North & South American Civil War Mod

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North & South: American Civil War 1.0. Choose your nation, protect the Union and fight for the United States, or fight for your independence and save the new formed Confederate States of America. Only deposit products offered by Northwest Bank are Member FDIC. NOTICE: Northwest Bank is not responsible for and has no control over the subject matter, content, information, or graphics of the web sites that have links here.

ACW version 2.6 features 65 battle maps, 38 historical scenarios for up to 6 players, over 4,300 unique historical regiments, artillery batteries and leaders! Fight against the AI or friends in custom battles or scenarios where you may find 20,000 or more men on the field in 200 total units! Scenarios feature full Orders of Battle and depict units at between 35% and 50% of their actual strength. Battle maps are highly accurate to the period, based on the best research material available.2.5 introduced the new 'Victory Point' game mode with overhead/radar maps supporting location-capture and scoring for more strategic battles.If you tried this mod before, revisit it with significant stability improvements, new sounds, more units and improved stats and unit choices.This is THE definitive 'American Civil War' mod for any Total War game! Extensively researched and meticulously constructed, the mod continues to evolve and will be supported and expanded in content. Just as something that would greatly improve immersion, do you thing it is possible to change flags and/or music to more specific ones for the respective unit?

For exaple the flag of the Irish Brigade, so they don´t have to carry the standard banner. I hope you know what I mean, do you think this would be possible?

I remember the ACW for Empire Total War to have these features, this is something I´m missing. And would there be any possibility to include siege battles? I imagine them to be quite fun+1 vote.

. NOTICE: YOU, anyone, does not have my permission to edit, reuse, or in any way change any content in this release package without my express permission. DO NOT edit and release any changes to the public. If you find bugs, contact me so that a common base can be maintained.

There are over 1,000 hours of effort in this project on my part only, not to mention all of those who have contributed.After three years, three months and 12 days. ACW 2.0 is HERE! A 15+ month long effort to overhaul, expand and improve every aspect of the original release.Now featuring 43 Battle Maps representing all theaters of the war from Pea Ridge and Mansfield to Shiloh, Champion Hill and Chickamauga to the Valley Campaign fields of Cedar Creek and Cross Keys. 30 new maps added to the original 13, all supporting up to 6 players.New Historical Scenarios, all accessible via the Multiplayer Local Network (or Total War Online) Host Battle Historical Scenario buttons. You can play solo against the AI or against humans up to six total players!3,700 unique Regiments, Artillery Batteries and Leaders make up the data base behind the Historical Scenarios where their on-field strength is either 35%, 40% or 50% of their actual reported strength on that day of battle. Every scenario's units, for both sides, are set at the same strength percentage.

Starting locations as near as possible so you can recreate these battles in as near real-time historical accuracy as possible. And the round time has been extended to 3-hours for each scenario!!The Custom Battle faction armies are bigger and better than every with the addition of the Union III Corps, Army of the Cumberland and the Coastal Forces army.

For the Confederates they have the corresponding Coastal Forces featuring heavy artillery batteries along with the Army of Tennessee. The Cavalry faction armies are reworked into 'Early', 'Mid' and 'Late' war units with varying arms and strength. Try them all out today and see the variety in new units/elites/special infantry and the broad range of Leaders you can use.There is far more to see and enjoy! Check out the User Guide as well which has details on every last bit of this mod and its composition.Additional Mod Background Information:- This mod is SINGLE or MULTI-PLAYER ONLY. There is NO campaign.- You can play historical scenarios as outlined below or play all battle maps in custom army mode.- It is suggested that in single-player mode that you play the defending army.- NOTE: Scenarios feature anywhere for 6,000 to nearly 20,000 troops combined. Up to 100 regiments per Army in Shiloh and Chickamauga. Your system will be stressed!

And you will love it!Historical Battle Scenarios for 1v1, 2v2, or 3v3: this is where you can play human vs. Any number of AI, or AI/humans. Multiplayer Local Network/Total War Online host battle Scenarios select scenario from left menu.Historical Scenario Army Information:- All Regiments, Artillery Batteries, and Leaders have their accurate Order of Battle designations. Typically displayed as: Regiment No.- State - Brigade - Division - Corps etc.- All units are graded A to F according to source material which was available. Unit Icons are generally assigned according to Unit 'Quality'. The “Quality” of each unit is displayed on the unit card/icon.

You will notice that all units of similar quality (unless a 'Special Named Unit/Iron Brigade') will share a similar Unit Icon. Special Units will have unique Icons. This should help you determine the quality of the units so that you align and/or use them most effectively.- All units are assigned quality ratings on a standard scale. This normalizes all units according to their quality. This ties in closely with Moral and Fatigue tables.- Battles are represented by major Regiments, Artillery Batteries, Army, Corps, Division and in some cases, Brigade Generals.- Regimental strength are either 35% or 50% of actual reported strength at the time of battle. In some cases I have had to extrapolate units for multi-day battles.

I have also set a 'floor' regiment size in many battles, an example being '50' men for most Antietam scenarios.- Regiments, Batteries, and Leaders are all positioned in approximate positions according to the best source information that was available to me.- Weapon assignments:- Infantry: Units will have either Rifled muskets or Smoothbore. You will notice the smaller arch of fire for Smoothbore. Units with Smoothbore are firing 'Buck & Ball' loads, deadly at close range. Pay attention as you position your regiments.- Artillery: Units are generally represented accurately with the primary cannon type at time of battle. Many CSA batteries were combined gun types. The game restricts a battery to a single gun type, therefore I have assigned the most appropriate gun type to each battery.KNOWN ISSUES:There are a few known issues across various elements of this mod package. Foremost is the Main Menu.

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Due to compatibility issues within the prior version 1.0 release LUA and individual computer OS installs, I have chosen to remove the “acwlua” files from release 2.0. Menu screen distortion was occurring across various test machines while some did not have an issue at all. This is the most noticeable impact, so realize that several Main Menu buttons are active and you CAN access the vanilla game from the mod Main Menu screen. Your vanilla game will be partially corrupted, missing textures, icons, and other UI items will be impacted.

Is there a way to remove the ugly bullet and artillery shell trails? Also amazing work on the mod!Mine got turned on a while ago as well, seen in the video, and I thought it was a preferences file setting but I do not see it there. I'll search here at twc but it's hell trying to find anything with the search functions.EDIT: Turns out after some preliminary digging, it might be in my Mod's 'Projectiles' table. I will look at that stuff and see if it is the issue. Sadly, if you want to play on-line with anyone, you should not alter this file as it may cause a mis-match, may not but at this time I cannot answer 100% either way.

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If the table settings are causing this, then I will make a change. Played a single custom battle against AI (I may have not been anywhere near the top of my game, I'll leave it at that). The 24 pound Howitzer Canister is set to 100 whereas Ordnance is set to 250? This seems to make 24 pd Howitzers utterly useless in close range.

Acw 2.0 American Civil War For Napoleon Total War

They already have a significantly decreased range compared to Ordnance and Napoleon guns. Rifled muskets have a range of 170, making Howitzer canister null and void albeit bayonet charges.Quick question, are we free to make private adjustments/tweaks to.pak files for private use? (Assuming we do NOT distribute without your explicit consent of course).

Given my time constraints, I rarely have the uninterrupted time to even attempt an online battle against human opponents, let alone expect to fight one without a pause of some sort. That being said, I would appreciate clarification on the consent to adjust various multipliers in.pak files for private use.My goodness, this looks incredible. Great work, Slyk! Played a single custom battle against AI (I may have not been anywhere near the top of my game, I'll leave it at that).

The 24 pound Howitzer Canister is set to 100 whereas Ordnance is set to 250? This seems to make 24 pd Howitzers utterly useless in close range. They already have a significantly decreased range compared to Ordnance and Napoleon guns. Rifled muskets have a range of 170, making Howitzer canister null and void albeit bayonet charges.Fair points. However, in setting up the ranges I did go through charts and reference material to find information that set 'relative' ranges for all artillery. One limiting factor is the game code itself where I cannot set a range greater than 1,000 meters (a map is only 2,500 x 2,500 meters in game measurements). Backing out of those numbers I ended up tweaking and processing a variety of rangers.

Artillery can be nearly over-powering at times and I am still not sure the balance is where it should be.For the Howitzers, they should not be a put into the position of needing canister, should they? I know, I know. I am open to tweaks for 2.1 but in my opinion. And that's all it is. A Howitzer battery should not be in a shoot-out duel with infantry. It takes a while for infantry to cut down the gunners at 170 and if you've got a Howitzer battery in your front and they're unsupported, you're a fool to not charge them anyway.

Quick question, are we free to make private adjustments/tweaks to.pak files for private use? (Assuming we do NOT distribute without your explicit consent of course). Given my time constraints, I rarely have the uninterrupted time to even attempt an online battle against human opponents, let alone expect to fight one without a pause of some sort. That being said, I would appreciate clarification on the consent to adjust various multipliers in.pak files for private use.My goodness, this looks incredible.

Great work, Slyk!As to editing the pack files. I will never know what you do.

I would prefer no one edit them, hence my opening paragraph but I'm realistic on that so DO NOT distribute it. Make a copy first. You've been around long enough that you know how this works. Experiment and then let me know what you think and we can banter about tweaks in the update. Dark souls 2 ps4 pro.

For the Howitzers, they should not be a put into the position of needing canister, should they? I know, I know.

I am open to tweaks for 2.1 but in my opinion. And that's all it is.

A Howitzer battery should not be in a shoot-out duel with infantry. It takes a while for infantry to cut down the gunners at 170 and if you've got a Howitzer battery in your front and they're unsupported, you're a fool to not charge them anyway.As to editing the pack files.

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I will never know what you do. I would prefer no one edit them, hence my opening paragraph but I'm realistic on that so DO NOT distribute it. Make a copy first.

You've been around long enough that you know how this works. Experiment and then let me know what you think and we can banter about tweaks in the update. Fair?Haha you know how much the AI loves butchery and will go right at the guns, even with infantry supporting both flanks! Historically, taking a battery over open ground was always a bloody affair, since artillery crews could fire effective canister at up to 300 yards (though this was irregular), which is over the typical engagement range of rifled muskets.

But you are 100% correct that artillery was never deployed with the primary purpose to hold a position using canister. Holding a position with canister was an exception for desperate situations.So naturally, it is a difficult dilemma to find the right balance for artillery that would appropriately discourage players from using them regularly in line for canister, while also allowing the artillery to be effective with canister.

I assume the game is hard-coded for infinite artillery ammo? I'll have to get some more gameplay in and do some thinking and see if I come up with any suggestions for finding the balance between historicity and playability.

I'll probably do some basic numerical tweaks in range and modifiers, always keeping clean originals. I don't have the knowledge to do anything I could really call a mod, and I respect you and all modders far too much to redistribute anything.It is so awesome that we get to be nerds and discuss these things, having an incredible mod to an amazing game. Again, thank you so much for all of your work! Although I think this happened every once in a while in vanilla Napoleon. After abandoning their guns, a Union 6-gun Ordnance battery crew instantaneously manufactured invisible guns and fired canister into my ranks. Perhaps they stole one of my killstreak care packages during the retreat.On another note, the artillery is much more deadly and frightening! I was wincing for my troops hearing the shells come in and explode!

This is definitely going to demand more strategic tactics and positioning.Edit: I do not have any other mods nor have made any changes to any mod files.

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