Kuniworth Posted March 15, 2007 Share Posted March 15, 2007 Get it at cmmods.com The battle is now even more historical and intense, with even more critical decisions to be made. Victory conditions have been changed, a draw is no longer possible Version 1.1 Changes Victory conditions have been changed; * Both sides will win a decisive victory if they hold La Belle Alliance and Mont st Jean before the battle ends. This victory condition symbolizes the complete rout of the enemy. * France will win a tactical victory if they hold all 5 victory objectives La Belle Alliance, Plancenoit, Hougoumont, La Haie Sainte, Papelotte at the end of battle. That is all of the french and british victory objectives except Mont st Jean. This victory condition symbolizes a french victory at Waterloo - but with allied resistance not completly broken the outcome of the war is uncertain. * The allies will win a strategic victory if they manage to hold on to Mont st Jean and at least one of the other victory objectives La Belle Alliance, Plancenoit, Hougoumont, La Haie Sainte, Papelotte at the end of the battle. This victory condition symbolizes Napoleon’s failure to crush the allies at Waterloo - and as a result will eventually lead to him losing the war. - Blucher now arrives with strength 5 instead of 10 - Fixed a bug with the arrival of Grouchy. It should now work properly – there are 5% chance each turn that Grouchy’s french forces show up at Hubermont after turn 14. - Adjacent penalty now 1 instead of 0 - Prussian starting position moved west to make them join the action on historical time. - French La Marck regiment deleted. - English units at Hougoumont-woods, Papelotte, La Haie, La Haye Sainte now entrenched. That was unfortunately over-looked in the 1.0 version. - City of Braine l’Alleud now included on the far british right. That means Aubreme’s and Detmer’s brigades arrive at the start instead of turn 16. - Base now give 50 and objectives and village 10 Morale points each. - Entrenchment changed to 4 for forrests, 1 for crests and 8 for village, base, objectives and farms. This will hopefully increase the british defensive capability. - England starts with an initial morale points base so they can rally on the first turn. - Cavalry brigades now got infantry defence 2 instead of 3. - Regular brigades have the cavalry defence value increased from 1 to 2. - Frischermont now controlled by the the british at start. - New England leaders: de Perponcher, rate 3 and experience 3 added to the british left flank. He was the 2nd Belgian-Dutch infantry division commander. Reason to bring him in is to have the historical commmander on the english flank instead of players moving out Picton HQ from the center. - French Guyot(4) HQ deleted. He was not a Corps commander or similar. - All units with experience 0 now given 1 to reduce the impact of experience. GOOD LUCK GENERAL Anyone up for a game? PBEM or TCP/IP 0 Quote Link to comment Share on other sites More sharing options...
Retributar Posted March 15, 2007 Share Posted March 15, 2007 WoW!!!...you seem to have 'Out-Done' yourself on this MOD Kuniworth!. I can't help, but be impressed!. I will presently download and give your MOD a try-out!. 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted March 15, 2007 Share Posted March 15, 2007 Nice changes. I'm up for a rematch this week. Going for a historical outcome this time Got a new patch installed also, dying to try out the changes 0 Quote Link to comment Share on other sites More sharing options...
Kuniworth Posted March 16, 2007 Author Share Posted March 16, 2007 Cool, I'd love to play a rematch, doesnt matter what side. Things are way tougher for France now. More entrenchments, stronger prussians, slightly less effective cavalry and no draw possible anymore. Im very pleased with the new victory conditions. They really get the essence out of the battle and give the player the historical choices. Fighting will be desperate as no draw are possible anymore, now players not only have to chose what sector to attack on, but also if they should go for that knock out blow or play defensively. This include France too. 0 Quote Link to comment Share on other sites More sharing options...
Blashy Posted March 16, 2007 Share Posted March 16, 2007 This mod needs to be looked at by anyone who enjoys SC2. You can play the whole mod in less than 2 hours. Even vs. the AI it is fun. 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted March 16, 2007 Share Posted March 16, 2007 Yeh, that's the main reason why i don't play many online matches. The normal sc2 campaign takes ages to finish. Our last game indeed took about 2 or so hours, and it's nonstop action 0 Quote Link to comment Share on other sites More sharing options...
Moonslayer Posted March 18, 2007 Share Posted March 18, 2007 Originally posted by Blashy: This mod needs to be looked at by anyone who enjoys SC2. You can play the whole mod in less than 2 hours. Even vs. the AI it is fun. This is the main reason I like to play the smaller scenarios (And why I tend to make smaller ones too ;p) This is a great mod... one which I enjoy playing immensely! 0 Quote Link to comment Share on other sites More sharing options...
seigneurtrente Posted April 4, 2007 Share Posted April 4, 2007 Hi, I download your Waterloo file but i still haven't understand how to use it. If i copy it into the campaign folder, i'm unable to see any waterloo game since i am in the game... Can you help ? Thanks a lot 0 Quote Link to comment Share on other sites More sharing options...
Kuniworth Posted April 4, 2007 Author Share Posted April 4, 2007 Originally posted by seigneurtrente: Hi, I download your Waterloo file but i still haven't understand how to use it. If i copy it into the campaign folder, i'm unable to see any waterloo game since i am in the game... Can you help ? Thanks a lot Do you have SC2 version 1.06? Do the campaignfile end with .cgn? Sure you copied everything into the Campaign directory, both campaign file and folder should go there. 0 Quote Link to comment Share on other sites More sharing options...
seigneurtrente Posted April 5, 2007 Share Posted April 5, 2007 Argh... The problem probably comes from the 1.06 patch! I'll install it and let you know soon! Thanks a lot Bye 0 Quote Link to comment Share on other sites More sharing options...
Kuniworth Posted April 6, 2007 Author Share Posted April 6, 2007 Originally posted by seigneurtrente: Argh... The problem probably comes from the 1.06 patch! I'll install it and let you know soon! Thanks a lot Bye Let me know if you want a human vs human game. I'll take any side. 0 Quote Link to comment Share on other sites More sharing options...
Bill101 Posted May 12, 2007 Share Posted May 12, 2007 I've finally had a chance to give this a go and I've been surprised at how well it works! I must confess that I was a bit sceptical at first when I saw that a Waterloo mod had been created, but now I'm thinking that it would be good to see more Napoleonic scenarios, possibly some 19th century colonial scenarios too. 0 Quote Link to comment Share on other sites More sharing options...
Retributar Posted May 12, 2007 Share Posted May 12, 2007 "Hear! Hear!", i wholeheartedly agree!...'3 - Hip-Hip-Hooray's & Cheers' for "Kuniworth"!. 0 Quote Link to comment Share on other sites More sharing options...
Colin I Posted May 19, 2007 Share Posted May 19, 2007 Very nice mod, plays much better than many of the SC2 WWII smaller scale games including the ones that come with the strategic game. This feels right. Is there any way of stopping units being rallied above their original level - seems a bit much of an enhancement for small units? 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted May 19, 2007 Share Posted May 19, 2007 You can disable elite reinforcements i believe. 0 Quote Link to comment Share on other sites More sharing options...
Colin I Posted May 21, 2007 Share Posted May 21, 2007 Yes, but some forwards allied units start at very low strengths, eg 4, and can be rallied to 10. These were small units that were unlikely to be enhanced or reinforced that much. This distorts the game as they are often at very high levels of entrenchment and rallying in this way makes them almost unbeatable. 0 Quote Link to comment Share on other sites More sharing options...
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