Search found 2140 matches

by Saddletank
Fri Dec 20, 2019 8:41 pm
Forum: Waterloo Modifications
Topic: Lace Wars Map Pack for SoWWL
Replies: 27
Views: 8124

Re: Lace Wars Map Pack for SoWWL

Latest link/version in first post
Hi Crikey, I am getting a 404 error on the d/l link.
by Saddletank
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: 17278

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.
by Saddletank
Fri Dec 20, 2019 8:31 pm
Forum: Waterloo Modifications
Topic: KS Mod - Questions regarding functionality
Replies: 8
Views: 3362

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.
by Saddletank
Sat Sep 07, 2019 5:22 pm
Forum: Discussion
Topic: mod include Austria
Replies: 1
Views: 3088

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!
by Saddletank
Mon May 21, 2018 5:03 am
Forum: Waterloo Modifications
Topic: New Version of the KS Napoleon Mod Released
Replies: 91
Views: 22848

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...
by Saddletank
Tue Jan 30, 2018 6:10 am
Forum: Waterloo Modifications
Topic: Artillery
Replies: 13
Views: 2998

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...
by Saddletank
Sun Jan 28, 2018 10:45 pm
Forum: Modifications
Topic: Antietam Terrain Mod
Replies: 55
Views: 7009

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.
by Saddletank
Sun Jan 28, 2018 10:38 pm
Forum: Waterloo Modifications
Topic: Artillery
Replies: 13
Views: 2998

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...
by Saddletank
Tue Jan 23, 2018 7:01 pm
Forum: Modifications
Topic: Antietam Terrain Mod
Replies: 55
Views: 7009

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...
by Saddletank
Mon Jan 22, 2018 7:39 pm
Forum: Modifications
Topic: Antietam Terrain Mod
Replies: 55
Views: 7009

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...