SOW: Waterloo Updated to V1.03
Re: SOW: Waterloo Updated to V1.03
Thank you so much Mitra and Reb for taking the time to come in and clarify alot of these patch notes. There's still a few things I don't fully understand, but nothing critical, and I'm not afraid to do a bit of exploring for myself.
I look forward to trying out all these new changes, and especially once they are integrated into the Grog Toolbar.
Again, I really appreciate it guys. Rock on.
I look forward to trying out all these new changes, and especially once they are integrated into the Grog Toolbar.
Again, I really appreciate it guys. Rock on.
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Re: SOW: Waterloo Updated to V1.03
This is not a good change. Units did not knowingly march through a line of fire. This will allow a unit to march between two other units that are firing at each other."Pathing: fire and enemy tiles will be no more avoided during the path calculation by part of fighting units."
Fire tiles were considered like unpassable zone, so when a path is generated they’re avoided creating sometimes turning or lateral movements.
I can make this march and I will make Georgia howl.
Re: SOW: Waterloo Updated to V1.03
There's other checks for avoid this; pathing calculation is done only at the moment a destination is assigned and movement start, so if the fire start "after" the path is calculated and nothing force the repath, the fire zones avoidance will never prevent alone the case.This is not a good change. Units did not knowingly march through a line of fire. This will allow a unit to march between two other units that are firing at each other."Pathing: fire and enemy tiles will be no more avoided during the path calculation by part of fighting units."
Fire tiles were considered like unpassable zone, so when a path is generated they’re avoided creating sometimes turning or lateral movements.
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Re: SOW: Waterloo Updated to V1.03
Haven't been able to update via SVN for months so can't test it, regardless, thanks for the fix."Corrected SplitBrig command"
Randy explained it; strange Randy, I tested it; Biondo tried it this morning; of course now works also the command joinbrig (the opposite of splitbrig)
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Re: SOW: Waterloo Updated to V1.03
I can confirm, it works.
Randy, I tried with your toolbar v 5.04.
At brigade level, when you click on splitbrigade button, a new commander is cretaed with more or less half the original brigade strenght.
You can split a brigade many times and recombine forces as you prefer inside the same division.
So, for example, you can split a brigade and add the newly created to a second brigade of the same division. This works only for the same unit type (you can't mix cavalry with infantry).
I found it very useful for example when I want to hold an objective but I need only a couple hundreds men and an officer
Keep in mind, when you recombine a brigade, to always select the newly created officer (because he's usually poorly rated respect the brigade officer) and have him to join the best rated officer.
If you do the reverse, you lose the best officer and there's no way to recover him
Randy, I tried with your toolbar v 5.04.
At brigade level, when you click on splitbrigade button, a new commander is cretaed with more or less half the original brigade strenght.
You can split a brigade many times and recombine forces as you prefer inside the same division.
So, for example, you can split a brigade and add the newly created to a second brigade of the same division. This works only for the same unit type (you can't mix cavalry with infantry).
I found it very useful for example when I want to hold an objective but I need only a couple hundreds men and an officer
Keep in mind, when you recombine a brigade, to always select the newly created officer (because he's usually poorly rated respect the brigade officer) and have him to join the best rated officer.
If you do the reverse, you lose the best officer and there's no way to recover him
Re: SOW: Waterloo Updated to V1.03
Whats up guys, so in light of all the amazing clarifications of the new patch notes by Reb Bugler and Mitra, I just couldn't let my first video on the patch notes stand by itself. I misread and misinterpreted the intent behind so many of the patch notes that a second video clarifying all the patch notes had to be made. Both because I wanted my viewers to have the most accurate information and because I wanted to give all due credit to Reb and Mitra for being so quick on the trigger in responding to all the questions I had on the patch notes. Il say it again, you guys rock.
@Reb Bugler, I did sort of absent mindedly talk about a lot of these new features being integrated into the grog toolbar in a coming update without actually stopping to think about whether you were actually committed to doing another Grog Toolbar update. So, sorry buddy, Im afraid Ive committed you to it B)
I can confirm the split/join brigade function of the Grog Toolbar now appears to work perfectly, and theres a section in the video where I do a whole bunch of experiments splitting brigades, rejoining them, splitting and joining other brigades, redistributing battalions to other brigades and so forth. Really cool feature with a whole lot of potential uses.
So really all you need to add I think is the new button for Artillery to be able to target cavalry, the Aattach and Adetach functions, and the new Infantry screening stance.
(For cavalry this screen stance is available both at the brigade commander level and the squadron level. Im not sure if the infantry screen stance is available at both the brigade commander level and battalion level because Im so incompetent when it comes to using the stock toolbar that I don't even know where to look for these new stances. Im a Grog Toolbar user through and through, there's no going back for me)
https://www.youtube.com/watch?v=Ive6RhQ9OdI
@Reb Bugler, I did sort of absent mindedly talk about a lot of these new features being integrated into the grog toolbar in a coming update without actually stopping to think about whether you were actually committed to doing another Grog Toolbar update. So, sorry buddy, Im afraid Ive committed you to it B)
I can confirm the split/join brigade function of the Grog Toolbar now appears to work perfectly, and theres a section in the video where I do a whole bunch of experiments splitting brigades, rejoining them, splitting and joining other brigades, redistributing battalions to other brigades and so forth. Really cool feature with a whole lot of potential uses.
So really all you need to add I think is the new button for Artillery to be able to target cavalry, the Aattach and Adetach functions, and the new Infantry screening stance.
(For cavalry this screen stance is available both at the brigade commander level and the squadron level. Im not sure if the infantry screen stance is available at both the brigade commander level and battalion level because Im so incompetent when it comes to using the stock toolbar that I don't even know where to look for these new stances. Im a Grog Toolbar user through and through, there's no going back for me)
https://www.youtube.com/watch?v=Ive6RhQ9OdI
Re: SOW: Waterloo Updated to V1.03
Hi
I have tried to write some AI and player side commands to put a battalion into "screen" mode - I used the existing cavalry "screen" command to do that. As far as I can see it had no effect. So I have two questions - if I am writing commands in the battlescript file how do I first put an infantry battalion into "screen" mode and also how might I take both an infantry and a cavalry unit out of "screen" mode as I cannot see an unscreen command.
Regards
Mike
I have tried to write some AI and player side commands to put a battalion into "screen" mode - I used the existing cavalry "screen" command to do that. As far as I can see it had no effect. So I have two questions - if I am writing commands in the battlescript file how do I first put an infantry battalion into "screen" mode and also how might I take both an infantry and a cavalry unit out of "screen" mode as I cannot see an unscreen command.
Regards
Mike
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Re: SOW: Waterloo Updated to V1.03
It's listed in the SDK as being scriptable, but I've never tried it via battlescript, only including it on toolbars. If you do get it working, the cancel command is 'follownone', for it and the other cavalry action commands; raid, etc.Hi
I have tried to write some AI and player side commands to put a battalion into "screen" mode - I used the existing cavalry "screen" command to do that. As far as I can see it had no effect. So I have two questions - if I am writing commands in the battlescript file how do I first put an infantry battalion into "screen" mode and also how might I take both an infantry and a cavalry unit out of "screen" mode as I cannot see an unscreen command.
Regards
Mike
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Re: SOW: Waterloo Updated to V1.03
Hi Reb
Thank you for the answer although I am not sure how I will be able to make it work for infantry. I suppose the interface you use for your toolbar is not accessible from battlescript? I managed to get the AI to form squares with infantry between them using the AForm command and then your particular DRIL but for Screen I assume it has to be the actual command. I have tried using both player and AI infantry battalions but no joy.
Regards
Mike
Thank you for the answer although I am not sure how I will be able to make it work for infantry. I suppose the interface you use for your toolbar is not accessible from battlescript? I managed to get the AI to form squares with infantry between them using the AForm command and then your particular DRIL but for Screen I assume it has to be the actual command. I have tried using both player and AI infantry battalions but no joy.
Regards
Mike