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ARITCLES
basic scenario creation
uniform modding overview
the order of things
variables reference
commands reference
map layout
INI FILES
cwbr.ini
level.ini
MAP CSV LAYOUT
map_name.csv
SCENARIO CSV LAYOUT
units.csv
events.csv
objectives.csv
MAIN CSV LAYOUT
artyammo.csv
effects.csv
formation.csv
gamescreens.csv
gamesounds.csv
levels.csv
mainscreens.csv
mainsounds.csv
names.csv
openobjs.csv
openplay.csv
sprites.csv
tables.csv
toolbar.csv
tooltext.csv
unitcommon.csv
units.csv
unitsprite.csv
weapons.csv
unitcommon.csv

The unitcommon.csv was created in order to better organize often reused properties of units from the units.csv file. Basically we define a unit class. In the units.csv file we assign a class to every unit and then that unit picks up all of the properties from the unitcommon class. It's an organizational tool and prevents mistakes.

Column Explanation
A: Class This is the name of the class. It is used in the units.csv file. Each unit in the game has an assigned class.
B: Type

This determines what type of unit this is referring to. The following values are valid:

0 = Infantry
1 = Cavalry
2 = Artillery
3 = Ordnance
4 = Courier

Note that we only have 1 type of division, corps, and army commander. They must be set to infantry. You cannot create an artillery division commander. You can create an artillery, cavalry, or infantry brigade commander.

C: Alt Class This is used for limbered artillery and dismounted cavalry, as well as when guns are captured. The internals of the program know to switch the class to the alt class when certain functions are called or certain events occur. This is just another class name. When the class switch is needed the referenced unit switches to using the alt class.
D: Capt Class This is the class that is used when the unit is captured. This is used for artillery only.
E: March Speed This is the number of yards per second that this unit can march. This can be a float value.
F: Run Speed This is the number of yards per second that this unit can run. This can be a float value.
G-L: Unitform 1-6 This are the sprite set names from unitsprite.csv. You can have up to 6 different uniforms in the same unit. The program will randomly assign these. You must fill them in sequentially. You cannot have a name in just 1 and 3. You must fill in 2 as well. It is recommended that if you use the same sets of multiple uniforms for many different classes, that, if possible, you put a common sprite set as uniform 1. The low video setting of the program will just read uniform 1 so as to reduce the memory load of the program. This is nullified if all of the uniforms are referenced in uniform 1, because then they are still loaded and still take up memory.
M: march sound This is a looping sound from gamesounds.csv. It is played while this unit is marching.
N: stand sound This is a looping sound from gamesounds.csv. It is played while this unit is standing still.
O: shoot sound This is a looping sound from gamesounds.csv. It is played while this unit is firing their weapons.
P: run sound This is a looping sound from gamesounds.csv. It is played while this unit is running.
Q: charge sound This is a looping sound from gamesounds.csv. It is played while this unit is charging the enemy.
R: melee sound This is a looping sound from gamesounds.csv. It is played while this unit is engaged in melee combat.
S: flag bearer This is the sprite set for the flag bearer from unitsprite.csv. This 1 sprite in a formation can have their own sprite set. Currently we don't really use this feature because we couldn't get the flag staff to line up with the flag. You can put whatever you want here, you can make this a regimental officer sprite if you wish.
T: toolbar This is the toolbar name from toolbar.csv. This is the toolbar that is shown when this unit is under your control.
U: friendly toolbar This is the toolbar name from toolbar.csv. This is the toolbar that is shown when this unit is in your army but not under your control.
V: enemy toolbar This is the toolbar name from toolbar.csv. This is the toolbar that is shown when you click on a flag from the enemy army.
W: fighting formation This is the formation name from formation.csv that is used by the AI as the default formation to use when fighting.
X: march formation This is the formation name from formation.csv that is used by the AI as the default formation to use when marching.
Y: Melee Hit This is the change out of 1000 of successfully getting a kill when fighting in melee combat. This value will be modified by the levels.csv file based on the skills and experience of the unit. So this value should be the base for green unskilled troops. We keep this value pretty low, since each sprite represents multiple men. If this value is too high, melee would be over instantly.