All three of Charles Stuart's kingdoms are in rebellion. Presbyterian covenanters have thrown King Charles and his bishops out of Scotland, occupying northern England. Catholic confederates have retaken much of Ireland. Parliament has ejected the king from his capital, London, and is raising England's trained bands to defend its constitutional rights and the protestant reformation. Each set of rebels claims loyalty to his majesty while taking up arms against him. The king has raised his battle standard in Nottingham and moved his court to Oxford. Anxious to release royalist troops from garrison duty in Ireland, for use against Parliament, King Charles is negotiating with the Catholic confederates under a temporary truce, and considering the legitimisation of catholicism in Ireland.
The main differences from native:
Campaign map, covering England, Wales, Scotland and Ireland.
Factions - Royalists, Parliamentarians, Scots Covenanters, Catholic Confederates and a short-lived peace party.
New map icons for locations and parties, including animated windmills, artillery trains and watermills.
New armour, uniforms, weapons and equipment added to those appropriate for western europe.
Factions locked in a state of war.
Recruitable artillery, which joins battles as allied cannons under the player's orders, subject to available gunpowder.
Marshalls restricted in areas of operation to reflect historical war theatres.
Pre battle orders for troop deployment and enhanced formations.
Sea travel and simple sea boarding actions.
WFaS storyline quests disabled for a sandbox game.
Revised recruitment systems allowing quicker build up of player party.
New companions and dialogues.
Strategic bridges guarded by local trained bands - factional control.
Faction capitals patrolled by trained bands.
Gunpowder mills and black powder crafting.
Country houses with special recruitment options, family plate requisitions and local revolts.
Revised bandits - Enemy sympathisers, clubmen, border reivers, wild highlanders and torai raiders.
Animated battle flags.
Special units - fighting standard bearers, musicians, preachers and customisable pikement and musketeers.
Internal and external scene make overs.
No tutorial.
Start as a leader, chosing which faction to fight for.
Bridge battles.
Hair remains visible.
Tavern animations.
Animated horses without saddles in town stables.
Livestock.
Death camera.
Revised terrain borders.
Crime and punishment re troop misbehaviour.
No multiplayer.
Windmills - grinding flour from grain and baking bread from flour.
New trade routes and economy.
Third patch for ECWAlpha7 correcting a number of reported bugs. Save game compatible.
Alternatives requested by players to customise ECWAlpha7. Save game compatible.
A crucial second patch for ECWAlpha7 correcting a number of reported bugs. Save game compatible.
An initial patch for ECWAlpha7 correcting a number of reported bugs. Save game compatible.
Full alpha version of English Civil War. Please report any bugs.
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i got a battle scene in a bridge that seems to be broken due to the fact the infantry cant cross at all due to the bridge being way too high up
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by the way the flag on the flag bearer for me is white
I've the same problem
anyone know a fix
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why is my flag white someone please answer
I always thought the default wfas musket sounds were fine, but after hearing those in csatadi mod and heritage of hussaria, its hard to go back.
If you ever update it, can you pick one of these two? I'm sure the modder of csatadi mod would be more than happy to help as it is open source I'm fairly sure.
Hey, ive noticed that in Dundee and some other city, guards spawn in the wall when sneaking into the city, and thus cant be killed. Any work around besides using cheats? Or could I repair it myself?
Hey, I just want to say, I checked the Talesworld thread, glad to see more might come someday! :D It is really close to being complete and perfect though
The small kind of stuff to add I think would be cool, would be to add more exotic mercenary units. Like get straight up ahistorical in the sense of who was hanging out the Taverns, hire a wing of Winged Hussars :P Same for other other Hussars. I'd also say if grenades could be made to replenish, that'd be a great thing. Never understood why they did that in WFAS. Im not sure if Grenades were used in the English Civil Wars though. Also, I was huge on A Clash of Kings, and all the companions in that were fully accessible, so that they could carry stuff you looted, and gave purpose to them having all the same stats as a player character. If possible for WFAS, it'd be awesome too to have the freelance submod thing that you play as a soldier in another army, and if youre knocked out in battle you switch to a regular soldier or a companion. More open sea paths would be good too, the ship battles in this is pretty fun to me, ultimate chaos
For really big stuff, I would say flesh out the map some and actually add France and the Netherlands(AND MAYBE SPANISH NETHERLANDS TOO) to the mainland to act kind of like Essos did in ACOK, where you have an ostensibly neutral place to sell goods, and to act as a chaotic warzone for fun. In that vein, I'd say the allied factions should be able to recruit eahc other's units at a city, like the Parliament recruiting actual Scottish troops or the Irish having Royalists.
Having main quests that create massive changes would be cool too. Like some really hard quest to capture and have poor King Charles executed, and if you do so, the Royalists and Parliment dies, replaced with England becoming the Commonwealth at war with Scotland and Ireland(The Second English Civil War). The reverses could be true, with having the Royalists defeat the Parliament, and then maybe invade mainland Europe to reclaim English glory and act kind of as a mirror to the Polish quest in Vanilla WFAS
Just so im not just a useless idea guy, how hard would any of this be in implementing on my own as a beginner? I'd love to be involved in making a 17th Century Europe and North America mod for Bannerlord, but the old games would be good for it too :P