Search found 2140 matches

by Saddletank
Mon Jan 22, 2018 2:01 am
Forum: Modifications
Topic: New Map - Manassas 12 mile square 144 square miles
Replies: 42
Views: 6313

Re: New Map - Manassas 12 mile square 144 square miles

If criticism is helpful DaV I'd suggest trying a different texture for your creeks. That to me looks like a blue railroad bed; have you tried a water texture rather than a rocky base texture?

Not convinced trails and roads were this wide away from significant cities.
by Saddletank
Mon Jan 22, 2018 1:13 am
Forum: Modifications
Topic: Antietam Terrain Mod
Replies: 55
Views: 7038

Re: Antietam Terrain Mod

<t>That last comment is especially helpful. I think an area defined in the greyscale as woods will have a certain "fade out" zone against whatever area its adjacent to. I presume this is to stop a hard plantation-like edge appearing at the edges of woodland, but if you have a road too close, these "...
by Saddletank
Thu Jan 18, 2018 2:46 am
Forum: Technical Help & Bug Post
Topic: Road Pathing Glitch
Replies: 4
Views: 1705

Re: Road Pathing Glitch

It may also be map-related. Which map(s) does this happen on?
by Saddletank
Sat Nov 11, 2017 12:55 pm
Forum: Waterloo Modifications
Topic: Artillery
Replies: 13
Views: 3009

Re: Artillery

<t>It would be easy to add your shrapnel version into the KS Mod. Shrapnel was fired by all British guns BTW, not just howitzers.<br/> <br/> I'd suggest trying the mod without it though at first since artillery is already much more lethal in the KS Mod and gives us near historical casualty rates - I...
by Saddletank
Fri Nov 10, 2017 5:11 pm
Forum: Waterloo Modifications
Topic: Artillery
Replies: 13
Views: 3009

Re: Artillery

<t>It varies and depends on how near the enemy units are, what type they are (cav vs inf) and whether they are charging or just advancing.<br/> <br/> Much of the time guns will reposition to the rear and the battery commander then has to spend a while gathering them together and resting them before ...
by Saddletank
Wed Nov 08, 2017 8:08 pm
Forum: Waterloo Modifications
Topic: Artillery
Replies: 13
Views: 3009

Re: Artillery

<t>The KS Mod fixed this years ago. You will need to be able to edit code though in the ai.dll file to overcome this.<br/> <br/> I agree its one of the stupidest features in the game and exists only because it was in Gettysburg and it is in there only because of 1 scene in the Gettysburg movie where...
by Saddletank
Wed Oct 18, 2017 5:22 pm
Forum: NSD News
Topic: Sorry for all the spam lately
Replies: 2
Views: 2424

Re: Sorry for all the spam lately

Thanks guys. There's one more there now.
by Saddletank
Fri Oct 13, 2017 5:11 pm
Forum: Nuts and Bolts - Waterloo
Topic: Camera movement when mouse at edge of screen
Replies: 6
Views: 1671

Re: Camera movement when mouse at edge of screen

The way to stop this entirely is to play in HITS mode. In effect you are limited to what the general sees from his horse and the game becomes a first person strategy game. This changes the whole game and may may not be to your taste.
by Saddletank
Tue Oct 10, 2017 9:15 pm
Forum: Modifications
Topic: Culloden
Replies: 12
Views: 2605

Re: Culloden

I would like to play it too, the '45 is one of our most curious and tragic periods of history. I've studied it a fair bit.
by Saddletank
Tue Oct 10, 2017 2:40 pm
Forum: Modifications
Topic: Culloden
Replies: 12
Views: 2605

Re: Culloden

<t>I didn't notice that two of the "top commanders" are the couriers, so this means the courier unit listed last in the OOB has the wrong organisation numbers (the six numbers after the unit name and formation name). These six numbers should place the courier as the C-in-C of its own separate corps....