Okay, here's the moment all 3 of you have been waiting for. It's the almighty Altaro/Blood & Thunder mod!
To install, first download the CW2_AltaroMod zip file (link below), extract that zip file into your CW2 directory, then copy as path "CW2_AltaroMod" (just the words will suffice) and paste that into your Modpath file. To return to the vanilla CW2 version, if you so wish, simply delete the words "CW2_AltaroMod" from your Modpath file.
https://drive.google.com/file/d/1PmrLkj ... sp=sharingStep 2: Download the CW2_AltaroMod_1_08_1_20230821 (link below), paste that folder into your CW2 directory.
Before extracting the 1.08 folder, delete all files from the original version then extract v1.08.
https://drive.google.com/file/d/1RPrOXO ... sp=sharingStep 3: Download CW2_AltaroMod_1_09_2_20231012 (link below, this is just a small patch) and extract that folder to your CW2 directory. When asked if you wish to overwrite files, click yes. After that you should be all good to go. Your CW2 loading screen should say "CW2Altaro 1.09.1" in the bottom right hand corner of your screen.
https://drive.google.com/file/d/1y6anBP ... sp=sharingStep 4: 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.
If you have any problems with installation please let me know and we'll figure it out.
Changes/new stuff in this mod include:
- 7-day turns. This needs no explanation.
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Lots of new generals, perhaps to the point of complete overkill, but once I'd added 1, I wanted 10, then 50, then... well, you get the picture

Bear in mind that of all the new generals you'll see there's probably another 60 or 70 that have yet to be included, but will be as soon as time permits.
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All of the generals, old and new, have new pictures. As stated before, this was a truly
massive amount of work, all done by yours truly. About 90% of the new portraits you'll see were done by me, which, to say the least, was an oft painstaking and methodical process, but I'm quite proud of the end result. I must not neglect to mention, however, that I was supremely aided by the numerous amount of colourised photos available to me at the click of a finger.
https://www.facebook.com/ColorizedPast was a source that I am forever indebted to. The man is a genius. Of course, this wasn't my only source, but it's the only one I can remember
Bear in mind that in many cases the original material I was working with was of very poor quality to say the least, but by the time I put them through the wash and then got a little creative (often mixing two separate images to create one good one) the end results were often quite good. Not all the time though. Some portraits, well... meh

Naturally any questions, criticisms, etc, are more than welcome.
- We increased the speed of land movement by some ways. This will become particularly noticeable to the player after forming divisions and corps. Even more noticeable is the effect it has upon cavalry brigades and divisions. A cavalry division under a good, hard-driving cavalry commander can be an almighty pain in the balls to an opponent.
Please note that this increase in speed comes with increased cohesion loss - another tweak of ours. The aim of this is to better represent straggling, etc. I mean, you might arrive at a destination more quickly, and you just might whip your opponent, but it comes with a cost. And that cost might be having to cool your heels for a week or so after a mighty victory. I feel it makes for a more accurate representation of just how things were in the American Civil War.
- Confederate entrenchment levels are capped at 2 until January 1864 - thereafter it increases to 4. The thinking behind this is that we felt that it better represents the earlier and later stages of Confederate fortunes. From 1861 to 1863 it was primarily about fast moving, offensive warfare. From 1864 onwards, well, 'We'd better dig a lot of trenches, boys!'
- We added an event that occurs every second turn (if I recall correctly) that gives 1 experience 1 point to random generals for 'time in the field', I guess you could say. This is intended as an answer to the oft exasperating and gimmicky lengths that a player has to go to get generals to a point they can be promoted. I think it works quite well, but am certainly interested in hearing the feedback on your impressions of it.
It must be noted that while it targets random generals, it is more likely to target brigadier generals of a higher seniority, though not exclusively.
- There are some pretty smoking hot new graphics for
most of the units. Where there is no change it's only because I felt that no significant improvement could be made and the original graphics remain. For this wonderful work, all due credit must be given to my friend, @Stratman (
memberlist.php?mode=viewprofile&u=173697). His patience and attention to detail exceed mine by quite some ways. He's done some amazing work that I am very grateful for.
Note: None of the graphics are set in stone. While I'm perfectly happy with most of them, there are a couple that I might just swap out later. Bear with me.
Artists Include: Don Troiani; Jeff Trexler (
https://www.facebook.com/jefftrexler.historicalart), Dan Nance, Mark Maritato and others whose names I do not recall.
Anyhow, I've said quite enough, methinks. But I will not depart without thanking the mighty Altaris, whose genius, wisdom and patience, not to mention friendship, are things I could have achieved nothing without. Truth be told, if not for him this just wouldn't be happening. Here's to ya, my friend
Enjoy!
P.S. While this mod is unfinished. and we are aware of most of the things that need to be corrected, if you spot anything or notice any issues please do not hesitate to bring it to our attention.