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Re: Bayonet Charges and Casualties

Posted: Fri Jul 01, 2011 7:51 am
by NY Cavalry
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Re: Bayonet Charges and Casualties

Posted: Fri Jul 01, 2011 8:50 am
by Sharpe55
Please don't take this topic as complaining about seal's tactics. I am speaking generally as I just want this game to be as accurate as possible while still being fun.

i like toitles

Re: Bayonet Charges and Casualties

Posted: Fri Jul 01, 2011 5:40 pm
by SouthernSteel
Reb, there are actually a few of us who do use your modded toolbar, but the host must also have it for it to function in MP, and it hasn't been that widely adopted yet. Since Robinson isn't hosting currently, we play with the stock toolbar.

Re: Bayonet Charges and Casualties

Posted: Fri Jul 01, 2011 9:39 pm
by Turbotay
That's not true anymore, Parker. I've been using his toolbar every game that Soldier has been hosting. The only issue now with regards to the host is, the host can't use the toolbar AND use Garnier's MP mod at the same time, since both mods share a file... i forget which, and only one mod at a time can have that file running.

That's pretty much why I never used the MP mod when I was hosting, besides the fact that I didn't like how much artillery was nerfed.

Re: Bayonet Charges and Casualties

Posted: Fri Jul 01, 2011 9:57 pm
by SouthernSteel
huh, it hasn't been showing up for me at all unless you were the host.

Re: Bayonet Charges and Casualties

Posted: Fri Jul 01, 2011 10:02 pm
by RebBugler
That's not true anymore, Parker. I've been using his toolbar every game that Soldier has been hosting. The only issue now with regards to the host is, the host can't use the toolbar AND use Garnier's MP mod at the same time, since both mods share a file... i forget which, and only one mod at a time can have that file running.

That's pretty much why I never used the MP mod when I was hosting, besides the fact that I didn't like how much artillery was nerfed.
I checked out Garnier's CM, and would not know where to start to incorporate any toolbar within it. It would have to be done on his end.

Re: Bayonet Charges and Casualties

Posted: Fri Jul 01, 2011 10:10 pm
by Turbotay
Parkey, have you been using v1 or v2? He posted an updated one that doesn't need the host to run the mod as well. AND, you need to check the mod menu when you first launch the game, especially if you've run the GCM launcher. The launcher automatically sets the MP mod to active, and de-activates any mod that uses the same file i mentioned earlier.

Re: Bayonet Charges and Casualties

Posted: Sat Jul 02, 2011 4:41 am
by NY Cavalry
It's not on the stock toolbar, but the toolbar I made for MP play has the new LINEHOLD formation commands built in with split formation buttons. We provide alternatives through mods, they're obviously ignored, and you guys complain... :evil:

Maybe you don't like my toolbar, that's cool, then build your own, this game provides all the tools necessary to enhance play.[/quote]


No complaining intended. I have only recently been back playing from a long absence.

Re: Bayonet Charges and Casualties

Posted: Sat Jul 02, 2011 2:30 pm
by JC Edwards
Hey Reb I love your tool bar, Er, that could be construde the wrong way. But it is great any how. This wimpering over Seal is fun to listen to. What one needs to do is be more like Grant and find a solution that works. IMHO
Yeah. . . it's not as if Seal is the only player who runs forward in columns. Doesn't bother me because it rarely works out well for the hard charger.
That is until you have an encounter with THE MAD ONE :evil: ;)

Re: Bayonet Charges and Casualties

Posted: Tue Jul 05, 2011 7:42 pm
by SouthernSteel
Parkey, have you been using v1 or v2? He posted an updated one that doesn't need the host to run the mod as well. AND, you need to check the mod menu when you first launch the game, especially if you've run the GCM launcher. The launcher automatically sets the MP mod to active, and de-activates any mod that uses the same file i mentioned earlier.
Think I got it. Saw it briefly when we tried to play last night.