Mod: Shenandoah 1862

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
Hancock the Superb
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Re:Mod: Shenandoah 1862

Post by Hancock the Superb »

UPDATE:

Currently working on putting artillery under brigade command, putting an artillery battalion under divisional command, and placing individual regiments under a division commander. In other words, testing the limits of flexibility of SoW.

Kernstown OOB will be out by the next Sunday, at the latest.
Hancock the Superb
MarkT
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Re:Mod: Shenandoah 1862

Post by MarkT »

Ummmm, You do know of course that you cannot make maps for this at this time.
This is not opened up like TC2M yet. :(
Mark S. Tewes
Hancock the Superb
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Re:Mod: Shenandoah 1862

Post by Hancock the Superb »

No problem - I'm not creating a map yet. Just OOBs.
Hancock the Superb
MarkT
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Re:Mod: Shenandoah 1862

Post by MarkT »

Cool, it should be pretty good.

kernstown is such a small fight... But I suppose with a good map, you can cover both Kernstowns, 1 & 2.
Mark S. Tewes
Chamberlain
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Re:Mod: Shenandoah 1862

Post by Chamberlain »

Sounds good Hancock !!!

Chamberlain
-Col. Joshua Chamberlain, 20th Maine

We cannot retreat. We cannot withdraw. We are going to have to be stubborn today
Hancock the Superb
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Re:Mod: Shenandoah 1862

Post by Hancock the Superb »

MarkT: Sure, someone can use my map after I've created it, but I'm not doing the 1864 campaign at all - I know nothing of it. I will not be making an 1864, and I never will. Sorry folks.
Hancock the Superb
Hancock the Superb
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Re:Mod: Shenandoah 1862

Post by Hancock the Superb »

I must apologize for my earlier post about the OOB coming out today. It will not.

I have been playing around with putting artillery under brigade command, and artillery battalions under division command, and I have found no luck with this aspect. The game is very dynamic - I can place everything in the right places and get it to work, however, when you move them around, they remain in the same formation - you cannot really get them to change formation, without doing it manually.

I will continue to work on this problem (the only thing keeping me from releasing Kernstown), and as soon as I have fixed it, the OOB will be playable.

For reassurance - unit strength, quality, weapons, and commanders have all been researched as far as possible. I hope that this setback will not cause any hurt feelings.

Thanks for your understanding!
Hancock the Superb
Chamberlain
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Re:Mod: Shenandoah 1862

Post by Chamberlain »

Understood Hancock , absolutely!!

Don't rush, we are here to stay !!!

:) :)

Chamberlain
-Col. Joshua Chamberlain, 20th Maine

We cannot retreat. We cannot withdraw. We are going to have to be stubborn today
BOSTON
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Re:Mod: Shenandoah 1862

Post by BOSTON »

Have you been down Skyline Drive in the Shenandoah National Park, from Font Royal to Rockfish Gap? There are some impressive views into the Valley, the patchwork of farms is kinda neat. Trudging the ridges during the time of the CW must of been arduous. Good luck with your campaign.
HOISTINGMAN4

Drafted in Boston
Hancock the Superb
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Re:Mod: Shenandoah 1862

Post by Hancock the Superb »

Gentlemen:

Fortunatly, the error is a simple fix - an update of some formations.

The problem is, I cannot fix the formations until the SDK comes out.

I will work on all the other OOBs and hopefully will be able to release them all after the simple fix.

Thanks for your understanding!
Hancock the Superb
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