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First Bull Run scenario modification question

Posted: Tue Jul 05, 2016 12:27 am
by georgerutherford1861
Hello everyone,

I've been working on a conversion of the Evans scenario from the TC2M Community Mod Patch 3 version to SOW (using Mark Tewes' very nice Bull Run map). I've been able to work through just about everything except for the unit starting positions. I realize that I could maneuver all of the units to their respective starting positions, but I thought I would try something different.

Taking one unit as the starting point (Evans himself in this case), I used the scenario OOB's starting positions and found the distance (x and z) separating each unit from the starting point. Then, using the coordinate for where Evans should be as a starting point on Mark Tewes' map, I add or subtract the x and z distances appropriately, which should give me the correct starting positions for all of the other units.

The dilemma is that so far it is not working out for me, so I thought I would pose the question to you smart folks here. Here are the assumptions I have been using, based on info I have gleaned from various posts.

TC2M map coordinate system starts from the lower left corner and increases in the x and z axes as you move right and up. The map's units convert using 32 units per yard.

SOW map coordinate system starts from the upper right corner and increases in the x and z axes as you go right and down. The map's units convert using 30 units per yard.

I've properly accounted for the difference in how the z axis works. The units appear to be in the correct direction from where Evans is at, but they are not far enough away in the z axis (x axis looks like it might be correct). The map from TC2M was the 1st_Bull_Run_Hist map. I'm kind of stumped.

I can always go back and march the units to their positions to get them figured out, but I thought that if I could get a way for a spreadsheet to adjust the starting positions that I could get through more scenarios faster.

Thank you all in advance for any help you may be able to offer.

Doug

Re: First Bull Run scenario modification question

Posted: Tue Jul 05, 2016 2:51 am
by Saddletank
Personally, when designing scenarios I just don't bother with such accuracy. Take a look at the unit layouts from a TC2M map and then place them approximately where you think they should be in SoWGB. That will be good enough. The huge number of variables that begin to accumulate once a player starts a scenario will make time spent on extremely accurate placement something of a wasted effort.

Re: First Bull Run scenario modification question

Posted: Tue Jul 05, 2016 4:22 am
by the reb
What scenario generator is being discussed here?

thanks,
the reb

Re: First Bull Run scenario modification question

Posted: Tue Jul 05, 2016 8:01 am
by Los
I agree with saddletank.

Honestly Just set Noai and alpha omega and March the guys where you want them at 4x time speed and press L when you are all set. It's fast and simple. I am running an online campaign right now and gunning up many battles very quickly using this method.

However you can always March a few guys to known points and use the method I explain above,then double check your grid system using the startlos.csv file to see if your estimates Match the reality of the map's grid system.
Los

Re: First Bull Run scenario modification question

Posted: Tue Jul 05, 2016 4:14 pm
by Little Powell
Yeah I agree completely what the others have said. But the big show-stopper with trying to calculate X,Y location etc., the TC2M maps are 2.5 x 2.5 mile, while Mark's Bull Run map is 5x5 mile.

A little trick I always use when placing troops in GB scenarios: Create a little mod with the unitglobal.csv, and set all units run speed to 1000. They'll get to where you want them to be A LOT faster. :)

Re: First Bull Run scenario modification question

Posted: Tue Jul 05, 2016 5:46 pm
by the reb
May I kindly ask again, what scenario generator is being used here? Leffe's only allows you three Corps, I would like more Corps per army.

thanks,
the reb

Re: First Bull Run scenario modification question

Posted: Tue Jul 05, 2016 6:44 pm
by Saddletank
No scenario generator is being used, the scenario is being built manually by running the game with noai=1 and alphaomega=1 in the SoWGB.ini file. It allows you to move both sides and they don't fight - perfect for moving forces to where you want them for a scenario. You then hit the 'L' key to save the startlocs file and modify the scenario file using that.

99% of my scenarios are created this way, its pretty quick and easy and with the unitglobal hi-speed mod Little Powell suggests, even quicker!

Re: First Bull Run scenario modification question

Posted: Tue Jul 05, 2016 8:49 pm
by georgerutherford1861
Sorry about not replying earlier, yes as Saddletank says no scenario generator is being used, this is just brute force conversion of the scenario files from a Take Command 2nd Manassas scenario to Scourge of War.

I might try piddling around a bit more with doing the math, otherwise I will drive on with the superspeed suggestion above. The info about the 2.5x2.5 versus 5x5 map is useful though. Were most or all TC2M maps 2.5x2.5?

Doug

Re: First Bull Run scenario modification question

Posted: Tue Jul 05, 2016 9:09 pm
by Little Powell
Were most or all TC2M maps 2.5x2.5?
All of them were. 5 mile maps weren't introduced until Scourge Of War: Gettysburg. The first 5 mile map was Alpine, next the full Gettysburg map that was included in the ECF patch. Afterwards, all SOW maps have been 5 miles.

Re: First Bull Run scenario modification question

Posted: Tue Jul 05, 2016 10:03 pm
by the reb
Thank you very much Saddletank. Is the "Unitglobal Hi-speed Mod" downloadable? I did a search but came up empty.

reb...