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#21
Games Discussion / Re: Grand Tactician: Napoleoni...
Last post by Asid - July 20, 2026, 04:57:25 PM
June DevBlog - Officers Pt. 1
Wed, June 24, 2026



Managing your military is one of the key tasks in a campaign game.

Mon Général!

Managing your military is one of the key tasks in a campaign game. Let's start with officers. When describing how the officers work in GT2: Napoleonic Wars, let's compare the changes to how officers work in GT1: The Civil War. While the big picture remains similar, we've added a bit more player involvement in how the officers' careers will progress and what they can become.



Image (ASSETS ARE NOT FINAL!): commander info, career honours, attribute progression and seniority.


Attribute Improvements

Officers command your most important units, both on land and on sea. In addition to field command positions, there are also staff positions, a bit like in the Whiskey & Lemons DLC. We'll take a look at the staff in a later blog. The main difference to GT1 is scale. In the Italian campaign single units are battalions, squadrons and batteries. Officers command brigades and divisions, not single units like in GT1, where single units are brigades.

What we wanted to improve in GT2 is the players' attachment to their commanders. Here, another sip of Whiskey & Lemons is served. In GT1, the officers have their attributes according to (a person's opinion on) their historical performance. This "score" is the maximum the officer can have, and how much of it he can utilize depends on experience. So, a commander with low initiative will remain so, whatever you do.

This has now changed. Instead, when a commander gains experience in battles, he will generate "attribute points." When enough points are available, the commander may be assigned one additional star in one of his attributes. So, while in the starting attributes the officer in question may have low leadership skills, you can improve this as he gains experience. Or you can strengthen the already stronger attributes, it's up to you!


Decorations

The tracked commander attributes are, like in GT1:

  • experience: gained through battles, required for promotions, increases attributes
  • fame: increases morale and chances of promotion
  • leadership: how good the commander is leading people, improves morale and training
  • initiative: aggressiveness and decision making speed, reduces order delays and improves speed of operations
  • administration: management skills within an organization, increases supply efficiency and training
  • cunning: improves scouting and adaptation of tactics, reduces upkeep cost.

There is one further attribute the commanders have compared to GT1: loyalty. Loyal officers will fight harder for their nation. On the other hand, officers who feel unappreciated will have lower morale and may feud with fellow officers more often.

To improve officers' attributes, there are also decorations. These are accumulated via what we call "honour points" during battles. After a successful battle, you may be able to decorate your officers with medals and grant them titles. For example, after that hard fought battle, award your Austrian General-major a Ritterkreuz and a title of Ritter (knight), which will increase his fame and loyalty substantially.

Playing the French in 1796, there are no medals or titles to award – that would make citizens un-equal! But before the prospect of colored ribbon, there were other things men fought long and hard for. Such as a mention in the Order of the Day, where one's name and deed are read aloud to the entire army and formally printed in the official newspapers in Paris!


Seniority and Senility

So, you can award your officers with bling of many kinds to make them happy. But you can also make them unhappy. Few things are as fascinating as the system of seniority within military, even today. Even if an official seniority system is not in place, officers believe and especially expect promotions to happen according to time spent in uniform. Bypassing others is always due to merit, being bypassed by a "child-lieutenant" is a direct attack against one's loyal, meritorious and selfless service! This is especially true in 18-19th century Europe if compared to the Civil War, where captains were made major generals (of volunteers) overnight.

Seniority is calculated from the date of the most recent promotion within the current rank. A Général de division is automatically senior to Général de brigade. But within the rank of Général de brigade, the one obtaining the rank in 1792 is senior to one promoted to this rank in 1795. So, in case of promotion to Général de division, the former expects to get the promotion before the latter. If you as the player decide to disregard seniority and promote the younger officer, this can be done, but not without upsetting the older brigadier.

In the later, longer campaigns, old age will also play its part, unlike in GT1, where officers could only die in battle. During this era, officers did not have a fixed retirement age or pension system, they served until they were no longer capable or politically removed. This means the old dogs will hang around and expect senior command positions even as their age takes its toll, randomly decreasing attributes. And yes, they will also die of old age.

In combination with all the above, officers are no longer available in numbers like in GT1. Even if every soldier is carrying a marshal's baton in his knapsack, only a limited number at a time are available for promotion. The limited reserve of officers will always be replenished, but players can no longer simply cherry-pick Desaix and make him the next Napoleon, as there are many others, senior to him, waiting in line.

All this combined means players will have more tools for managing their officer corps, but at the same time the pool of replacements is limited. While sacking uncompetitive or failed commanders is still possible (no, guillotine is not an option) it makes much more sense to move up the ladder one step at a time and pay more attention to individual officers than before.

Cheers,

Grand Engineer Corps
#22
Games Discussion / Re: Drone Sector : futuristic ...
Last post by Asid - July 20, 2026, 04:40:48 PM













#23
Games Discussion / Re: Drone Sector : futuristic ...
Last post by Asid - July 20, 2026, 04:40:14 PM



















#24
Games Discussion / Drone Sector : futuristic guns...
Last post by Asid - July 20, 2026, 04:39:30 PM


Drone Sector is a futuristic gunship game. Provide close air support by firing variety of weapons at the enemies and guide your allied troops via commands. Keep your troops alive, complete objectives, collect resources and recruit engineers. Research better weaponry for the gunship and the troops.


Home page
Steam
Single Player



Drone Sector - Demo Trailer 2026



About



Futuristic Drone Gunship
Drone Sector fuses the gunship close air support role with the drone's observation and mission command. Inspired by the real-life AC-130 gunship and MQ-9 Reaper drone, it merges these powerful roles in a futuristic setting, where advanced technology and heavier firepower enable you to take on more complex and dangerous missions. While not a pure military simulator, the focus remains on tactical planning and execution, with greater flexibility in mission design and weaponry.



Mission Control
Guide your squads as they advance through hostile environments to achieve mission objectives. Command with precision, helping them avoid traps and eliminating high-priority threats with your overwhelming firepower. Outnumbered by enemy forces, you'll need to maximize your technological superiority to turn the tide.



Mission-to-Mission Progression
During each mission, you'll need to make strategic decisions about resource gathering. Send your ground squads into buildings or key areas to collect vital resources and research documents—but this comes with risk. Stay too long, and you may lose your squad to overwhelming enemy forces. Decide when to extract and when to push your luck for valuable rewards.

Between missions back at base, upgrade your gunship, squads, and weapons. Manage your ammo production and research new technologies to improve your chances in the field.








Key Features
  • Fluid, responsive gunship weapon controls
  • Multiple camera modes: color, night vision and thermal vision
  • Commanding self-sufficient squads on the ground
  • A variety of infantry and armored unit types
  • Resource collection and ammunition management
  • Weapon research and manufacturing
  • Squad building and upgrades
  • Handcrafted levels with randomized missions

AI Generated Content Disclosure
The developers describe how their game uses AI Generated Content like this:

No AI-generated content during gameplay. Non-English text localizations are AI-translated placeholders.


Mature Content Description
The developers describe the content like this:

Military combat involving firearms and explosions, resulting in enemy casualties. There is no depiction of blood, gore, or sexual content. Players engage in tactical missions where combat is between military forces. The game does not include depictions of drug or alcohol abuse, sexual assault, or self-harm.
#25
Games Discussion / Re: Warlord: Awaji - Lead a sa...
Last post by Asid - July 19, 2026, 07:55:26 PM
Development News
Sat, July 18, 2026



July 2026

Warlords,

I hope you all have been having a fun summer. I sure enjoyed the 4th of July, and I survived it with all of my fingers intact (can't risk Awaji's release at this point). It is hard to believe we haven't had a dev log since March. So much has been finished and the game is truly in the final stage of development.


A discord user started keeping track of the days spent "waiting for Warlord Awaji" right after the last dev log. He is on Day 133. I can safely affirm that the remaining days we will have to wait is far less than that number. The time until a release date can be announced may be measured in mere weeks, not months. Please have a little more patience as I bring everything together at the end here!

This dev log will detail what I have been working on over the summer. That is, filling in the open world of Awaji. I will also discuss what remains to be done before release and touch on my reasons for Not choosing Early Access.


New World
Warlord: Britannia's map was an island roughly 9x9km in size. This equates to 81km^2, but that includes some water and empty areas, so realistically there was probably 40 square kilometers of play area. This area contained a single barbarian "faction," 75 settlements of 6 different types, and only 3 geographic regions: the forested lowlands, the rolling midlands, and the barren highlands dotted with hill-forts. There were only two types of trees and grass.

Now compare these numbers to Warlord: Awaji. The new map is 16x16km, which is a whopping 256km^2! With water areas removed, the real area is probably half of that or less, but even then, we are talking about a playable area roughly 3-4 times the size of Britannia. At the time of writing, I have finished setting up roughly 100 settlements already, comprising 6 samurai clans and about as many monk factions. This is only 1/3 of the map... Conquering Awaji will truly be a great journey.


The starting beach, farmers work the onion fields.

One of the major complaints about Britannia was the lack of new content as you progressed further into the game. It was just more settlements to conquer and barbarians to defeat. You could unlock the full legion and see all of the barbarian settlement types while still in the lowlands. This was the fault of a still immature developer. In Awaji, I have worked hard to ensure that content is rolled out across the entirety of the campaign. As you progress through the map you will gradually build a larger army by distributing conquered land to warriors, and acquire new equipment that has a real impact on gameplay. In addition, settlements, types of which now number almost 20, tripled from the first game, will gradually become larger and more sophisticated, and enemy resistance will increase accordingly as they have more resources at their disposal.


An armed checkpoint. In the northern starting region, enemies only have access to spears, swords, and basic "belly-protector" armor. A far cry from their well equipped southern counterparts.

The physical journey over the terrain is also more varied in Awaji. Britannia's terrain was quite tame. Once you climbed up the bluffs, the island was relatively level until encountering a few hill-forts in the final region. Awaji on the other hand is vastly more diverse elevation-wise. You will begin on a beach, naturally, and climb the bluffs into the starter region, which is hilly and forested. Then you will backtrack out of the starter zone and cross a large mountain range, which descends into the southern, main part of the map. The main island mass is itself separated many times by smaller hills and ridges into self-contained plains containing different samurai clans and Buddhist factions.


The valley leading up and out of the starter zone. As the sun goes down, mist forms in the low areas.

Awaji's terrain is also much closer to it's real life state. In fact, the underlying terrain was not changed at all, it was simply scaled down (only by 1/3) and treated with erosion simulations to create a more amenable surface for gameplay. With this scale factor, any mountain, hill, valley, bay, or plain in real life Awaji can be visited in the game. Samurai clans are named after their closest real-life locality, and all Buddhist temples and Shinto shrines found in the game exist in real life.


A bronze temple bell. Many of these were melted down during World War II, but some have survived for well over a thousand years.

Filling in this natural world is a larger variety of trees and foliage. There are plains, forests, ancient forests, bamboo groves, black pine groves, and hinoki cypress forests in the mountains. Ground cover has also been vastly improved and made more diverse with a number of native-Japanese species.


Cultivated pine woods behind a temple.


How to Create Awaji
About a month ago, after I had painstakingly finished all of the settlement types, I sat down to start placing settlements on the actual terrain but was met with a problem. What comes first, the settlements, or the roads? Where should settlements be placed? Should I set civilians first, or their samurai protectors? How do I fit temples and shrines into this? I was experiencing what we would call "analysis paralysis." There were simply too many variables to calculate all at once and I found I needed a solid workflow to move forward. Awaji's terrain is far more varied than Britannia and contains more settlement types, so I devised a system by which I could create each region.

First, I start by studying Google Earth. This usually takes an hour or two per region. I check it out for notable temples and shrines, and try to get a gauge of where the large population centers are. I compare the Google Earth reality with the scaled down game map. This simple survey is enough to get me started. From there I can place down the real-life temples and shrines I want to include in the region. Then with the remaining land I create the samurai clans, the player's main obstacle.


A mini, unattended shrine on a mountain.

Creating a clan involves choosing it's "center of gravity," which in this case I define as its headquarters, by placing a samurai mansion or estate. This acts as that clan's heart. From there I fan out over the nearby fields and forests to identify open plots of land in which farms can reside. More southern, richer clans replace farms with more urban villages and markets, as it is assumed in the "canon" of Warlord: Awaji that the rural northern region sends food south in exchange for crafted goods. Here is where I decide what weapons and armor said clan will have access too as well, which is how I control progression across the map.


A warrior's mansion, which acts as the headquarters of a small clan.

Finally once I am happy with the location of settlements, I go about connecting the region up with dirt roads. These come in a wider main road, which acts as the player's guiding path throughout the campaign, and thin offshoot paths which sidetrack the player and lead him to more settlements and points of interest. My rule of thumb is that the main road always leads to samurai settlements and temples and shrines. If the player follows this road, they can complete the game.

Offshoot paths always lead to something, but they are not necessary to progress. Farms and other civilian settlements are connected with thin paths too, but they are short, and it is clear on the map where you are going and that you will return to the main road. True offshoots will be take you out of your way to explore, so that is left up to the player to engage with or not.


A warrior monk guarding his temple's gate. Temples are often secluded in the mountains of Awaji.

By following this method I have managed to fill in about 1/3 of the map and am on track to complete the rest very soon. Although it is complex, it is actually quite fun, and I am getting better and faster at it with each region done. Seeing Awaji come together has been very gratifying. Too bad it will be spoiled for me! I envy all those who have yet to explore Awaji for themselves.


Private Beta
Unbeknownst to most, a private beta test has begun behind closed doors in the Darkmatter Games discord server. This has been limited to a select group. So far, the results have been great. With their help, I have crushed a ton of bugs, identified a number of things that need rebalancing, and am working on QOL improvements. After the rest of the map is moreless ready, I will do another closed beta to ensure the game is fully functional and balanced throughout. I hope this will vastly improve the day-one experience for you all. No doubt there will still be bugs and balance issues that I will address in the weeks following launch, but it should be relatively smooth.


The big mechanical changes from Britannia also seem to be received well. There was some initial confusion, as testers naturally compared Awaji to Britannia, but they quickly adapted to the new system. The biggest change is how resources work. Instead of harvesting a nearly limitless amount of trees to build, and taxing an unlimited amount of supplies and money, now all resources are fixed at the start of the game. Settlements start with a set amount of items that you can take once. After that, they do not regenerate. There were many reasons for this change. First, it incentivizes constant action. No more holing up in your base waiting for tax money. If you want something, you have to go out and take it! Second, it supports the game's structure as a strategic adventure, and not as a colony or kingdom manager, which it truly is not, although it shares elements with such games when viewed at face value. This is part of the game's concept of immersive strategy, something I have been talking about for years.


Monks praying, resting, and cleaning. AI units go about basic daily routines including sleeping at night.


To Be or Not to Be... Early Access
That is the question which I have considered since before even starting work on Warlord: Awaji. Early Access on Steam is designed so developers can release not just an unpolished, but unfinished game many months or even years before it is called "done." This includes lofty promises and expansive roadmaps that bind the developer to their word (whether they mean it or not). I personally play some EA titles, there are many successful examples, and I am not against it per say, especially considering it provides a way for developers to crowd-fund an anticipated product, but the elements of "promise and potential" are concerning. For developers, it means they are locked in on their promise, whether revenue pans out and supports their goals or not. For players, it means they could be purchasing a product which on paper has potential but in reality could lose backing and fizzle out.


I had these thoughts when releasing Warlord: Britannia, which in hindsight, was the ideal candidate for Early Access. My idea with Warlord: Britannia, which is the same now for Awaji, is that I will create a finished, playable game, with a clear content scope to the best of my ability with a set time frame, release it, provide support, and see how it performs sales-wise. No promises or roadmaps until I know for certain I can deliver on them. This is why EA has always been something I just can't commit to. Thankfully for Britannia, the sales performance was strong, and I was able to create and fully deliver on a year-long roadmap of largely player-suggested updates.


Warlord: Awaji will be releasing in a vastly more content-rich and polished state than Britannia, at the same price-tag, so we will see if adding a roadmap is warranted. Regardless, no EA!


A temple in the foothills of a large mountain range. Awaji is fully explorable on foot.


Closing in on Release
With the recent beta test going so well, I am growing increasingly confident that I can maintain my internal release schedule (yes, I have had a date in mind for a while now!). After the open world is finished up and the final elements are added into the game, mainly quests and achievements and museum mode, the game will be ready to roll and you Warlords clear for deployment! There will also be a couple trailers leading up to launch, which I will share aggressively.

Please stay tuned in the coming month! Things are going to finally start happening around here again. Thank you all for the support and understanding as I bring this game to a finish. Feel free to reach out with questions here and on discord!

Darkmatter
#26
General Discussion / Flodden 1513: Scotland's Grea...
Last post by Asid - July 18, 2026, 08:11:06 PM
Flodden 1513: Scotland's Greatest Military Disaster



The Battle of Flodden, Flodden Field, or Branxton Hill was fought on 9 September 1513 between the Kingdom of England and the Kingdom of Scotland as part of the War of the League of Cambrai.

The battle was fought near Branxton, in the county of Northumberland, in northern England, between an invading Scots army under King James IV and an English army commanded by the Earl of Surrey. In terms of troop numbers, it was the largest battle ever fought between the two kingdoms.

Bellum et Historia

#27
Histwar : Napoleonics by JMM / Artillery in the Napoleonic Wa...
Last post by Asid - July 18, 2026, 06:41:00 PM
Artillery in the Napoleonic Wars: Historical Role and Implementation in HistWar




Artillery in the Napoleonic Wars: Historical Role and Implementation in HistWar

In the Napoleonic imagination, we often think of cavalry charges, infantry squares, and large columns advancing to the sound of drums. Yet, behind these spectacular images, another weapon plays an essential role: artillery.

Under the Empire, the cannon was not yet the weapon of mass destruction it would become in the 20th century. But when used well, it could disrupt an enemy line, break an attack, open a breach, or prepare for the decisive assault.
In a game like HistWar, which seeks to represent Napoleonic battles on a grand scale, artillery is therefore more than just a lethal tool: it is a tactical, moral, and operational instrument.


1. Napoleonic Artillery: A Weapon for Local Decision-Making

Artillery during the Napoleonic Wars primarily functioned through direct fire. Cannons fired at what they could see. This meant that line of sight, terrain, smoke, distance, and ground conditions were all critical factors.

Unlike modern artillery, it did not engage in massive indirect bombardment. Its role was more immediate:
- supporting an infantry attack;
- defending a key position;
- weakening an enemy line before an assault;
- neutralizing an opposing battery;
- firing grapeshot at approaching troops;
- disrupting columns, squares, or cavalry masses.

Artillery alone did not always win a battle, but it could create the conditions for victory.


2. Main Types of Ordnance

Napoleonic field artillery used several calibers. Designations varied among armies, but generally included:
- light pieces, such as 4-pounder cannons;
- medium pieces, often 6, 8, or 9-pounders;
- howitzers, capable of firing explosive projectiles.

Light cannons were more mobile but less powerful. Heavy pieces were formidable but slower to move. One of the major tactical challenges was therefore knowing where to position batteries before the decisive engagement began.

Horse artillery also played an important role. More mobile, it often accompanied cavalry or moved quickly from one point to another on the battlefield. It could intervene at critical moments, deploy, fire a few volleys, and then withdraw.


3. Ammunition: Cannonballs, Shells, and Grapeshot

The effectiveness of artillery also depended on the type of ammunition used.

- The cannonball: The cannonball was the classic ammunition. On dry, flat ground, it could ricochet and pass through several ranks. It was particularly effective against deep formations or tightly packed troops.

- The shell: Shells were used by howitzers. They exploded after a certain time and could be useful against sheltered troops, defensive positions, or enemy concentrations. Their effectiveness depended heavily on fuze setting, distance, and accuracy.

- The grapeshot: Grapeshot was the deadliest ammunition at close range. The cannon virtually transformed into a huge shotgun. Against a column, line, or cavalry approaching within a few hundred meters, grapeshot could be devastating.

In HistWar, this distinction is essential: a battery will not have the same effect at 1,000 meters as it would at 250 meters.


4. The Grand Battery: Concentration of Fire

Napoleon quickly understood the benefit of concentrating artillery at a decisive point. Rather than dispersing cannons along the entire line, he could mass them into a grand battery to pound a specific area of the enemy formation.

This method was used in several major battles, notably Wagram, Borodino, and Waterloo. Its objective was not simply to kill, but to disorganize, pin down, and weaken the enemy before the main attack.

However, the grand battery was not a magic weapon. Its effectiveness depended on:
- terrain;
- visibility;
- distance;
- the quality of the gunners;
- available ammunition;
- the enemy's reaction;
- the moment when infantry or cavalry exploited the fire.

At Waterloo, for example, the French grand battery was less effective than hoped, particularly due to the soggy ground and the Allied position behind the ridge.


5. Translating Artillery into HistWar

In HistWar, artillery is presented as a powerful weapon, yet dependent on its environment. It must neither be useless nor capable of destroying entire armies on its own.

A good implementation is based on several principles.

A. Line of Sight

Napoleonic artillery primarily fired with direct line of sight. The game engine checks:
- if the target is visible;
- if the terrain masks the target;
- if friendly units obstruct fire;
- if smoke reduces effectiveness;
- if the target is sheltered.

A battery placed behind a hill should not be able to fire effectively at a unit it cannot see. Conversely, a battery placed on high ground with a good field of fire becomes a major threat.

B. Firing Range

The effect of the cannon varies greatly with distance. Four zones can be distinguished:

Long range:  low casualties, limited morale effect
Medium range:  decent effectiveness, especially against dense formations
Short range:  significant casualties, strong disorder
Very short range:  devastating grapeshot, but vulnerable battery

A battery firing at long range for an hour does not produce the same effects as a battery advanced to 300 meters firing grapeshot.

C. Terrain

Terrain should strongly influence results.

Artillery is more effective on:
- flat ground;
- dry ground;
- clear lines of fire;
- visible troops;
- compact formations.

It is less effective against:
- troops in woods;
- units in a village;
- soldiers behind a ridge;
- dispersed formations;
- units sheltered by obstacles;
- troops on a reverse slope.

Terrain is therefore a defensive weapon. A player who hides their troops behind a ridge, like Wellington at Waterloo, reduces the effectiveness of enemy bombardment.

D. Target Formation

Artillery should be more dangerous against certain formations. It is formidable against:
- attacking columns;
- infantry squares;
- cavalry masses;
- stationary units;
- tightly packed troops.

It is less effective against:
- skirmishers;
- dispersed units;
- rapidly moving troops;
- sheltered units.

This allows for interesting tactical choices. A column advances faster and maintains offensive cohesion, but suffers more under artillery fire. A line offers more firepower but can be harder to maneuver.


6. Effects to Model in HistWar

In Napoleonic battles, the effect of artillery is also psychological.

A well-placed battery should cause:
- casualties;
- a decrease in cohesion;
- disorder;
- a loss of morale;
- hesitation in advance;
- a temporary reduction in fire effectiveness;
- an increased risk of breaking during an enemy attack.

In other words, the cannon often prepares victory more than it achieves it alone.

A unit that has endured twenty minutes of artillery fire may not be destroyed, but it will be less solid when an infantry column or cavalry charge comes upon it.


7. Specific Order: "Artillery Preparation"

HistWar offers a specific order: artillery preparation

This order allows the player or AI to concentrate several batteries on a given sector before an attack. To this end, the artillery preparation order stops the corps' advance and orders artillery units to move to the front line.

The march resumes once the opponent has suffered significant losses.

Firing Priorities: The player could choose between several priorities:

- Explicit priority: order to attack a designated enemy unit,

- Implicit priority defined in the doctrine editor:
- counter-battery fire;
- enemy infantry;
- enemy cavalry;
- closest unit;
- most threatening unit.


8. Example of a Tactical Sequence in HistWar

A well-prepared attack could unfold as follows:
1. Batteries are concentrated facing the chosen sector.
2. Attacking infantry positions itself behind.
3. Artillery opens fire for 20 to 30 minutes.
4. Enemy batteries are reduced or forced to relocate.
5. The enemy line loses cohesion and morale.
6. Infantry advances.
7. Artillery ceases frontal fire to avoid friendly fire.
8. Cannons shift their fire to enemy reserves.
9. The assault is launched before the enemy recovers.

This logic aligns well with the spirit of Napoleonic battles: artillery prepares, infantry fixes and attacks, cavalry exploits.


9. Counter-battery Fire

Counter-battery fire consists of targeting enemy artillery. This is an important mission, but it should not be automatically decisive.

In HistWar, it produces several effects:
- casualties among gunners;
- reduction in firing rate;
- battery disorganization;
- destruction or abandonment of pieces;
- obligation to move;
- decrease in artillerists' morale.

Precisely hitting an enemy battery at long range is not easy. Counter-battery fire is useful, but costly in time and ammunition.


10. Ammunition and Battery Fatigue

Artillery cannot fire indefinitely. HistWar takes into account:
- cannonball stocks;
- grapeshot availability;
- gunner fatigue;
- horse exhaustion;
- the time required to move and re-deploy ordnance.

This forces the player to make choices. Should they fire for a long time to wear down the enemy? Or conserve ammunition for the decisive moment?

A battery that has exhausted its grapeshot before the enemy cavalry arrives can find itself in great danger.


11. Artillery Vulnerability

The cannon is powerful, but fragile.

A poorly protected battery can be:
- charged by cavalry;
- captured by infantry;
- neutralized by skirmishers;
- forced to retreat;
- abandoned if its horses or gunners are hit.

In HistWar, this encourages the player to protect their batteries with infantry or cavalry using the support order. Isolated artillery can cause a lot of damage, but it becomes a priority target.


12. Gameplay Tips for Using Artillery in HistWar

To use artillery effectively, a few simple principles can be followed.

Choose the terrain: Place batteries in clear positions with a good field of fire.

Concentrate fire: An isolated battery hinders the enemy. Several batteries concentrated on the same sector can create a breakthrough.

Don't fire too early: the AI handles fire management based on distance and cannon type.

Protect the cannons: A battery without support is vulnerable. Always plan for infantry or cavalry cover.

Exploit quickly: If the enemy is disorganized by artillery, attack before they regain cohesion.


Conclusion

Napoleonic artillery was not merely a weapon of destruction. It was a weapon of preparation, pressure, and local decision-making. It weakened morale, disorganized formations, protected positions, and paved the way for infantry or cavalry.

In HistWar, its proper implementation relies on several essential principles:
- direct fire;
- importance of line of sight;
- major influence of terrain;
- ammunition management;
- effects on cohesion and morale;
- vulnerability to attacks;
- necessity of coordination with other branches.

Artillery thus becomes what it truly was on the Napoleonic battlefields: not an omnipotent weapon, but a tactical lever capable, at the right place and at the right time, of tipping the scales of a battle.


PS: note that version 6 of HistWar integrates a new vision management system that corrects a major flaw in previous versions.


Perrine Mathe

#28
Steel Beasts Pro / Re: eSim Games 2026 Photo Cont...
Last post by Rinix - July 18, 2026, 02:30:51 AM
#29
Steel Beasts Pro / Re: S B Videos Thread
Last post by Rinix - July 18, 2026, 02:27:29 AM
#30
Games Discussion / Re: Solar Expanse - Space Expl...
Last post by Asid - July 18, 2026, 01:58:56 AM
Solar Expanse Bugfix #6
Fri, July 17, 2026



Greetings Space Explorers!

Thanks to your extensive open_beta testing, we're bringing you the new build 0.26.7.16.10 BETA to the default branch! We have also updated our DEMO to reflect the current state of the game better! We're aware that it took us a while, but we've been also working on something more exciting in the meantime, and we'll announce it next week! Stay tuned!



New Features:

communication satellites - as a new way of earning passive income from the population




Changes:

  • tooltip info about supplies added
  • mining facilities will now show factor for the current object
  • additional video for gravity assist contract trivia
  • added translations to new texts in all available languages


Fixes:

  • double clicking to construct wouldn't always work
  • double clicking in SC/LV/facility construction panel could queue more construction tasks
  • exception if asteroid engine was deleted during asteroid push
  • mining module "extracts" text could overlap with resources
  • lack of fuel could show incorrect info in mission planning summary
  • changing priorities and influencing facilities of other companies/world government
  • issues with resources not transferring properly in missions continued from ongoing missions
  • "Phobos carbon" and "Space elevator" contract adjustments
  • some resources slightly below 1T not able to be transported
  • solar SC showing fastest/optimal during mission planning
  • drag-and-drop ability in tooltip incorrectly displayed if facilities/modules were in construction queue
  • facilities under construction could result in some errors if drag-and-dropped to mission planning cargo
  • fixed deposits sometimes showing NaN, infinity or negative values, and it's resulting exception
  • "Wrong maxPopulation < 0" exception caused by faulty deposits
  • sudden negative money and game end caused by faulty deposits
  • market offers for negative price
  • resource icon remaining on screen after drag-and-drop
  • dropping resources into object deposit that were not allowed
  • notifications appearing from asteroids hooked into space elevator
  • save/load window won't lag if there are many saves
  • fixed resource duplication
  • orbital mirror/shade appearing inside of some bodies
  • fastest/optimal would not display for some SC's
  • Ceres size reduced
  • upkeep tooltip style
  • UI adjustments
  • several crashes and exceptions


Known issues:

  • orbital construction stops working after dropping asteroid from orbit
  • cyclical mission "resources transferred" and "end on date" doesn't work for orbital SC's
  • resource icon remaining on screen after drag-and-drop
  • moons have incorrect size
  • contract sound overlapping
  • cyclical mission layer doesn't hide them
  • cyclical mission "fastest" setting doesn't work
  • contract sound overlapping

Thank you for all the reviews, feedback, and your ongoing engagement! Solar Expanse wouldn't develop so well without your help!

See you in space

SpaceOps Team