10 Mile Map 1 and 2 - Released
Re: 10 Mile Map - Released
I like dividing my forces to guard the road-system, and then running into the enemy units on the other-side of the map, and then sending couriers to all available brigades to march towards the fighting.
It brings home the do-not bring on a general engagement without the proper support.
davinci
It brings home the do-not bring on a general engagement without the proper support.
davinci
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The only true logic is that, there is no true logic!
Re: 10 Mile Map - Released
@Martin , after reading this I think that I know why our fps is so different.So that’s 80k total vs 120k in my first test. Have also switched off HITS & couriers.
It doesn’t seem to be making much difference. In the early march phase was getting FPS of 6-7 (vs 5-6 in my first test). Heavy combat has now broken out and my FPS rate has dropped rather than risen. Mostly 4-5, but occasionally up to 7. It’s difficult to be sure you're comparing like with like though, what with different terrain and varying deployment of enemy troops..........6 or 7 enemy brigades attacking on the sector I’m watching, so I'm looking at a lot of sprites.Martin
I also start the game with 40,000 troops per army. They are divided as nine brigades in one division, and seven brigades in the reserve division.
The enemy army is also set up the same why, this way I don’t know if I’m going to run into [b[ nine [/b] brigades [/b] or seven brigades .
Now, I will only move part of my army at a time, this probably saves a few fps , but detaching single brigades doesn’t seem to bring the fps down.
My only guess is that it is less demanding than ordering an entire division.
But, I think that I’m also doing something else that you may not have thought of….
I have increased all of the musket-ranges in the game too 350 yards. I also increased the mis-fire, and decreased the loading times of the muskets, placed a penalty on movements to slowdown the battle.
So, I have never had an entire enemy division just stop in front of my position. This would probably drag-down-the-fps like you have noticed.
By increasing the musket-ranges, the enemy will stop outside of that range before deploying, which helps with the drawing distance.
Note – Here are my settings – but everyone will have slightly different settings:
ObjClip=1300
UnitClip=700
TreeClip=800
So, any unit that is outside of the 700 range will not be drawn, but the biggest impact I think would be the trees , due to the fact that there are so many of them!
Hope this helps!
davinci
The only true logic is that, there is no true logic!
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Re: 10 Mile Map - Released
French can be used for Nassauers and a few other contingents.Geoff,
Re: Waterloo OOB. As time permits, I have been working on it. No Prussians of course, but we CAN use Portuguese Line Troops for Belgians and what-not. Their Blue on Blue uniform was similar to the Dutch-Belgians, except they used a French-style Shako. Considering they had been French-allied troops for a long time, not surprising. We'd need Scots Greys though. I know Gunship is working on British Heavy Dragoons and Dragoon Guards. We've got all the french uniforms we need though. No problems there. Just no Guard Cavalry.
HITS & Couriers - a different and realistic way to play SoW MP.
Re: 10 Mile Map - Released
Hmmm im getting a "Cannot find package file:" when trying to run this map. Seems to load up ok though. Version:SOWGB 1.5001. I downloaded it tonight.
Re: 10 Mile Map - Released
It seems that you are missing the 10MileMap.dat file that goes into the SOWGB\Base|Map\Packages folder.Hmmm im getting a "Cannot find package file:" when trying to run this map. Seems to load up ok though. Version:SOWGB 1.5001. I downloaded it tonight.
Are you using a different default location for the game?
davinci
The only true logic is that, there is no true logic!
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Re: 10 Mile Map - Released
That error should only occur in a pre 1.5 patch. One of the features with 1.5 is that map packages can now be included with the Maps in the Mods folder. I'm assuming this is how this map was released, as a post 1.5 release, map package included with the mod.Hmmm im getting a "Cannot find package file:" when trying to run this map. Seems to load up ok though. Version:SOWGB 1.5001. I downloaded it tonight.
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Re: 10 Mile Map - Released
Reb - I'm still under the impression that the Mods cannot have a Packages folder, I must have missed that meeting where this feature was included.One of the features with 1.5 is that map packages can now be included with the Maps in the Mods folder. I'm assuming this is how this map was released, as a post 1.5 release, map package included with the mod.
None of My mods have a packages folder.
davinci
Last edited by Davinci on Mon Oct 01, 2012 11:59 pm, edited 1 time in total.
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Reason: Spelling
The only true logic is that, there is no true logic!
Re: 10 Mile Map - Released
I am using a different default location which i selected correctly when i installed the mod. It looks like the file has automatically installed to [main game directory]\Mods\10MileMapV1\Maps\packages. If that helps.It seems that you are missing the 10MileMap.dat file that goes into the SOWGB\Base|Map\Packages folder.Hmmm im getting a "Cannot find package file:" when trying to run this map. Seems to load up ok though. Version:SOWGB 1.5001. I downloaded it tonight.
Are you using a different default location for the game?
davinci
The game was patched to v1.5 before installing.
Last edited by gunship24 on Tue Oct 02, 2012 12:29 am, edited 1 time in total.
Re: 10 Mile Map - Released
@gunship24 - this information is news to Me that a mod can have a packages\folder .I am using a different default location which i selected correctly when i installed the mod. It looks like the file has automatically installed to [main game directory]\Mods\10MileMapV1\Maps\packages. If that helps.
But, I think that you can just take the 10MileMapV1.dat and just copy that file into your Base\Maps\packages and the loading-error should go away.
A missing (dat) file will not crash the game, it will just prevent what-ever objects that are in the (dat) file to not display on the map.
davinci
The only true logic is that, there is no true logic!
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Re: 10 Mile Map - Released
Not your fault D. The fault is possibly in the release, but I'm not sure that this is a fault that would result in an error or issue, BECAUSE, I'm pretty sure the package files can be in either the mod folder or the stock Maps folder.Reb - I'm still under the impression that the Mods cannot have a Packages folder, I must have missed that meeting where this feature was included.One of the features with 1.5 is that map packages can now be included with the Maps in the Mods folder. I'm assuming this is how this map was released, as a post 1.5 release, map package included with the mod.
None of My mods have a packages folder.
davinci
Maybe with 1.5, modded maps must include the packages in the Mods folder to prevent this reported error. LP will regardless need to look into this, and possibly re-release this mod with the packages and the maps, all in the Mods folder.
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