Page 3 of 5

Re: Napoleonic Mod basic requirements ??

Posted: Fri Sep 12, 2014 7:31 pm
by JohnVW
- Alpine map
- no Blenheim mods at all
- NAP_Waterloo_SR8_full

Re: Napoleonic Mod basic requirements ??

Posted: Fri Sep 12, 2014 7:48 pm
by Saddletank
To fix that OOB error open that OOB file in Excel, go to cell row 1932/column K and copy the contents into row 1882/column K. That replaces the wrong British inf brigade commander with the right Prussian cavalry brigade commander.

Are you playing a full army vs army game? How smoothly is the game running? This may be just too much load for your machine. The full Waterloo OOB is over 180,000 men at a ratio of 1:8 that's nearly 23,000 sprites your PC is driving.

Can you play a corps vs corps game on the same map from the same OOB and report how that goes?

Re: Napoleonic Mod basic requirements ??

Posted: Fri Sep 12, 2014 8:00 pm
by JohnVW
if I knew what a "cell row" is?? (smile)...I don't have a row 1932 for sure...(maybe rows 932 and 882?)

Re: Napoleonic Mod basic requirements ??

Posted: Fri Sep 12, 2014 8:01 pm
by JohnVW
and I don't think my pc would be a problem; it's new and I play/use much more involved games/programs than SOW with no issues...

Re: Napoleonic Mod basic requirements ??

Posted: Fri Sep 12, 2014 9:22 pm
by Grog
JohnVW

I've corrected to error that Saddletank identified. Try this:

http://www.mediafire.com/download/419l6 ... R8_Full.7z

Replace the Waterloo oob, located in the oob folder of the KS Nap mod.

If its not this, Tank might well be right about system overload. You could try a sprite ratio of 1:8 or higher.

Re: Napoleonic Mod basic requirements ??

Posted: Fri Sep 12, 2014 9:59 pm
by JohnVW
grog...that worked great; just ran a 90min sandbox (AI vs AI basically), on "high speed", using just the 2 NAP mods and no problems...thanks!

ANYONE: we have a group of 3 that play MP maybe once/twice a week, and they really are into the CW...but we were looking for something a little different...which NAP OOB (or mod, or scenario) would be the best if I wanted to let someone be the FR, someone the BRIT and the 3rd person the PRUS? (obv, still 2vs1, but the best we can do)...I just don't know enough about these OOB's/mods, and I host so I always have to setup the games...

and in that scenario, which commander would be best for the PRUS player?

Re: Napoleonic Mod basic requirements ??

Posted: Sat Sep 13, 2014 1:45 am
by Grog
You're welcome. I'm sorry we didn't highlight this error earlier to the community :whistle: .

Most of our ad-hoc games in the KS group are put together using Leffe7's excellent scenario generator:

http://www.norbsoftdev.net/forum/modifi ... rge-of-war

There is a Waterloo oob included in it, as well as Waterloo Fr/Brit & Waterloo Fr/Pruss.

Hand picking units and commanders, I believe, is possible with version 2.1 but certainly with the next version. Not tried it yet but having Prussians and Brits on the battlefield in the same game should be possible.

New versions of the Scenario Generator and KS Napoleon Mod should be released here soon (I know we keep saying this :blush: ).

Re: Napoleonic Mod basic requirements ??

Posted: Sat Sep 13, 2014 1:55 am
by JohnVW
I just PM'd you an update...

Re: Napoleonic Mod basic requirements ??

Posted: Tue Sep 16, 2014 12:06 am
by JohnVW
ok, I was trying to test some mods this afternoon, and:

- with just Road2War and KSNapMaps (small) "on" the game keeps crashing as soon as I try and click on the "sandbox" link...and here's the code (see below)...any ideas?

Game Launched
16:01:12 Version:SOWGB
1.6100
16:01:16 Loading Defined Lists
16:01:16 Initializing
16:01:17 Mod: C:\SCOURGE OF WAR - ANNIVERSARY EDITION\Mods\Road to Wagram & Peninsular
16:01:17 Mod: C:\SCOURGE OF WAR - ANNIVERSARY EDITION\Mods\KSNapoleonModSmall
16:01:17 Ansi:16, TexH:8192, TexW:8192
16:01:17 SowGB Loaded
16:01:17 16:01:17
16:01:41 Can't find unit class type BEL_LINE

Re: Napoleonic Mod basic requirements ??

Posted: Tue Sep 16, 2014 12:21 am
by Saddletank
Sent you a PM.