QB Full 7 hour Battle scenario mod

Let's talk about the issues in converting the SOW engine to handle Waterloo. Ideas, suggestions, feature requests, comments.
Henry Hill
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QB Full 7 hour Battle scenario mod

Post by Henry Hill »

Hi,

I was a bit disappointed that the two main battle scenarios for QB were only three hours long as the battle raged for around seven hours. It felt like a quick game of capture the flag. Especially after the excellent full battle scenarios in Waterloo. Don't get me wrong, I love these games and never tire playing them.

I had a little play around with the scenario files and made a few adjustments to increase the length of the scenario to 7 hours and altered the reinforcement/time of arrivals to approximately the historical times.

I have had a go with the French scenario for the first few hours and it seems to play out ok so far.

I am looking for people to try these out to see how they go.

Let me know how they play. Good/bad or have I broken something? Any adjustments or glaring errors?

Cheers, HH
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QBMainBattlescenarios7hrs.zip
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RebBugler
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Re: QB Full 7 hour Battle scenario mod

Post by RebBugler »

I applaud your effort although I don't have the time now to check it out. Since you adjusted the reinforcement times most of the other scripting should work out since it's triggered by arrival times and objective phases. This could easily be a very fun mod for those that enjoy LONG scenarios. Just a heads up though, to make the seven hours of play a more accurate rendition of the battle, unit movement rates would also need to be cut in half. The game is scaled, e.g., sprite size, distances, map size, walk speed, etc., so one hour of battle time equals one half hour of real time.

Again, thanks for this contribution! :)
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Saddletank
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Re: QB Full 7 hour Battle scenario mod

Post by Saddletank »

Given how rapidly units deploy (especially brigades and divisions) the scale time of the game is really around 1:4 or 1:5. In my campaign battles I use a 1:4 time ratio so that a 3-hour MP game represents 12 hours of fighting and that seems to give pretty good results. Making QB last 7 hours as Reb says, will give you odd results and probably immense casualties and will most likely result in the armies being destroyed.
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Henry Hill
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Re: QB Full 7 hour Battle scenario mod

Post by Henry Hill »

Hi guys,

Thanks for the input.

Is it possible to change the movement rates or is it hard coded? I don't want to mess about with the files too much. I'm not really clued up on how one thing affects the other. I just thought I would see if I could increase the time of the scenario but was unaware of how the scale would be affected.

I think there are lots of smaller scenarios for "quick" play but fighting the whole battle (with saves) gives an opportunity to apply some thought and tactics.

Are the Waterloo scenarios set up the same as QB?

Cheers,
HH
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RebBugler
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Re: QB Full 7 hour Battle scenario mod

Post by RebBugler »

Is it possible to change the movement rates or is it hard coded?
Three columns in the unitglobal file will do it.
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Saddletank
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Re: QB Full 7 hour Battle scenario mod

Post by Saddletank »

Slowing down troop movement will increase the effectiveness of weapons (especially artillery) as troops advance into enemy fire and fatigue them more because they spend longer crossing fatiguing terrain and the game hits a unit for a fatigue penalty every X seconds its in such terrain. All of these things are interrelated in complex ways, there isn't really a simple way except to accept a compressed timescale. I think a 3-hour fight is plenty long enough to cover QB. SoW isn't a full accurate scaled simulation. If it was it'd be so impossibly boring because divisions would take 30 or 40 minutes to deploy and players would fall asleep. There always has to be compromises in these things.
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Henry Hill
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Re: QB Full 7 hour Battle scenario mod

Post by Henry Hill »

Is it possible to change the movement rates or is it hard coded?
Three columns in the unitglobal file will do it.
Hi,

Had a look at the file but can't see any info to change. Don't really have a clue where to start.
Might just be outwith my skills (loose term :laugh: )

Maybe somebody will take up the baton? Was worth a try but as I really don't know what I'm suppose to do I better not mess around too much.

Many cheers,
HH
Henry Hill
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Re: QB Full 7 hour Battle scenario mod

Post by Henry Hill »

Hi,

Can somebody tell me where in the unitglobal file the troop speed can be adjusted? There doesn't seem to be any reference/value to adjust in the QB file. Does it have to be added manually?

Tried a few things but it makes no difference. Would like to try this out to see how it plays?

Cheers,
HH
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RebBugler
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Re: QB Full 7 hour Battle scenario mod

Post by RebBugler »

Columns E F & G - Walk Speed (miles/hr), Mid Speed , Run Speed (miles/hr)

Divide by 0.5 or 2. If you use the Grog Toolbar edit it's unitglobal.
Last edited by RebBugler on Thu Jul 14, 2016 3:50 am, edited 1 time in total.
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Henry Hill
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Re: QB Full 7 hour Battle scenario mod

Post by Henry Hill »

Hi RebBugler,

Thanks for your help.
I must be a complete thicky. :unsure:
Where (how) exactly do I place the 0.5 in the file? No matter where I place it, the troops still march at the same speed.

Sorry to keep going on but I am curious to see how this plays out and if other adjustments are required.

A full seven hour battle might not be to everybody's taste but that's why there is a save button. ;)

Cheers,
HH
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