![]() Added two new variables: #unitAItype, #onlyoffAItype. Enabled modder access to skills level and defensive ground bonus with three new AI functions: DBonusVal(), GetLevel() and GetPoints(). Historical variant adjustments for WL10 and WL20 Improved AI stances when stationary and when at long range from the enemy. Added new battle statistics screen on 'end of battle' screen. Reactivated cavalry orders in courier menu. Improved Cavalry and Infantry Square logic and dynamics. Improved control of TC units when near the enemy and under fire. Skirmishers now fall back at shorter distance from nearest enemy if supported. Increased melee penalty for skirmishers. Removed auto-run reaction of troops under fire. Removed the ability for cavalry to capture and bring enemy guns into action. Added the 'targeting' logic for cavalry squadrons (see slider toolbar) ![]() Added new slider Toolbar for player feedback (mod menu) You will be pleased to find all of the features (and more!) that have made Scourge of War: Waterloo one of the best simulators of Napoleonic warfare ever created. The battlefield is meticulously represented in a extensively researched historical 5-mile x 5-mile map. Each unit has its own commander and objectives: under the orders of Marshal Michel Ney, the Duke of Wellington or the Prince William of Orange, you are able to chose which side to take to victory in five new scenarios covering all the critical phases of the battle of Quatre Bras! ![]() You will find all of the historical units that originally fought, in an extremely accurate order of battle. Clicking the hex their target is on makes them fire right away if they are in range, holding the alt key doesnt work for that purpose.Scourge of War: Waterloo takes the action to one of the most famous battles in history. Following and expanding on the scope of the base game, Scourge of War: Quatre Bras heavily focuses on realism about units, formations, tactics, weapon ranges and more. The only alternative i see (but that seems more complicated to program imho) let the support unit share some of the exp of the units under its aura(s)Īdded suggestion 3: the game needs a way to move a ranged unit w/o attacking, eg to move archers right under a flying unit. Seriously: make auras work on the bearer of the artifact pls, the current system makes no sense. but to unlock them they cant be supportive. Basically only heroes have enough slots for auras. artifacts, so if i make a unit supportive i have to keep it in the rear which a) limits the range of the aura and b) renders the unit itself useless and stops it gaining experience. ![]() You could switch to the pool model and balance the exp issue by more/stronger exp auras/artifacts imho.Ģ) see your point 1: Frontline needs directly working armor, regen, dmg. I am sure (let alone its in the tradition of the series) that picking the right army from a pool is way more fun, it also ads replay value since you can try different setups. Gaining experience: you have the same issue with the current system, since you start with a very small fraction of your later army. ![]() Auras are supposed to be "support" stuff, so this is why the unit carrying it does not get the benefits, but it is not intuitive.ġ.) the game already has army pool mode in Skirmish. I get why it sounds attractive, but it would run contrary to many game systems we currently have.Ģ) Yes, that is a little confusing I admit. It also would require more resources to hire people, which messes with the upgrading "economy" we currently have and it would reduce the amount decisionmaking (as you would get a "just have everything" effect). We have looked at option 1) but it has several effects: Your units don't level equally, so you start being disadvantaged in late game when Levels matter a lot. ![]()
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