Scourge Of War



Scourge Of War Gettysburg Remastered

Started by Asid, August 10, 2024, 12:24:48 AM

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Asid

Gettysburg Store Page is Live
Fri, 9 August 2024



GB Finally Gets Steam

STEAM Page


The store page for GB has just gotten approved this morning and it's now live. This is the original GB offered again on Steam with the performance enhancements and Steam integration as Remastered. Our goal is to eventually have only one engine driving the gameplay for all of our games. It's a big project, so we wanted to get GB out there in the mean time. We've had a ton of requests because GB has never been on Steam. One thing we do promise is that our games for a battle will cost the same as the DLC for the battle. So whether you buy GB as a game, or wait and buy it as a DLC for remastered, you'll pay the same price and get the same great features.

The Scourge Of War series has enjoyed an awesome community on Steam and the entire team is very excited to bring more great new features. Steam has been excellent for development and we hope to integrate everything that makes sense.

NorbSoftDev is an indie game company that has been creating wargames for over 20 years. The team is from all around the world and none are full time game developers. They are wargamers from all walks of life and just share a love for the type of warfare from another time. Scourge Of War is a game engine specifically created for regimental based warfare and completely moddable and unlimited as to what you can create by only your imagination.


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Asid

Scourge Of War - Gettysburg



Welcome to Scourge of War, a real-time 3D computer game/simulation developed by NorbSoftDev, the company headed by renowned game designer Norb Timpko, designer of Mad Minute Games' acclaimed Take Command series. Scourge of War is the epitome of historical command simulations.

STEAM Page


About This Game
Welcome to Scourge of War. We hope you are ready for a fight. This game places you in command of the units of armies and allows you to refight the many historical bloody clashes during the age of regimental base warfare. This is a type of wargame that we call real time command simulation. Real time command simulation combat begins with Sid—as in Sid Meier, who released the now legendary wargame Sid Meier's Gettysburg (SMG) in 1997. This game established a new genre, freeing players from the confines of the earlier wargame conventions of the hex grid and dice roll. It placed the units on a 3D battlefield and lets the player/commander move units around. There were no turns—combat happened in real time and could be interrupted only by putting the entire game on pause. It also included a multi-player (MP) feature that is still in use today. Then came Sid Meier's Antietam in 1998, an evolutionary release that introduced players to the deceptively rolling terrain outside of Sharpsburg and included other battles in the Antietam Campaign at South Mountain and Crampton's Gap. The next step in the evolution of the genre was Breakaway Games' transfer of the game engine to the Napoleonic Wars with the release of Waterloo: Napoleon's Last Battle, in 2001. The final chapter for the Sid Meier engine was Austerlitz: Napoleon's Greatest Victory, released in 2002. A new chapter in black powder era combat simulation opened in 2005 with the release of Civil War: Bull Run by Mad Minute Games. This game is built on the traditions of the Sid Meier games but was an entirely new generation. It was noted for its highly capable Artificial Intelligence (AI) opponent and careful attention to historical detail. The second and final game from this very small company was Take Command: 2nd Manassas, appearing in 2006. This release also included the battles of Cedar Mountain and Chantilly, the bookends of the campaign. Both games received multiple awards reflecting the historical accuracy and intensity of the real time command experience.

Then came the start of the Scourge of War series. Recreating Gettysburg and Waterloo in the same fashion. It's been many years since those initial releases and old men need something to do in their twilight years. So, we figured we'd take our time and fix some issues, rebrand the game, get on Steam, upgrade the art, and see what we can do to improve performance. There are improvements to the graphics engine and a large number of next generation art assets. The AI has improvements that build on the experience from previous games. The AI is smarter, meaner, and more likely to run you off the battlefield unless you are a skilled wargamer. This game now uses the Steam multi-Player features to allow you to match your skills against human opponents anywhere in the world the AI or both at once. So, make sure your guns are clean, your powder is dry, and get ready for battle on the legendary battlegrounds of history!


Screens are a work in progress and not final
















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Asid

Gettysburg Is Released
Mon, August 26, 2024



We have brought the GB store online and uploaded SOW Gettysburg and it's now for sale! This was a little change of course for us and it took a while to figure out how to make everything work. I think we have it finally.

When we brought Remastered for sale, there were many fans that asked for Gettysburg. They had no interest in Waterloo, and just wanted the ACW and wanted it now. Gettysburg has never been sold on Steam before, so it all made sense. We just had to figure out how to do it with our goal of moving to just one game engine that can run everything.

Gettysburg differs from Waterloo in the handling of AI, the user interface, and many of the file formats are different. So the full conversion to the remastered engine will take some time. So this is a step along the path, but know that if you are an ACW fan, GB is not done. We will continue with improvements and will be eventually using the same engine for both games.

As a little taste we did bring some of the upgrades into the older engine. A big performance boost as well as Steam multiplayer. We also got it out as soon as we were able which was what we heard time and again.

Thank you again for the great community support! It is a huge commitment upgrading these games with such a small team. Thank you!


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Asid

Dev Update 08/29/2024
Fri, August 30, 2024



Wanted to just give everyone an update as we've made some promises and we're doing our best to make sure that we get everything covered. We released GB early for those that could not wait. It's basically the old version with a few critical upgrades. There will be continued work on GB as we get to the point where we can use the remastered engine and can also release GB as a new DLC.

It's all confusing, but no matter what path you follow to get the games, we'll do our best to make sure that your faith in our small team is not misplaced.

Currently I am working on a form of MP saves. A while back Mitra designed a sort of a hack to get something working. It does work! But it's a pain to get working. I'm working on taking his idea and making it easier to enact. In it's simplest form, it adds a saved game with the scenario that is sent to all the players. So everyone loads the scenario, then the saved game, and hopefully we'll have the ability to restore MP. We'll have to see if we can get some sort of autosave in there as well so that in the worst case where the game fails, you can recover. It really sucks to play and setup for hours and then lose everything.

The biggest issue we see right now with MP is having different mods enabled. This is also something I'll be taking a look at. Many mods don't matter, it's trying to understand which is which that causes issues. If you like using a modded toolbar in your MP games, you should be able to use it. But we cannot allow anything that can upset the balance of the game. It's always a balancing act trying to figure out which is which and we know (based on feedback) that we do not have it correct yet.

After these items are complete, I'll move to the GB AI and converting it to the dll format of the remastered version. The rest of the team is working on updating the maps and the screens. It's a large project, but when it's done GB will be remastered as well. Yes, a campaign map for GB too!!!

We hope to have this done by the end of the year so that we can join the end of year sales and have two products that are indicative of SOW Quality. We hope that by joining the sales we can get some front page time for increased exposure to more of the wargaming community.

Currently we are getting the other two DLCs for Waterloo finished (Wavre & Ligny). Gettysburg workshop will have to wait until it's using the new engine as well as it's various DLCs.

We are also working on translations for everything! English, Italian, German, French, Spanish, and Chinese. We have some issues with the way we save some items and there are fixes that need to be made in order to support these features correctly. I made the same mistake in languages and in the resolution. Rather than save values, I saved indices. Bad move. So I plan on fixing that as well. We are also looking at the font resolution issue and will have some solution for that in the future. It might be something like 'large fonts' in where you can just globally increase the font size.

I think that's about it for now. I hope we have at least a little of what's important to all our supporters.



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Asid

Dev Update 20241026
Sat, October 26, 2024



AI


The two biggest projects in converting GB to the remastered engine are the screens and the AI. Looking back on how I did the AI dll, I'm not very happy with the work. It's very limiting and hard to understand. I am looking to redesign the interface as doing the same for GB is just building on a crumbling tower.

The concept of the AI is to receive the information and then issue a series of commands. It should be simple. The first pass I just moved code from the main engine to a dll and it caused a ton of odd functionality.

The forced checks should not happen in the AI. Meaning the forced fallback, retreat, and route are not AI routines. They are engine rules and therefore should not be moddable. But other items, such as the full strategic AI should be included in the DLL rather than the odd mix that is there.

The design concept that I am striving towards is where machine learning, behavior graphs, reinforcement learning, could be added if someone wanted to take on that project. Those require a clear set of commands. So you enter the AI routine and you send back a series of commands.

Of course if you really wanted to add true machine learning, you'd need to run it a LOT in order to train your model. That's also not really possible and the game is not conducive to that feature. But I can set it up that way so that it will be easier to add when we have the time.

I really hoped to get this done by the end of the year, but I'm not so sure at this point. That is still my goal, so hopefully I can get there.

PS - Americans, go vote!

Norb


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Asid

Attach/Detach Fix
Sat, January 18, 2025



This one was hard to track down. I'm not sure how long it's been in the code, but it's ugly. Some really dumb coder made a typo a couple of times and never noticed it. Since C++ basically lets you do anything, there were no obvious issues. That was until players started noticing the attach/detach problem and I would guess some other hidden issues. For those that are interested, I learn more and hopefully others learn more from mistakes.

When coding bit flags, which I use for different states of the units, I brain farted the wrong symbol.

flags &= !detachflag

Seems ok, turn off the detach flag, but that's not the correct symbol, that's a boolean, so it basically messes up every single flag stored.

The correct symbol, that was throughout most of the code was

flags &= ~detachflag

That gives the correct form to disable just the one flag. It's a really really stupid error with ugly results, because there are a lot of flags. I also saw the error in WL, but it's not as prevalent.

Thank you to everyone on the forums for bringing this to our attention.


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Asid

Almost There!
Mon, April 14, 2025



Last year we made some promises to our players. We said that there would be a big sale on the price of GB. We said that the same engine would run GB and WL. We said that even if you bought WL first, you'd be able to buy GB as DLC.

I wish I could take all that back, but I can't so we did it. It would have been much easier to just have the two separate games, or just one game. But I have a big mouth and we all like to do what ever we can to say thanks to everyone for supporting Scourge Of War.

We initially moved to Steam to take advantage of their MP and Lobby system. We did that. We also got both games out fairly quickly. This last step of completely moving GB to the new engine has been tough.

We will be releasing it all towards the end of the month and it will be greatly discounted, as we promised.

We only hope we don't miss too many issues. There will still be some tweaking involved in completely porting the AI.


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Asid

Scourge of War Remastered - Gettysburg Released
Sun, April 27, 2025



This content requires the base game Scourge Of War - Remastered on Steam in order to play.


https://store.steampowered.com/app/3136610/Scourge_of_War_Remastered__Gettysburg/

Finally here and ready for the sale.

INTRODUCTORY OFFER! Offer ends 4 May
-40%  ?37.99  ?22.79


NOTE: The classic will always be available in your Steam properties.

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Asid

NorbSoftDev GitHub
Sun, May 18, 2025



We've decided that it makes more sense to post our sdk files on github rather than ship with the game.

It's easier to find the files and you can use the source to modify the program to your needs. For the workshop tool there is a ./bin folder that contains the built program.

You do have to have a steam_appid.txt file in order to run the program. That file contains the steam app id of the target file. So for GB, you put in one appid, for WL another. We've also included the two sample files, so it should be pretty easy. It's a very basic program and I think it's based on other examples we've seen.

We also are putting our AI source and our other SDK tools here.


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Asid

New Release
Mon, May 19, 2025



Team has been working hard since our release of Remastered GB. We've squashed some reported bugs, got some of the sdk tools built, and other QOL issues. Thank you everyone for your support!



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Asid

Bug Fix
Mon, May 26, 2025



We completely redid the entire AI for dismounted cavalry, going back to the GB roots. Also fixed an issue with MP sandbox. Thanks to Nicolo, we also have a fix for the water not drawing sometimes. Have a great Memorial Day!


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Asid

Yet Another Small Update
Sat, June 7, 2025



As the team finds issues, we strive to fix them as quickly as possible. There were some issues with the cav commands (guard,scout,etc.). All working now.



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Asid

Scourge of War Engine Update
Fri, September 26, 2025



plus a dlc bonus


BUG CORRECTIONS

Bug correction is always on top of our ?to do? list. I?m really proud of the community we have because of its constant suggestions and feedback. This helped us a lot in finding bugs which sometimes could be very difficult to find.

The last effort we put in this area is the correction of the bug that makes a Multiplayer battle to crash when a player leaves the game: this should be fixed now.

Another important fix is the scenarios crash, that happened both in the Remastered and in the Classic version, together with the fix for the OOBs errors that appeared in the log.

There are also minor corrections to some vegetation graphic glitch, OOB names and weird characters showing in some scenario intro.


TOOLBAR

The bigger update for this area is the Manage Unit button, under the Attack March (yellow bugle) button, that appears at Brigade level and above: by clicking it, a sub-menu will open with new options:

  - Take Charge On/Off all the units under your command

  - Take Charge of all the officers under your command

  - Attach/Detach unit: this is the button that has been replaced

  - Split/Join Brigade: it?s available for Brigade level commanders only (Infantry, Cavalry and Artillery)

More explanations on the latter option: by clicking Split Brigade button, a new Brigade officer will be created and half of the former Brigade units will be assigned to him. Just keep in mind that the new officer usually has worse statistics.

Join Brigade command works in the opposite way, so it lets you merge Brigades of the same army. You can?t merge an infantry Brigade with a cavalry Brigade! How it works? First of all select the officer you want to merge with another Brigade: remember to select the worst one because once he join the other Brigade he?ll be lost forever even if you try to split again! Once you have selected the right officer, click on the Join Brigade button, the mouse pointer will show a ?+? symbol. Now click on the flag of the Brigade officer you want to merge and that?s all. Last thing to remember is that if you put too many units under a Brigade commander, he?ll be not able to handle all of them and some units could be left behind without orders!

The Stance Orders sub-menu gives you now the possibility to choose an order (All Out Attack, Defend, Hold to The Last, etc.) for the selected officer only OR, by right-clicking on the same button, to cascade that order to all the officer?s subordinates


Another minor update is the tooltip that shows you the weather conditions and the visibility distance if you hover over the Weather image just below the clock.


UI IMPROVEMENTS

We want our UI to be more user friendly and with this in mind we added tooltips on the most relevant (or hard to understand) settings in the Options screen. It?s just a starting point, more to come?

Another request that has been hanging there for so many years, is the possibility to invert the mouse wheel to zoom in and out in the 3D map. That was actually something you could already do but that means to go in a certain folder in another folder, search for a certain file, add a command line etc? Now you can go in the Options screen, also in game, and tick the Invert mouse wheel option. Voil?!


OTHER NEW FEATURES

I think that the most exciting improvement here is the improved draw distance for trees, objects, terrain and units. You can tweak and find your sweet spot by playing with the Terrain options in the page 2 of the Options screen.

To improve Multiplayer experience, we added a popup message that inform the host of a game when someone leaves or drops so the host is aware of it and can decide if go on or restart the game.

On the Campaign map, now it?s easier to move your troops by right-clicking on the town you want to reach. You can also right click on the town names as before.

Improved the Gettysburg?s Mini-Map by adding location?s names.


DLCs

In this update you?ll find our first DLC release, Lynchburg, and it?s for free! This is a way for us to apologize about the chaos of the Gettysburg release.

We?re going to release more DLCs, which are at the last development stage so everyone could play again or discover battles like Antietam, Pipe Creek, Chancellorsville and Brandy Station. Really hundreds of scenarios on all remastered maps made by our artists!

It was really a huge work so we hope you?ll enjoy them all!


LEADERBOARDS AND ACHIEVEMENTS

And now that you have all this new stuff available, are you ready to launch your troops towards the enemy and dominate the Leaderboard? Show us and to the world who is the Scourge of War Master!

Unlock all the Achievements


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Asid

Sabers Drawn: Brandy Station Arrives October 1!
Sun, September 27, 2026



"Hurrah! We're going to have a fight!"

At first light on June 9, 1863, Union cavalry splashed across the fog-covered Rappahannock at Beverly's Ford and fell on Jeb Stuart's sleeping camps. What followed was a 14-hour brawl across the fields, stone walls and hilltops of Culpeper County: the largest cavalry battle ever fought in North America, and the day the Union horse proved it could stand toe-to-toe with Stuart's legendary troopers.

On October 1, you take command. To celebrate, starting October 1, Scourge of War: Gettysburg, Scourge of War: Waterloo and all of their DLC are deeply discounted, so there has never been a better time to fill out your collection.

Scourge of War: Brandy Station

Brandy Station puts the mounted arm front and center. Charge and counter-charge across open ground, dismount your troopers to hold a stone wall, and bring up horse artillery to rake the approaches to St. James Church. Then fight for the prize of the day: Fleetwood Hill, which changed hands again and again as brigade after brigade crashed into it.

  • 10 single-player scenarios, playable from both sides, from a lone brigade at dawn to the full clash of corps and division
  • 5 multiplayer scenarios covering Beverly's Ford, St. James Church, the Stone Walls, Fleetwood Hill, and the entire battle of Brandy Station
  • A new battlefield map of the Brandy Station area, including Beverly's Ford, St. James Church and Fleetwood Hill
  • Command as Stuart, Buford, Gregg and their subordinates, from brigade up to corps

Scenarios include:
  • Hurrah! We're Going To Have A Fight!
  • A Bloody Encounter, Beverly Ford Road
  • Canister Hell, St. James Church
  • Kneel to Fight, St. James Church
  • The Stone Walls
  • The Yankees Are At Brandy!
  • The Fight for Fleetwood Hill
  • A Terrible Affray with Sabers
  • A Day of Reckoning, Brandy Station
  • THE Clash of Sabers, Brandy Station


A Better Engine for Every Battle

Brandy Station ships alongside a major free engine update for Scourge of War: Gettysburg. Over the past months we've reworked performance, graphics and stability, and every battle you already own benefits, from Gettysburg to every DLC. Here's everything that's new.

Performance
  • Much higher frame rates in wooded battles. Tree and foliage rendering now uses multiple CPU cores, removing the biggest slowdown in large forested battles. Our heaviest forest test scenes went from about 18 FPS to about 60 FPS. Battles on open ground run faster too.
  • Saving is now almost instant. The pause when saving a game is gone.
  • Saved games are about half the size. They take less disk space and upload to Steam Cloud faster. Your existing saves still load.


Graphics
  • New optional post-processing. Sharpen the battlefield and adjust colour, contrast, brightness, warmth and a subtle corner vignette, all built into the game with no extra tools. Distant troops look crisper. The HUD, menus and text are never affected, and the performance cost is negligible. Off by default.
  • Ground bump detail. On Shader Model 3.0 graphics cards, fields and pastures can show fine surface relief that catches the sun, so the ground no longer looks flat and painted. Steep slopes stay smooth to avoid streaking. Off by default.
  • Terrain self-shadowing. Hills and ridges now cast shadows across the ground, adding depth and a real sense of time of day. The shadows are pre-baked for each map, so they cost nothing in frame rate.
  • More natural water. Water now blends with the scene behind it instead of glowing, and the shimmering along shorelines is gone.
  • Trees fade into distance fog. Distant treelines no longer look pasted onto the landscape.
  • Trees now draw at their correct proportions. Some trees used to look stretched or squashed.
  • Less flickering and shimmering of trees and foliage as the camera moves, and no more halo artifacts where trees overlap.
  • Much less flickering at high camera heights. Soldiers, objects and models no longer shimmer and flicker when you view the field from high above.


Displays
  • Ultra-wide support fixed. On screens wider than 16:9 (such as 32:9), soldiers, objects and trees no longer vanish when the camera faces certain directions.
  • Proper ultra-wide framing. Wide screens now show more of the battlefield to the sides instead of squeezing the view. 16:9 and narrower screens are unchanged.
  • New VSync option to remove screen tearing. Off by default.
  • No more windows stuck off screen. If you choose a resolution too large for your monitor, the game now keeps the window on screen or picks the largest resolution that fits. This also works at startup, so a resolution saved from a bigger monitor can't lock you out.


Controls & Saves
  • Esc opens the in-game menu again in Gettysburg. New installs get the fix automatically. If you've played Gettysburg before, open keyboard.csv in your DocumentsSowGBx64 folder and change Menu,ESC,loadscreen:InGameMenu to Menu,ESC,loadlayout:InGameMenu. You can also delete the file and the game will create a fixed one, but this resets any keys you've changed.
  • Autosave now keeps ten saves. It used to skip every other slot and kept only six.


For Modders & Map Makers
  • GenerateShadowMap tool. Bake terrain shadows for your own maps from the heightmap, with your choice of sun direction, sun height and shadow darkness.
  • Per-map NearClip setting to fine-tune depth precision on each map.
  • Triple the AI save slots. AI mods now get 30 integer slots per officer instead of 10. They start at zero, are stored in saved games, and existing AI mods work unchanged.
  • More forgiving drills.csv. Cells that contain only spaces or start with spaces no longer corrupt formations.


Full details and all INI settings are in the Engine Release Notes included with the game.

Mount Up

Stuart's troopers are camped along the Rappahannock. Buford is already at the ford. On October 1, the fog lifts over Brandy Station.

With Gettysburg, Waterloo and every DLC deeply discounted, now is the time to mount up. Grab Scourge of War: Brandy Station and ride with us!


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