SOW: Waterloo
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- Posts: 453
- Joined: Sun Jul 31, 2011 1:28 am
SOW: Waterloo
I'm downloading it as I type. I can't wait to see how good it is
God darn. Holy testicles. All them people.
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- Reactions:
- Posts: 1028
- Joined: Thu Apr 15, 2010 6:43 am
Re: SOW: Waterloo
Will, use the Reb Bugler toolbar mod that's in the game.
Re: SOW: Waterloo
The toolbar mod is a must.
I would suggest that even experienced players take the tutorial for a spin or two.
It will be awhile before I attempt anything larger than a brigade.
Looks pretty awesome though.
The AI is cool.
I threatened a French regiment with a squadron of cavalry and then pounded it with a battery when it formed square. It wisely withdrew but managed to form square again when I tried to charge from too great a distance.
My squadron paid the price for my poor timing.
Nice game folks!
I would suggest that even experienced players take the tutorial for a spin or two.
It will be awhile before I attempt anything larger than a brigade.
Looks pretty awesome though.
The AI is cool.
I threatened a French regiment with a squadron of cavalry and then pounded it with a battery when it formed square. It wisely withdrew but managed to form square again when I tried to charge from too great a distance.
My squadron paid the price for my poor timing.
Nice game folks!
Re: SOW: Waterloo
I love it! The tutorial was a must do for me too. I love the way cavalry is done, very realistic! There is wonderful depth of play in this wargame. It is certainly the best Napoleonic game yet. Thanks to the devs, I can see you put a lot of work into this, it is appreciated. :cheer:
Re: SOW: Waterloo
Dont just dismiss the new UI - it took us some time to get used to but much prefer it.
Re: SOW: Waterloo
I agree with Conor regarding the UI. It does take some time to get used to. If you played lots of GB you will propably dislike the changes for the first few battles. For me, after that learning time I wouldn't want to go back. When I play GB now, its interface feels very clumsy to me.
Re: SOW: Waterloo
I am actually curious to see whether the new control scheme brings the game into line with the rest of RTS gaming standards. If so it's a good move no matter what the original grogs who only play this game think I would guess.
Re: SOW: Waterloo
I would agree with you. It is quicker, easier - I just like it. We had to decide on what buttons made it onto the four context UI menus, try to keep them minimal but still let you do everything you needed. It is very easy to mod - I'm sure people will make bigger versions, it will be great.
Last edited by con20or on Wed Jun 10, 2015 2:25 pm, edited 1 time in total.
Re: SOW: Waterloo
I only prefer the modded toolbar due to the fact that there is more buttons, such as a button to split the battalion up and form skirmish units, I couldn't do it with the vanilla one unless I gave a written courier message.
Also several other handy buttons for micromanagement, such as wheeling, firing whilst advancing/falling back, charging ect.
Couldn't find any of these buttons on the vanilla tool bar.
Also several other handy buttons for micromanagement, such as wheeling, firing whilst advancing/falling back, charging ect.
Couldn't find any of these buttons on the vanilla tool bar.
Re: SOW: Waterloo
They are all in the vanilla context menus, when you right click on a commander or unit you get menus depending on their current situation. The split button and unsplit is there - so is advance, charge, fallback. Some only appear when they are engaged - for example you wont want to charge if their are no enemy nearby.