Napoleon's Last Battle - Demo
Take command of
either Wellington's or Napoleon's great armies in an attempt to change
history in this most famous of 19th century battles. Using the powerful
engine originally developed for Sid Meier's Gettysburg, every attack,
win, retreat, and defeat is accurately portrayed in this exciting
new combat strategy demo.
Old saved games from versions 1.000 and 1.001 will not work with
version 1.002. You must start new games with this version.
FEATURES/ENHANCEMENTS FOR WATERLOO-NLB 1.002
ANIMATION FRAME-RATE ENHANCEMENTS -
Improvements have been made to animation frame rates. Units should
move more smoothly on the march, and should not appear as "jerky"
or "mechanical" as they did in previous versions.
(2) MOVE ON RIGHT CLICK - You
can now move a unit by selecting it, and then right-clicking on the
desired destination. This "preference" is on the Preference
Screen and can be toggled on/off as desired. "Move on Right Click"
also works in conjunction with "Auto Move Brigade". If you
have both toggled "on", then a leader's entire brigade will
move on the right click.
(3) RANDOMIZING BATTLE LOCATIONS
- The Battle Location screen under the DYOB feature now has a toggle
to randomize the battle location of a newly created scenario. If you
have the "Always Random" feature toggled "on"
when you save a newly created scenario, then each time you open the
scenario to play it, the program randomly selects new objective sites.
PROTECTING BATTERIES IN SQUARES -
Artillery units can now be protected by infantry squares. When an
artillery unit is near an infantry unit (within roughly 70 yards)
in a fully-formed Square, the gun battery's crew can be placed in
the square for protection (one artillery unit per square). To shelter
an artillery unit's crew inside a square, follow these steps:
(a) Place the infantry and artillery
units beside each other (within about 70 yards, or 1 grid square if
you have the game's grid "on"); (b)
Put the infantry unit in Square;
(c) As soon as the infantry unit
finishes forming square, the artillery crew will be able
to enter the square; (d) Select
the artillery unit again, and notice that it will now have the regular
"Square" formation button activated; (e)
With the artillery unit selected, select the Square command. The gun
crew immediately begins to blink, and will continue blinking until
it reaches the square and hides. The blinking reflects the time it
takes for the crew to move to the square and enter it. How quickly
an artillery crew moves into a square is based on its Quality (the
higher its quality the faster it moves); (f)
Once the battery's crew stops blinking, it is considered safely "inside"
the square. The battery's map icon now shows no figures standing beside
the cannon and its flag "dulls" out. While the battery is
in this "abandoned" state it can no longer fire or be moved.
(g) Notice that the Square button
for both the infantry unit and the artillery unit changes. It is now
shown as a hollow square with a dot. This reflects that the battery's
crew is sheltering inside the infantry square.
To have the gun crew move back to its battery, either... (a)
Change the formation of the protecting infantry unit, or (b)
Select the "abandoned" artillery piece and press its Square
button, or (c) Select the "abandoned"
battery and give it a move order. The "move" order won't
actually be implemented (an abandoned battery can't be moved), but
its crew will interpret this as an order to reman their guns. The
crew will return to its guns (in a speed reflective of its quality).
IMPORTANT: An artillery unit will usually move into a square
automatically if it is within 70 yards of the square and is threatened
by enemy cavalry. The AI determines the severity of the threat and
"automatically" moves your gun crews to safety. This means
that you do not have to keep constant watch over your gun batteries
(assuming, of course, that you've taken the necessary steps to put
your gun batteries and infantry squares in close proximity).
(5) DESIGN-YOUR-OWN BATTLES "OFFENSIVE"
TYPE MISSIONS AND NUMBER OF VP LOCATIONS - The number of
VP sites in "offensive" type DYO battles has been modified
to the following:
COLONEL RANK: 60% chance of 1
objective; 40% chance of 2 objectives
GENERAL RANK: 40% chance of 1
objective; 60% chance of 2 objectives
MARSHAL RANK: 50% chance of 2
objectives; 50% chance of 3 objectives
EMPEROR RANK: 30% chance of 2
objectives; 40% chance of 3 objectives; 30% chance of 4 objectives.
Also, all "Long" type Offensive missions have one extra
VP over and above the number(s) they get as per the chart above. Thus,
playing a "Long General" scenario, you have a 40% chance
of 2 objectives, and a 60% chance of 3 objectives. The one exception
to this is that "Long Emperor" scenarios will never have
more than 4 objectives in an Offensive mission.
ADDING NEW LEADER PICTURES -
The game code has been modified to allow players to add new leader
pictures up to "smgen00199".
(7) ADDING NEW SCENARIOS - The
game code has been modified to allow players to add new scenarios
up to "water199.scn".
(8) HOTKEYS - The F4 hotkey (which
could already be used to jump to the location mentioned in a newly-displayed
courier message) has been modified. If you press "F4" a
second time you are taken back to your previous location.
(9) GAME SPEED - The "Slow"
speed has been modified to represent "real-time" (meaning,
one minute of game time on the Slow speed now reflects approximately
one minute of real time).
(10) CHANGING DIFFICULTY IN A MULTI-PLAYER
GAME - A player participating in a multi-player game can
no longer change the difficulty level he is playing at. Players can
still specify different difficulty levels before a multi-player game
(11) COMMAND BUTTONS - All command
buttons (which blink on and off to indicate activation) now blink
at a consistent rate, regardless of game speed.
(12) RETREATING UNITS RETAIN FLAG
- If a unit has just conducted a charge and does not rout but instead
simply retreats away from the attack to reform, it will retain its
flag. This is different from previous versions, where both retreating
and routing units lost their flags after the charge. This should help
you better distinguish between retreating and routing units. Also,
a unit retreating will have its retreat path marked with a yellow
MASS COLUMNS - The Mass Column formation has been improved
so that the battalions of each brigade form together and the brigades
form up one after the other.
II. BUGS FIXED FOR WATERLOO-NLB v1.002
SCENARIO UPDATES - A number of scenarios have been modified
to improve balance, and some minor anomalies were disovered and fixed.
The biggest changes were made to "La Grande Armee" ("water62.scn").
All French units have been "deactivated" to start the scenario.
This is due to requests by customers stating that as soon as the scenario
started they had to spend a good deal of time as a French commander
going around the battlefield deactivating units to conserve Army Morale.
Now, as the French commander, you must instead decide which units
to "activate" to start the battle (and when). All front
line Allied units remain "active" to start the battle, but
all Allied units behind the front lines have also been deactivated.
The only other major change is that the French 12-pounder guns in
the center (those that
anchor the left flank of the Grand Battery) have been activated and
can now be moved by the French commander. All other changes to
the updated scenario files were minor.
(2) GATHERING ARTILLERY IN DYOB SCENARIOS
- Corps and Division commanders are now able to gather their own artillery
in "Design Your Own" battles. In versions 1.000 and 1.001,
only Army commanders could be used to gather artillery in DYO battle.
(3) UNIT MOVEMENT & GAME TIME SYNCH PROBLEM
- In versions 1.000 and 1.001, in the same space of game time, the
units of a player using a faster computer would sometimes move farther
on the battlefield than units moving when the game was played on a
slower machine. This has been fixed.
(4) DEACTIVATED UNITS MOVING -
In versions 1.000 and 1.001, "deactivated" units would sometimes
move for no apparent reason. This problem has been addressed and should
no longer occur.
(5) SUNKEN ROADS, COHESION AND CAVALRY
- Cavalry will now suffer an appropriate amount of cohesion loss when
moving over sunken roads. This has the effect of weakening cavalry
somewhat, since the success or failure of a charge depends in large
part on the charging unit's cohesion at the moment it clashes with
its target. Charges across or into sunken roads will be more difficult
to pull off. Cavalry can charge across sunken roads (contrary to what's
specified in the manual), but this modification should make the charge
(6) ROUTED UNITS - Routed units
should now exit the map.
(7) LEADER PROXIMITY - Leaders
controlled by the AI should remain a little closer to their troops.
(8) DIVISIONAL LEADERS - A divisional
leader should now keep better "pace" with his troops that
have been given a divisional-level movement command.
(9) DYO BATTLE REINFORCEMENTS
- A bug was fixed that caused "Late" reinforcments to arrive
earlier than "Early" reinforcements. "Early" reinforcements
arrive once the scenario is approximately 30% complete, and "Late"
ones arrive once the battle is about 60% done.
CAVALRY VS. CAVALRY MELEES - There was a bug associated
with cavalry vs. cavalry melees where the angle of attack was not
being correctly applied, causing inconsistent melee results to occur.
This has been fixed.
ADDITIONAL INFORMAITON FOR WATERLOO-NLB v1.002
NEW PLAYTESTERS - We want to thank Chris Merchant and Larry
Hookins for their invaluable help in testing patches 1.001 and 1.002.
(2) HOTKEYS - Two hotkeys were
omitted from the hotkeys listed in the back of the manual. (a)
"Move Oblique" - If you wish to order your troops to move
"obliquely", select the (letter) O key as you move the unit.
The movement arrow turns blue and as soon as you release the mouse
button, and the selected unit will move obliquely to the designated
location. (b) "Double-Click
Retreat" - Double-clicking on the retreat button retreats a unit
to its commander.
REINFORCEMENT LOCATIONS & JUMP MAP - When a reinforcement
arrives, you will receive a message in the message box (upper left
hand corner). In addition, a small "flashing" yellow box
appears on the Jump Map indicating where the reinforcements are located.
fixes/enhancements have been addressed in Waterloo-NBL Version 1.001:
- Improvements to intermittent connection timeout in multiplayer games
through GameSpy Arcade.
(2) FAST VS. SLOW MACHINES IN MP GAMES
- Faster machines should now play at the slow machine pace in multiplayer
(3) DELETE CUSTOM BATTLES - Fixes
a "Delete Custom Battle" problem on the Create/Edit Battle
screen. You should now be able to delete all custom designed scenarios
from that screen.
(4) GRAPHICAL GLITCH - Fixes small
graphical glitch with TCP/IP and Modem Connection dialog boxes.
(5) SFX FILES - Makes minor tweaks
to existing sound effect files.
(6) SCENARIO FILE UPDATES - The
following updates were made to existing scenario files:
GRANDE ARMEE" SCENARIO FILE - A minor error was found
and fixed in one of the "variant" setups in the scenario.
SALIENT" SCENARIO FILE - Bony's troops are now available
for activation at a cost for the French player, as specified in the
scenario's Info Screen description.
(7) GAME CLOCK - Page 49 of the
manual indicates that the clock face does not reflect extended play
time when you "Return to Game". This is not correct. The
clock face will reflect the extended time. Also, in version 1.001,
the time extension for returning to game has been adjusted to roughly
one hour, as originally intended. So when you "Return to Game"
you will receive roughly one hour of extended time.
(8) PRUSSIAN "POOR" TROOPS AND
SKIRMISHING - "Poor" Quality Prussian troops
(i.e., Prussian troops that are officially classified as "Poor")
can no longer form Skirmish formation. However, in some of the scenarios,
you'll notice that some Prussian troop that have only 2 morale blocks
(i.e., this indicates "Poor" status) can still Skirmish.
This means that these Prussian troops are not actually Poor, but have
been degraded from a higher quality status. Prussian troops that have
been degraded to Poor status from a higher Quality still retain their
(9) ARTILLERY FIRING LINES AND RANGE INDICATORS
- Two bugs were fixed dealing with the artillery range indicators:
One bug was in the display. The firing lines were using distances
as the crow-flies rather than elevation modified distances. The latter
should have been used and now is. The second bug was in the sound
effect code, which caused the range of certain types of artillery
to be changed.
(10) DOUBLE-LINE FORMATION - Brigades
with an odd number of battalions (i.e., 3,5, or 7) will now form Double-Line
more accurately so that the back rank fully supports all front rank
(11) TROOP QUALITY REDUCTION -
To better display Troop Quality reductions in afternoon scenarios,
a unit which has had it Quality reduced will have its "Quality"
marked in red in its Troop Info Display (see p. 37 in the manual).
For example, in "The Guard Knows How to Die," Gen.Marquis
Jamin's brigade of Elite Guard Grenadiers (The Gods) have been reduced
in Quality to "Experienced" (4 morale blocks). This is to
reflect the fact that this cavalry brigade has already been engaged
throughout the battle and thus its fighting effectiveness has been
reduced. This reduction is now more clearly displayed in the Troop
(12) CUSTOM MAP GENERATION - Some
adjusments have been made to improve map creation: (a) The "MapCreation.txt"
has been updated to make if more clear that you MUST set the right
dimensions in your files; (b) The jump map will now show up on the
display and show the roads & troops that the new scenario requires.
(13) DOUBLED REINFORCEMENTS -
In some circumstances, reinforcements (when activated) were being
doubled (e.g., six battalions would duplicate into 12 battalions).
This problem should now be fixed.
The voice actor for the Prussian voice commands was Craig Childers,
not "Chris" as stated in the manual. Sorry, Craig!
ROTATE CAMERA ANGLE 45 DEGREES LEFT AND RIGHT - There has been confusion
about the use of the hotkeys "Comma" and "Period"
to rotate the camera angle. To clarify: If you select the Comma key
(,) the camera angle always shifts 45 degrees LEFT of its current
facing; if you select the period key (.) the camera angle always shifts
45 degrees RIGHT of its current facing.
LEVELS AND FIRE EFFECTIVENESS
Below are the adjustments to AI Ranged Fire and Melee effectiveness
by Difficulty Level:
Difficulty Gives Damage Takes Damage
Colonel 80% 125%
General 90% 111%
Marshal 100% 100%
Emperor 120% 83%
Difficulty Gives Damage Takes Damage
Colonel 75% 133%
General 88% 114%
Marshal 100% 100%
Emperor 112% 89%