MAIN
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modding home
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
cwbr.ini

There is just one cwbr.ini file for the entire game. It can be found in the main directory with the executable. This file is used to set many global variable in the game and is also used for storage by the dynamic variable system.

File entry Explanation
[Initialization] Section header for initial part of the file
Full Screen=0   CWBR actually will work in windowed mode, it will show up in the upper left corner of the screen and is not movable. This is a great way to work during development of scenarios. Set it to '1' to go to windowed mode.
DbgLvl=0 By turning on the debug level you turn on some of the information that we use to develop the game. The first number is the number of frames per second, followed by the number of AI calls in the last frames with the max reached in parens, next is the location of the camera and then how many sprites were drawn the last frame with the total that could have been drawn in parens. You will also see the coordinates of the currently selected unit. Set this to '1' to activate.
LoseFocus=1 This determines if the game pauses when it loses focus, really only useful if you're running in windowed mode. Set this to '0' to change.
NoAI=0 Turns off all of the AI in the game. No until will fire. This is useful for scenario creation. Because once you have everyone where you want them to start and facing the right direction, you can then hit the 'L' key to dump their locations into unitlocs.csv in the main folder. You can paste the columns from here right into your OB. Set this to '1' to activate.
[Performance] This section describes most of the options set by the 3 performance levels. Remember if you choose to change the values in the ini file DO NOT go back to the options screen, it will overwrite your values.
AIPerFrame=30 This is the max amount of units that can run their AI during a single frame. Lowering this number will increase game speed, but will slow down the AI's ability to react to situation. We put this in because at certain moments of scenarios, when a lot of guys were engaged, the entire game would crawl to a halt. Default High=30, Med=25, Low=20.
LowResMaps=1 If this is set to 1, then the game will automatically use the low res versions of the maps. All maps have 2 versions one normal and one low. The low res maps have _LOW in their name. Set this to '0' to use the normal maps. Default High=0, Med=1, Low=1
AmbientSound=1 This sets whether or not to play the ambient terrain sounds. Set to '0' to turn them off. Default High=1, Med=1, Low=0.
LowDensityTrees=0 This will thin out the forest from the values that the map designer intended. This results in less sprites to draw. We have about 16000 trees on any one map. Set this to '1' to have less trees. Default: High=0, Med=0, Low=1.
UseMipMaps=1 MipMaps are pregenerated smaller versions of the sprites. This may result in faster game performance, but uses a lot more memory. It seems to stop a lot of the flickering of the sprites, but you can see them pop between mipmap levels. Set to '0' to turn them off. Default: High=1, Med=0, Low=0.
MinTerrSprites=0 This sets how many different types of sprites inhabit the terrain features on the maps. If this is set to '1' forests will have only 1 type of tree. Set this to '1' to activate. Default: High=0, Med=0, Low=1.
MinUnifSprites=1 This is not really used since we really only have 1 uniform per side. But if there were multiples uniforms per reg, this would make them use only the first one defined. Set this to '0' to use all uniforms. Default: High=0, Med=0, Low=1.
[Variables] This section stores all of the dynamic variables in the game. They can be created by the modder or created by the design team. These will be defined in the different places that you can create them.