MAIN
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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
artyammo.csv

The artyammo.csv file has 1 row for each artillery ammo type. We use this file to further modify the effects of the different artillery ammo types. The rows must be in the same order as the last 4 columns of the weapons.csv file. The number of ammo types is not hardcoded. You could add new ammo types to this file as long as they are in the same order and matched in the last columns of the weapons.csv file.

Column Explanation
A: Name This is the name of this artillery ammo type. This name is displayed in the game when this ammo type is chosen for an artillery piece.
B: Particle Effect This is the name of the effect from column A of the effects.csv file. This effect will be played at the point of impact, or in the air as dictacted.
C: Sprite Graphic This is the name of the explosion graphic from the sprites.csv file that will be played at the point of impact. This graphic will slowly be faded out.
D: Smoke This determines wheter or not to play the smoke effect at the point of impact.
E: Display on Ground This determines whether or not to display a missed artillery explosion on the ground, if not on the ground it will be played in the air.
F: Sprite Targeting This determines how many sprites 1 hit will damage. Each sprite contains up to 10 men, so if this value is 1, the most kills it could have is 10. To have a chance at killing more than 10 men, you must increase this value.
G: Min Range This is the minimum range in yards that this ammo type would be used.
H: Max Range This is the maximum range in yards that this ammo type would be used.
I: Min Kill This is the minimum number of men, per sprite that is hit, that would be killed by 1 sucessful hit by this ammo type.
J: Max Kill This is the maximum PERCENTAGE of men that would be killed by 1 successful hit by this ammo type. So since we have a max of 10 men, a 70 here would mean that this ammo type could kill only a max of 7 men per that sprite.
K: Kill Bonus This is a bonus given to artillery using a certain ammo type. This is added onto the base chance of a hit from the weapons.csv file. This is independent of range and is always added on when determining an accurate hit.
L: Sound File This is the name of the sound from the gamesounds.csv file that is played when this ammo type impacts.