Scourge Of War - Remastered

Scourge Of War - Remastered

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"Turning Point" Realism Mod
   
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Universe: Waterloo
File Size
Posted
4.007 MB
2 Jun @ 8:55am
1 Change Note ( view )

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"Turning Point" Realism Mod

Description
My realism and historical accuracy mod for the Waterloo Remaster. There is another such mod for Gettysburg Remastered, this one is for Waterloo.

The mod can be run without any other mods. It is compatible with Luci's Napoleonic Immersion and the Grog Toolbar, and should be compatible with any other toolbar mod, though I can't guarantee it. Those two mods are what I use, and what I tested the mod on.

NOTE: I have made changes to the stock OOBs. This mod will not be compatible with other OOBs unless those OOBs are adjusted for the unit attribute changes I did with this mod. I had changed the Experience column to include only those attributes that would be relevant to officers, and then added a new column at the end of unitattributes.csv specifically for my custom levels of unit experience. In order for an OOB to work with the mod, it had to have its Experience column modified for all units, and the Unit Experience column added to the end of the OOB.

v1.1 Update
-Accounted for the special training and skills of rifle battalions.
-Modded movement speeds to be more realistic.

v1.2 Update - The "King of Battle" Update
-As the name of the update suggests, this update carries with it a number of artillery changes, making artillery truly the King of Battle. I noticed that artillery wasn't as dangerous as I expected it to be during gameplay, and not as dangerous and savage as historical firsthand accounts talked about it being. Canister, for example, would literally turn whole sections of a formation into, and I quote, "a pink mist", meaning those men were literally vaporized by the ferocity and savagery of the canister fire. Do NOT discount artillery. If you wave off how savage and dangerous the artillery really is now you're going to get your troops massacred. Remember: there's a reason artillery is feared on the battlefield, and there's a reason the troops in the ranks were so scared of it. Artillery in the game wasn't the brutal weapon it was historically. Now it is.

-Artillery ranges have been converted meters to yards, being as the game itself measures distance in yards, extending the ranges the guns can be fired.

-After some research, I found that the vlues from the KS mod that inspired my own data changes were too low. Shell, for example, is putting up to 12 or 15 men down on a 5.5-inch or 6-lb howitzer shell, with a blast radius of 10-30 meters. That's a savage munition. Solid shot is FAR more dangerous, now, in accordance with firsthand accounts of whole files and raking fire across the lines being mowed down by cannon balls as they flew into the formations. There are even reports of rolling and bouncing cannonballs cutting through and bringing down, quote, "whole files and half-platoons, leaving great gaps". Canister, for example, was 30 meters wide at 300 meters away, giving an angle on about 6 degrees, which is close to what was already there from the KS mod, but I increased it, anyway. The range of canister has been increased to 300 meters/328 yards, as well, to bring it out of the range of infantry muskets, not only to make canister more effective, but also per a quote from Friedland that the combined artillery batteries they advanced against left a mass of four thousand Russian dead, and specifically stated that part of the reason the fire was so destructive and the guns so effective was because the effective range of the canister was far enough that the gun crews were out of the reach of the infantry muskets, thus couldn't be retaliated against.

-The effect of morale on missed rounds, too, has been increased. It's bad enough that you might see, as happened historically, that a unit bails out of the fight just due to fire coming in, whether it hits them or not. As an example, there is a firsthand account from 1812, at Hagelberg, that describes a unit that just flat out "turned around" when a shell blew up in their ranks. The rate of the fire of the guns was cited, as well, so looking into the rate of fire of artillery I was surprised to see that a lighter gun could throw out 2 rounds a minute, so the rate of fire of the guns has been changed to match in this mod, as have the effective ranges. Beware the field of fire of artillery. The increased casualties in my changes and the increased effects of artillery firing at them, even though they miss, is also a realistic showing of how frightening be the victim and target of artillery really is.
4 Comments
Picard 4 hours ago 
Génial, apporte davantage de réalisme !
DeWeese 18 Aug @ 3:42pm 
What exactly does this do?
Napoleon Bonaparte 11 Jun @ 6:44pm 
baller
[*VGS*] nicolas.gauthier 3 Jun @ 11:03am 
hello