Hi Crikey, I am getting a 404 error on the d/l link.Latest link/version in first post
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- Fri Dec 20, 2019 8:41 pm
- Forum: Waterloo Modifications
- Topic: Lace Wars Map Pack for SoWWL
- Replies: 27
- Views: 19196
Re: Lace Wars Map Pack for SoWWL
- Fri Dec 20, 2019 8:37 pm
- Forum: Waterloo Modifications
- Topic: Re: Building a map, start of a project, help will be needed
- Replies: 144
- Views: 46416
Re: Building a map, start of a project, help will be needed
We found that the QB pond caused MP games to crash so in the end we just removed it. It's now an empty crater.
- Fri Dec 20, 2019 8:31 pm
- Forum: Waterloo Modifications
- Topic: KS Mod - Questions regarding functionality
- Replies: 8
- Views: 8899
Re: KS Mod - Questions regarding functionality
Have you got the volley fire button activated on the unit that is not shooting? Units will use volley fire only at certain ranges and will not shoot until a target enters that range.
- Sat Sep 07, 2019 5:22 pm
- Forum: Discussion
- Topic: mod include Austria
- Replies: 1
- Views: 5957
Re: mod include Austria
The KS Mod Austrians are the only sprites made so far. I find that once you are in the heat of battle the visuals take a second place to your concentration on the action so pretty sprites can actually be a distraction!
- Mon May 21, 2018 5:03 am
- Forum: Waterloo Modifications
- Topic: New Version of the KS Napoleon Mod Released
- Replies: 91
- Views: 52519
Re: New Version of the KS Napoleon Mod Released
<r><QUOTE><s>[quote]</s><QUOTE><s>[quote]</s>The couriers will hang around until the enemy, (non-officers), gets within 600-650 yd. before making a report. So in that case, they can give you an idea if the force they've found is just a brigade, errant battery or a division. <e>[/quote]</e></QUOTE> I...
- Tue Jan 30, 2018 6:10 am
- Forum: Waterloo Modifications
- Topic: Artillery
- Replies: 13
- Views: 4999
Re: Artillery
<t>To be honest I have never tried using canister vs buildings and I don't think anyone in our group has. First its pretty much impossible to get a battery to unlimber that close and second its so gamey that I don't think anyone in our group would have the nerves to try something that's that unreali...
- Sun Jan 28, 2018 10:45 pm
- Forum: Modifications
- Topic: Antietam Terrain Mod
- Replies: 55
- Views: 13338
Re: Antietam Terrain Mod
Looking good. We need someone to redo the zig-zag fencing texture though - the alpha channel layer isn't quite right.
- Sun Jan 28, 2018 10:38 pm
- Forum: Waterloo Modifications
- Topic: Artillery
- Replies: 13
- Views: 4999
Re: Artillery
<r>I see you are discovering that changing one thing in the game alters something else. <E>:D</E><br/> <br/> The KS mod prevents foot artillery from unlimbering close to an enemy so with the mod the issue you describe cannot happen. Horse artillery can unlimber closer to an enemy than foot artillery...
- Tue Jan 23, 2018 7:01 pm
- Forum: Modifications
- Topic: Antietam Terrain Mod
- Replies: 55
- Views: 13338
Re: Antietam Terrain Mod
<t>In "mapname.csv" column J is headed "no thin". I have never personally changed the value in here but you could try inserting a "1" for your woods greyscale value where you are having trees bleed over onto the roads. Without a thinning switch on at the edge this may made the woods boundary more so...
- Mon Jan 22, 2018 7:39 pm
- Forum: Modifications
- Topic: Antietam Terrain Mod
- Replies: 55
- Views: 13338
Re: Antietam Terrain Mod
<r><QUOTE><s>[quote]</s>So, is there a chance of making a working ANT_1.CSV file for this?<e>[/quote]</e></QUOTE> Not directly. As DaV has pointed out, the same greyscale numbers are used by the two maps for two different terrain types, so you'd need to make sure your bmp greyscale number fits the t...