The American Civil War Mod: Revived is a single player mod for Mount and Blade: Warband that is built upon an old civil war mod that ceased development, that was called, "A House Divided". Thanks to the help from the amazing community here, I have been able to include some new features in the mod, like advanced formations and fire orders, and successfully address many of the major bugs that came with the first release. Many new features have since been added, and you can read more about them here, on the mod page. A great deal of thanks is due to all the guys who contributed their work in the past, as well as those who have graciously provided their assistance since the mod has come back to active development; Matsuri5, Helm8000, Эльдар, Kawooz_Mirza, pizzaman6, UwU_XD, the Blood and Iron team, Tasmit, Hinkel, Poomtang, Azrooh, Tessius, Durnius, Gabrilduro, and Dellivils being just some of those who've made this possible.

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Feedback/Minor Problems (Games : Mount & Blade: Warband : Mods : The American Civil War Mod: Revived! : Forum : Community Ideas & Feedback : Feedback/Minor Problems) Locked
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Mar 11 2020 Anchor

This is all on my phone this time so forgive my grammar. I will write my post after I get home wanna say in advance love the mod new update is interesting, but I have to get my good ramble in there. Once again I am going to be giving a lot of advance, and will tell of some problems I have seen that aren't bugs, but I think shouldn't belong.

Right let me start out by saying I love the idea of new units in the game, but I think it is wrong for them to pretty much all have the same stats, and cost. I personally think that units like the homeguard or reserve infantry should have slightly worse stats while being the cheapest unit, militiamen (and the Union equivalent) should be the medium rounded unit decent all-round infantry, and lastly the volunteer infantry (and Union equivalent) should be the costly unit, but the best in stats.

What this means that the player at anytime can pretty much just work up reserve infantry for forts, and cities while maintaining a elite army, and while they may not be the best at fighting they will deter enemy armies, and be able to hold out long enough with their fortifications for the player to rush in for the defense. (of course that is just my idea of it at the very least)

I tried the natives, and I think I have some level of suggestion I know they are unfinished, and the map will need a minor overhaul to make the west a little less barren. But pretty much I think you should start out as for recruits as Young Brave, and then they get promoted to Experienced Brave (they get bows, but are better in melee) from there they will diverge to two paths Veteran Brave (Who will get more skill in bows, and perhaps a better one), and then Reformed Brave who will have muskets. From there they will get the common two paths of horses but one with bows, and native weapons, and the other of a more reformed modern equipment. Also it would be nice if the Natives weren't just naked white guys. (Quick sidenote I attacked a mule train of the Union, and my game crashed during my short playtime as the natives I don't know why that happen but it just did)
I also think that the natives should be the heaviest armored in the game I don't mean they should have like 40+ armored or anything like that god no but I think the braves for melee should be wearing hides, and other things making them have higher armor than a normal standard issue uniform.

The shield is also something I don't really get at the start I know it was there in the base mod, but I think it doesn't have a setting for a realistic mod. Also all the weapons, and uniforms you start with don't get me wrong it is nice to get some money with, but it doesn't make sense that a Native raised never been to the east has both a Union, and Confederate uniform, and several muskets the only thing I see where you should start with any uniform or good musket is if your father was a veteran, or you went to a military school. Also I started with a vanilla leather outfit which had more armor than any of those uniforms at the start, and on the market. (expect that one cavalry uniform that has like 45 body armor, and at least 10 leg armor)

Anyway on the talk of weapons I notice a lack of any pistols or muskets on the market or at least in Richmond. I see a lot of these melee weapons, and little gadgets but no real muskets meaning if you are in the search of a good weapon more than likely or at least for me you will have to fight for it. Also one thing I see a huge lack in is Calvary carbines now I know not to many were used, but I still think they need to be added I mean there was a decent number of cavalry with primary weapons there are cases where they would dismount, and become skirmishers.

Also as you already know tourney's have to be fixed, and shooting ranges need to have actual weapons added in to them I mean the crossbow (in training) makes a musket sound, and takes a good minute to reload. I am once again going to complain that there is no camera after death, and the battle auto-resolves after dying which makes battles that normally would have been won become lost. Lastly I would love to see a tech tree I know this might not be super important but for me, and I am sure a few others they love to see a tech tree so they know what to plan for in stats, and equipment.

I think that is about it once again love the mod, and I can't wait to see what it becomes I hope some of my ideas stick I am personally more interested about the native tree, and wanna hear if you think that is any good. You should whenever you get the time totally make a discord it would help in organization as well as get more people mini updates, and build up some hype.

Mini Update:
Alternatively you could also have Young Brave go into Experienced Brave or Native Rider. The Calvary path could also be given the same option of either keeping with tradition of old tech or going reformed

Mar 18 2020 Anchor

Glad to hear you're enjoying the mod so far, thank you for your feedback and all your help so far. Let me respond to everything one by one.

  • I have updated the stats of many of the unique units to better reflect their roles. This will be coming with the next release. Don't know how to change their cost though. Generic volunteer/regular units already have different stats corresponding to their experience level.
  • I like your ideas for the Native American troop tree, I will work on it. They will also need new equipment so they don't look like khergits anymore. We're working on it, but this probably won't come with the next release. I can make the new troop tree, but the new items will have to wait.
  • Crashes are usually caused by the game being under too much strain at one time, but that doesn't make sense if it was just a mule train. Let me know if you experience it again and if you notice a pattern behind it.
  • I removed all native equipment from the player in morgh's, however the starting equipment shows up anyway. I don't know how to change that.
  • You only start with a Springfield Model 1822 Musket and a Colt Navy Revolver to start with.
  • The cavalry uniform with high armor is mistake and will be fixed in the next version.
  • I wish I knew how to do what you describe and have different equipment given for different character creation choices. The reason I give officer's uniforms to start with is because the premise of the mod is to play as an officer, and officer's uniforms can be hard to come by sometimes.
  • I am going to significantly reduce the amount of native items in markets and increase the amount of all other weapons. However, for some reason, none of the revolvers show up in markets. No idea why.
  • Mounted Infantry for both sides use exclusively carbines and sabers (except Wilder's Lightning Brigade, which uses hatchets). Cavalry (vidette/volunteer/irregular) use revolvers and sabers.
  • No idea how to edit tourneys.
  • Do you mean an in-game tech tree, or just make one as a photo?

Thanks again for playing the mod, I'm happy it works you enjoy it so far.

Mar 18 2020 Anchor

Tech tree in the game a photo could help but it is always better to see it in the game so you can see the stats, and equipment of a unit.

Also perhaps you could get Kawoos to help you out in the equipment set up, and the different items for start up, and such after all he is doing a mod which is also around the same time-period (but in Europe as you know). I think if they have the time they would be more than willing to help you in any set-up. It wouldn't hurt, and perhaps you could look around for other modders for help. I would totally help in the coding process if I knew how to do it properly without messing up.

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