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Re:Mod: Shenandoah 1862

Posted: Mon Apr 12, 2010 1:02 am
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.

Re:Mod: Shenandoah 1862

Posted: Mon Apr 12, 2010 7:15 am
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. :(

Re:Mod: Shenandoah 1862

Posted: Mon Apr 12, 2010 8:12 pm
by Hancock the Superb
No problem - I'm not creating a map yet. Just OOBs.

Re:Mod: Shenandoah 1862

Posted: Tue Apr 13, 2010 11:26 am
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.

Re:Mod: Shenandoah 1862

Posted: Tue Apr 13, 2010 3:06 pm
by Chamberlain
Sounds good Hancock !!!

Chamberlain

Re:Mod: Shenandoah 1862

Posted: Wed Apr 14, 2010 8:34 pm
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.

Re:Mod: Shenandoah 1862

Posted: Sun Apr 18, 2010 7:02 pm
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!

Re:Mod: Shenandoah 1862

Posted: Sun Apr 18, 2010 9:08 pm
by Chamberlain
Understood Hancock , absolutely!!

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

:) :)

Chamberlain

Re:Mod: Shenandoah 1862

Posted: Mon Apr 19, 2010 4:47 pm
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.

Re:Mod: Shenandoah 1862

Posted: Fri Apr 23, 2010 7:53 pm
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!