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Re: MP_Toolbar_MusketRange200
Posted: Mon Jul 04, 2011 3:05 am
by RebBugler
No clue as to why this does not work for some folks. If you have the time, next time you try it and it fails to appear, close the game and check if the SOWGB log file in the work folder is displaying the mod title as it loads up all the files. This may give us a clue as to what's not happening correctly. Thanks in Advance.
Re: MP_Toolbar_MusketRange200
Posted: Mon Jul 04, 2011 6:20 pm
by KG_Soldier
Reb,
Most of us unzipped the mod to desktop and then put that folder into the mods folder and that didn't work.
So I opened the unzipped folder on my desktop and placed the next folder (named the same) into the mod folder and it worked.
I got Sharpe fixed. So most everyone is using the mod now, except me.
However, the 200 yard rifles do not work with Garnier's GCM, which isn't that big a deal as Garnier's mod has 220 rifles.
Could you post a link to the new toolbar mod for me? I'm going to try to combine it with the GCM mod so I can play with the new tool bar in the GCM too.
Re: MP_Toolbar_MusketRange200
Posted: Mon Jul 04, 2011 8:00 pm
by RebBugler
Reb,
Most of us unzipped the mod to desktop and then put that folder into the mods folder and that didn't work.
So I opened the unzipped folder on my desktop and placed the next folder (named the same) into the mod folder and it worked.
I got Sharpe fixed. So most everyone is using the mod now, except me.
However, the 200 yard rifles do not work with Garnier's GCM, which isn't that big a deal as Garnier's mod has 220 rifles.
Could you post a link to the new toolbar mod for me? I'm going to try to combine it with the GCM mod so I can play with the new tool bar in the GCM too.
Something is weird, I just double checked my DL link and the extracted folder contents, and, I can find no folder within the folder with the same name. Regardless, thanks for fixing it sir, but I'm miffed.
To make this mod simply a toolbar, and not include the altered ranges, open the Logistics folder and delete rifles. You might want to change the name of this mod to reflect your changes. Thanks for helping me make this toolbar reliable. For me, the stock toolbar is at best...stock.
Re: MP_Toolbar_MusketRange200
Posted: Mon Jul 04, 2011 8:37 pm
by RebBugler
I still prefer 200 over 220 musket ranges. Otherwise, with historic MP play, the Rebel smoothbores rated less than Elite, are practically useless unless within canister range. The 220 musket ranges make them sitting ducks.

Re: MP_Toolbar_MusketRange200
Posted: Mon Jul 04, 2011 10:49 pm
by KG_Soldier
Well. . . I guess. . . if you put them in your front lines. But we put the 220 rifles in to encourage players to keep their guns back, and since the GCM uses Union guns for both sides, it's not that big a deal.
Re: MP_Toolbar_MusketRange200
Posted: Wed Jul 06, 2011 1:33 am
by RebBugler
Same version, with MP scenarios added...from another thread:
how would that work, would we all have to have the B&F mod installed and turned on to play it? It's taken months just to get people to start using your toolbar

OK, included the scenarios within. Just the host must have this version, he'll select the scenario. I also did a quick SR10 fix, so the 3 scenarios have SR10 clones, to help FPS...especially the Corps level one. Hope it works, more to come if ya'll ask, if I'm not snowed under with SOW team commitments.
MP_Toolbar_MusketRange200 with MP scenarios
Re: MP_Toolbar_MusketRange200
Posted: Wed Aug 10, 2011 4:28 am
by Armistead
Thanks for the mod it works great.
Re: MP_Toolbar_MusketRange200
Posted: Wed Aug 24, 2011 10:24 pm
by RebBugler
Updated, see B&Fv08 for further info, released today, especially the new division level line formation options which work well with the big maps.
Also, 3 different setups for the PC MP scenarios with arty included within infantry divisions, plus like SR10 versions for better FPS.
Link in the first post of this thread is also updated.
MP_Toolbar_MusketRange200