"Waterloo: Napoleon's Last Battle" README


******************************************************************************************
               WATERLOO: NAPOLEON'S LAST BATTLE (Version 1.002 PATCH UPDATE)
******************************************************************************************

TO CONFIRM THAT YOU HAVE SUCCESSFULLY INSTALLED THIS PATCH, AFTER LAUNCHING THE GAME,
PLEASE REFER TO THE BOTTOM OF THE MAIN MENU SCREEN. THERE, YOU SHOULD FIND THE REFERENCE
TO "VERSION 1.002." IF THIS APPEARS, THE PATCH HAS BEEN INSTALLED CORRECTLY.

WARNING!!!!! 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.

FILES UPDATED
The following files have been updated and included in this patch.

ROOT DIRECTORY
  - Waterloo.exe
  - README.txt
  - UserErr.txt
  - obf.txt
  - labels.txt
  - Btnhelp.txt
  - Sysinfo.txt
MANUAL FOLDER
  - ChapHelp0000.txt
  - ChapHelp0021.txt
SCENARIOS FOLDER
  - water11.scn
  - water12.scn
  - water14.scn
  - water21.sci
  - water41.scn
  - water42.scn
  - water43.scn
  - water50.scn
  - water51.scn
  - water53.scn
  - water60.scn
  - water62.scn (see note below)
GRAPHICS FOLDER
  - battleloc.bm2
  - blcheck.bm2
  - FORM10.bm2
  - LgGen0094.bm2
  - pref.bm2
  - prefcheck.bm2
  - SmGen00094.bm2
MAPDATA Folder
  - WaterlooTerrain.txt


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I. FEATURES/ENHANCEMENTS FOR WATERLOO-NLB 1.002
******************************************************************************************

(1) 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.

(4) 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. 

(6) 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 starts, however.

(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 
arrow.

(13) 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
******************************************************************************************

(1) 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 weaker.

(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.

(10) 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.


******************************************************************************************
III. ADDITIONAL INFORMAITON FOR WATERLOO-NLB v1.002
******************************************************************************************

(1) NEW PLAYTESTERS - We want to thank Chris Merchant and Larry Hookins for their invaluable
help in testing patches 1.001 and 1.002. Thanks, guys!

(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. 

(3) 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. 

















******************************************************************************************
               WATERLOO: NAPOLEON'S LAST BATTLE (Version 1.001 PATCH UPDATE)
******************************************************************************************

TO CONFIRM THAT YOU HAVE SUCCESSFULLY INSTALLED THIS PATCH, AFTER LAUNCHING THE GAME, 
PLEASE REFER TO THE BOTTOM OF THE MAIN MENU SCREEN. THERE, YOU SHOULD FIND THE REFERENCE
TO "VERSION 1.001." IF THIS APPEARS, THE PATCH HAS BEEN INSTALLED CORRECTLY.


The following fixes/enhancements have been addressed in Waterloo-NBL Version 1.001:

(1) MP ADJUSTMENTS - Improvements to intermittent connection timeout in multiplayer games
through GameSpy Arcade. [NOTE: See GameSpy Arcade warning message below.]
(2) FAST VS. SLOW MACHINES IN MP GAMES - Faster machines should now play at the slow machine
pace in multiplayer games. 
(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:
	(a) "LA GRANDE ARMEE" SCENARIO FILE - A minor error was found and fixed in one of
            the "variant" setups in the scenario.
	(b) "DURUTTE'S 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 troops that have 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 Skirmish capability. 
(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 battalions. 
(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.  
(12) CUSTOM MAP GENERATION - Some adjusments have been made to improve map creation: (a) The
"MapCreation.txt" has been updated to make it 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 is
now fixed. 

******************************************************************************************

CORRECTION TO "CREDITS"
The voice actor for the Prussian voice commands was Craig Childers, not "Chris" as stated
in the manual. Sorry, Craig! 

HOTKEY CLARIFICATIONS
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. 

DIFFICULTY LEVELS AND FIRE EFFECTIVENESS
Below are the adjustments to AI Ranged Fire and Melee effectiveness by Difficulty Level:

Ranged Fire Combat:
Difficulty     Gives Damage    Takes Damage
Colonel            80%             125%
General            90%             111%               
Marshal           100%             100%
Emperor           120%              83%
 
Melee Combat:
Difficulty     Gives Damage    Takes Damage
Colonel            75%             133%
General            88%             114%
Marshal           100%             100%
Emperor           112%              89%


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GAMESPY WARNING!!!!!!!!
******************************************************************************************
When trying to connect through GameSpy Arcade to play mutliplayer games, it's recommended 
that all players have either the same version of Gamespy Arcade or to make it even easier,
all players should have the very latest version of GameSpy Arcade. A good way to tell if all
players have compatible version of GameSpy Arcade is to make sure everyone can see the ping
values of all connected players in the game room.




















******************************************************************************************
                    WATERLOO: NAPOLEON'S LAST BATTLE (Version 1.000)
******************************************************************************************

SYSTEM REQUIREMENTS
* Pentium II-266 or higher 
* 64 Megs of RAM or higher 
* 400 Mb of free harddrive space for installation AND virtual memory
* 4 meg video graphics card required Direct X compatible 
* Windows 95/98/ME/2000 compatible 
* Windows compatible sound card

REQUIRED DISKDRIVE SPACE FOR INSTALLATION
* 150 Mbytes for installation
* 150 Mbytes for virtual memory

RECOMMENDED PHYSICAL & VIRTUAL MEMORY FOR GAMEPLAY
* 128 Mbytes of physical memory
* 400 Mbytes of disk space for virtual memory

DIRECTX REQUIRED
* DirectX 7 or greater.

INSTALLING "WATERLOO: NAPOLEON'S LAST BATTLE"
(1) Put the game CD into the CD-Rom Drive.
(2) If you have "Autorun" turned on in your computer, the game's autorun function
    automatically launches the install splash screen. On the install screen, select
    "Install" and follow the onscreen prompts to finish the install.
(3) If you do not have "Autorun" turned on, then find the "setup.exe" file on the game
    CD, double-click on it, then follow the onscreen prompts to finish the install. 

TECHNICAL SUPPORT
If you experience any technical problems during the installation and/or during game play,
please contact Strategy First at one of the following: 

Email - support@strategyfirst.com
Phone - (514)844-2433


******************************************************************************************
LAST MINUTE CHANGES/ENHANCEMENTS TO VERSION 1.000
******************************************************************************************
(1) MULTIPLAYER COMMAND FLAG - If you are playing a multiplayer game with players on the
same side, the flags of the units they control are a darker shade than the flags of units
you control, not a red color as indicated in the manual. Also, the flags of units that
you personally control wave in the air. Your allies' flags do not. 
(2) THE WEST GATE OF HOUGOUMONT - The west gate of the Hougoumont complex has been walled
off for game play purposes. Historically, this entrance was a single door, and so the
French assault against the building was not focused on this entrance. Therefore, units
may only enter Hougoumont through the southern entrance and the northern entrance. 
(3) SKIRMISHERS - After additional testing and consideration, some changes were made to
how Skirmishers function. Skirmishers receive less Battle Stress when moving, unless the
unit is light infantry, in which case they receive none. Skirmishers still perform poorly
in Melee Combat, and they still cannot fire as effectively as infantry in Line. However,
Battle Stress received through Ranged Combat has been reduced considerably, except for
damage received from canister fire. Thus, units in Skirmish formation will be able to
absorb enemy gunfire better than indicated in the manual. 
(4) TOWNS AND FORMATIONS - French and Prussian infantry can "enter" a town in Attack
Column.
(5) HTML DOCUMENTS - The "HTML Documents" folder contains additional documents for game
play. You may open these documents with any Internet browser that will launch HTML files.
(6) ARMY MORALE BONUS SITES (Marked with "star") - In "massive" scenarios, many VP Sites
are marked with a "star". These sites represent Army Morale bonus sites. The army that
controls these sites receives a certain amount of Army Morale bonus points as indicated
in the scenario's description (on the Info Screen). The end result of this feature is
that the more of these sites an army controls, the slower its Army Morale deteriorates
during the game. 
(7) "DESIGN YOUR OWN BATTLES" CHANGE - The number of victory point sites is determined by
the difficulty (i.e., Rank) of the scenario: Colonal: 2-3; General: 3-5; Marshal: 4-6;
Emperor: 5-7, as indicated in the manual. However, for "offensive" type battles, the
number of VP sites have been reduced to the following: 
   -- Medium Emperor, Long Emperor & Long Marshal have a max of 4 VP sites.
   -- Long General, Medium Marshal & Short Emperor have a max of 3 sites.
   -- All other offensive battles have a max of 2 sites.
(8) UNIT QUALITY REDUCTIONS FOR AFTERNOON SCENARIOS - Unit Qualities are reduced for
units in scenarios that start later in the day. In other words, a unit with an "Elite"
classification (i.e., 6 starting morale blocks) may begin an afternoon scenario with a
"Veteran" or "Experienced" ranking. The purpose of this reduction is to reflect Battle
Stress that the unit received earlier in the day. 
(9) BUILDINGS AND FIRE (clarification) - Buildings may only catch on fire from artillery
fire. 
(10) PATHS AND TRAILS - Any references to "trails" in the Waterloo documentation means
"paths."
(11) ZOOM SETTINGS - "Waterloo: Napoleon's Last Battle" has a default set of 6 zoom
levels for the game map. If you wish to adjust these zoom levels to suit your own tastes,
you can do so by altering the "Waterloo.ini" file, which is located in the root directory
of your game. The default settings are as follows:

ZoomLevel04=17   (closest zoom-in level)
ZoomLevel05=28
ZoomLevel06=48
ZoomLevel07=64
ZoomLevel08=90
ZoomLevel09=148  (farthest zoom-out level)

The values you set MUST be between the numbers 8 (closest zoom) and 160 (farthest zoom).
For example, if you want to zoom the game map in closer, you could change the closest
zoom level to the following: "ZoomLevel104=8". Alternately, if you wish to zoom the game
map out further, you may change the "ZoomLevel109=148" to "ZoomLevel09=160". Again, any 
range of numbers from 8 to 160 is acceptable. IMPORTANT: If you make a mistake, you may 
readjust the values to correct the mistake, or if you wish to return to the "default" 
settings (as shown above), simply reset the defaults.
(12) "FRIENDLY" MESSAGES IN MULTIPLAYER GAMES - If you are playing a multiplayer game and 
you are the only player on your side, all message that you send ("friendly" or "all") will
be sent to ALL players. This is so because you have no other players on your side, so your 
messages are automatically sent to your opponents. 


******************************************************************************************
GAMEPLAY CLARIFICAITONS
******************************************************************************************
(1) MASSIVE SCENARIOS - Many of the "massive" scenarios open with a lot of units
"deactivated". This is by design, so that you (as the general) can decide when and where
to "activate" units and take the fight to your opponent. 


******************************************************************************************
TROUBLE-SHOOTING
******************************************************************************************
(1) "My Hotkeys Have Suddenly Stopped Working!" - If your hotkeys stop working, make sure
you have "Caps Lock" turned OFF on your keyboard. If your caps are locked on, this can
cause problems with the game's hotkeys. 


******************************************************************************************
PLAYING WATERLOO: NAPOLEON'S LAST BATTLE ON GAMESPY ARCADE
******************************************************************************************

Waterloo: Napoleon's Last Battle can be played on GameSpy Arcade. During installation,
you will be prompted to install GameSpy arcade. If you wish to install GameSpy arcade,
then follow the installation instructions. If you do not wish to install GameSpy arcade,
then cancel past this prompt and proceed with the game installation. If later, you wish
to install GameSpy, find the file "ArcadeInstallWATERLOO101b.EXE" on your game CD, and
double-click on it. Follow the installation instructions that appear.
