Page 3 of 3

Re: Cavalry charge speeds

Posted: Fri Jan 17, 2020 5:41 am
by Buford_119
How would you automatically change the row/column distances for the formation locations? Is there a way to do this as with the overall formation parameters (row/column distance), or should this be done manually?

Re: Cavalry charge speeds

Posted: Fri Jan 17, 2020 7:05 am
by RebBugler
How would you automatically change the row/column distances for the formation locations? Is there a way to do this as with the overall formation parameters (row/column distance), or should this be done manually?
Quoted from the True LOS thread...
However, formations were distorted due to the increased ranges. Fortunately they were fixed by simply reducing all row and column distances by half (multiplying by 0.5). I say simply, but still a long and tedious process since all the individually altered sprite locations within each formation had to be adjusted also. The main row and column adjustments were relatively fast by applying the 0.5 formula to the row and column width columns of the Drills file.
This is in reference to and using Excel...

Re: Cavalry charge speeds

Posted: Tue Jan 21, 2020 3:12 pm
by Buford_119
I have done the following:

1. Halved all row and column distances in drills.csv (both the overall formation columns and the entries for individual men in each formation).

2. Set "UnitsperYard" in the map .ini files to "62" from the default value of 30.

3. Divided all unit movement speeds in unitglobal.csv by a factor of two (new speed = old speed/2).

This is resulting in odd behavior from units, mostly involving individual sprites becoming significantly detached from their parent formations (lone soldiers walking at a substantial distance from their battalions). Is this expected for these changes?

Re: Cavalry charge speeds

Posted: Tue Jan 21, 2020 5:50 pm
by RebBugler
Have you seen these same anomalies in the 'True LOS' mod?

Re: Cavalry charge speeds

Posted: Wed Jan 22, 2020 11:56 am
by Buford_119
I think they may be occurring due to the reduced "event time" (that is, units being placed a shorter distance in yards from one another due to the scaling change). In "Picton's Rascals", for instance, the French troops start at about 140/150 yards from the Allied units, causing several regiments to retreat a short distance before engaging.

Is there a relatively straightforward way to expand the map sizing to restore the original "Yards" distances, or would this require more in-depth work?

Re: Cavalry charge speeds

Posted: Wed Jan 22, 2020 2:51 pm
by RebBugler
Is there a relatively straightforward way to expand the map sizing to restore the original "Yards" distances, or would this require more in-depth work?
From all the feedback I've read, map expansion requires repositioning all map objects and terrain features...Straightforward, maybe, simple and easy, doubtful.

Re: Cavalry charge speeds

Posted: Thu Jan 23, 2020 1:53 pm
by Buford_119
How did you compensate for the halved distance (sometimes bringing units into engagement distance from scenario start) in your True Ground scenarios?

Re: Cavalry charge speeds

Posted: Fri Jan 24, 2020 3:17 am
by RebBugler
How did you compensate for the halved distance (sometimes bringing units into engagement distance from scenario start) in your True Ground scenarios?
True Ground reduces sprite sizes to get longer (more realistic) engagement distances, it only adjusts 'UnitsperYard' to sync with map distances, AS EXPLAINED IN TRUE DISTANCES.