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Triglav

American Civil War Mod v.1.2 released.

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First off, I'dlike to offer a big thank you to the entire CWmod team past and present - ever since I became aware of this early this year, it has been a game that I have enjoyed greatly, and with v1.2, it just got a whole lot better. :)

However, while trying to make my first few missions with v1.2, in which I tried to take advantage of the fact that there's now a script for close-order formations, I noticed that these work a bit less well than I had hoped - the actual line is fine, but the leader is a definite problem - they always roam ahead of the line, causing quite a bit of disorganization and also making it hard to use waypoints to direct AI lines around the field (as the leader triggers the waypoint, and then the line fires from too far back etc...)

At first I thought it was just me not being very apt with the OFP editor, but then I tried the LB test mission, and I experienced the same behaviour in that mission - within a few seconds, I had two confederate officers emptying their revolvers point-blank into my line while their troops were still way back on the field.

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Thanks. Excellent mod guys. No other game, commercial or otherwise, captures the feel of Civil War comat. Having to just stand there, it's even scarier tham modern combat. I can't wait to try it out with a history buff buddy.

Cheers,

--Ben

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woah wiked mod triglav and u dudes.

i was just wondering is my horse spose to be centered in the middle of the screen or huh.gif neway damn awesome mod well done!

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AMAZING!! Tha gatlin gun is friggin deadly.....Found one bug...The uninion Pistol only troops lay down to fire unlike the confederates who appear to stand to fight like the original mod....Don't know if they are missing a code snippet...also none of the artillery guys have weapons anymore.

Lamar

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As a script itself, there wasn't much I could do to fix the leader problem in the line battles without changing the coding of the game. The leaders always want to move at that same pace.

Beyond my scripting knowledge - I'm sure there's a way to have the leader stop until the rest of the units catch up. But that'll have to wait smile_o.gif

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Great job guys, i just dl'd it and instantly set up a calvary charge. I was pleasantly surprised that i could actually hit something while riding! If i missed i would just trample the poor chap. Although once my horse was shot out from under me my confed cav soldier seemed to move in slow motion  smile_o.gif .Dunno if anyone else has this but it's funny as heck!

Once again great job and i'm sorry to see Triglav and Company leaving but all good things must come to and end. At least you left us with a fully functioning and enjoyable mod.

Salute to all involved and sharing this effort with the community!

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The uninion Pistol only troops lay down to fire unlike the confederates who appear to stand to fight like the original mod....Don't know if they are missing a code snippet...also none of the artillery guys have weapons anymore.

Hmmm...dunno...none of the pistol users should go prone. I changed in the config that all prone anims are changed by standing ones, so this should apply to all soldiers not only union or confederate.

The cannoneers have been disarmed on purpose, as before, when one was hit, the other abandoned the cannon and started firing his gun.

Historically they were issued rifles and pistols, but very rarely used them. Ther weapon was the cannon, when overrun, they tried to save it, or they ran away...

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Wow, I never knew I could have so much fun with a civil war game/mod. Everything seems so authentic, even the stances when holding pistols is there. Hope some real re-enactors are able to play around with this mod.

Skirmishes are drawn out into truly bloody battles. And its much harder to define a winner after the battle, much like any civil war.

Are there any tips for making the AI use mortars more effectively? And did the real mortars of the time use normal ball ammo or hollow charge? And lastly might the bigger mortars be introduced in the next installment?

Outstanding job guys!

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My Apologies Trig and Company...The laying down problem was caused by the inclusion of DMA Pistol Anim in my main addons folder.....Works Great now!

Lamar

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Are there any tips for making the AI use mortars more effectively?   And did the real mortars of the time use normal ball ammo or hollow charge?  And lastly might the bigger mortars be introduced in the next installment?

Thanks for the compliments bunny.

No tips for making AI use mortars from me, as I hardly understand how AI is thinking anyway.

Maybe if you look at some of those fine OFP artillery addons out there you could find some tip.

About what mortars fired, read here:

http://riv.co.nz/rnza/hist/mortar/mort2.htm

What will be introduced in the futureI cannot say as I'm pulling out. I do think though that House Divided will eventually also present "The Dictator", which is as big as it got back then wink_o.gif

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CWMOD was made mainly with single player in mind. Several people offered to make it fully MP compatible, but none ever delivered (as is the case most often with various "modders"), thus it is at the stage where it is now.

Not sure about that.....

I've played All my MP missions with very little problems other than bad scripting and a little lag .....lol  (IP-IP on cable with teamspeak We never tried dedicated.....)

.....but that was version 1.1....................................

In my old Multiplayer missions no one was without ammo and I got rid of the multiple fix:bayonet addactions etc.

that was the biggest problems In MP with the older version.

I have'nt checked out the new ver1.2 In MP yet but I hope I don't have to do the same.

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Hey fellow soldiers!

it's the last day of this year so I hope you have a save and fun trip to the next one that is coming up!

HAPPY NEW YEAR!

As for the brand new mod there is just one word: WONDERFUL! Great job done boys! It's sad to hear that some of you guys are going to leave the mod but rest asured that you made a lot of people happy with your wonderful work on this mod!!!! So where ever you venture - Good luck!

Yours,

LONGSTREET

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HOw do you get the Horse Wagon to carry troops....Everytime I put them in whether it be units in Cargo or by ""_x MoveInCargo Truck" ForEach Units Group this" the troops end up pulling the wagon and the horses appear on top of the wagon....Is there a trick to this?

Lamar

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What's wrong with men pulling and poor horsies getting a ride now and then?

What I usually do is set a Horse Wagon, and a squad of infantry, then I give the squad leader the waypoint command "Get In" and the squad climbs into the wagon no problem...

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the troops end up pulling the wagon and the horses appear on top of the wagon....

That has to be the funniest bug I've ever seen rofl.gif

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Awsome, awsome and awsome. This mod is the best. notworthy.gif Though, the new islands are quite undone. Gettysburg is OK. Like Fredericksburg....you could use stone roads and resistance buildings. And there is a small stream just between the town and the stonewall. But it's a very great modification for OFP. and one more thing: ofp is the best FPS ever, Arma and game 2 will be....

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Bear in mind that the map that contains Fredricksburg, the Wilderness map, is actually a broad swath of country. There are several streams, including the famous Wilderness run, that are not mapped - and there isnt anything wrong with that. I'm sure that if they placed every road and stream on that map just as they were at the time, it would have gone unnoticed by most and it would have been a ton of work.

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 I'm sure that if they placed every road and stream on that map just as they were at the time, it would have gone unnoticed by most and it would have been a ton of work.

quite right MB......Making small streams or runs is very difficult and so I decided against putting them in.

Now on to multiplayer which I checked out today.

Seems units...................

1)still dont have ammo and still get the multiple

order fix bayonets after respawning.

2)respawn with m16's etc....

I think I might get together a Multiplayer script package

that will include toadlife's weapon respawn, Miniroll's

ammoscript, and maybe throw In General B's formation script as well. This will make it easier for folks who want to make Multiplayer missions.

bigus

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For some reason when I get killed missions never end and pressing Esc does nothing. This only happens with playing this Mod v1.2, in old version i didn't have this problem.

Why can this be?

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For some reason when I get killed missions never end and pressing Esc does nothing. This only happens with playing this Mod v1.2, in old version i didn't have this problem.

Why can this be?

Can you be more specific. Which missions were you

playing?

bigus

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having the same problem, when the general is killed the map view appear and never ended even if you click on esc

for several mission.

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Maybe I'm just having a brain fart, but the Generals and others wearing brimmed hats, have only the brim, and not the head piece... looks pretty silly w/ their hair sticking out. I noticed that they look fine in your screen shots. Is there something I need to do to get them looking normal?

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Mcpherson and Line Battle on Gettysburg Island.

The rest I played on Chickamauga:

A LITTLE RAIN, L-CS 6F-Chick, L-CS 8F-Chick, and 3 or 4 other ones, don't remember the names.

Also the mission I was making on BullRun map.

All of this had the problem that I explained in a previous post.

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