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Thread: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

  1. #1

    Default [RELEASE] ACW 2.5 - American Civil War: December 31, 2018



    ACW 2.5 is now live and ready for download! This updated version is now more STABLE and more playable than ever before! We have worked tirelessly on stability issues, improving sound files, reducing overall file sizes and multiple other tweaks and enhancements across the entire mod. If you have enjoyed the mod previously but have had stability and connectivity issues, I ask you take a fresh look, both single and multiplayer. Please see the User Guide for information on configuring your PC and maximizing your chances for improved on-line multiplayer battles!



    *** 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.




    Battle Maps: Now featuring 60 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 maps include the siege of Knoxville, Barlow's Knoll at Gettysburg (plus a new scenario), and THREE new maps based on the Cashtown Gap area just west of Gettysburg... what if Lee had held those hills and forced Meade to attack? Now you can find out! New scenarios coming in the next update.

    Historical Scenarios: Now featuring new scenarios for Barlow's Knoll and Chickamauga Day 2; 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!

    Victory Point Mode: A much requested feature was to add Victory Point of "VP" locations on maps to provide a more strategic play style. This is something I wanted to do for years and now 58 of the 60 maps feature radar maps with VP locations! See the User Guide for information on how to score VPs and for overhead shots of every map and it's VP locations!

    4,300+ 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!!

    New units have been added to and tweaked in the Custom Battle forces so check out the 26th North Carolina of III Corps and lots of little tweaks in arms and gear!

    Artillery have been modified most extensively! Three new artillery classes: Light (Howitzers and 1841s), Medium (Napoleon, 3-inch and 10lb Parrott) and Heavy (20lb Parrott). Each class has their own movement speed and is now much more appropriate. Most of all, artillery crews now are much less resistant to projectile damage and go down fast if not supported. No more running to the front to canister the enemy! Take care and allow time to deploy and re-limber your guns!

    The Custom Battle armies now have added features with designations of units which can Inspire Allies. These units feature a small gold star on their unit icon. Space these units out among your other troops to boost morale. This visual change was much requested and should simplify use of house rules if you wish to limit "elite" units.

    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. human or 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. Due to compatibility issues within the prior version 1.0 release LUA and individual computer OS installs, I have chosen to remove the “acw_lua” 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. You cannot play custom battles with vanilla army units.

    • Main Menu:
      • as noted above, the base/vanilla NTW game can be accessed to start new or resume saved campaign games;
      • It is advised that you DO NOT do this unless you have removed all “acw_” pack files from your \data folder and placed them in the suggested \data\acw folder.

    • Map selection for Battles:
      • The map list on the left of your Battle Selection screen will sort in reverse-alpha order;
      • Clicking the map name header will resort the maps in A to Z order.

    • Custom Army Build Screen:
      • When selecting certain armies/corps to build from, particularly the Union Coastal and Confederate Coastal Corps, you will notice that selecting them does not necessarily switch the units section to their Corps;
      • After selecting one of these Corps, click on the menu bar with their name a second time, you will see their respective units now appear in the bottom unit selection area.

    • Graphics/Textures:
      • Depending on your individual in-game graphic settings, you may notice ‘shadows’ on various unit components and faces. The primary issue is the appearance of a shadow on Confederate soldiers where the shadow runs from the right corner of the mouth down the chin. A second shadow may appear on the left side of the head, from top of the head to the base of the neck, passing through or behind the left ear.
        • This issue varies across the various test systems used by my testing team. Some players see nothing, others a moderate variation.
        • The removal of the “acw2_normal.dds” file corrects this issue but lowers the texture quality for all unit parts, uniforms, gear, etc. I have chosen to leave this file in.

      • Confederate Major: frock coat collar shows a ‘normal’ imprint of the General officer’s cluster. This is a corruption in the “acw2_normal.atlas” file. I cannot clear this without manually rebuilding the atlas file and each build creates as many new issues as it fixes.

    • Sound:
      • Sound files have been remastered and greatly reduced from version 1.0. Stability and performance are far superior. If you suffer sound drops or cut-out, consider tweaking your sound settings in the games “Options”.

    • Maps:
      • The Lordz Heightmap tool was used to create each map. This is not a problem unless a map features water near an edge. Fisher’s Hill and Fredericksburg are hideous examples of limited tools and skills to smooth out the ‘far map’/out-of-bounds areas into more natural looking terrain. Working with .dds files and L3D terrain editor only goes so far for me.




    PERFORMANCE ISSUES:
    - The historical scenarios are generally HUGE. Most are done with Regimental sizes of 50% actual strength, some such as Chickamauga and Shiloh are at 35%.
    - Test and adjust your system settings to accommodate accordingly.

    HISTORICAL SCENARIOS SUGGESTIONS:
    - Generally it advised that if you play SOLO, you play the defending force. This not only provides the greatest challenge on most scenarios, but it also allows the AI to be more effective as the attacker.
    - True challenges lay in playing 3v3 scenarios where the AI controls your other two army groups...good luck!

    BUG REPORTING:
    - Legitimate bugs reports are welcome and encouraged. There are many aspects that are core components of NTW and not this mod. Therefore I cannot always overcome certain issues.
    - I will issues an update with fixes and corrections in a few months after LOTS of feedback is gathered.
    - I would like to add content for a future patch, new battles, improved uniforms, etc., as possible.
    - Please report ALL issues in THIS thread, not any other pertaining to prior versions of this mod.



    Preparing Your System:

    REMOVE ALL other mod files from your /data directory

    DOWNLOAD and READ the User Guide including the detailed INSTALL instructions: ACW_2.5_User_Guide


    ===================================================================
    GAME FILES:


    PLACE THE FOLLOWING FILES HERE:
    C:\Program Files (x86)\Steam\steamapps\common\napoleon total war\data (or wherever your game is installed)


    Mod Files... a .RAR file of all mod pack files (includes user_script and User Guide): ACW_2.5_Download
    ==================================================================================

    HOW TO INSTALL YOUTUBE VIDEO: Posted by Saris https://www.youtube.com/watch?v=kXpEhY3DtR8

    Thank you to Saris for posting this! Although for a prior version, the steps ARE THE SAME
    Attached Thumbnails Attached Thumbnails acw_25_Release_Image.jpg  
    ACW 2.6 - American Civil War Released:


    https://www.twcenter.net/forums/show...ar-June-2-2019

  2. #2

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    congratulations on your new release.
    meanwhile i know the campaign topic has been brought up before but i have imported etw factions and regions into ntw the starpos works fine in the main menu i have a screenshot below
    https://steamuserimages-a.akamaihd.net/ugc/947344886220715423/83121BAE9716E6A2EFD25595B980B2C7AA558F5E/ i cannot promiss you anything but as the reseach continues i can promiss you if i succeed i will share my knowledge to this mod.

  3. #3

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Rohan, if you can get a NEW campaign map into the game, then I am all for working on that immediately. The Empire/US map would be workable if a new one is not possible. THANK YOU!!!
    ACW 2.6 - American Civil War Released:


    https://www.twcenter.net/forums/show...ar-June-2-2019

  4. #4

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Hi, not working for me for some reason, just wont launch. Strange as all the previous versions have been fine. Frustrated. Any ideas? thx.

  5. #5

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Quote Originally Posted by jutland View Post
    Hi, not working for me for some reason, just wont launch. Strange as all the previous versions have been fine. Frustrated. Any ideas? thx.
    Please read the install instructions in the user guide on installing new acw_boot.pack. that is your problem. You need to remove the vanilla boot pack. Best idea now us to remove the acw_boot, start the game, exit, remove the vanilla boot, then put the acw_boot back in /data and you should be fine. Each step is in the user guide.
    Last edited by Slyk; January 04, 2019 at 05:41 PM.
    ACW 2.6 - American Civil War Released:


    https://www.twcenter.net/forums/show...ar-June-2-2019

  6. #6

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Thanks for your quick answer mate. I am afraid I have no idea what you are talking about though. I can't see anything on 'freaking' in the guide. I have done it the same as previous versions and is similar to Zulu and The Great War install. My knowledge ends there though.

  7. #7

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Quote Originally Posted by jutland View Post
    Thanks for your quick answer mate. I am afraid I have no idea what you are talking about though. I can't see anything on 'freaking' in the guide. I have done it the same as previous versions and is similar to Zulu and The Great War install. My knowledge ends there though.
    Haha. Apologies as I replied to you quickly from work on my phone and it butchered my words badly. Sorry. If other mods have had their own "boot.pack", then you would deal with it the same way. But the user guide and my reply above basically mean you have two boot.pack files in /data and you need to remove the vanilla one.
    ACW 2.6 - American Civil War Released:


    https://www.twcenter.net/forums/show...ar-June-2-2019

  8. #8

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Boom!! Sorted bruv! Looks wicked. Thanks for your help, and thanks for all your efforts with these mods. Bloody brilliant mate.

  9. #9

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    So I really didn't realize there was already an install video made for this until just as I was publishing mine. I was reading the first post more carefully. Anyway, I figure at least a 2nd one wouldn't hurt anything! Hope this helps people!


  10. #10

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    THANKS!! One more "how to" can't hurt! I appreciate the support and interest so keep at it!
    ACW 2.6 - American Civil War Released:


    https://www.twcenter.net/forums/show...ar-June-2-2019

  11. #11

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    So, First off great mod, I watched Ken Burns Documentary ​The Civil War​on Netflix and it put me in the mood for some ACW. Im just wondering, Should I only use troops from "First Manassas" during the first battle of Manassas/early battles of the war? And When and where should I use other selectable factions? Im trying to be historically accurate as possible.

  12. #12

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Great mod

    i play very nice battles

    but we want campaign! lol

  13. #13

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Quote Originally Posted by Dreadedmike View Post
    So, First off great mod, I watched Ken Burns Documentary ​The Civil War​on Netflix and it put me in the mood for some ACW. Im just wondering, Should I only use troops from "First Manassas" during the first battle of Manassas/early battles of the war? And When and where should I use other selectable factions? Im trying to be historically accurate as possible.
    The army corps are structured as a "point in time" and so they can be used anywhere, across any map but the Bull Run armies will not fair as well against the corps built based on 1863. In custom battles, you are hard pressed to be more than generally accurate due to the way the armies are built. I suggest you look at the User Guide and read up on playing the Historical Scenarios. I think that will be more of what you are looking for.

    Thank you for playing! 2.5.1 update will be out soon with more maps, units and a couple bug fixes.
    ACW 2.6 - American Civil War Released:


    https://www.twcenter.net/forums/show...ar-June-2-2019

  14. #14

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Quote Originally Posted by Luterio View Post
    Great mod

    i play very nice battles

    but we want campaign! lol
    We ALL want a campaign! LOL But at this point, that is not possible with the NTW engine. Perhaps someday because I would love to make one! Thank you for the comments!
    ACW 2.6 - American Civil War Released:


    https://www.twcenter.net/forums/show...ar-June-2-2019

  15. #15

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Quote Originally Posted by Slyk View Post
    We ALL want a campaign! LOL But at this point, that is not possible with the NTW engine. Perhaps someday because I would love to make one! Thank you for the comments!


    I hope that CA and SEGA stop doing so much Chinese war total and return soon to what people want:

    Medieval 3

    Empire 2

  16. #16

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    I've been playing Franklin, and in version 2.1 the defending armies were placed just behind the barricades at the gates of franklin, and any additional defending armies are placed behind the river behind the town. The placement of the 1st defending army is historical and allows the player to place units similar to the actual battle. Additional units were useless when placed behind the river behind the town, but a single army against a single army can be made to look like the actual battle.
    Now, after this upgrade, all the units are place oddly, none in front of the barricades at the gates of franklin - usually behind the river behind the town. This pretty much ruins any chance of playing anything like the historical battle, which "frankly" takes all the fun out out the battle of franklin.

    What is the reason for the change, since it pretty much ruins the game. What controls the initial placement of the armies?

  17. #17

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Quote Originally Posted by cwplayer View Post
    I've been playing Franklin, and in version 2.1 the defending armies were placed just behind the barricades at the gates of franklin, and any additional defending armies are placed behind the river behind the town. The placement of the 1st defending army is historical and allows the player to place units similar to the actual battle. Additional units were useless when placed behind the river behind the town, but a single army against a single army can be made to look like the actual battle.
    Now, after this upgrade, all the units are place oddly, none in front of the barricades at the gates of franklin - usually behind the river behind the town. This pretty much ruins any chance of playing anything like the historical battle, which "frankly" takes all the fun out out the battle of franklin.

    What is the reason for the change, since it pretty much ruins the game. What controls the initial placement of the armies?
    I am not sure why you are having this difference. Version 2.5 was released January 1, 2018 and I am currently completing beta testing on 2.6 for release in the next week or two. The attached screenshot is from 2.6, which is identical to 2.5 and should be the same as 2.1 in set-up.
    Attached Thumbnails Attached Thumbnails 20190228171842_1.jpg  
    ACW 2.6 - American Civil War Released:


    https://www.twcenter.net/forums/show...ar-June-2-2019

  18. #18

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Was the civil war era drum and fife music taken out of the game? I miss it However I do love what sounds like new artillery sounds and volley sounds. I also love how much more deadlier the artillery is. It is scary good, but thats the point. Also a bug, I ran a Custom Battle and I ordered 2 4-Gun artillery batteries, and they both only came with 3 crews.

  19. #19

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Click image for larger version. 

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    Here are some screenshots I took at Pickett's Charge. I had to zoom in a little extra to completely get rid of all UI. These are some of the best screenshots I have ever taken in a game. Feel free to use them as loading screens or something.

  20. #20

    Default Re: [RELEASE] ACW 2.5 - American Civil War: December 31, 2018

    Quote Originally Posted by jar_are_red View Post
    Was the civil war era drum and fife music taken out of the game? I miss it However I do love what sounds like new artillery sounds and volley sounds. I also love how much more deadlier the artillery is. It is scary good, but thats the point. Also a bug, I ran a Custom Battle and I ordered 2 4-Gun artillery batteries, and they both only came with 3 crews.
    Yes, that music was removed because it was contributing to crashes. Gun crews of smaller sizes mean you have your unit size set to less than "Ultra". The game scales based on the unit size you select.
    ACW 2.6 - American Civil War Released:


    https://www.twcenter.net/forums/show...ar-June-2-2019

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