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Blood and Thunder Brigade
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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Sat Jun 15, 2024 1:42 am

StatboyVT wrote:
Blood and Thunder Brigade wrote:I'm looking forward to some feedback...


I'm re-installing the game now, as I haven't played it in a couple of years. I'll get some time with it tonight.


I'm glad to hear it. I'm hoping it captures your interest enough to never leave your side again :cool:

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Sat Jun 15, 2024 4:05 am

Looks good so far. The new art gives it a whole new feel and looks outstanding. I like the 7-day turns, and I feel as if that will make the game play better. But of course I'm only up through mid-June, so nothing is happening yet, haha.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Sat Jun 15, 2024 4:32 am

StatboyVT wrote:Looks good so far. The new art gives it a whole new feel and looks outstanding. I like the 7-day turns, and I feel as if that will make the game play better. But of course I'm only up through mid-June, so nothing is happening yet, haha.


Oh yes, very early days yet, but you'll see it all gather pace by the Autumn 1862 period. Then you'll see lots of new generals appearing, etc. By the way, the 'experience in the field' event I mentioned previously doesn't kick off until January 1862, and I'm very interested in what you will think of that.
Regarding the art; the whole point of the new units graphics was to not only give it a fresh, new feel but also give the units an air of individuality and I'm thrilled that it's made precisely that impression.
I'm very curious as to what you think of the new generals portraits? Please do point out any that you feel that just aren't up to scratch.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Sat Jun 15, 2024 3:02 pm

I think they are all very good, and to have all of them completed is great. That took a ton of work. As far as "time in the field" goes, on paper it sounds like a very good and useful feature.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Sat Jun 15, 2024 4:09 pm

One thing to note: when I use the "Build Defensive Works" decision, I can make my entrenchment level jump from a 2 to a 4. Which I think is fine, as it simulates building defenses at key strategic points (as the south, I want to hold Norfolk, for example). But...it's also a bit of an exploit, as I've got the army at Manassas up to a level 4 entrenchment level as well. So maybe that's a decision that could be limited a bit more, as it makes it easy to get around your (correct) intentions.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Sun Jun 16, 2024 2:07 am

StatboyVT wrote:I think they are all very good, and to have all of them completed is great. That took a ton of work. As far as "time in the field" goes, on paper it sounds like a very good and useful feature.


I'm very glad to hear it. And yeah, as I've stated a number of times before the portraits were an immense of amount of work but work I'm glad I put the time and effort into all the same. I was pretty insistent upon using actual photographs of the generals and only in very few instances did I have to resort to using painted portraits, etc. I still think it highly likely that the version you see now will not be the version you'll see in the end product but I'm more than happy with them as they are now. Still, if you could point out those you feel are below standard it would a great help. Everything needs objective eyes taking a glance at it ;)

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Sun Jun 16, 2024 2:29 am

StatboyVT wrote:One thing to note: when I use the "Build Defensive Works" decision, I can make my entrenchment level jump from a 2 to a 4. Which I think is fine, as it simulates building defenses at key strategic points (as the south, I want to hold Norfolk, for example). But...it's also a bit of an exploit, as I've got the army at Manassas up to a level 4 entrenchment level as well. So maybe that's a decision that could be limited a bit more, as it makes it easy to get around your (correct) intentions.


Thanks for pointing that out. I certainly think we could have a look at how that works currently and how it could be future employed to best simulate the earlier and later stages of the war. Having said that there are a lot of things I have in mind for future versions. For example I want to add cavalry brigades alongside cavalry regiments as a future recruitable option and I'd very much like to add (historical) infantry, cavalry, artillery, sharpshooters, etc, to those states, both Union and CSA, that are currently and inexplicably without. Not to mention that I am ensuring that all generals, both old and new, are promotable to 3-star. It is a work in progress... :cool:

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Sun Jun 16, 2024 10:13 am

@StatboyVT
Let me know if you're ever up for a PBEM game using this mod. I'd love a challenge :)

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Thu Jun 20, 2024 2:04 am

I am just catching up. I will install mod tomorrow and provide some feedback. Thanks for your work.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Thu Jun 20, 2024 2:12 am

Can I just install the second download and not install and then uninstall the first? Not fully sure I understand the direction to delete the first files.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Thu Jun 20, 2024 2:34 am

Durk wrote:Can I just install the second download and not install and then uninstall the first? Not fully sure I understand the direction to delete the first files.


Yeah mate, you should only need 1.08 and then 1.09, clicking "yes" when it asks you to overwrite. I'm pretty sure that step one is redundant but I just wanted to be sure everything was available.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Thu Jun 20, 2024 2:41 am

Great, makes sense to me now. Back to you tomorrow.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Thu Jun 20, 2024 2:42 am

Durk wrote:Great, makes sense to me now. Back to you tomorrow.


Awesome! Sorry for any confusion! :)

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Thu Jun 20, 2024 2:49 am

No confusing, I always look for the shortest path to what I need to do.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Thu Jun 20, 2024 3:04 am

Durk wrote:No confusing, I always look for the shortest path to what I need to do.


A man of my own heart. The path of least resistance...

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Thu Jun 20, 2024 10:35 pm

It is beautiful. It will take me some time to adapt to seven day turns, but that is just me. I have just done a quick look and play and what you have done is very nice. I will have more later, I just wanted to suggest two edits to 'how to install.'
Make sure the player understands they are to create a new folder "CW2_Altaro" in which to put all the files.
It does work fine to just go from the 1.08 files.
It is handy to add a new "Backup of CW2_Altaro" file by copying the modpath file onto the desktop, open and past in CW2?Altaro and save. Rename to the above backup name. This provides an easy reminder of exact mod path command.

Thanks for the work and the art.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Fri Jun 21, 2024 12:44 am

Durk wrote:It is beautiful. It will take me some time to adapt to seven day turns, but that is just me. I have just done a quick look and play and what you have done is very nice. I will have more later, I just wanted to suggest two edits to 'how to install.'
Make sure the player understands they are to create a new folder "CW2_Altaro" in which to put all the files.
It does work fine to just go from the 1.08 files.
It is handy to add a new "Backup of CW2_Altaro" file by copying the modpath file onto the desktop, open and past in CW2?Altaro and save. Rename to the above backup name. This provides an easy reminder of exact mod path command.

Thanks for the work and the art.


This is high praise indeed and I am very flattered by it. Thank you.

Yeah, the 7-day turns really do take some adjusting to, but then again I also found that with the new portraits and units graphics. I often found myself obliviously skipping by something or someone I was looking for just because I just wasn't used to seeing them quite like that, but I think the game looks all the better for it.

And thank you for the additional install instructions. I might just copy and paste what you've said here. Again, the path of least resistance... ;)

I thank you again for your kind words. This mod has been, and continues to be, a true labour of love.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Sun Jun 23, 2024 7:11 am

I am currently looking for a capable & experienced modder to collaborate with who is blessed with extraordinary patience and doesn't mind taking direction from a prick like me. If you'd like to be involved then please do get in touch :)

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Thu Jun 27, 2024 1:51 am

I'm currently working on not only adding the last batch of generals I want included but also changing the stats and seniority of a number of generals. For example: William Clarke Quantrill.
Whatever his talents, it strikes me as nonsensical that not only is he one of the more senior Confederate commanders but also one of the most talented. I aim to change that.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Thu Jun 27, 2024 9:33 am

Will be adding abilities to numerous generals, too :)

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Thu Jun 27, 2024 3:38 pm

Blood and Thunder Brigade wrote:I'm currently working on not only adding the last batch of generals I want included but also changing the stats and seniority of a number of generals. For example: William Clarke Quantrill.
Whatever his talents, it strikes me as nonsensical that not only is he one of the more senior Confederate commanders but also one of the most talented. I aim to change that.


Quantrill deserted the Confederate army in the fall of 1861 and formed his own "army" in Kansas. He never commanded more than 400 men at a time, and he never had a rank as far as I know. He was definitely not one of the more senior Confederate commanders. He barely made an impact, IMO. If you want to include him, by all means, but just remember that he wasn't a general. Far from it. I doubt Jefferson Davis even knew who he was.

As far as assigning new stats, I strongly suggest taking a look at Runyon's Leader Mod from the original AACW. It was eventually incorporated into the Struggle for a Vast Future mod for AACW, which (IMO) is a better playing experience than vanilla CW2. You should be able to go through the models folder in the download and see how each leader is rated. I think it's pretty accurate. The link is below...

viewtopic.php?f=130&t=8839

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Thu Jun 27, 2024 3:57 pm

StatboyVT wrote:
Blood and Thunder Brigade wrote:I'm currently working on not only adding the last batch of generals I want included but also changing the stats and seniority of a number of generals. For example: William Clarke Quantrill.
Whatever his talents, it strikes me as nonsensical that not only is he one of the more senior Confederate commanders but also one of the most talented. I aim to change that.


Quantrill deserted the Confederate army in the fall of 1861 and formed his own "army" in Kansas. He never commanded more than 400 men at a time, and he never had a rank as far as I know. He was definitely not one of the more senior Confederate commanders. He barely made an impact, IMO. If you want to include him, by all means, but just remember that he wasn't a general. Far from it. I doubt Jefferson Davis even knew who he was.

As far as assigning new stats, I strongly suggest taking a look at Runyon's Leader Mod from the original AACW. It was eventually incorporated into the Struggle for a Vast Future mod for AACW, which (IMO) is a better playing experience than vanilla CW2. You should be able to go through the models folder in the download and see how each leader is rated. I think it's pretty accurate. The link is below...

viewtopic.php?f=130&t=8839


I'm not including him - he was already there. And not only is he there but he has a seniority of 49 and a strategic rating of 5. That's complete nonsense. So the best we can do is give him a bit of an honest and accurate appraisal. He'll certainly wind up with much lower seniority (less than 160 or so just to ensure that he is senior to none) and and a much lower strategic rating. While I'm sure that Mr. Quantrill had his abilities and uses, he won't be nearly as able or useful in my backyard :hat:

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Thu Jun 27, 2024 6:24 pm

Ah, gotcha, I misread it. I've never gotten far enough into a CW2 game to realize that he was included, haha. Yep, you are making the right call there.

I've always thought that for Partisan commanders they shouldn't be included as generals, but as a specific element within their own special unit that game a bonus or two.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Fri Jun 28, 2024 5:35 am

StatboyVT wrote:Ah, gotcha, I misread it. I've never gotten far enough into a CW2 game to realize that he was included, haha. Yep, you are making the right call there.

I've always thought that for Partisan commanders they shouldn't be included as generals, but as a specific element within their own special unit that game a bonus or two.


Agreed. I think they're a nice addition an' all, but as brigadier generals? No. Particularly not when the highest rank they were ever bestowed was captain or major, etc. I'll be looking at Mosby for that same reason.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Fri Jun 28, 2024 5:45 am

Can someone tell me why when adding the ability $abiDoubleCommand1, which appears as $abiAmerican-Indian in the abi_Alias file, the only thing I'm getting is Erroneous Ability/ABI_TEXT_ERRONEOUSABILITY? I've tried both $abiDoubleCommand1 and $abiAmerican-Indian but neither appear to work. Does this not work regardless of what I do?

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Mon Jul 01, 2024 2:14 pm

StatboyVT wrote:
Blood and Thunder Brigade wrote:I'm currently working on not only adding the last batch of generals I want included but also changing the stats and seniority of a number of generals. For example: William Clarke Quantrill.
Whatever his talents, it strikes me as nonsensical that not only is he one of the more senior Confederate commanders but also one of the most talented. I aim to change that.


Quantrill deserted the Confederate army in the fall of 1861 and formed his own "army" in Kansas. He never commanded more than 400 men at a time, and he never had a rank as far as I know. He was definitely not one of the more senior Confederate commanders. He barely made an impact, IMO. If you want to include him, by all means, but just remember that he wasn't a general. Far from it. I doubt Jefferson Davis even knew who he was.

As far as assigning new stats, I strongly suggest taking a look at Runyon's Leader Mod from the original AACW. It was eventually incorporated into the Struggle for a Vast Future mod for AACW, which (IMO) is a better playing experience than vanilla CW2. You should be able to go through the models folder in the download and see how each leader is rated. I think it's pretty accurate. The link is below...

viewtopic.php?f=130&t=8839


Enlist for 3 years or the duration.

General Order 45, Maj Gen Hindmann promoted Quantrill to Capt, Aug 1862. Promited to Col Nov 1862, both with Pres Davis knowledge and aproval, aproval as they were under the Partisan ranger act. In 1864 these formation were disbanded and existing Officers and OR folded into regular service as Cav, Quantril continued to use Col rank on his written reports.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Tue Jul 02, 2024 10:15 am

If I recall correctly the captaincy given to Quantrill was borne out an effort by Hindman and co. to secure Quantrill's loyalty more so than anything else. I mean, if there's a rabid dog in the neighbourhood you might as well put a collar and lead on him, feed him a t-bone and then set him on the neighbour. Such was the career of Quantrill.
I'm not suggesting that he was incapable of a captaincy or a colonelcy or anything else, but he was no brigadier general and my mod will, at some point soon enough, reflect precisely that.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Fri Jul 05, 2024 4:53 pm

Its the rank of col that is interesting, as Col`s on both sides commanded Brigades very often in the war.

US Brigades led by Col, over the war period, 34 who were killed leading the Brigade, 32 Maj -Gen were KIA leading Brigades, 35 more Cols died of disease, so 70 of the 200 odd Brigades C/O was a Col who died leading his Brigade.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Tue Jul 09, 2024 2:37 pm

hanny1 wrote:Its the rank of col that is interesting, as Col`s on both sides commanded Brigades very often in the war.

US Brigades led by Col, over the war period, 34 who were killed leading the Brigade, 32 Maj -Gen were KIA leading Brigades, 35 more Cols died of disease, so 70 of the 200 odd Brigades C/O was a Col who died leading his Brigade.


I see your point, but as far as I'm aware the most men Quantrill ever commanded was about 400 men, or the equivalent of a small battalion. The problem we have with this game is that as a brigadier general Quantrill is capable of commanding of a division of around 9,000 men, and I think that how he would've performed at that level is dubious at best. Adjusting his stats might reflect that to some degree.

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Re: Upcoming Mod - New Generals, 7 day turns & Other Hotness! (Shameless Plugging)

Tue Jul 30, 2024 8:59 am

To keep you updated, the things you can expect in the next version of the mod are:
- about 100 new generals included. I don't see myself adding anymore after this lot but I'd never say never.
- I've updated the stats, abilities and seniority of a great number of generals. Some of them come out of it much better off, some far worse, some haven't changed at all.
- All of the generals are now promotable to 3-star lieutenant general, excluding the most recent additions who have a max. rank of major general. I don't regard this as 100% finished but in my opinion it's much better than it was.
- I'll be adding cavalry brigades (of varying size - most likely between 2 and 5 regiments) and battalions (as a smaller alternative to the cavalry regiment, probably comprising about 300 men), artillery brigades/battalions, additional sharspshooter units, infantry battalions (which will be about the size of a militia regiment, or about 450 men. Not sure that I'll do this yet but it appeals to me more and more), and each state will be provided with a greater selection of infantry brigades.
- Will be updating some of the generals/admirals portraits and some of the units graphics. There won't be great changes here - just adding a bit of spit and polish to some, shuffling others around.
- Will likely add the CSS Hunley via event around August of 1863.

Your thoughts and ideas are, as always, very welcome :)

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