goes away. In this case, activate the mods you wish to use. If the cavalry problem does not come back with the mods activated, the problem is fixed and you're done. If the cavalry problem comes back with mods activated, deactivate half the mods and test again. If this makes the problem go away, the error is in one of the mods you deactivated. If it does not, the error is in one of the mods you did not deactivate. Keep testing until you've located one mod that causes the problem.

You probably already know that you have to start a new game every time you change the mods, as mods are saved with the game's save files.

Good luck.

Hook
roy64
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Re: Cavalry fault found?

Post by roy64 »

I have tried that on more than one occasion, Iv'e uninstalled the game at least three times & tried without & with mods always the same results.
Leicestershire
Hook
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Re: Cavalry fault found?

Post by Hook »

Verify game files might do something different from a reinstall. Also, make sure you run any tests before you install any mods so there are no mods to activate.

I suspect that if you made a video from the moment you start the game, including showing that no mods were activated through having the cavalry problem at least twice someone could figure out where the problem was. At the very least they could try to reproduce the problem by doing exactly the same thing.

Hook
mcaryf
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Re: Cavalry fault found?

Post by mcaryf »

I have now added a mod to the first post in this thread to change the cavalry stab time intervals to 14 seconds versus both cavalry and infantry. Cavalry melee outcomes should now be much more based on unit experience and weapons efficiency, poorer quality units may still prevail but much less frequently. Poorer quality units will also be somewhat less lethal v infantry than higher quality units but infantry are still very likely to be beaten by any type of cavalry in melee unless in Square.

Please let me know if you try it.

Regards

Mike
Hook
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Re: Cavalry fault found?

Post by Hook »

Give it a try, Roy64. I'd be interested to see if it makes a difference.
roy64
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Re: Cavalry fault found?

Post by roy64 »

I have now added a mod to the first post in this thread to change the cavalry stab time intervals to 14 seconds versus both cavalry and infantry. Cavalry melee outcomes should now be much more based on unit experience and weapons efficiency, poorer quality units may still prevail but much less frequently. Poorer quality units will also be somewhat less lethal v infantry than higher quality units but infantry are still very likely to be beaten by any type of cavalry in melee unless in Square.

Please let me know if you try it.

Regards

Mike
Thanks Mike. Iv'e not played the game for months now so it's going to take a while to get up to speed. Where's the best place to put it, at the top or bottom of the mod list or does it not matter?
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mcaryf
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Re: Cavalry fault found?

Post by mcaryf »

Hi Roy

it probably only matters if any of your other Mods are also changing the Statetables - I am not aware of any others that do for standard scenarios. THE KS Mod does change it and you would not need my Mod if you were using their scenarios. If you check the mods you have already applied, the Statetables file would appear in the logistics folder.

I have seen about 20 more cavalry engagements since I made my original post and none of them have had the outlandish results I had previously encountered quite frequently so hopefully this has fixed it without causing any other anomalies.

The Unit Attribute values seem to have some unexpected uses. For example the Horsemanship attribute seems to influence how fast infantry units take to stand up - perhaps this was originally in connection with cavalry mounting and dismounting in Gettysburg.

One aspect which unfortunately seems to be missing in Waterloo is a defensive benefit. Thus you might imagine that good horsemanship might enable light cavalry to evade heavy cavalry but the factors all seem to relate to improving the unit's offence rather than defence. Cavalry wearing armour seem to be given a bonus to enable more to recover from wounds but not to evade wounds in the first place, however, even if it is implemented, which I doubt, that would only apply to a campaign.

Regards

Mike
Last edited by mcaryf on Sun May 20, 2018 5:00 pm, edited 1 time in total.
roy64
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Re: Cavalry fault found?

Post by roy64 »

So far so good, Iv'e seen no weird results yet.
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roy64
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Re: Cavalry fault found?

Post by roy64 »

I played the Ligny LG04 - The Eagle Triumphs Scenario & only saw three weird results, Some of Simeon Domon Calvary Division got wiped out with loses of 100-120 with no enemy loses. Every other Cavalry combat seemed about right so it seems your mod has improved things so far, I'll try some sandbox games.
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roy64
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Re: Cavalry fault found?

Post by roy64 »

I've done a load of sandbox games & unfortunately I'm seeing my French Cavalry getting hammered quite regularly. One of my red lancers lost by about 220 to 10.
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