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Road to Wargram and Peninsular Mod - Updated 1.6

8 years 6 months ago #31 by Jack ONeill

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  • So, here is the relevant section of the log file -

    05:00:00
    loading: FR_GENERAL_WALK
    05:00:00
    loading: FR_GENERAL_STAND
    05:00:00
    loading: FR_GENERAL_GALLOP
    05:00:00
    loading: FR_GENERAL_DEATH
    05:00:00
    loading: GFX_French_Unit
    05:00:00
    loading: GFX_FlagFlair
    05:00:00
    loading: GFX_Wheel
    05:00:00
    loading: FR_OFFICERADJUTANT_WALK
    05:00:00
    loading: FR_OFFICERADJUTANT_STAND
    05:00:00
    loading: FR_OFFICERADJUTANT_GALLOP
    05:00:00
    loading: FR_OFFICERADJUTANT_DEATH
    05:00:00
    loading: FR_OFFICERMOUNTED_WALK
    05:00:00
    loading: FR_OFFICERMOUNTED_STAND
    05:00:00
    loading: FR_OFFICERMOUNTED_GALLOP
    05:00:00
    loading: FR_OFFICERMOUNTED_DEATH
    05:00:00
    loading: FR_LINE_VOLTIGEUR_MARCH
    05:00:00 Not enough Textures for angles and frames NAME:FR_LINE_VOLTIGEUR_MARCH at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-1_walk_4.dds
    05:00:00
    loading: FR_LINE_VOLTIGEUR_STAND
    05:00:00 Not enough Textures for angles and frames NAME:FR_LINE_VOLTIGEUR_STAND at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-2_stand_2.dds
    05:00:00
    loading: FR_LINE_VOLTIGEUR_LOAD
    05:00:00
    loading: FR_LINE_VOLTIGEUR_READY
    05:00:00
    loading: FR_LINE_VOLTIGEUR_FIRE
    05:00:00
    loading: FR_LINE_VOLTIGEUR_DBLQUIK
    05:00:00 Not enough Textures for angles and frames NAME:FR_LINE_VOLTIGEUR_DBLQUIK at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-4_run_4.dds
    05:00:00
    loading: FR_LINE_VOLTIGEUR_CHARGE
    05:00:00 Not enough Textures for angles and frames NAME:FR_LINE_VOLTIGEUR_CHARGE at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-5_charge_4.dds
    05:00:00
    loading: FR_LINE_VOLTIGEUR_MELEE
    05:00:00 Not enough Textures for angles and frames NAME:FR_LINE_VOLTIGEUR_MELEE at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-6_melee_6.dds
    05:00:00
    loading: FR_LINE_VOLTIGEUR_PRONE
    05:00:00
    loading: FR_LINE_VOLTIGEUR_DEATH
    05:00:00 Not enough Textures for angles and frames NAME:FR_LINE_VOLTIGEUR_DEATH at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-8_death_1-3.dds
    05:00:00
    loading: FR_FUS_MARCH
    05:00:00 Not enough Textures for angles and frames NAME:FR_FUS_MARCH at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-1_walk_4.dds
    05:00:00
    loading: FR_FUS_STAND
    05:00:00 Not enough Textures for angles and frames NAME:FR_FUS_STAND at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-2_stand_2.dds
    05:00:00
    loading: FR_FUS_LOAD
    05:00:00
    loading: FR_FUS_READY
    05:00:00
    loading: FR_FUS_FIRE
    05:00:00
    loading: FR_FUS_DBLQUIK
    05:00:00 Not enough Textures for angles and frames NAME:FR_FUS_DBLQUIK at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-4_run_4.dds
    05:00:00
    loading: FR_FUS_CHARGE
    05:00:00 Not enough Textures for angles and frames NAME:FR_FUS_CHARGE at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-5_charge_4.dds
    05:00:00
    loading: FR_FUS_MELEE
    05:00:00 Not enough Textures for angles and frames NAME:FR_FUS_MELEE at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-6_melee_6.dds
    05:00:00
    loading: FR_FUS_PRONE
    05:00:00
    loading: FR_FUS_DEATH
    05:00:00 Not enough Textures for angles and frames NAME:FR_FUS_DEATH at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-8_death_1-3.dds
    05:00:00
    loading: GFX_French_1806
    05:00:00
    loading: FR_CHASCHEVAL_WALK
    05:00:00
    loading: FR_CHASCHEVAL_STAND
    05:00:00
    loading: FR_CHASCHEVAL_GALLOP
    05:00:00
    loading: FR_CHASCHEVAL_CHARGE
    05:00:00
    loading: FR_CHASCHEVAL_MELEE
    05:00:00
    loading: FR_CHASCHEVAL_DEATH
    05:00:00
    loading: AUS_GENERAL_WALK
    05:00:00
    loading: AUS_GENERAL_STAND
    05:00:00
    loading: AUS_GENERAL_GALLOP
    05:00:00
    loading: AUS_GENERAL_DEATH
    05:00:00
    loading: GFX_Austria_Unit
    05:00:00
    loading: AUS_OFFICERMOUNTED_WALK
    05:00:00
    loading: AUS_OFFICERMOUNTED_STAND
    05:00:00
    loading: AUS_OFFICERMOUNTED_GALLOP
    05:00:00
    loading: AUS_OFFICERMOUNTED_DEATH
    05:00:00
    loading: AUS_FUSHELMET_MARCH
    05:00:00 Not enough Textures for angles and frames NAME:AUS_FUSHELMET_MARCH at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-1_walk_4.dds
    05:00:00
    loading: AUS_FUSHELMET_STAND
    05:00:00 Not enough Textures for angles and frames NAME:AUS_FUSHELMET_STAND at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-2_stand_2.dds
    05:00:00
    loading: AUS_FUSHELMET_LOAD
    05:00:00
    loading: AUS_FUSHELMET_READY
    05:00:00
    loading: AUS_FUSHELMET_FIRE
    05:00:00
    loading: AUS_FUSHELMET_DBLQUIK
    05:00:00 Not enough Textures for angles and frames NAME:AUS_FUSHELMET_DBLQUIK at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-4_run_4.dds
    05:00:00
    loading: AUS_FUSHELMET_CHARGE
    05:00:00 Not enough Textures for angles and frames NAME:AUS_FUSHELMET_CHARGE at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-5_charge_4.dds
    05:00:00
    loading: AUS_FUSHELMET_MELEE
    05:00:00 Not enough Textures for angles and frames NAME:AUS_FUSHELMET_MELEE at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-6_melee_6.dds
    05:00:00
    loading: AUS_FUSHELMET_PRONE
    05:00:00
    loading: AUS_FUSHELMET_DEATH
    05:00:00 Not enough Textures for angles and frames NAME:AUS_FUSHELMET_DEATH at PATH:c:\norbsoftdev\scourge of war - gettysburg\base\graphics\units\csa_inf_01-8_death_1-3.dds
    05:00:00
    loading: GFX_Austria_1_1806
    05:00:00
    loading: AUS_DRAGOON_WALK
    05:00:00
    loading: AUS_DRAGOON_STAND
    05:00:00
    loading: AUS_DRAGOON_GALLOP
    05:00:00
    loading: AUS_DRAGOON_CHARGE
    05:00:00
    loading: AUS_DRAGOON_MELEE
    05:00:00
    loading: AUS_DRAGOON_DEATH

    Thoughts?

    Jack B)

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    "Molon Labe"

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    8 years 6 months ago #32 by Jack ONeill

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  • MTG,

    Have tried various combinations of play - still no joy. The possibility of a corrupted download is there. My Norton AV will on occasion block parts of a download saying it isn't safe or something. I think I wasn't able to download the entry-level brigda pack or some such because of it. Wait, just had an idea. Will advise.

    Jack B)

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    "Molon Labe"

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    8 years 6 months ago #33 by Jack ONeill

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  • Going to bypass the AV by opening the mod directly and do a file to file transfer around the AVS.
    Might work.

    Jack B)

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    "Molon Labe"

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    8 years 6 months ago #34 by Jack ONeill

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  • AND ON ANOTHER NOTE...would it make a difference what "Uniform" setting the mod is played on? Looking over the textures aspect I'm thinking sice the uniforms are complicated as such, would they need to be run on "Best" in order to have enough frames and angles? Will try that.

    Jack B)

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    "Molon Labe"

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    8 years 6 months ago #35 by Jack ONeill

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  • GOT IT! Beef and others - uniform settings must be set on "Best" in options. The textures are the key.
    Ta-Da!!!!

    En Avant, Mon Enfants!

    Jack B)

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    "Molon Labe"
    The following user(s) said Thank You: Beef Stu

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    8 years 6 months ago #36 by gunship24

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  • Yes thats correct. Coming from the other game i didnt create any low-res sprites there due to that game needing much lower hardware. This game is more demanding so i should think about doing low-res for this. thanks.

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    8 years 6 months ago #37 by Davinci

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  • Jack - Can you verify the followiing?

    Expand the Mods folder and Right Click the Napoleon Mod - Select Properties

    This is the file size that I'm seeing!

    Size - 1,182,319,870

    Size on Disk - 1,186,795,520

    Contains - 1,135 (10 Folders)

    If your numbers are different - possible currupt download!

    davinci

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    8 years 6 months ago #38 by ADukes

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  • Replied by ADukes on topic Re: Napoleonic download link
    How about using the EDIT button instead of double/triple/quad/... posting?

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    8 years 6 months ago #39 by Michael Slaunwhite

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  • Was this mod created with the Creek addon pack installed by any chance? Just a thought for those who might be having CTD problems.

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    8 years 6 months ago #40 by gunship24

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  • Michael Slaunwhite wrote: Was this mod created with the Creek addon pack installed by any chance? Just a thought for those who might be having CTD problems.


    The CTD is fixed by having uniforms on Best.

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    8 years 6 months ago #41 by Jack ONeill

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  • G,

    Thank you for verifying what I figured out earlier. Have been un-screwing new house all day since this morning and have just now been able to get back to my comp.

    DaV,

    Yes, it is a HUGE file - 128 megabites.

    ADukes,

    Things get posted as I figure it out.

    Jack B)

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    8 years 6 months ago #42 by Davinci

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  • Jack ONeill wrote: DaV,
    Yes, it is a HUGE file - 128 megabites.


    Hey, you figured out this one on your on, good to hear that the Mod is working for you!

    davinci

    The only true logic is that, there is no true logic!

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    8 years 6 months ago #43 by Jack ONeill

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  • DaV,

    Yeah, sometimes...LOL. Great to hear you're on the Map Team, BTW. Knock 'em dead ;)

    Jack B)

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    8 years 6 months ago #44 by cliometrician

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  • Ok, a novice question here. When you say the Napoleonic mod is incompatible with other mods, do you mean that I have to remove every one of my other mods in order to play? I guess that must be the case because the game didn't come up. When I hit the space bar to open the game there is an error message.

    Like I said, it's a novice question. :)

    "I may have fought on the side that was wrong, but I fought on the right side." John S. Mosby

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    8 years 6 months ago #45 by Little Powell

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  • Yes but you don't have to remove them. Just disable them in your mod menu. You probably already knew that but just making sure.. :)

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    8 years 6 months ago #46 by mb213

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  • Replied by mb213 on topic Re: Napoleonic download link
    Downloaded your mod, its fantastic. The battlefield is made colorful with all the different uniforms. I played as the Austrians and got a solid dose of Napoleon. They chased me across the battlefield with relentless furry.

    "Riam nar druid ar sbarin lann"

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    8 years 6 months ago #47 by gunship24

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  • cliometrician wrote: Ok, a novice question here. When you say the Napoleonic mod is incompatible with other mods, do you mean that I have to remove every one of my other mods in order to play? I guess that must be the case because the game didn't come up. When I hit the space bar to open the game there is an error message.

    Like I said, it's a novice question. :)


    Deselect them all. Any mod you have that edits the following files probably wont be compatible:- drills, gui, unitattributes and textures. All the others add extra stuff but i cant be certain.

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    8 years 6 months ago #48 by Marching Thru Georgia

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  • mb213 wrote:

    I played as the Austrians and got a solid dose of Napoleon.

    You'll be hard pressed to beat those Bavarians. Those ice cream men of yours just don't stack up well. Unlike the Civil War, this is a combined arms battle. Not only does the player need to know when to put in his reserves, (you need lots of those), but also when to use your cavalry to break the line and pursue. By the way, in Napoleons time, the arty was placed in front of the troops.

    I can make this march and I will make Georgia howl.

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    8 years 6 months ago #49 by Armchair General

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  • I downloaded it and absolutely love it! Great work!

    Now we are engaged in a great civil war, testing whether that nation, or any nation so conceived and so dedicated, can long endure.

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    8 years 6 months ago #50 by Jack ONeill

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  • FAN-FREAKIN'-TASTIC! Have know played about 6 quick, (ha-ha!), games as either side. FABULOUS! Gunship, thank you. Question - Can the square formation be put in just for visual effect? I realize the lads will run out of formation to fight in melee, but I'm DYING to form square in the face of Cavalry. GREAT JOB!

    Meanwhile, back on the Battlefield........

    Jack B)

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    8 years 6 months ago #51 by Jack ONeill

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  • Also,

    Gonna start editing the French Divisions so Gudin can have a real one and find some troops to have Davouts other Favorite, General Morand, in the game. The three Brothers must all fight together! En Avant!

    Jack B)

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    8 years 6 months ago #52 by born2see

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  • Jack ONeil wrote:

    Can the square formation be put in just for visual effect? I realize the lads will run out of formation to fight in melee, but I'm DYING to form square in the face of Cavalry.


    I put in a Feature Request for this and was informed it's already available. What I don't know is if it will hold the formation in the face of a charge. If it won't let me know and I'll re-submit it with a clarification. Here is the relevant formation.

    DRIL_Lvl6_Inf_Square
    DRIL_Lvl5_Inf_Square

    B

    "Those in whose judgment I rely, tell me that I fought the battle splendidly and that it was a masterpiece of art.” - George McClellan to his wife describing the battle of Antietam

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    8 years 6 months ago - 8 years 6 months ago #53 by gunship24

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  • Square is in the stock game but I left it out for these reasons:
    1) The drill modifiers dont seem to do anything so they will fight the same as if they were in any other formation
    2) They will break formation to melee one on one even if CounterCharge is disabled in the drills file

    I could live with the latter but the first point is the deal breaker, but if anyone else has had results using the drill melee and firing modifers let me know :).

    I am working on some more OObs as some of the units aren't used yet. The eager historian will notice there are some commanders missing from the OOBs provided, mostly brigade commanders. This is due to the sheer size of the brigades, so i split the brigades up into their respective regiments using historically correct Colonels.
    Last edit: 8 years 6 months ago by gunship24.

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    8 years 6 months ago - 8 years 6 months ago #54 by Marching Thru Georgia

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  • Jack O'Neill wrote:

    Gonna start editing the French Divisions so Gudin can have a real one and find some troops to have Davouts other Favorite, General Morand, in the game.

    Tres bonne. Currently, the frogs don't give a very good accounting of themselves. They need the Bavarians to save their bacon. At least that is how my games have played out.

    I have a modified drills.csv with the arty and cavalry positions reversed for divison line formations. I'll post it here. I was also thinking of adding a checkerboard corps formation.

    I can make this march and I will make Georgia howl.
    Last edit: 8 years 6 months ago by Marching Thru Georgia.

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    8 years 6 months ago #55 by born2see

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  • gunship24 wrote:

    Square is in the stock game but I left it out for these reasons:
    1) The drill modifiers dont seem to do anything so they will fight the same as if they were in any other formation
    2) They will break formation to melee one on one even if CounterCharge is disabled in the drills file


    G - Tell me what you'd like to see and I'll re-submit it. I don't know enough to explain it to Norb.

    B

    "Those in whose judgment I rely, tell me that I fought the battle splendidly and that it was a masterpiece of art.” - George McClellan to his wife describing the battle of Antietam

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    8 years 6 months ago #56 by Jack ONeill

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  • All,

    As regards to squares - Understanding that even if they fight as in other formations, Gunship has said the Cavalry has been made more fragile to compensate from "No Squares." Firing and the like could stay the same. The "breaking formation to melee" I think we could live with, IF the formation in question would fall back into square after they won the melee, assuming they did so.
    Also, where would we put the "form Square" button? OR could we code it to a key on the keyboard? Hmmm...

    As a side note, I just fought a great battle with an honest to God pursuit a l'autrace by the Archduke Ferdinand Hussars. Turned them loose to "Raid easy units" or whatever and they rode all over the battle field sabering fleeing French Infantry. Fantastic!! Especially since, years ago, I painted up this very unit. Great to actually use them again.

    Jack B)

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    8 years 6 months ago - 8 years 6 months ago #57 by born2see

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  • Jack,

    Just so I understand. We have a Square formation already and they break formation for melee fight which I assume is historical, but they don't reform automatically after a victory; like the infantry reforms a Line.

    The keyboard can be modded to accept a formation command right now, so can the toolbar to show a button. I haven't tried it but the commands I posted previously could be mapped to a key or button just like any other formation command.

    Then it seems to me the only thing which needs to be coded is the automatic formation back to a Square.

    If you can confirm that this CAN'T be done now then I'll submit it as a Feature Request.

    Edit - Having said all that I'm not sure what this means. How should they fight?

    gunship24 wrote:

    1) The drill modifiers dont seem to do anything so they will fight the same as if they were in any other formation


    Thanks,

    B

    "Those in whose judgment I rely, tell me that I fought the battle splendidly and that it was a masterpiece of art.” - George McClellan to his wife describing the battle of Antietam
    Last edit: 8 years 6 months ago by born2see.

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    8 years 6 months ago #58 by Jack ONeill

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    My Brother, squares would not Historically break formation to fight. They were a defensive formation formed against cavalry only. They were extremely vulnerable to Infantry assault and especially close-range artillery fire, i.e. cannister. Squares required consideralbe combined arms support to survive. An unbroken square was practically invulnerable to cavalry attack. There are maybe a half dozen recorded instances of charging Cavalry breaking a formed square formation during the entire Napoleanic period.

    Yes, there is a "Square" command line in the game. Gunship decided not to use it because the Square would not stay a square to fight. Since none of us has actually used a square formation, we really don't know what it would do. Gunship tried it and he said essentially the same thing I wrote earlier. If I knew how to set it up in the game, I would test drive it and see for myself. However, with my limited abilities, I could not, without help, map the formation to the keyboard or know where to insert the square formation lines directive you so graciously provided earlier.

    Jack B)

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

    "Molon Labe"

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    8 years 6 months ago - 8 years 6 months ago #59 by Marching Thru Georgia

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  • Since you're looking for trouble, let me help you go all in. :) The AI should form a square whenever the infantry feels they are being threatened by cavalry. For the game, maybe they form a square if enemy cav gets to within 300 yd? The cavalry would not normally melee with a square, and a square would certainly not initiate a melee with the cavalry. If there is a melee and the square wins, then they would attempt to reform the square.

    1) The drill modifiers dont seem to do anything so they will fight the same as if they were in any other formation

    I think what gunship means is that the entire square will fire on the cavalry once it is in range and the flag bearer is facing the attacker. In real life, the side of the square facing the cavalry will fire, but not the other 3 sides and regardless of which way the flag bearer is facing.

    Please let us know Norb's response to this rather modest request. :laugh:

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    Last edit: 8 years 6 months ago by Marching Thru Georgia.

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    8 years 6 months ago #60 by Jack ONeill

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  • MTG,

    Brilliant! Hadn't thought that far ahead. Tip o' the chapeau to you, Sir.

    Yes, auto-forming at some distance unless under TC, AND form or not form as commanded under TC. Also, yes, I figured the firing would be all at once, rather than historically by the side facing the enemy. No, Cavalry generally did not melee the square. It was the THREAT that caused the formation in the first place.

    Dude, I'm ALWAYS all in. ;)

    Jack B)

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    "Molon Labe"

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