johandenver2
Lieutenant
Posts: 101
Joined: Mon May 09, 2016 9:46 pm

CWDBMod

Wed May 25, 2016 6:42 am

This is simply a mod made for myself and how I like to play the game.
It started with a desire to alter the naming of units in the game but the scope has now become quite a bit larger since I want to run the game with 7 day turns instead of the original 14.
This creates a lot of problems in the game, some of which won't be possible to solve. However I like to continue this project to make the mod work as good as possible with 7 days turns even if it will never be completely as well balanced as the original game.

Although I've gotten advice to use the csv splitter and the official excel database I haven't gotten around to learning how to use them. So the whole thing is done with notepad, Total Commander and my own use of Excel and formulas :-)

The only scenario I've changed is the april 61 scenario and I've played until autumn 65 as both union and confederate without any issues.
(I haven't yet tested the scenario with AI turned on for both sides until autumn 65)

Regarding brigades...
Since I don't like the way the game combines units (1st & 2nd NJ as the same unit for example) I have split these up where I've found them.
I've also taken the liberty to remove some and adding others to brigades that arrive through events.

All recruitable brigades are also changed totally. Infantry brigades with attached artillery or cavalry are gone (they still exist through events though) Instead I've added 4 types of infantry and cavalry brigades for each state. Some of the US-states are now also able to recruit cavalry brigades.

These are the combinations I've created
InfBde1 Inf+Inf+Inf+Shp
InfBde2 Inf+Inf+Inf+Inf
InfBde3 In+Inf+Inf+Inf+Shp
InfBde4 Inf+Inf+Inf+Inf+Inf
CavBde1 Cav+Cav+Cav
CavBde2 Cav+Cav+Cav+HsArt
CavBde3 Cav+Cav+Cav+Cav
CavBde4 Cav+Cav+Cav+Cav+HsArt


Regarding leaders...
I have added brigadier generals that existed during the war that I found missing from the game.
They will enter the game at the time when they historically gained promotion to brigadier general.
Portraits are included for most generals but in some cases really badly made. This will probably be an ongoing quest to find better photos.

All generals have ratings and abilities based on general information on wikipedia and also my own opinion of them.

I have incorporated user created pictures posted on this forum.
Thanks to tribeticus, lukasberger, Liberty Bell, Eugene Carr & grimjaw for making these available.

Regarding units and their names...
I'd really prefer to make the game as historically correct as possible but since it's in the nature of the game to alter history, it simply won't be possible. I have therefor added lots of units that never existed for the simple reason that it's better to have a non-historical name than no name at all. Many smaller units, like sharpshooters and engineers, have been split into companies instead of regiments.

I have split the name pools between model-files and unit-files to make sure that you do not get duplicate names when recruiting both brigades and single elements.
By editing scripts and events I have tried to make sure all units within the game are unique. You should not see 3 different 3rd Georgia Cavalry appear.
I'm sure I've missed a few though, these will be fixed along the way.

Regarding abbreviations...
I've used my own style of abbreviations but mostly following general usage (for example when abbriviating states)
There is a specific file documenting all abbreviations.

Changelog:
v0.1:
- Created new generals (something like 570 added)
- Added portraits to generals missing this (a couple still have generic portraits)
- Corrected some spelling errors
- Corrected false nicknames (leaders)
- Added promotion option to a lot of generals that historically reached higher ranks
- Changed abbriviated names to full names (leaders)
- Changed the generic "General" to the correct rank
- Added unitnames to the list of recruitable units
The first names in all lists are always historical. I've then added a bunch of fictional names to make sure the game doesn't run out of names.
- Added 120 specific unit types to enable recruiting in most of the states contributing at least one unit (USCT, Colorado, Nebraska, Oregon etc.)
I've also added types to enable recruiting of certain types that I thought were missing (New Jersey cavalry for instance)

v0.2:
- Changed the content of recruitable brigades (mainly added infantry and removed cavalry/artillery) and also added a lot of brigades to states that couldn't recruit brigades before (224 brigade .uni-files created)
- Added ratings and abilities to all new generals plus some of the existing ones that I thought were wrong.
- All new leaders now appear at slightly logical places as opposed to all appearing in Richmond and Maryland.
- All scripted events regarding "1861 April Campaign" are now synchronized with this mod. All units created by event, script or scenario are removed from the recruiting pools. A lot of default unitnames are also changed.
- Removed all existing brigades types (although they still exist within the files and to add them back is just a matter of adding a forcepool for the particular brigade)

v0.2b:
- Added new portrait for USCT cavalry

v02c:
- Incorporated two mods that changes unit pictures and the look of the ledger (many thanks to Fred zeppelin and picaron for permission to do this)
- Added a bunch of new army names for creation of armies in more places
- Fixed some errors
- Changed the scenario to run with 7-day turns (there are a number of problems involved with this regarding supply, resources and other things, see grimjaws posts for more info on this)

v0.3:
- Split the mod in two different scenarios.
Scenario 1: All previous changes using the April 61 scenario and normal turns (24 per year)
Scenario 2: Also contains all previous changes but this scenario is changed to run with 48 turns per year. I've also unlocked corps formation and the creation of more than 3 armies from the beginning on the scenario.

v0.4:
- Added hundreds of naval vessels to all naval namepools
- Added 35 CS and 47 US naval officers
- Corrected spelling errors, mainly misspelled ships
- Fixed some errors that I made previously
- All new leader portraits are now fixed with transparent background.

v0.4b:
- Fixed missing portraits and replaced a few of the really bad ones.
Missing portraits are now:
C.W Pickering (USN)
G. Gansevoort (USN)
F.K Engle (USN)
T.P Greene (USN)
G.W Gift (CSN)
W.P Mason (CSN)
M. Mason (CSN)
J.H Carter (CSN)
E.M Anderson (CSN)
J.S Rains (CSA)
P.J Philips (CSA)
P.N Luckett (CSA)
R.J Henderson (CSA)
R.W Carswell (CSA)
C.A Anderson (CSA)

v0.5:
- Reduced forcepools for many of the new units
- Fixed issue with Kentucky units only recruitable from Kansas
- Fixed issue with California brigade recruitable from New York
- Removed duplicate leaders (R.Mitchell, A. Williams etc.)
- Changed affinity for AI infantry leaders so that they should be more inclined to use artillery in divisions since they are not included in brigades anymore (thanks Teatime)
- Altered values in all the structure files regarding production of different resources.
- Altered values in AI.opt to work with 7 day turns (this needs to be tested for effect)
- Split the whole mod in two separate downloads because the changes made to structure file would otherwise affect the two scenarios differently.
(changes in production/supply etc. are only made and will henceforth only be made in the scenario that uses 7 day turns)
- Added zouaves back as recruitable single elements
- Various smaller fixes

v0.6:
- Added unit: Militia brigade. This is a weak and cheap unit composed of smaller infantry battalions, one battery and a cavalry battalion.
- Added unit: Scout company. This is a very small cavalry unit for when you can't afford or don't need an entire regiment of cavalry.
- Added unit: Provost guard. A service company meant to be attached to armies for better handling of discipline.
- Added unit: Quartermaster. A service company meant to be attached to armies for better handling of supplies.
- Incorporated latest leader portraits from the forum
- Added line in faction files to make the game name divisions after their leader rather than a fixed number.
- Added CSS Hunley by event.

v0.7:
- Adapted mod to work with latest patch (1.06.3)
- Reduced the combat effectivness of scout companies
- Tweaked building times for a lot of units
- Added structure: Hospitals*
- Added structure: Large hospitals**
- Added structure: Prisons***
- Added structure: Training camps****
- Added structure: Academies*****
- Added more spies to both sides
- Added a few more misc leaders to CSA
- Added descriptions to all leader creations and other events
- Added biographies to all new leaders
- Added biographies to existing leaders that were lacking this
- Corrected some names and nicknames of previously added leaders
- Incorporated latest leader portraits from the forum
- Incorporated James W. Starnes Flag Mod with permission from the author of this mod.
- Added portraits to a handful of previously added leaders
- Extended map zoom level

* Units regain both health and cohesion faster when they're in a region with a hospital. They also produce a very small amount of conscripts.
** Large hospitals are somewhat more effective than regular hospitals and they also produce a slightly higher amount of conscripts.
*** A prison in your faction will sometimes remove a small amount of conscripts from your enemy. They also produce small amounts of resources like money and ammo.
**** Training camps are places to upgrade and give your units simulated combat experience. They will also give you some war supplies and conscripts. Confederate training camps are also more effective for cavalry units than their northern counterparts.
***** Academies are larger versions of training camps and therefor more effective.
Confederate academies are also more effective for cavalry units than their northern counterparts.

These are the leaders that currently lack any image:
Charles Dewitt Anderson CSA
Reuben Walker Carswell CSA
Robert Johnson Henderson CSA
Philip Noland Luckett CSA
Pleasant Jackson Philips CSA
James Spencer Rains CSA
Jonathan H. Carter CSN
Murray Mason CSN
William Pinckney Mason CSN
George Washington Gift CSN
Frederick K. Engle USN
Charles W. Pickering USN
Eberhart Weer ???
Samuel Chase USA


Download:
228 turns - http://www.cwdb.se/cwdb_mod.zip (v0.7 updated 17/5 2017)
Last edited by johandenver2 on Wed May 17, 2017 9:35 pm, edited 2 times in total.

johandenver2
Lieutenant
Posts: 101
Joined: Mon May 09, 2016 9:46 pm

Sun May 29, 2016 8:49 pm

These are the leaders I've added:

Help with suggestions for abilities for any of these would be greatly appriciated :-)

Union:
Abram Duryée
Abram S. Piatt
Albert L. Lee
Alexander Chambers
Alexander S. Webb
Alexander Schimmelfennig
Alexander Shaler
Alfred Gibbs
Alfred N.A Duffié
Alfred Sully
Alfred W. Ellet
Alonzo G. Draper
Alvan C. Gillem
Andrew J. Alexander
Andrew Porter
Benjamin Alvord
Benjamin D. Fearing
Benjamin F. Potts
Benjamin S. Roberts
Byron R. Pierce
Charles A. Heckman
Charles Cruft
Charles D. Jameson
Charles E. Hovey
Charles F. Smith
Charles J. Paine
Charles K. Graham
Charles L. Matthies
Charles R. Woods
Charles T. Campbell
Christopher C. Andrews
Conrad F. Jackson
Daniel D. Bidwell
Daniel P. Woodbury
David A. Russell
Edmund J. Davies
Edward A. Wild
Edward E. Potter
Edward F. Winslow
Edward H. Hobson
Edward Harland
Edward Hatch
Edward N. Kirk
Edward S. Bragg
Edwin D. Morgan
Egbert B. Brown
Eleazer A. Paine
Eli Long
Elias S. Dennis
Elliott W. Rice
Elon J. Farnsworth
Emory Upton
Erastus B. Tyler
Fitz H. Warren
Francis B. Spinola
Francis E. Patterson
Francis L. Vinton
Frank Wheaton
Franklin S. Nickerson
Frederick C. Salomon
Frederick W. Lander
Frederick Winthrop
Gabriel R. Paul
George C. Strong
George Crook
George D. Bayard
George F. McGinnis
George F. Shepley
George H. Chapman
George H. Gordon
George J. Stannard
George L. Andrews
George L. Hartsuff
George P. Buell
George W. Dietzler
George W. Taylor
George Wright
Gershom Mott
Giles A. Smith
Green B. Raum
Gustavus A. De Russy
Harrison C. Hobart
Hector Tyndale
Henry A. Barnum
Henry B. Carrington
Henry Baxter
Henry Bohlen
Henry D. Terry
Henry E. Davies
Henry G. Thomas
Henry H. Lockwood
Henry H. Sibley
Henry L. Abott
Henry L. Eustis
Henry W. Benham
Henry W. Birge
Hiram Burnham
Hugh B. Ewing
Hugh T. Reid
Isaac H. Duval
Isaac J. Wistar
Israel Vodges
Jacob Ammen
James A. Garfield
James A. Williamson
James B. Steedman
James C. Rice
James Craig
James D. Fessenden
James D. Morgan
James G. Spears
James H. Lane
James H. Ledlie
James M. Shackelford
James M. Tuttle
James Nagle
James S. Jackson
James S. Morton
James W. McMillan
James W. Reilly
Jasper A. Maltby
Jeremiah T. Boyle
John B. McIntosh
John B. Sanborn
John B. Turchin
John B.S Todd
John Beatty
John C. Robinson
John C. Starkweather
John Cochrane
John Cook
John D. Stevenson
John E. Smith
John E. Wool
John F. Hartranft
John F. Miller
John G. Mitchell
John H. King
John H. Martindale
John H.H Ward
John I. Curtin
John I. Gregg
John J. Peck
John M. Brannan
John M. Corse
John M. Oliver
John M. Thayer
John McNeil
John P. Hatch
John P. Hawkins
John P. Slough
John R. Kenly
John S. Mason
John T. Croxton
John W. Fuller
John W. Phelps
John W. Sprague
Joseph A. Cooper
Joseph A. Mower
Joseph A.J Lightburn
Joseph B. Carr
Joseph B. Plummer
Joseph Bailey
Joseph F. Knipe
Joseph Hayes
Joseph J. Bartlett
Joseph R. Hawley
Joseph R. West
Joseph W. Revere
Joshua H. Bates
Joshua K. Sigfried
Joshua L. Chamberlain
Joshua T. Owen
Julius H. Stahel
Julius White
Leonard F. Ross
Lewis A. Grant
Lewis G. Arnold
Louis D. Watkins
Luther P. Bradley
Lysander Cutler
Madison Miller
Mahlon D. Manson
Manning F. Force
Marcellus M. Crocker
Marsena R. Patrick
Martin D. Hardin
Max Weber
Melancthon S. Wade
Michael K. Lawler
Milo S. Hascall
Napoleon J.T Dana
Nathan Kimball
Nathaniel C. McLean
Nathaniel J. Jackson
Neal S. Dow
Nelson A. Miles
Nelson Taylor
Newton Schleich
Odon Guitar
Orlando B. Willcox
Ormsby M. Mitchel
Patrick E. Connor
Philippe R.D De Trobriand
Pleasant A. Hackleman
Ralph P. Buckland
Ranald S. MacKenzie
Richard Arnold
Richard Busteed
Richard J. Oglesby
Robert A. Cameron
Robert Anderson
Robert Cowdin
Robert K. Scott
Robert O. Tyler
Robert S. Granger
Rufus Saxton
Samuel A. Rice
Samuel Beatty
Samuel D. Sturgis
Samuel K. Zook
Samuel S. Carroll
Schuyler Hamilton
Simon G. Griffin
Smith D. Atkins
Solomon Meredith
Stephen G. Burbridge
Stephen H. Weed
Theophilus T. Garrard
Thomas A. Davies
Thomas A. Morris
Thomas A. Rowley
Thomas A. Smyth
Thomas C. Devin
Thomas E.G Ransom
Thomas Ewing Jr
Thomas G. Stevenson
Thomas H. Neill
Thomas H. Ruger
Thomas J. McKean
Thomas K. Smith
Thomas L. Kane
Thomas R. Williams
Thomas T. Crittenden
Thomas W. Egan
Thomas Welsh
Truman Seymour
Walter C. Whitaker
Wesley Merritt
William B. Hazen
William B. Woods
William Cogswell
William Dwight Jr
William F. Barry
William F. Bartlett
William Grose
William H. Lytle
William H. Morris
William Hays
William M. Birney
William P. Carlin
William P. Sanders
William R. Terrill
William S. Smith
William T. Clark
William T. Ward
William Vandever
William W. Belknap
William W. Burns
William W. Orme
Willis A. Gorman
Zealous B. Tower

Confederate:
Abner M. Perrin
Abraham Buford
Absalom M. West
Adam R. Johnson
Adley H. Gladden
Albert G. Blanchard
Albert G. Jenkins
Albert Pike
Albert Rust
Alexander E. Steen
Alexander R. Lawton
Alexander T. Hawthorne
Alexander W. Campbell
Alexander W. Reynolds
Alfred Cumming
Alfred E. Jackson
Alfred H. Colquitt
Alfred Iverson
Alfred J. Vaughn
Alfred M. Scales
Allison Nelson
Alpheus Baker
Ambrose R. Wright
Archibald C. Godwin
Archibald Gracie Jr
Armistead L. Long
Arnold Elzey
Arthur M. Manigault
Arthur P. Bagby
Basil W. Duke
Benjamin G. Humpmhreys
Benjamin H. Helm
Beverly H. Robertson
Bradley T. Johnson
Bryan Grimes
Carnot Posey
Charles Clark
Charles D. Anderson
Charles M. Shelley
Claudius W. Sears
Clement A. Evans
Clement H. Stevens
Cullen A. Battle
Dandridge McRae
Daniel C. Govan
Daniel H. Reynolds
Daniel M. Frost
Daniel S. Donelson
Daniel W. Adams
Danville Leadbetter
David A. Weisiger
David E. Twiggs
David R. Atchison
Douglas H. Cooper
Dudley M. DuBose
Edmund W. Pettus
Edward A. O'Neal
Edward A. Perry
Edward C. Walthall
Edward D. Tracy
Edward L. Thomas
Elisha F. Paxton
Eppa Hunton
Evander M. Law
Evander McNair
Felix H. Robertson
Francis A. Shoup
Francis M. Cockrell
Francis R.T Nicholls
Gabriel C. Wharton
Gabriel J. Rains
George B. Anderson
George B. Cosby
George B. Crittenden
George B. Hodge
George D. Johnston
George E. Maney
George G. Dibrell
George H. Steuart
George T. Anderson
George W. Gordon
George W.C Lee
Gideon J. Pillow
Gilbert M. Sorrel
Goode Bryan
Gustavus U. Dahlgren
Harry T. Hays
Henry A. Wise
Henry B. Davidson
Henry D. Clayton
Henry H. Walker
Henry K. Douglas
Henry L. Benning
Henry R. Jackson
Hiram B. Granbury
Hugh W. Mercer
Humphrey Marshall
Hylan B. Lyon
Jacob H. Sharp
James A. Smith
James A. Walker
James B. Gordon
James C. Tappan
James Conner
James Dearing
James Deshler
James E. Slaughter
James F. Fagan
James G. Martin
James H. Clanton
James H. Lane
James H. McBride
James H. Trapier
James J. Archer
James J. Pettigrew
James L. Kemper
James M. McIntosh
James P. Simms
James R. Chalmers
James S. Rains
James T. Holtzclaw
Jeremy F. Gilmer
Jerome B. Robertson
Jesse J. Finley
John B. Grayson
John B. Villepigue
John Bratton
John C. Adams
John C. Brown
John C. Carter
John C. Moore
John C. Vaughn
John C.C Sanders
John D. Imboden
John D. Kennedy
John Dunovant
John Echols
John Gregg
John H. Winder
John K. Jackson
John M. Jones
John McCausland
John P. McCown
John R. Chambliss Jr
John R. Cooke
John R. Jones
John S. Bowen
John S. Preston
John S. Roane
John S. Williams
John W. Frazer
John W. Whitfield
Johnson Hagood
Johnson K. Duncan
Joseph B. Palmer
Joseph Finegan
Joseph H. Lewis
Joseph L. Brent
Joseph R. Anderson
Joseph R. Davis
Josiah Gorgas
Junius Daniel
Laurence S. Baker
Lawrence O. Branch
Lawrence S. Ross
Leroy A. Stafford
Lewis A. Armistead
Lewis H. Little
Lloyd Tilghman
Louis Hebert
Lucius B. Northrop
Lucius E. Polk
Lucius J., Gartell
Lunsford L. Lomax
Mansfield Lovell
Marcellus A. Stovall
Marcus J. Wright
Mark P. Lowrey
Martin E. Green
Martin L. Smith
Martin W. Gary
Mathew D. Ector
Matthew C. Butler
Matthew W. Ransom
Maxcy Gregg
Micah Jenkins
Montgomery D. Corse
Nathaniel H. Harris
Nicholas B. Pearce
Otho F. Strahl
Patrick T. Moore
Paul J. Semmes
Paul O. Hebert
Peter B. Starke
Philip Cook
Philip N. Luckett
Phillip D. Roddey
Pierce M.B Young
Pleasant J. Philips
Preston Smith
Randall L. Gibson
Reuben L. Walker
Reuben W. Carswell
Richard B. Garnett
Richard C. Gatlin
Richard Griffith
Richard L. Page
Richard L.T Beale
Richard M. Gano
Robert A. Toombs
Robert B. Vance
Robert D. Johnston
Robert D. Lilley
Robert H. Anderson
Robert H. Hatton
Robert J. Henderson
Robert Lowry
Robert S. Garnett
Robert V. Richardson
Roger A. Pryor
Roger W. Hanson
Roswell S. Ripley
Rufus C. Barringer
Samuel B. Maxey
Samuel Garland Jr
Samuel J. Gholson
Samuel Jones
Samuel McGowan
Samuel R. Anderson
Samuel W. Ferguson
Seth M. Barton
St John R. Liddell
States R. Gist
Stephen Elliott Jr
Sterling A.M Wood
Thomas B. Smith
Thomas F. Drayton
Thomas Green
Thomas H. Cobb
Thomas Harrison
Thomas Jordan
Thomas L. Clingman
Thomas L. Rosser
Thomas M. Logan
Thomas M. Scott
Thomas N. Waul
Thomas P. Dockery
Thomas R.R Cobb
Thomas T. Munford
Turner Ashby
Tyree H. Bell
Victor J.B Girardey
Walter Gwynn
Walter P. Lane
William A. Quarles
William Barksdale
William D. Smith
William E. Baldwin
William E. Jones
William E. Starke
William F. Brantley
William F. Perry
William F. Tucker
William G. Lewis
William G.M Davis
William H. Carroll
William H. Forney
William H. Wallace
William H. Young
William H.F Payne
William L. Cabell
William L. Jackson
William M. Browne
William M. Gardner
William MacRae
William McComb
William Miller
William N. Pendleton
William P. Roberts
William Preston
William R. Cox
William R. Scurry
William R. Terry
William Smith
William Steele
William T. Wofford
William W. Adams
William W. Allen
William W. Kirkland
William W. Mackall
William Y. Slack
Williams C. Wickham
Winfield S. Featherston
Xavier B. Debray
Young M. Moody
Zachariah C. Deas
Zebulon York

johandenver2
Lieutenant
Posts: 101
Joined: Mon May 09, 2016 9:46 pm

Fri Jun 03, 2016 4:13 pm

To make it easier (mainly for myself) to set different abilities, this is the list of available abilities:
(I've removed all unit and naval abilities)

$abi_txt_AB_West This element is heavily penalized when outside of the Western theater.
$abi_txt_Adept_Raider This leader allows a 85% chance of retreat at any round of battle for the stack under his command, if overwhelmed. Apply only to stacks needing 4 or fewer command points.
$abi_txt_Amphibious 0% of the penalty associated with Naval Landing. 50% for opposed river crossing.
$abi_txt_Arrogant This Leader does not listen to advice from below or commands from above. -1 Command Points, even if NOT in command.
$abi_txt_Artillerist 20% combat bonus for all artillery units in the stack this leader is in. Apply to all stacks in the region if this leader is the most high-ranking officer in the region.
$abi_txt_Beloved_By_Army The leader is beloved and reverred by his men, as he cares about their well-being. If the commander, provides a +30% increase in the fatigue recovery rate of units under his command.
$abi_txt_Besieger This leader provides a one point siege bonus to the whole stack he is in when attacking forts and reduces by 10% the time necessary to obtain next entrenchment level.
$abi_txt_Brave_Cavalryman Cohesion bonus of +10 if active to all cavalry elements, even if NOT in command
$abi_txt_Cavalryman 25% combat bonus for all cavalry units in the stack this leader is in, if in clear, woods, hills, steppes or desert terrain. Apply to all stacks in the region if this leader is the most high-ranking officer in the region
$abi_txt_CharismaticLeader This leader has a true charismatic aura. He provides +5 Maximum Cohesion and a +25% increase in the fatigue recovery rate of units in the stack under his command.
$abi_txt_ColdBlood Units under his command may deploy better and more units will be able to engage the enemy when attacking and defending.
$abi_txt_Corrupt This leader provides a 15% increase on the whole stack supply consumption.
$abi_txt_Deceiver This element or general is adept at establishing dummy positions (Quaker guns and such), camouflaging to the enemy the real strength of his force. If entrenched, +1 to the Hide Value of the stack he is in
$abi_txt_Deep_Raider This element or leader is able to mount deep raids that can avoid enemy patrols by the use of side-tracks and subterfuge. +50% to the Evasion value of the stack he is in, provided the stack is moving.
$abi_txt_Defensive_Terrain_Analyst Units under his command may deploy better and more units when defending, reducing the enemy's effectiveness (apply also if army commander).
$abi_txt_DefensiveEngineer 10% defensive fire bonus and 1 extra protection for the stack this leader is in, if already entrenched. Apply to all stacks in the region if this leader is the most high-ranking officer in the region.
$abi_txt_Defiant This Leader does not listen to advice from below or commands from above. -2 Command Points, even if NOT in command.
$abi_txt_Diplomatic This Leader capably interacts with his superiors and subordinates. +1 Command Point and +1 additional CP per ability level above 1, to any stack he commands.
$abi_txt_Dispersed_Move This leader has the bad habit of letting his troops move in disorder, thus reducing how they can effectively patrol the region or conceal their approach. -25% to Evasion and Patrol, -1 to hiding Value of the whole stack under his command, if moving.
$abi_txt_Dispirited_Leader This commander is absolutly not charismatic for his men, or is a defeatist. -5 Maximum Cohesion and -25% to the Cohesion recovery rate of units in the stack under his command
$abi_txt_DoubleCommand1 Can lead units of Indian nationality without penalty.
$abi_txt_Drunkard This general is afflicted with occasional drinking bouts. -1 initiative to any stacks he commands and is less effective deploying regiments when attacking and defending when NOT activated.
$abi_txt_Engineer This element reduces the time needed to get a new entrench level by 35%.
$abi_txt_Entrencher If already entrenched, 10% defensive fire bonus and 1 extra protection for the unit this element is in.
$abi_txt_Expert_Forager This element or commander reduces by 50% the chances that a unit pillages a region when foraging (i.e. when regular supply is lacking) for the whole stack he is in.
$abi_txt_Ex-Ranker Cohesion bonus of +5 to all units under his command.
$abi_txt_Fast_Move 15% move bonus to all units of the stack under his command.
$abi_txt_Forager This element or commander reduces by 25% the chances that a unit pillages a region when foraging (i.e. when regular supply is lacking) for the whole stack he is in.
$abi_txt_FortDefender Provides a one point siege bonus to the whole stack this leader is in when defending in a fort and reduces by 10% the time necessary to obtain next entrenchment level.
$abi_txt_Gifted_Cmd This leader is gifted for command. +1 Command Point and an additional +1 per ability level to the stack under his command. If in command of an army, subordinate corps also receive this bonus
$abi_txt_Good_Admin_Army This leader is appreciated by his men, as he cares about their well-being. He provides a +15% increase in the fatigue recovery rate of units in the stack under his command.
$abi_txt_Good_Admin_Pop If this leader is commanding a stack, he progressively increases the loyalty of the population in the region over time. (+1% each turn up to 75%)
$abi_txt_Good_Cmd If in command of a stack, provides +1 Command Point per ability level. (If in command of an army, subordinates corps also receive this bonus)
$abi_txt_Good_Subordinates This leader knows how to pick his subordinates and is able to delegate command at the right moment. +2 Command Point and an additional +1 per ability level to the stack under his command.
$abi_txt_Hated_Occupant When commanding a stack, this leader applies Martial Law with extreme severity in any rebellious city he has to pacify.
$abi_txt_HotHead As Commander of a force, this leader won't be able to order a retreat during the first two hours of the battle
$abi_txt_Indian_Fighter 15% attack and defense bonus to all units in the stack this leader is in, when in battle versus Indian units (in all terrains). Apply to all stacks in the region if this leader is the most high-ranking officer in the region.
$abi_txt_Irregular_Fighter 15% attack and defense bonus to all units in the stack this leader is in, when in battle versus irregulars, partisans units (only in difficult terrain). Apply to all stacks in the region if this leader is the most high-ranking officer in the region
$abi_txt_Logistician This leader provides a 25% reduction to supply consumption for the whole stack under his command
$abi_txt_Loyal +1 Command Point per ability level, even if NOT in command.
$abi_txt_MasterDriller This leader provides 1 experience point every turn to all the units in the stack he is in by drilling them.
$abi_txt_MasterSpy This leader improves the detection of enemy units (except irregulars) within the Department the force under his command is in.
$abi_txt_Militiaman Discipline bonus of 1, Cohesion bonus of 10 to all Militias in the stack this leader is in. Apply to all stacks in the region if this leader is the most high-ranking officer in the region.
$abi_txt_MountainFighter 25% combat bonus and 1 extra protection to this unit, only in Mountain, Wooded Hills and Alpine terrain.
$abi_txt_MoveRanger 25% move bonus in wild areas to the whole stack this general is in.
$abi_txt_Occupier When commanding a stack, this leader will not hesitate to proclaim Martial Law in any rebellious city he has to administer.
$abi_txt_Offensive_Terrain_Analyst Units under his command may deploy better and more units will be able to engage the enemy when attacking (apply also if army commander).
$abi_txt_OverCautious This leader is extremely cautious and will often act slowly if not in friendly territory. (-1 Command Point modifier to his stack, and he will be inactive if he rolls a percent dice higher than current military control.)
$abi_txt_Partisan 30% combat bonus and 2 extra protection to all irregular units in the stack this leader is in, only in difficult terrain. Apply to all stacks in the region if this leader is the most high-ranking officer in the region
$abi_txt_Patriotic This leader gives a 5 points bonus to cohesion and a +20% cohesion recovery speed to militias, partisans and volunteers in the State where the force under his command is present.
$abi_txt_Patroler This element or leader is proficient at making more effective patrols in the region he is in, either by effective reconnaissance or by establishing a network of signals posts and communications. +1 to Detection Value, +35% to the Patrol value of the stack the element
$abi_txt_Pillager This element will immediately destroy any enemy Depot or stockade captured
$abi_txt_Pillager_Pop When this leader commands a stack, his men will burn and pillage the countryside in the region without regard for justice, slaughtering civilians if need be. Only the most loyal and well-policed regions will be spared
$abi_txt_Pontoneer Provides a 50% speed bonus when crossing rivers to the whole stack this element is in
$abi_txt_PoorSpyNetwork Faults of intelligence worsen the detection of enemy units within the Departement where the force under the command of this general is located.
$abi_txt_Propagandist If the most senior general in the region, will progressively increase the loyalty of the population over time. (+1% each turn up to 50%)
$abi_txt_QuickAngered This leader is quickly angered and often argues with his surbordinates. -4 Command Points and an additional -1 per ability level to the stack he commands and to subordinates corps if any.
$abi_txt_Reckless The force commanded by this leader will have difficulty retreating on the first two hours of the battle.
$abi_txt_Recruiting_Officer This leader can muster new conscripts on a regular basis in cities of level 5+. The force under his command must be in the city to do so.
$abi_txt_Scorch_Earth This element or commander will use a scorched earth policy when capturing cities
$abi_txt_Screener This element or leader is able to screen and mask the movement of the whole force with the clever use of scouts, side-tracks, and subterfuge. +1 to the Hide Value and +25% to the Evasion value of the stack he is in, provided the stack is moving.
$abi_txt_Seaman Provides a 25% move bonus to the whole sea force under his command.
$abi_txt_Sharpshooter This unit possesses Sharpshooters which impede enemy reaction. +1 Initiative bonus in battle to the whole unit.
$abi_txt_Siege_Engineer Provides a one point siege bonus to the whole stack this leader is in when defending or attacking forts and reduces by 10% the time necessary to obtain next entrenchment level.
$abi_txt_SiegeArtillery Provides a one point siege bonus to the whole stack when attacking forts.
$abi_txt_Skirmisher If the commander, allows an easier retreat during the first two hours of the battle.
$abi_txt_Slow_Move If the commander, 25% move penalty to the whole stack.
$abi_txt_Staffer +2 Command Point per ability level, even if NOT in command
$abi_txt_Strategist This leader provides +1 Command Points and an additional +1 per ability level to the stack under his command. Applies to all subordinates Corps if this leader is the highest-ranking officer in the Department
$abi_txt_SupRanger 15% reduction in supply consumption in Mountain, Wilderness, Swamp, Woods, or Forest regions.
$abi_txt_Surpriser 20% chance of surprising the enemy (first fire) for the whole stack under his command.
$abi_txt_Trainer This leader will train up to two regiments of conscripts to regular soldiers every turn in the force under his command.
$abi_txt_Unforgiving This leader shows no mercy to rebellious populations... or any population suspected to be.
$abi_txt_Unpopular_Leader This commander is absolutly not loved by his men. -10 Maximum Cohesion to the stack if the commander.
$abi_txt_VeryFast_Cavalryman 25% move bonus to all units of the stack under his command.
$abi_txt_VeryFast_Move 25% move bonus to all units of the stack under his command.
$abi_txt_VeryFast_Raider 25% move bonus to all irregulars in the stack under his command.
$abi_txt_WithdrawerSup If the commander, allows an easier retreat on the first four hours of the battle.
$abi_txt_WoodAmbush 50% bonus to irregulars in ambush determination in non clear areas in the stack under his command.

Teatime
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Sat Jun 04, 2016 8:56 am

Wow .. a lot of those generals will see little action though since the game does not represent Brigade commanders within divisions. Most of these are probably straight up 3-1-1 generals but there are a few gems in there.

To get you started

Emory Upton
- A young officer who became very influential in the development of the post war US army.
- Served in Artillery, Infantry and Cavalry commands
- Came up with the columns of assault tactic he used with his brigade at Cold Harbour and was adopted for the corps level by Hancock
- One of James Wilson's division commanders in his Cavalry Corps of the west that operated more like an Armoured Division with it's use of maneuver and firepower!
- Along with James Wilson probably one of the best young thinkers in the Union Army

Perhaps a 4-1-1 commander with an ability like $abi_txt_Offensive_Terrain_Analyst

Elon J. Farnsworth
- Young cavalry brigadier who was very highly regarded perhaps even more so than Custer
- Killed at Gettysburg on day 3

4-1-1 + $abi_txt_Cavalryman

Lawrence O. Branch
- Highly regarded by Lee and probably next in line for division command if he had not been killed at Antietam. (A similar story to W H L Wallace at Shiloh who was highly regarded by Grant and Sherman)

Again perhaps a 4-1-1 commander

Thanks for posting that list of abilities, I have been looking to have a Chief of Staff type of role for some officers (e.g. Halleck) and had never noticed the Loyal or Staffer abilities which are exactly what I was looking for.

johandenver2
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Sat Jun 04, 2016 1:07 pm

Thanks Teamtime, just what I'm looking for.

Yes, a lot of them won't see any action at all I suspect but then one could use them as commanders of various cities around the country for a little flavor.
You'll never run out of division commanders at least :-)

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Cardinal Ape
General of the Army
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Joined: Wed Mar 07, 2012 1:59 am

Sun Jun 05, 2016 12:39 am

That is a very ambitious mod you are undertaking! Good luck.

Is the AI capable of handling so many extra generals and units? I fear for Athena :)

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James W. Starnes
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Tue Jun 14, 2016 5:42 pm

Good luck, and I'm curious to know how the far west will play out since you are adding more recruitment options. As far as I know, areas such as NM, CO, CA, etc. were split in views since both northerners and southerners moved west. Southern CA was actually try to secede since many were southerners, Mexicans who had a grudge against the federal government, etc. I would also love to see areas with pockets of Unionism be able to recruit there, such as East Tennessee or Northern Georgia.
Image

johandenver2
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Fri Jun 17, 2016 7:06 pm

First post updated with v0.2

johandenver2
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Sun Jun 26, 2016 11:51 am

Just a small update....

v02c:
- Incorporated two mods that changes unit pictures and the look of the ledger (many thanks to Fred zeppelin and picaron for permission to do this)
- Added a bunch of new army names for creation of armies in more places
- Fixed some errors
- Changed the scenario to run with 7-day turns (there are a number of problems involved with this regarding supply, resources and other things, see grimjaws posts for more info on this)

johandenver2
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Tue Jun 28, 2016 9:57 pm

v0.3:
- Split the mod in two different scenarios.
Scenario 1: All previous changes using the April 61 scenario and normal turns (24 per year)
Scenario 2: This scenario also contains all previous changes but this scenario is changed to run with 48 turns per years. I've also unlocked corps formation and the creation of more than 3 armies from the beginning on the scenario.

Plans for v0.4:
- Add naval vessels to namepools
- Add 40-50 naval officers
- Test the mod properly and tune things like forcepools etc. (right now the forcepools are probably too large)
- Correct typos, mistakes, errors etc.

Teatime
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Thu Jun 30, 2016 3:26 pm

Coming along nicely, how are you going with the 4 turns per month?

I think there are more than a few interested to know what you had to adjust in the end

johandenver2
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Sat Jul 02, 2016 10:37 am

Unfortunately, after reading what grimjaw and others have said about the matter I haven't put that much effort into it.
I'm playing my mod with easy supply at the moment but even with this there are things like foreign intervention that doesn't work properly.

johandenver2
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Mon Jul 04, 2016 9:44 pm

Don't get me wrong, I'd love to be able to make it work with 48 turns but I feel I don't know the mechanisms that needs changing well enough and wouldn't know where to start.

Small update today:

v0.4:
- Added hundreds of naval vessels to all naval namepools
- Added 35 CS and 47 US naval officers
- Corrected spelling errors, mainly misspelled ships
- Fixed some errors that I made previously
- All new leader portraits are now fixed with transparent background.
This will look nicer and play better within the game although the pictures are not as nice as the others posted on this forum. I simply don't have the talent or the time to make that many good portraits :-)

johandenver2
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Tue Jul 05, 2016 9:29 am

v0.4b:
- Fixed missing portraits and replaced a few of the really bad ones.
Missing portraits are now:
C.W Pickering (USN)
G. Gansevoort (USN)
F.K Engle (USN)
T.P Greene (USN)
G.W Gift (CSN)
W.P Mason (CSN)
M. Mason (CSN)
J.H Carter (CSN)
E.M Anderson (CSN)
J.S Rains (CSA)
P.J Philips (CSA)
P.N Luckett (CSA)
R.J Henderson (CSA)
R.W Carswell (CSA)
C.A Anderson (CSA)

Temgesic
Sergeant
Posts: 89
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Tue Jul 05, 2016 11:13 am

When opening with WinRar it says the file is broken "Unexpected end of archive" shows up.
Did you upload it wrong or is it suppose to show that?

johandenver2
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Tue Jul 05, 2016 11:37 am

Either your download went wrong for some reason or you must have dowloaded during my upload of the new file. I just tried downloading and extracting without problems.
I use 7zip though but that shouldn't make any difference.

csiemers
Sergeant
Posts: 70
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Location: Pacific Northwest

Tue Jul 05, 2016 12:07 pm

When installed mine was missing the Union Volunteer Unit's portraits. So I was unable to select them for purchase/placement.

johandenver2
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Tue Jul 05, 2016 12:41 pm

Sorry, I seem to have remove a little to much when compressing my files. The correct file is now uploaded.

Teatime
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Thu Jul 07, 2016 6:15 am

Suggest you test Athena on how she handles not having artillery in the brigades .. I found divisions were light on artillery when I tried that.

johandenver2
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Thu Jul 07, 2016 10:32 am

Do you mean even when having artillery attached at a divisional level instead?

Teatime
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Thu Jul 07, 2016 10:58 am

Yes, the proportion of artillery in an AI stack seemed to go down when I took them out of brigades .. I remember seeing one large stack without artillery at all! Athena seemed to struggle with recruiting and incorporating individual batteries.

May be due to the AI parameters ... this line is in the AI file under Settings .. the artillery affinities may want adjusting if you don't have artillery in infantry brigades

// Affinities
// #Infantry commander
AIAffinity0 = $famElite|150|$famLine|350|$famMilitia|25|$famHvyCavalry|25|$famCavalry|25|$famHvyArty|0|$famMedArty|0|$famLightArty|0|$famSupply|100|$famLightInf|0|$famSkirmisher|0|$famRaider|0|$famHvyWarship|0|$famLightWarship|0|$famRaiderShip|0|$famTransportShip|0|$famService|25|$famEngineer|25

johandenver2
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Thu Jul 07, 2016 11:32 am

Ok, thanks for the information. I'll try altering the affinity and see how that goes.

DavoM
Private
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Joined: Sat Jul 09, 2016 5:14 am

Sat Jul 09, 2016 5:24 am

I am loving this mod and the changes you've made to the game. I especially like the generals & naval leaders you've added, much more historical 'flavour' to the game. Keep up the good work!

One thing I have noted playing as the Union is that Kentucky brigades are recruiting from Kansas recruitment regions only, and using the Kansas naming conventions for the regiment names (i.e. 1st Kansas, 2nd Kansas, etc.). The Kansas brigades are able to be constructed as normal. Just a minor issue (mix-up of KY and KS!). :)

johandenver2
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Sat Jul 09, 2016 6:01 am

Thanks, glad you like it :-)

Good catch, I have changed the Kentucky/Kansas issue and will be included in the next upload.

DavoM
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Sat Jul 09, 2016 6:57 am

johandenver2 wrote:Thanks, glad you like it :-)

Good catch, I have changed the Kentucky/Kansas issue and will be included in the next upload.


Awesome. I just did another check and the Union CA 3/1 Bde recruits in the New York area with associated NY Regimental names. The other CA units are fine. Looks like the rest of the units are good too.

Are Zouaves available in this mod? I can't seem to recruit them even though they are still in the game files. Might just be me?

johandenver2
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Sat Jul 09, 2016 7:07 am

Thanks for checking, I've fixed the California brigade as well now. Copy/paste is very useful but can create some issues :-)

I removed zouaves from being recruitable when creating the new brigades and have, to be honest, forgotten about them until now.
I'll add this to my to do list. They should be recruitable as single elements.

johandenver2
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Sat Jul 09, 2016 7:38 am

v0.5:
- Reduced forcepools for many of the new units
- Fixed issue with Kentucky units only recruitable from Kansas
- Fixed issue with California brigade recruitable from New York
- Removed duplicate leaders (R.Mitchell, A. Williams etc.)
- Changed affinity for AI infantry leaders so that they should be more inclined to use artillery in divisions since they are not included in brigades anymore (thanks Teatime)
- Altered values in all the structure files regarding production of different resources.
- Altered values in AI.opt to work with 7 day turns (this needs to be tested for effect)
- Split the whole mod in two separate downloads because the changes made to structure file would otherwise affect the two scenarios differently.
(changes in production/supply etc. are only made and will henceforth only be made in the scenario that uses 7 day turns)
- Added zouaves back as recruitable single elements
- Various smaller fixes

johandenver2
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Tue Jul 12, 2016 10:25 am

v0.6:
- Added unit: Militia brigade. This is a weak and cheap unit composed of smaller infantry battalions, one battery and a cavalry battalion.
- Added unit: Scout company. This is a very small cavalry unit for when you can't afford or don't need an entire regiment of cavalry.
- Added unit: Provost guard. A service company meant to be attached to armies for better handling of discipline.
- Added unit: Quartermaster. A service company meant to be attached to armies for better handling of supplies.
- Incorporated latest leader portraits from the forum
- Added line in faction files to make the game name divisions after their leader rather than a fixed number.
- Added CSS Hunley by event.

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samba_liten
Sergeant
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Joined: Wed Sep 26, 2007 1:55 am

Fri Jul 15, 2016 7:58 pm

I'm giving the 2 week/turn version a go.

First off, great work! Loving it so far.

If i may make a suggestion (more to come as i progress, I'm sure), it would be nice to have Wise start with his "Legion" in West Virginia.

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samba_liten
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Sat Jul 16, 2016 9:11 am

The AI might still need some adjustments though. Old Beaury marched into Washington DC in late October '61. He faced rather weak opposition. A single battle in Alexandria, followed by an assault, and then the same procedure in DC. Both times with a turn of rest between battle and assault, imposed by lack of activation. The AI took no action to reinforce during this time. It might have been rather confused by the new units.

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