So could I achieve the "True Ground" effect by halving all speeds and halving the sprite sizes?
Also, doesn't the increased "in-game" speed mean that units can cover the weapons range of an average musket (150 yards) in less time than it would take in real life?
Search found 51 matches
- Tue Jan 14, 2020 12:14 pm
- Forum: The Wars of Napoleon
- Topic: Cavalry charge speeds
- Replies: 27
- Views: 8478
- Sun Jan 12, 2020 6:32 am
- Forum: The Wars of Napoleon
- Topic: Cavalry charge speeds
- Replies: 27
- Views: 8478
Re: Cavalry charge speeds
But a unit would cover 100 "in-game" yards in the same time that it would cover 100 "real" yards in real life?
- Sun Jan 12, 2020 4:44 am
- Forum: The Wars of Napoleon
- Topic: Cavalry charge speeds
- Replies: 27
- Views: 8478
Re: Cavalry charge speeds
<t>RebBugler,<br/> <br/> Just a point of clarification:<br/> <br/> When you say that units cover in-game distances faster, is this due to the distances between certain features being reduced? That is, will units travel from point A to point B in-game faster than they would travel from point A to poi...
- Wed Jan 01, 2020 5:55 pm
- Forum: The Wars of Napoleon
- Topic: Cavalry charge speeds
- Replies: 27
- Views: 8478
Re: Cavalry charge speeds
What is the numerical value of this scaling factor (that is, how much faster do units move in SOW relative to real life)?
- Wed Jan 01, 2020 2:39 pm
- Forum: The Wars of Napoleon
- Topic: Cavalry charge speeds
- Replies: 27
- Views: 8478
Re: Cavalry charge speeds
How does SOWWL scale distances/speeds? That is, do units cover a certain in-game distance faster than they would cover that distance in real life?
- Tue Dec 31, 2019 1:22 pm
- Forum: The Wars of Napoleon
- Topic: Cavalry charge speeds
- Replies: 27
- Views: 8478
Cavalry charge speeds
What would be the typical (real-life) speed of a cavalry charge? I have seen values between 20 mph and 45 mph, and wanted to ask which speed was generally used.
- Tue Dec 31, 2019 11:32 am
- Forum: Waterloo Modifications
- Topic: Map scaling
- Replies: 3
- Views: 2902
Map scaling
Hello,
What is the scaling used for the in-game maps relative to the real-life locations? Is this a consistent amount, or does it vary across individual maps?
- Buford_119
What is the scaling used for the in-game maps relative to the real-life locations? Is this a consistent amount, or does it vary across individual maps?
- Buford_119
- Sun Dec 29, 2019 10:16 am
- Forum: Waterloo Modifications
- Topic: Modifying units to “volley fire” by default
- Replies: 7
- Views: 3470
Re: Modifying units to “volley fire” by default
And in order to allow the AI to "realize" this as well, you would basically need to rewrite it from scratch, correct? Can this be done in the same way as the KS mod, or would it require access beyond what the KS group has been able to achieve?
- Sun Dec 29, 2019 10:07 am
- Forum: Waterloo Modifications
- Topic: Modifying units to “volley fire” by default
- Replies: 7
- Views: 3470
Re: Modifying units to “volley fire” by default
<r>Thanks for the detailed explanation <E>:)</E> <br/> <br/> As I understand it, you are saying that the AI routines are based on "fire-at-will" as the default mode of firing, and would underperform if this modification were to be made. But wouldn't that actually give the <I><s>[i]</s>player<e>[/i]<...
- Sun Dec 29, 2019 6:42 am
- Forum: Waterloo Modifications
- Topic: Modifying units to “volley fire” by default
- Replies: 7
- Views: 3470
Re: Modifying units to “volley fire” by default
But if both the player and AI sides had this setting, wouldn’t this even out?