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.
Search found 2140 matches
- Mon Jan 22, 2018 2:01 am
- Forum: Modifications
- Topic: New Map - Manassas 12 mile square 144 square miles
- Replies: 42
- Views: 6326
- Mon Jan 22, 2018 1:13 am
- Forum: Modifications
- Topic: Antietam Terrain Mod
- Replies: 55
- Views: 7052
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 "...
- Thu Jan 18, 2018 2:46 am
- Forum: Technical Help & Bug Post
- Topic: Road Pathing Glitch
- Replies: 4
- Views: 1706
Re: Road Pathing Glitch
It may also be map-related. Which map(s) does this happen on?
- Sat Nov 11, 2017 12:55 pm
- Forum: Waterloo Modifications
- Topic: Artillery
- Replies: 13
- Views: 3015
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...
- Fri Nov 10, 2017 5:11 pm
- Forum: Waterloo Modifications
- Topic: Artillery
- Replies: 13
- Views: 3015
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 ...
- Wed Nov 08, 2017 8:08 pm
- Forum: Waterloo Modifications
- Topic: Artillery
- Replies: 13
- Views: 3015
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...
- Wed Oct 18, 2017 5:22 pm
- Forum: NSD News
- Topic: Sorry for all the spam lately
- Replies: 2
- Views: 2460
Re: Sorry for all the spam lately
Thanks guys. There's one more there now.
- Fri Oct 13, 2017 5:11 pm
- Forum: Nuts and Bolts - Waterloo
- Topic: Camera movement when mouse at edge of screen
- Replies: 6
- Views: 1673
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.
- Tue Oct 10, 2017 9:15 pm
- Forum: Modifications
- Topic: Culloden
- Replies: 12
- Views: 2609
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.
- Tue Oct 10, 2017 2:40 pm
- Forum: Modifications
- Topic: Culloden
- Replies: 12
- Views: 2609
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....