Version 2.0 of the American Civil War Mod: Revived is here! This update fixes all of the bugs and issues the mod previously had, and there is a ton of new content and features for you to explore. You can read the latest news article to learn more, and a changelog will be provided in the mod package and here on the download page for you to read about everything that has been fixed, changed, and improved.
Installation Instructions:
If you have installed the mod before, you must delete any previous versions of the mod and start a new game. Never overwrite any files or try to play a saved game from a previous version of the mod.
- Download the winrar package called, "The American Civil War Mod Revived v2.0", and save it to your desktop or another preferred destination that you can easily access.
- Open the package and extract the folder inside called, "The American Civil War Mod Revived", to your modules folder ( default location should be, "C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules").
- Start Mount & Blade: Warband, select the mod from the drop down menu, and play!
You can join the mod's discord server here: Discord.gg
If you are getting crashes: you need to enable load textures on demand and disable sound variation in your launcher settings. If that alone doesn't work, then you should lower your graphical settings. Don't put everything on max, avoid using resource intensive settings, and don't have more than 300 troops in a battle at once. If you still get crashes, then try loading the mod using warband script enhancer (WSE2). When using WSE2, turn off FXAA otherwise the screen will be black.
Right now, unfortunately, those with 2GB or less of video memory will crash because they run out of memory, however we are creating a new system that determines what types of units the AI generals use, so big battles will require much less video memory in the next update because the number of different uniforms and such that are loaded will be much lower. We're also making further optimizations in different areas that should help improve performance as well. For now, crashes can be fixed by following the above suggestions.
Full Changelog:
- Custom battles fixed, with custom preview images, and new maps exclusive to the feature.
- AI use of formations in campaign battles perfected.
- Removed player control of allied troops while enlisted as a regular soldier with an army, since the AI can now use formations on their own and don't need the player to command them. Player will still retain control of allies while fighting as a general.
- AI no longer spams flag bearers.
- Artillery fixed with new impact effects.
- Artillery impacts near the player will create the sound of dirt splashing and raining down, in addition to the normal sound effect of the projectile impact.
- Artillery impacts will knockdown players and troops that are nearby to the blast but not killed.
- Prices for cannons changed to better reflect historical costs. Parrot rifles now the cheapest, Napoleons and howitzers are the most expensive, and 3-inch ordnance rifles are mid tier.
- Cannon foundry moved to be one of the marketplace options in the town menu.
- Tournaments completely overhauled to be bare knuckle prizefighting, with animated NPC's acting as an audience.
- Bandit parties overhauled. Bushwhackers and Confederate Foragers are with the Confederate Partisans. Jayhawkers, Union Foragers and Union Bummers are with the Union Partisans. Looters and Deserters are Outlaws. Native American Raiders are their own faction.
- New historical leaders for the Bushwhackers and Jayhawkers that will spawn on the map as their own parties, fighting opposing factions, and raiding villages. These include James H. Lane, Daniel R. Anthony, and James Montgomery for the Jayhawkers, and William "Bloody Bill" Anderson, William Quantrill, and John S. Mosby for the Bushwhackers.
- Escaped slaves and slave catchers will now spawn on the map.
- Hammers and pickaxes added as weapons, which will be carried by escaped slaves, in addition to other weapons like sledgehammers, knives, and clubs.
- Outlaws given horses and revolvers instead of having muskets and fighting on foot.
- Player can now walk around their camp. New camp scenes included, which will change depending on how large your party is.
- Buck and ball added to the mod.
- The Irish Brigade, Garibaldi Guard, Orr's Rifles and 10th Tennessee have been given buck and ball.
- Player can now reload muskets and rifles while walking.
- Native American war cry ability fixed.
- Petersburg finally overhauled with a new scene that does not crash during siege battles.
- Indianapolis terrain scaled down and many buildings removed for performance reasons. The player should be able to enter the town center now without crashing.
- Production of goods fixed. Food and other items now show up properly, and locations no longer produce exclusively one good. Some goods are more abundant or more rare depending on the faction.
- New generals added to the Union factions to balance the number of armies with the Confederacy.
- Size of armies increased.
- All the passages in cities and forts are fixed.
- Stones River battlefield added to Murfreesboro.
- Albany changed to be a city, and new scene created for the town center.
- Several new villages added to the Union territory.
- Bridges fixed, and new bridges added to the world map.
- Music has been made faction specific, with new songs being added for players who are members of the Native American faction.
- Tavern music disabled because it would interfere with the musicians who appear and play music themselves.
- Fast travel feature fixed.
- Fixed or replaced many castle and headquarters scenes that were messed up or out of place.
- New gun smoke effects.
- New map icons for all parties on the campaign map.
- Fixed the bug where players and troops would sometimes get stuck in the aiming animation after firing rifles and muskets.
- Generals no longer have family relations to each other.
- Some of the generals now have their historical wives, and all general's wives will take on the generals' last names automatically and have the title of Mrs. Ladies not assigned as wives will become randomly assigned as daughters, with the title of Ms.
- Starting equipment changed to be dependent on your final character creation career choice.
- New final character creation career choices for women, with their own starting equipment.
- Burkesville updated. Replaced buildings, small changes to terrain, AI mesh fixed up, entry points moved to help gameplay.
- Parkersburg terrain touched up so fences no longer stick out of the ground, and spawn points for player and enemies moved a little bit.
- Buildings replaced in New Madrid, and terrain slightly improved.
- Union City and Paducah scenes replaced with more appropriate placeholders.
- Harper's Ferry player spawn point in battles moved further back from enemy spawn point. Both sides spawned too close. Moving the player spawn further back allows for a much more fun experience, giving you time and room to maneuver, and it will usually result in street fighting in the town itself.
- Amount of town walkers increased.
- 42nd Pennsylvania Bucktails renamed to the Pennsylvania Bucktails Brigade and given Springfield 1861 and Enfield 1853 rifles in addition to their Sharps rifles.
- Player can no longer choose a banner until they join a faction as a general.
- Bandit that attacks you in town when starting a new game has been replaced with a generic outlaw.
- Menu pictures updated so they no longer overlap with text.
- Added the option to talk to the mayor from the town menu, if you've already met him.
- Added option to visit the shop from the town market menu.
- Added the ability to cancel assessing prices.
- Players can report back to any general that is a member of their faction after their general is defeated and captured, so that the player is not labeled as a deserter and you are not obliged to personally rescue your general.
- Prisoners rescued by the AI will return to a friendly location so that generals will not recruit outlaws and farmers that they rescued from defeated enemies.
- Tavern patrons changed to be all males since it didn't make sense before that women, especially women in fine dresses, would be hanging out in dingy taverns where mercenaries and prostitutes could be found.
- Pack mules available from horse merchants. Can't be ridden, but can be kept in your inventory to carry weight, which will increase your party's speed on the campaign map.
- Native American horses given new painted symbols, and one of the broken horses they used has been replaced.
- New lances for the 6th Pennsylvania Cavalry "Rush's Lancers".
- Several swords realigned so that their hilt faces upwards when sheathed, and straps attached to the sheath to make it look like it is hooked onto the belt rather than floating in the air.
- Various new hats.
- Stovepipe hat mesh improved.
- New green woman's dress.
- New textures for things like grass, dirt, tree bark, etc.
- Hundreds of textures that had flickering issues fixed.
- Bump map for the Van Pelt house and barn at Manassas fixed, so strange lighting and texture bugs that showed up before are now gone.
- Lalaurie Mansion added to New Orleans, and the smoke coming out of the steam boat in the harbor replaced with a better smoke prop.
- Added some street lanterns with night lights around the town hall of some of the cities like Washington, Cairo, New Orleans, and St. Louis. More to be added to other cities later.
- Two of the bandit lairs replaced (Jayhawkers and Bushwhackers).
- Numerous fixes to dialogue, menus, etc.
- Fixed hunting dialogue that said, "You lead your deers/boars/buffalos to battle". Now it says, "You begin the hunt."
- References to the player being a foreigner or coming to America from outside the country fixed.
- Wedding vows dialogue updated.
- Many lingering references to denars, king, lord, liege, etc., replaced.
- Small spelling fix in siege menu; "assault" was spelled incorrectly in a couple of places.
- Model 1840 Cavalry Saber cutting stats lowered to be on par with other swords in the game.
- Smoothbore muskets and the musketoons have had their accuracy increased. They are still less accurate than rifles, but now they are more realistic and less hit or miss.
- Straw hats removed from female merchants.
- Battle flags removed from markets. They were taking up too much room that could be better used by the weapons merchants for selling weapons and ammunition.
- Night lights added to all the campfires that I could find that were missing it.
- Boots given to merchants that were missing them. They were using shoes before, which showed invisible legs.
- Terrain slightly elevated in certain spots in Sharpsburg corn field, because the corn was too tall.
- Louisville renamed to Camp Nelson.
- Talladega renamed to Munford.
- Perryville renamed to Monocacy.
Voice Commands Instructions (optional):
- First, you will need to download and install a program called "VoiceBot" from here: Voicebot.net. This program is for free and will be fully functional for this purpose. It can also be used for other games as well. There are some limitations to the free version, but nothing that prevents you from using and enjoying the program with this mod.
- After installing VoiceBot, you will need to import the voicebot profile that I included in the mod package. This can be done by going to the settings in the program and you will see a button for importing and exporting profiles. Extract the voicebot profile folder to the desktop or your preferred destination, click import in the voicebot program, find where you extracted the voicebot profile and import the profile inside of the folder.
- After the profile is imported, I strongly recommend you familiarize yourself with the commands, and if you prefer to use a different voice command to execute an order, you can change it to another word by editing the macro.
- You should also train your microphone to recognize your voice, if you haven't done so already, because VoiceBot relies on speech recognition software that is used for voice-to-text programs, so it may not always recognize your voice, especially if your computer has never heard your voice before.
- When using the program, it is possible to use a built in microphone, however a headset or a separate mic is preferred because it picks up your voice more clearly. You should also make sure there is as little background noise as possible so that it does not interfere with the microphone recognizing your words.
- You can press play to make the program start to listen and press pause to make it stop. You can easily alt+ tab in game to turn it off when you are not in combat or don't want to use it.
- For more detailed instructions on how to use the VoiceBot program, please refer to their website.
- Please be aware that with the integration of bugle calls into the mod itself, if you still have the old bugle calls folder from the previous version of the mod, you will want to deactivate the appropriate sound effects in voicebot so that the two sounds do not overlap in-game.
Bonus Gameplay Tips
Be warned, the adjustments to troop sizes and the corpse limit, can cause your game to slow down and/or crash, especially on slower, lower end, or older systems.
- To increase battle size: If you would like to have larger battles than the maximum of 150 allowed by Mount & Blade: Warband, then you will need to download and install a program called Warband Battle Size Changer (The installer is now included in the mod package). You can experiment with larger battles, but anything more than 300 will usually cause crashes.
- To have infinite corpses: If you would like to have infinite bodies on the battlefields, you will need to download and install a program called Cheat Engine from here. When you start cheat engine, you will need to simultaneously run M&B: Warband. Select "open process" under file, or by clicking the button with a magnifying glass over a desktop screen, and choose M&B: Warband. Open the cheat table provided in the mod package, and then change the value (it will be 80 by default) to 300, or more, if your system can handle it.
- To instantly build an army: If you would like to instantly build an army, or even have hundreds or even thousands of men in your party, you can also use cheat engine, and follow these instructions. Having massive armies beyond your maximum capacity will, however, result in morale problems and desertions. It is good for when you want to just jump right in and play, or test out one of the new custom battlefields on your own without needing to rely on AI generals to support you to have a big battle.
- To use free camera in battles: You can use a free camera in battles by pressing Ctrl + E to use the editor camera. (You must have editor mode activated in your Warband launcher for this to work). Press H after the camera activates to go into the cinematic camera mode, and you can drag the editor panel into the corner of your screen so it is completely out of the way. Unfortunately you'll have to exit this mode with ctrl + E in order to use the order panel; the camera and the order panel can't be used simultaneously. The editor panel will remain in the corner of your screen until you move it again or restart the game. Please be aware that this will conflict with the new after death camera that has been added to the mod, so if you use this method and try to exit the camera, the camera will be messed up and only work again in the same battle by re-entering the editor camera.
- The sound effects for foot steps on grass and dirt were removed because they were hogging up all the sound channels and causing gunfire sound effects in battles to randomly cut out and go silent. This can potentially be fixed in the future.
- Carbines use the muzzle loading animation and unfortunately this slows down their reloading speed. This will probably be fixed in the future.
- Many of the village and fort scenes remain unfinished, but this will continue to be worked on as time goes on. There's well over one hundred of them, so it will take a while to fully complete.
- The after death camera's rotation speed can be very sluggish. This will be worked on in the future.
While enlisted with an army using freelancer, the player is unable to switch to a secondary weapon, such as a knife or a musket club. This bug will likely be fixed very soon. In the meantime, use muskets and rifles with bayonets attached that you buy at the weapons store, or pick up on the battlefield, so that you can have the ability to fight in melee. (Fixed!)
Frequently Asked Questions
Q: Can you add a feature I want from another mod?
A: I can't make any promises about that, but madsci may be able to figure it out, depending on what you're asking for. Feel free to put your idea up for suggestion, but just keep in mind that the more complex the feature you are asking for, the less likely it is to happen.
Q: Will you be adding new units to the mod?
A: I was originally going to get some help adding a new recruitment system to the mod that would have allowed me to add as many new units as could be desired, however the person who had offered to help me had things in real life that came up, and I don't know when or if they will be able to return to help with that. As things stand right now, there is only enough room in the troop tree for two more Confederate units, so you may see that appear in a future update. If me and madsci are able to figure out a new system on our own, then we would be glad to add more units to the mod.
Q: Can you add a troop tree to the mod?
A: There are far too many different units, and the troop tree branches off a lot from the different tiers of veterancy for all the standard units, so an in-game troop tree is not really feasible. I have, however, been considering for a while now writing up a troop guide that will list all the different unique units in the mod which would include photos of the units and a very brief description, including their location in the troop tree. If I can get around to it finally, I'll upload it here on Moddb as a separate article; most likely two different articles for the Union and Confederate troops. For now, you can simply refer to the old news articles where the different units were revealed, and at the bottom of their regimental histories is a short description with their location in the troop tree. You can also ask in the comments section here on Moddb, or on the discord.
Q: Can you add crouching to the mod?
A: No, soldiers in the American Civil War did not kneel when in line of battle. Skirmishers and dismounted cavalry would, but there is no way to have only those specific types of units kneel in the mod, or to enable the ability to crouch exclusively for the player. You can only enable or disable crouching, and this will effect all troops in the mod. Often times you are frequently moving your troops around the map, advancing towards the enemy, or falling back, or otherwise taking up different positions, and it would slow down the movement of your troops to have the front rank constantly kneeling and standing up every time you issue a movement order. I'm sure this was the same problem in real life, on top of the fact that it is slower and more difficult to reload while kneeling or laying down. Constantly having your troops going between kneeling and standing would ruin the cohesion of your lines, and would not look good in the game. It simply makes more sense historically and from a technical standpoint to have troops remain standing in the mod.
It is truly incredible how much this mod has changed, and developed from it's original humble origins. It is a testament to those everywhere that as long as their is passion and a dream anything is possible.
Thank you so much, I am grateful to everyone who has stuck around and been patient through all of the mod's hiccups. :)
None of this would have been possible without the enormous support and teamwork of all the guys who contributed to it's development, especially madsci who made a massive contribution in repairing the mod and adding most of the new features. It's been a labor of love, years in the making now, and all of our hard work and dedication has borne fruit.
Of course the players and fans deserve much praise and thanks in their own right as well, because you all have encouraged me to keep going and not to give up development. All of your kind words and faith have been an inspiration, and I am glad that I could bring this mod back to life, accomplishing our shared dream of a singleplayer American Civil War mod for Mount & Blade: Warband. It is an honor and a privilege to be of service.
2.0 is running great! Thanks for the update. You all did a great job.
Merry Christmas!
Very glad to hear the mod is working without a hitch! Thank you, Merry Christmas! :D
ton mod est tout simplement incroyable!! merci
Merci, je suis content que vous appréciez le mod! S'amuser! :)
It is very good!
Thank you! Enjoy the mod! :)
It is a very good mod! great work!
But are the sounds like: "reload" and the bugle cals gone? When I played version 1.7.5 there where sounds when I played a battle. I liked them!
Thank you, glad you like the mod! Bugle calls are still in the mod, you just need to be a member of a faction to hear them.
Muy buen mod mi amigo continúa con el buen trabajo! Gracias
Gracias, me alegro de que estés disfrutando del mod! Que te diviertas! :)
Can I translate this mod?Author
Go for it. What language are you translating it to?
If this is not dedication then i dont know what it is.Any chance we will see you guys on Bannerlord in the future ?
Thank you, much appreciated! I don't think we are ever going to work on Bannerlord though. My computer can't run it, the game is too new, and we'd have to learn an entirely new system of modding. From what I see in the Bannerlord modding sphere, there aren't really any mods out yet either, so I have to assume it is more difficult to mod than M&B Warband.
We have also a suggestion. How about replacing Medieval styled furniture like jars and wooden tables into Victorian era tables?
Do you have appropriate replacements that you want to donate to the mod? We've tried to use the least medieval looking stuff on scenes as much as possible. Besides, going back into every scene and replacing all the old props will be a huge pain, because it will have to be done by hand. It won't be a simple matter of just replacing the mesh in the scene props file.
Hello I have just discovered the Christmas gift...the last version, as promised, of the mod. Congratulations and thanks to the whole team for this colossal work. The immersion and the depth of the game have been greatly extended, the bugs have been corrected, the new features are delightful. You deserve all our gratitude and our most sincere congratulations. Really impressive.
You have committed us to mention the anomalies encountered. I would like to point out the only one that I have noticed at this time. The texture of some horses is transparent. The Bay Rouncy Horse and Chesnut Rouncy Horse apparently.
Also a thought, this was already the case in the previous version, the proportion of zouaves in the union armies seems excessive. This does not reflect, unless I am mistaken, the reality of the composition of the armies at the time. But the AI certainly enrols according to criteria that must be impossible to control.
Have a nice day and a happy new year
Thank you very much, your kind words are much appreciated. Very happy to know that you are enjoying the mod, and all the new stuff that has come with it. :)
The issue with the horses is actually fixed on our end already, and if you go on our discord and search for "horse", you'll find a file called "new_horses.brf" that I posted, which fixes this issue. You just need to drop that file into the mod's resource folder and overwrite the old file.
The AI does recruit troops on it's own, and it can't be directly controlled in the traditional sense, however madsci has created a new system for how the AI recruits troops, so now each general will only use one specific unit. So some generals will have historical regiments, and others will have normal volunteers or regulars, or cavalry/mounted infantry if they are a cavalry commander. This is already available on the steam version because we had to upload some bug fixes, so a lot of the stuff we have been working on since the last release had to come with it.
Enjoy the new year! Hopefully soon I'll be able to release another update on moddb to keep up with the steam version, and the steam version will be updated too since there are more things we've been working on that haven't been released at all yet.
Thank you for your answer. And thank you to Madsci for the new system for how the AI recruits troops. You smart guys.
I'll wait for the next version on moddb, I'm not on steam...
Have a good day
Hello, something I just noticed, after some time playing. A Union general offered me the scout camp task. As soon as the quest was accepted, the name of my army became Confederate scout camp. Once the quest is successful, the name persists. No way to rename my troop.
In version 1.8, the Union was weaker, and taking over was not easy. In the current version, the opposite happens, in the east at least. Lee's troops are quickly outnumbered. After only three months, the Army of Northern Virginia has lost Chancellorsville, Fredericksburg, Shepherdstown and is about to be forced to surrender Petersburg to an Army of the Potomac that could reach more than 4000 units.
I do not yet know how to turn the tide. I shall endeavor to find the solution.
Meanwhile, the Army of Tennessee took Cairo and Evansville from the Army of Mississippi...Things seem to be in balance. For now...The sequel promises to be exciting
Another difference with the previous version is that the enemy troops no longer charge systematically, which makes the battles more indecisive with more losses. Congratulations to the developers.
Have a nice day
We already fixed that bug with the scouting quest. It's included in the steam version, but if you want to use moddb, then you have to wait for the next update.
Maybe at some point we'll add more Confederate generals in the ANV. Before it was the Union that would always lose, so we added more generals to their armies. Keep in mind that every campaign plays out differently, the AI has it's own motivations and will do it's own thing, so there's only so much we can do to balance the campaign.
I understand. As I wrote, it's about finding the solution(s), and that's what's interesting.
In 1.8, it was possible to defeat the Confederates by recruiting an army of over 300 units, taking many of the enemy generals prisoner, keeping them in jail while conquering, along with the Union generals, the southern territories. It was a tough task, but in the end, the difference was made.
With the new disposition of the enemy armies, more cautious in battle, and the reappearance of cannon, the situation is now quite different and exciting. A challenge to be met. :)
If you're having fun, and you see it as a challenge, then that's great. :)
There are some more interesting features coming soon that I think you'll appreciate as part of the challenge and the immersion. ;)
Yes, very exciting, actually..When you play on the Confederate side, it seems that victory is not impossible...Taking for my own a city with a small garrison from the Union seems to have been a solution. The Union factions are willing to make peace very easily with an independent governor, in order to continue the war against the Confederate factions. There is time to fill the garrison until it is strong enough to withstand attacks.
It is possible to assist the Confederate armies in battle. Freeing imprisoned Confederate generals makes you an enemy of the union, but the situation does not last, you make peace quickly and can continue to conquer cities and garrison them with troops. There will come a time when I will pledge allegiance to General Lee and fight the war against the Union more frontally.
The East remained mostly controlled by the Army of the Potomac, but I see that Pensacola and Tennessee are able to gain ground in the West, the situation is really balancing out. The additions of Union generals that you have made are proving to be wise, and apparently, sufficient.
As far as the business model is concerned, prize fights provide enough income to sustain the troops. Looting seems to be superfluous for the moment. By the way, it seemed to me - maybe I'm wrong - that you changed the rules for looting. In 1.8 you could loot without fighting if you had an army of more than 300 men. In the current version I have the impression that this is no longer possible. No matter how many soldiers you have, you must fight. And that's fine.
Finally, the battles are really much more indecisive and therefore more attractive.
All this to say that you have done a great job, smart, valiant and worthy of praise. I will be happy to discover the new features you mentioned in your previous message...
"Challenge and immersion", thanks again to all the team !
Have a good trip, wherever you go ! :)
I'd say victory is definitely possible for the Confederates, since one player posted on the mod's discord that they eliminated the entire Army of the Potomac. XD
It's a bit tougher for the Union in the west most games because they are usually fighting two Confederate armies on their own. But they have extra generals too to help them out, so they should be able to hold their own for a while without being steamrolled.
Next update income from prizefights is going to be lowered a bit because it's too easy to become rich from winning just a few matches. The exploit that allows players to hold block and kick to win prizefights will also be fixed, with the AI being able to kick and break your blocks, as well as being able to knock down the player.
Yes it's true that every time you choose to loot a village, you will have to fight for it now. Prevents the player from just steamrolling all the enemy villages, gives you the opportunity to fight on the custom battlefields that are assigned to some of the villages, and gives you an opportunity to fight outside of the usual field battles you have with enemy parties encountered on the map. Home guards and state militia will now resist your attempts to burn and loot their villages.
Thanks again to you as well, and enjoy the mod! :D
XD is the emoji "laughing out loud", isn't it ? I'm not not familiar with these things...Not yet defeated Potomac, it's coming...:) Congratulations to the boldest and most talented.
Good idea for prizefights
Have a nice day
game is crashing before it load in menu, any fix solution?
Reinstall the mod and be sure to do exactly what the instructions say. If you're still getting crashes, then follow the instructions for how to deal with crashes that is posted right under the installation instructions. You shouldn't be getting crashes before the mod gets to the main menu though, that is an indication of a bad installation. Problems with the mod itself will cause crashes when you are on the campaign map or in a battle.
Hello, trade info : buy coffee in NY and Philadelphia, sell it in Richmond and Fredericksburg.
Have a nice day
hello, A minor detail is that some of the Misses seem to be in the wrong faction. Miss Nancy Sherman, for example, is affiliated with the Tennessee Army and Miss Sara Howard with the Pensacola Army. Perhaps there are others. The father gives his permission but the bride remains inaccessible, located in an enemy city.
The script that gives wives and daughters to the generals checks that both characters have the same faction, so how some of them could be assigned to the wrong faction is a bit of a mystery. It's possible that for some reason they end up in a wrong fort or city though,
so we'd need to investigate if they really have the wrong faction or just show up in the wrong place. Can you confirm if the daughters you saw were actually assigned to those incorrect factions?
For example, I was able to locate Miss Jacqueline Logan, Miss Josephine Wallace, and Miss Lucy Smith, all three daughters of Mississippi generals, by asking a Potomac general where they were located - in Washington, in this case. They seem to be part of the Potomac faction since they are on that general's character list. If you want to ask a Mississippi general the same question, their names don't appear on his list.
Unless I'm mistaken, no female character in this version of the mod is explicitly affiliated with a particular faction. Their family members are mentioned but not their faction. The only clue to their affiliation seems to be their presence in this list of characters when the "I want to know the location of someone" function is activated.
Since they didn't show up on the list to ask for their location, that indicates that they actually are assigned to the wrong faction. Madcsi added a script now that will make sure the daughter and the father have the same faction.
Ok thanks to you and your team
Miss Sara Howard is on the Pensacola's list "I want to know the location of someone", and Miss Nancy Sherman on Tennessee's one.
Hello, General Sherman withdrew from the game by laying down his arms. General Sheridan, on the other hand, betrayed Mississippi to join Pensacola, his troops being Union soldiers. Seeing Sheridan and his army on the Confederate side is strange. Do you know if the new version will forbid Generals to behave like that... :) Maybe this is already the case in the steam version you mentioned before.
I hope I'm not boring you with all my questions. Again, your mod is great, your work outstanding. Tell me to go and pick mushrooms if my messages are bothering you...:)
Have a nice day
No bother at all, always appreciate getting constructive feedback. If you find bugs, we want to hear about it. Keep in mind though that the moddb version isn't up to date yet, so you might find some things that we've already fixed. You should still report whatever you find, because you might encounter something in your playthrough that we haven't yet.
Regarding the bug you reported with General Sheridan changing sides, this shouldn't be possible, because Madsci created a script to forcibly prevent it from happening. He has checked up on the script as well and said he doesn't see anything wrong with it either, so we'll keep monitoring it. If you get more information about the issue, just let me know. See if it happens again, keep track of which generals it happens to, and which factions they are going between.
okay, thanks. I'm not worried about feedback anymore and will continue to let you know what I come across in the game.
Hello, General Gustavus Woodson Smith - became General Smith - betrayed Northern Virginia to join Mississippi with his army of confederate soldiers
Weird. All I can say about that is what I said before, that that shouldn't be possible because of the script we have, so it's a mystery how that would happen for you. I'll let madsci know that you encountered this bug again, and we'll see if we can do anything.
another tiny detail, a general who joins an independent one do not have an icon
What do you mean a general who joins an independent one? An independent faction, or what?
yes, sorry, an independent faction
In Shreveport, no prison guard but a Confederate zouave from Louisiana who only answers : "Surrender or die. Make your choice". No access to the keys and thus to the prison, the prisoner cannot be saved.
The entry points are incorrect on that scene, I've gone ahead and fixed it. Thanks for letting me know. If you look, the prison guard is actually on the walls of the fort, to the right of the prison door.
You should join the mod's discord to report your bugs so we don't clog the comments here with technical stuff. I can also easily send you files that way, like if you want the updated scene obj for Shreveport that fixes the entry points.
Thanks. Ok to join the mod's discord. The "bug reports" forum, right ?
Yep, you can post your reports there. Also, madsci has replaced the script that does defections with one that simply makes generals surrender and disband if their faction has no towns or forts. Hopefully this will eliminate the problem entirely, but we should at least be able to find out if there's another script somewhere that makes them change factions. We can talk about it more on the discord.
I posted a thread on the forum board, don't know if you could read it. The bug reports section is locked, don't know how to join it
I don't get any notifications about the moddb forum, so it's hard to check on it. It is very rarely used, so I almost never look at it. I responded to your bug report though. If you prefer to post there instead of on discord, that's fine.
Also, I have no idea why the bug reports thread was locked. Maybe I did it by accident a long time ago and never noticed lol. Too late now, since you made your new post, but I unlocked it anyway.