Road to Wargram and Peninsular Mod - Updated 1.6

Ingles of the 57th
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Re: Road to Wagram - Updated 1.5

Post by Ingles of the 57th »

I agree with Saddleback wholeheartedly.

Bit outside this particular thread, although I regard Wagram as a sort of generic non-ACW place, but how about going for the Australian market. Allenby's World War 1 Palestine Campaign. Just made for this game.

Relatively simple sprites (although not so pretty as Napoleonic).

Moderate OOB's

Fairly uncomplicated maps. Palestine was much more basic then.

Battle Sites still on your TV every day. Gaza, Beersheba, Jerusalem, Damascus, Amman.

The immortal Australian Light Horse Regiments, unconventional, daring and photogenic. Love those hats.

One of the most illustrious historical impromptu cavalry charges ever at Beersheba that captured the wells intact and saved the campaign from stalling. JEB fans will lap it up.

I have suggested this scenario before. Never any harm in trying again.

Geoff Laver Late of Her Britannic Majesty's 57th Regiment of Foot.
"Die hard, my men. Die hard the 57th."
Last words of Col Ingles commanding His Majesty's 57th Regiment of Foot at Albuhera 1811

Marshal Beresford wrote in his despatch "Our dead, particularly the 57th Regiment,were lying as they fought in the ranks, every wound in front"
Crikey
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Re: Road to Wagram - Updated 1.5

Post by Crikey »

Geoff

Why not register your Allenby proposal in a new thread to see if there's interest amongst the community. I'd love to see something like this or Mahdist Sudan. I fear we never will.

It'd be interesting to see if the game mechanics could deal with artillery in that period. What did the Turkish forces field?

If a sprite maker took up the challenge it would be a major step forward. Tim was involved in the Great War mod for Close Combat so.....

Fingers-crossed.

B)
Destraex
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Re: Road to Wagram - Updated 1.5

Post by Destraex »

I do not own scourge of war yet. I want to purchase it specifically for this napoleonic mod.
I have two questions:

a) Which version exactly of scourge of war do I need. There seem to be four versions of the game?
b) Can units form square properly?
c) Does this battle impliment proper commanders and messages authentic to the period?
e) Are skirmishers properly implemented?
f) Are bayonets implemented properly?
g) was there a limit to uniform variety?
h) did howitzers make it in?

I appreciate any help. I really look forward to playing this game if it offers an authentic napoleonic experience.
Last edited by Destraex on Fri Jan 11, 2013 8:41 pm, edited 1 time in total.
Jack ONeill
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Re: Road to Wagram - Updated 1.5

Post by Jack ONeill »

Brother,

Welcome aboard. Answers -

1) You want SOWGB version 1.5. All other would need to be upgraded.
2) Units will not form square unless you do it manually. It is not coded in. However, you can find some good screenshots of infantry in square, (mostly mine, :laugh: ), at various places in the forum. There are buttons on the toolbar for it.
3) Commanders amd messages - maybe. It seems so. Gunship24 would have to really answer that. It is His Mod originally.
4) I developed a Skirmisher Mod because the stock one is so unweildy. You'd have to try it and see. Most folks like it. It is also manually operated. The Game code does not deploy skirmishers on its own.
5) Yes, there are Bayonets.
6) There is a limit for uniforms, but we have more than a few in there.
7) There are Howitzers.
8) Check out the screenshots before you commit. Then, En Avant!

Jack B)
American by birth, Californian by geography, Southerner by the Grace of God.

"Molon Labe"
Destraex
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Re: Road to Wagram - Updated 1.5

Post by Destraex »

Thx jack.

By form square manually do you mean there is a button for it or that I literally have to take 4 units and make a square by moving men in different directions?

Also if there is a button does this mean the square is just for show and offers no anti cavalry bonus?

Also in this mod does the AI have a clue how to use cavalry charges? The US civil war is not exactly known for them so I expect this SOW's AI does not encourage it.

Where are these full size screenshots?

Since I will be relatively new to this game. Can I play a lowly regimental or brigade commander? While the AI takes care of the rest?

P.S. On the front page it says SOW lets you fight in full 3D? I had a look at the demo and I do not see any troops in 3D. In fact compared to NTW3 the troops look horrible close up. I really want NTW3 with this games AI, map size and battle system :)
Last edited by Destraex on Sat Jan 12, 2013 4:48 am, edited 1 time in total.
Jack ONeill
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Re: Road to Wagram - Updated 1.5

Post by Jack ONeill »

D,

1) Yes, the button forms each battalion or Half-battalion, (more on that later), in its own square.
2) RebBugler has just figured out how to make squares more resistant to Cavalry attack. Gunship, I and others are currently testing this to find the right set up so squares are not all-conquering. Check the MeleeMod thread in this forum section.
3) Dude, this AI is F-ing awesome. It almost learns from itself and us. Yes, I have been on the receiving end of some devastating Cavalry charges. We changed the settings so Horsemen cannot fire their weapons so they then charge home.
4) Have posted a pic from this mornings game. There are others. You'll have to kind of search them out. Threads which have pics have a paperclip icon on the far right side.
5) Yes you can play at Regiment/Brigade. The AI is quite good at playing the rest.
6) You'll have to check with the tech-guys on the 3D aspect. If you turn the uniforms up to BEST in the Options section, they are quite nice.

Jack B)

Okay - 2 Pics. :laugh:

Okay again - thats weird. How come the pics show up as attachments and not full-size like they used to? Odd.

Once more - The second pic is from this morning. A classic shot of Austrian Foot in square, a battery in support and Chevau-leger Light Horse in support facing off agaisnt the French 6th. Hussars. Note - all units are from my upcoming French and Austrian Armies of Italy 1809 OOB.
Attachments
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Last edited by Jack ONeill on Sat Jan 12, 2013 5:56 am, edited 1 time in total.
American by birth, Californian by geography, Southerner by the Grace of God.

"Molon Labe"
Destraex
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Re: Road to Wagram - Updated 1.5

Post by Destraex »

I appreciate your answers thanks :)

How many uniforms exactly have been added?
I am especially fond of the 20 or so different types of french cavalry. If you could only add two or so that would be fairly dissappointing.

Bit dissappointed that their are no dragoons in game (you disabled shooting on horseback). But it is something I can live with.... can cavalry dismount? I am sure this happened in the US civil war.

Is it possible that the AI will ever use squares as a response to cavalry charges at all?

Also can the 1 to 1 ratio of men mod be used with this. Can we have actual numbers that would have appeared at least at say corp level? I believe their is a mod somewhere here that does this for the US civil war.
Last edited by Destraex on Sat Jan 12, 2013 6:17 am, edited 1 time in total.
Jack ONeill
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Re: Road to Wagram - Updated 1.5

Post by Jack ONeill »

D,

There are 2 different French Hussar uniforms - Sky Blue and Green/Red. Polish Lancers in Blue and Yellow. French Cuirassiers. Chassuers a Cheval in Green. French Dragoons in Green. Thats six. Not bad. As far as 20 different kinds of French Cavalry uniforms, I don't see that. As far as being disappointed goes, remember, this is a Mod, not a factory fresh game. Gunship, Zeke, myself and a host of others have put our own time into this. WE find it fabulous. If you know how to grind out sprites, have at it. I don't, and don't have time to learn. As far a Dragoons dismounting, unless it's an outpost raid, it almost never happened during a major battle. Since most armies we have here number 30,000 plus on each side, not a lot of time to micro-manage that kind of operation. (Yes, during the ACW, most Cav dismounted to fight. The terrain favored that type of combat).

The AI using squares would require the type of re-coding which would necessitate almost an entirely new game. HOWEVER, since there is a HUGE chance we will be able to play this mod in MP, both sides could use squares, as human players.

The maximum unit size is 125 sprites each. What you could do is break each Battalion down into companies and operate them that way on a 1 to 1 sprite ratio.

Jack B)
Last edited by Jack ONeill on Sat Jan 12, 2013 7:15 am, edited 1 time in total.
American by birth, Californian by geography, Southerner by the Grace of God.

"Molon Labe"
Destraex
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Re: Road to Wagram - Updated 1.5

Post by Destraex »

Nice thanks jack. I appreciate the work you guys did to bring this alive and glad you enjoy it.
I however need to make an informed decision on a purchase that will only happen because of your hard work. I need to believe it is napoleonic style warfare in order to put down over $30 AU dollars.

You have no need to defend your mod. You are not required to sell it to me. But I have to be straight about the facts. Squares were a big part of napoleonic paper scissors rock.

It is what stopped me having fun with the 2nd manassas napoleonic mod.

That amount of cavalry units is enough for me though.
Last edited by Destraex on Sat Jan 12, 2013 7:48 am, edited 1 time in total.
Jack ONeill
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Re: Road to Wagram - Updated 1.5

Post by Jack ONeill »

D,

No problem. Not selling it at all. Not defending it either. (Note - we've had a couple of serious bozos who were, shall we say, a bit annoying because each unit couldn't be identified because they didn't have the right facings on their jackets. It's a game, people.) Completely understand the monetary outlay aspect.

The cavalry aspect IS awesome. The buggers are everywhere. LOL! :laugh:

You're lucky. I could never get the TC2M Nap Mod to work.

Jack B)
American by birth, Californian by geography, Southerner by the Grace of God.

"Molon Labe"
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