BATTLEGROUND: WATERLOO readme Version 1.13 10/97 Leaders can now enter Chateau hexes. Units can not move after firing in defensive phase. Fixed Leader Faces problem. Corrected Routed Skirmishers changing uniforms. Various gameplay fixes caused by version 1.12. Version 1.12 8/97 Main Roads are now called Pikes Horse Artillery may unlimber in the movement phase. Non-skirmishers do not suffer disorder in melee with skirmishers. Skirmishers do get disordered in melee against Leaders, Supply Wagons and "Red Triangle" hexes. Probability of a successful formation change is now shown on Unit-List. Release and reinforcement probabilities are hidden under Extreme FOW. Change so that Supply Wagons do not eliminate uncrewed artillery. Skirmishers no longer get a bonus for Enfilade fire. Cavalry charging skirmishers in Building hex do not get charge bonus. Some units are "Restricted" and can't deploy skirmishers. This could be due to training, or lack of "flank" companies. Uncrewed artillery no longer has a treat value. Under Optional Victory Points for Leader Loss, VP's for leaders are displayed in Leader Casualty dialog. Reinforcements arriving in an Objective Hex now cause change of ownership. Fixed bug that allowed movement during Defensive Phase using keypad. Fixed base-off highlighting. Fixed a bug that allowed multiple melees against Supply Wagons. Fixed bug that affected command values when reading in a saved battle file. Fixed crash caused by accessing the toolbox while the Leader Dialog is active. Fixed melee bug that resulted in double losses when the defending unit(s) could not retreat. Changed leader losses in an automatic-victory melee from "Killed" to "Captured". Implemented workaround for problem in large PBEM games. VERSION 1.1 4/97 Fixed bug that allowed leaders to prevent cavalry overruns of artillery. Fixed the Windows 95 white hex outline problem. Improved A/I multi-hex melee and cavalry charge logic. Improved A/I movement logic to avoid stacking different formations together. Uncrewed artillery units are now labeled as "Uncrewed" in the Unit List. Arriving artillery batteries now add to the ammo pool of their side by a fixed amount determined by the parameter data for that module. A unit at maximum ("9") fatigue that suffers another gain in fatigue does not rout immediately, but must take a morale check the next time morale is checked. Overrun limbered artillery is now eliminated instead of becoming uncrewed. When a unit other than a skirmisher is eliminated by fire, one other unit (chosen at random) in that same hex undergoes a rout check and has its fatigue increased by one. When one or more skirmishers in a clear or building hex are attacked in melee by non-skirmishers, they lose the melee if their unadjusted losses are at least half those of the attacker. When a hex becomes devoid of defending units as the result of an Offensive Fire Phase attack, it becomes a Vacant Hex. (A red triangle icon appears in the hex to mark it as such.) A Vacant Hex may be advanced into during the next Melee Phase, and the advancing unit(s) will automatically occupy the hex. If a defending unit in a melee is forced to retreat, and is attacked again that phase in a subsequent melee, it defends at half strength. A leader who has already participated in a melee does not add his bonus to any subsequent melee during that same phase. Cavalry's melee attack bonus does not apply when it attacks across any hexside that is "obstructed" as per p.27 of the Players Guide. Rally is now possible at night. For rally purposes, the morale of a unit at night is half the normal morale of the unit, fractions rounded up. A unit moving in line formation at night automatically becomes disordered. Units cannot go into (or reform from) extended line across any hexside defined as "obstructed" (see p.27 of the Players Guide). Added A/I formation-change failure messages to the A/I Action Dialog. Added yellow highlighting of Command values of leaders who have failed their command check. Clicking on an entry in the Release Dialog causes that organization to become highlighted on the map. Double-clicking or selecting OK causes the Release Dialog to be closed and the organization to remain highlighted. Selecting Cancel causes the organization to become unhighlighted. Double-clicking on an entry in the Scheduled Dialog displays a dialog showing the individual units in the reinforcement. Right-clicking on a unit in the Unit List displays that unit's normal full-strength value in the game, if it is currently below full strength. The jump map now shows units that are Unknown. No leader, supply wagon or routed unit can change the control of an objective hex. A scenario will now end if all units from one side have been eliminated and the other side controls all objectives. Added a "Rules..." button in the A/I Selection Dialog. Selecting this button allows the player to use one or more of the following optional rules: CAVALRY COUNTER-CHARGES: This rule enables defending cavalry to conduct counter-charges in their Defensive Phase. They must be in Good Order, and can counter-charge only enemy cavalry that has moved in the preceding Movement Phase to within range of the defending cavalry. The defending player Selects one or more cavalry units from the same hex to perform the counter-charge, and then right clicks (or drags and drops) on the target hex to initiate the counter-charge. If the attack is valid, the Selected cavalry unit will move to the target hex and immediately conduct a melee against that hex. It will then become Disordered, and if the counter-charged cavalry loses the melee it too will become Disordered. Each counter-charging unit conducts its melee attack separately. VICTORY POINTS FOR LEADER CASUALTIES: This causes points to be awarded for the loss of leaders. The number of points awarded for a leader casualty is nominally (C + L) x F, where C is the default command value of the leader (A=6, B=5, etc.), L is the leadership rating of the leader (A=6, B=5, etc.) and F is "1" for brigade leaders, "2" for division leaders, "3" for corps leaders and "4" for army leaders. This value is then halved if the leader was only wounded, or doubled if he was captured. Leader casualty points are displayed in the Victory Dialog. ROUT LIMITING: This applies a morale modifier when determining the spread of unit routing in order to reduce the frequency of multiple-hex routing. ISOLATION RULES: This penalizes units that cannot trace a line of hexes free of enemy units, uncontested enemy zone of control and impassable hexes/hexsides to a board edge. (Enemy zone of control can be negated by the presence of a friendly unit in a hex.) An Isolated unit defends at half strength in melee. When a unit is Isolated, a red rectangle appears behind its Strength value in the Unit List. An Isolated artillery unit can run low on or out of ammunition in the same manner and with the same effects as infantry. (The artillery unit becomes resupplied when no longer isolated, provided its side's ammo pool is greater than zero.) An Isolated leader receives no benefits from his superiors during command checks. Russian units, except for cossacks and leaders, are immune to Isolation. EXTREME FOG-OF-WAR: This hides each unit's name, quality, exact strength (including weapon type and range), organizational info and current movement allowance, plus each leader's command and leadership ratings, from the opponent. [Exception: the strength of unlimbered artillery is not hidden.] The unit's name and organizational info re-appear whenever it is within an enemy unit's Zone of Control. Note that Extreme Fog-Of-War effects can apply only when normal FOW is also in effect for a side. PARTIAL RETREATS: This allows a unit forced to retreat from a melee into an overstacking situation to lose a portion of its strength in order to allow it to retreat into the hex instead of being completely eliminated due to overstacking. LINE MOVEMENT RESTRICTION: When this rule is in effect, infantry units can change into line formation normally, but attempts to move while in line formation will result in Disorder. Added a "Highlight" menu item in the Display Menu. This opens a submenu that allows the player to highlight units of the selected type. The items in the submenu are as follows: * FIXED UNITS * SPOTTED UNITS * LOW ON OR OUT OF AMMO, OR UNCREWED * FIRED/FOUGHT UNITS * MOVED UNITS * DISORDERED UNITS * DETACHED UNITS * HIGH-FATIGUE UNITS (all units on the map that currently have a Fatigue level of "7" or more) * EXTENDED-LINE UNITS * ISOLATED UNITS * NON-FULL-STRENGTH UNITS (all units on the map that are currently at less than their normal full strength in the game) * SUPPLY WAGONS * ORGANIZATION Added the following new menu items in The Options Menu: GRAPHICS BUFFERING: This menu item causes a double-buffering graphics technique to be used when drawing the 3D graphics. This greatly reduces the amount of screen flicker caused by screen updates, but will reduce the speed of the graphics. Players should use this option as they prefer. LOW MEMORY OPTION: This menu item toggles the special low-memory setting for Windows 3.x systems. INITIAL VIEW: This menu item is used to define the initial view of the map shown when the main program is started. This may be set to any of the standard 2D or 3D map views, or may be set so that it is always the view that existed when the program was last closed. OPTIONAL RULES: This menu item is used to display the Optional Rules so that those (if any) in effect for the current scenario can be viewed. Added new Accelerator keys: Ctrl-X - moves the Hot Spot to the Next Stack F5 - slows down A/I Action Dialog processing F6 - returns A/I Action Dialog processing to normal speed F7 - speeds up A/I Action Dialog processing TCP/IP INTERNET PLAY Internet play is now supported. Prior to beginning TCP/IP Internet play, both players should ensure that they have a valid TCP/IP connection established on their computers. Typically this is a service of your Internet Service Provider. 1. Select "Modem Host" or "Modem Caller" from the Menu screen. 2. Select "Internet Connection". 3. The Modem Host should select a new scenario or resume a previously saved game. The Modem Caller should select the corresponding module for the chosen scenario or battle. 4. A dialog on the Modem Host system will appear, containing the Internet address for the Modem Host. Note: Typically this address is changed by your Internet Service Provider each time an Internet Connection is established. 5. The Modem Host should then provide the Caller with this address. This can be done by calling the Caller on a separate line, by sending the address through E-Mail, or by using an Internet "chat" program. The Modem Caller will then type this address into his Internet connection dialog. He can also specify an encryption key at this time. He should then choose Connect on the Connection dialog. 6. At this point, both players will have a Communication Dialog, and play will start or continue similar to standard Dial Up Modem Play (see section 7.1 in the Players Guide). Added an "Internet Connection" menu item to the Special Menu. Normally you will initiate Internet play after choosing either "Modem Host" or "Modem Caller" from the main Menu Screen. However, if you wish to initiate it from within the main program, you should select the "Internet Connection" menu item prior to selecting "Modem Host" or "Modem Caller" in the Special Menu. VERSION 1.08 2/97 Fixed bug that sometimes awarded points for recapturing one's own uncrewed artillery. Fixed bug that allowed skirmishers in a hex with artillery to remain in the hex after being overrun by cavalry. Fixed reversed unit colors in jump maps. Improved A/I movement, especially in regard to supply wagons and formation changes. Reduced the combat modifier for ranged-fire attacks vs. cavalry from +4 to +2 at 1-6 hexes, from +2 to +1 at 7-12 hexes, and from +1 to 0 at greater than 12 hexes. Added a +2 melee bonus vs. defending units that are melee-attacked from outside their facing hexsides. Added a "Rules..." button in the A/I Selection Dialog. Selecting this button allows the player to use the following optional rule: OPTIONAL CAVALRY COUNTER-CHARGES: This rule enables defending cavalry to conduct counter-charges in their Defensive Phase. They must be in Good Order, and can counter-charge only enemy cavalry that has moved in the preceding Movement Phase to within range of the defending cavalry. The defending player Selects one or more cavalry units from the same hex to perform the counter-charge, and then right clicks (or drags and drops) on the target hex to initiate the counter-charge. If the attack is valid, the Selected cavalry unit will move to the target hex and immediately conduct a melee against that hex. It will then become Disordered, and if the counter- charged cavalry loses the melee it too will become Disordered. Each counter- charging unit conducts its melee attack separately. Added an Initial View menu item to the Options Menu. This item is used to define the initial view of the map shown when the main program is started. It may be set to any of the standard 2D or 3D views, or to always display the view that existed when the program was last closed. Added a Leader Casualty Dialog (accessible via the Status Menu) to display a running list of both sides' leader losses. A "K" indicates the leader was killed, a "W" indicates he was wounded, and a "C" indicates he was captured. Clicking on a leader's name in the dialog causes the map to scroll to the location where he became a casualty. Added Replay for the last phase of a PBEM game. The Scheduled Dialog now shows the per-turn arrival probability of each reinforcement unit listed. The Target and Selection Dialogs now show a Disordered icon next to the names of Disordered units. Double-clicking on a unit's name in the Search Results list of the Find Dialog closes the dialog and causes the map to scroll to that unit. The fire value of ranged-fire attacks vs. limbered artillery is now increased by 50%. Guard units can now deploy completely into skirmishers. When a skirmisher becomes routed, only *skirmishers* in the hexes adjacent to it undergo an automatic morale check. When a skirmisher with a higher fatigue than its parent unit rejoins that parent unit, the fatigue of the parent unit increases by one. When units in extended line combine, the resulting unit assumes the higher of those two units' fatigue levels. Except at night, the rally bonus of a corps-level-or-higher leader extends into adjacent hexes. VERSION 1.07 1/97 Fixed palette corruption of leader faces in 2D view. Fixed melee effects when video option is turned on. Fixed PBEM replay bug that caused crashes and hangs due to inadvertant word-wrap in .bte file. VERSION 1.06 12/96 Fixed corruption of battle file caused by choosing Cancel in Two-Player Hot-Seat Replay option. Added work-around for blank-line PBEM replay (corrupted .bte file) problem. VERSION 1.05 11/96 Fixed crash associated with returning an extended-line unit to normal line formation. Fixed inoperable Papelotte button in front-end. When friendly skirmishers and cavalry occupy the same hex, the skirmishers automatically become disordered but the cavalry becomes disordered only if the skirmishers exceed 250 men. Made minor corrections to General Help and Scenario Notes. Corrected objectives and reinforcements in "Wellington's Gamble" scenario (june18_e.scn). VERSION 1.04 9/96 A unit taking a loss from a ranged-fire attack now suffers only a one-level increase in fatigue. Fixed units are no longer released when attacked by their own forces. "Undoing" a Formation change now also cancels the associated movement cost. Version 1.03 8/96 Fixed bug that caused leaders within a protected arrival range to rout when enemy reinforcements appeared. Fixed display bug with units that rout within a protected arrival range due to the appearance of enemy reinforcements. When a unit in extended-line formation routs, then rallies, it now automatically returns to extended line. Version 1.02 7/96 SPECIAL OPTIONS: Clicking on this new menu-screen button lets you start (or resume) a game using either Play by E-Mail (PBEM) or Hotseat with Fog of War. HOTSEAT WITH FOG OF WAR: This "Special Options" choice allows two players to play a scenario using the same computer, with Fog of War in effect. When one player has finished making his moves and/or attacks, the program draws a blank map for the start of the next phase and informs him that it is now his opponent's turn to move or attack. See 1.1.9 in the online Help for more details. Fixed bug that allowed extended line into enemy units. Fixed bug that allowed disrupted/routed units to deploy/recall skirmishers. Fixed PBEM file corruption. Fixed crash caused by second-in-line leader casualty. Version 1.01 6/96 Fixed bug that sometimes caused the wrong "cannon ball" icon to appear in the Unit List for artillery units. Fixed bug that sometimes caused incorrect resolution of melee attacks (which occasionally resulted in "Rambo-Skirmishers"). Skirmisher losses in melee are reduced by 80% (instead of 75%). Each Prussian or French infantry unit that advances into melee while in column formation has its attack strength increased by 25% for that melee. Whenever a unit advances into melee from within the Field of Fire of any unit defending in the melee, that melee attack receives a -1 modifier *if* that defending unit could have fired in the preceding Defensive Phase but did not. (This represents final defensive fire immediately before the melee.) All units making a melee attack into a chateau are halved in strength, in addition to all other modifiers. A unit can fire into or out of a chateau through a high wall or gate hexside. High walls and gates now have a -4 modifier to ranged-fire and melee attacks. A unit defending