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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
levels.csv

I'm going to approach this one a little differently because this file is very different from other files. The main idea behind this file was to allow the modder to add their own types of attributes to the fighting men without having to change the code. We accomplished this to a lesser degree. You can add new rows representing new attributes, and you can then add new columns to the units.csv file to specify values for those new rows. So there really is no limit on how many attributes you can add to the fighting men. The limit is how they affect the game.

The following table defines the columns across the top of the file. These are the ways that you can affect the game in this file. Each column has a specific purpose and must exist. You cannot add to or subtract from the columns.

When figuring out a column, you must find every attribute that affects that column, then find the specific unit's level in those attributes, then add up the values of that column to get your total.

The morale attribute (row 75) is the last hardcoded row attribute. After that the order of attributes and number of attributes does not matter. To see what an attribute affects, just look across the rows and see which columns have values. You cannot add attributes to leaders, they are stuck with the first attributes listed (Initiative - Experience). The fighting men start with experience and continue to the end of the list. Note the experience is shared by officers and troops. If you looks at our units.csv files you will see this reflected in which columns are filled in to the right.

Column Explanation
Attribute Definition
A: Attribute Name This is the name that is used to describe this attribute. Each attribute starts with a name and then the levels of the attribute.
B: Points These are the points that are associated with each attribute level. Although they are really not used in the game at this point, it is still very important for them to be there. Certain aspects of the game expect them there.
C: Label This is the text name of each level of the attribute.
Gameplay Columns - each of the following columns is a hardcoded part of the gameplay
D: Firing (1000 pts) The values in this column are added to a total accuracy value for the fighting unit. The closer the value is to 1000, the better the accuracy is for the unit. The accuracy is the chance to hit a target with a properly loaded weapon.
E: Reload (1000 pts) - incorrectly called misfires in most files The values in this column are added to a total reload skill value for the fighting unit. The closer the value is to 1000, the better chance that unit has of properly loading their weapon. A low value here would result in misfires or simply the inability to fire the weapon.
F: Melee (1000 pts) The values in this column are added to a total melee value for the fighting unit. The closer the value is to 1000, the better chance this unit has to make a kill while engaged in melee combat.
G: Leader Radius Percentage

This is the percentage that is multiplied by the base leader radius for the command level. All of the values are totaled, then the result is used as a percentage to multiple against the base:

10 yds - Brig
25 yds - Div
50 yds - Corps
65 yds - Army

So the higher this total, the larger the command radius would be for this leader. Therefore his morale bonus would affect more men.

H: Leader Morale Bonus The values in this column are added to a total morale bonus value for the leader. This total is the number of points (not levels) of morale that will be added to fighting units that are within this leader's radius.
I: Rally Time The values in this column are added to a total value that represents a number of seconds which is how often a leader gives out his rally points. The lower this total, the more effective the leader in rallying troops.
J: Rally Points The values in this column are added to a total morale points value. Every time the rally time comes up this total is added to the morale of all troops within this leader's morale radius. The troops must be standing still and out of range of any enemy for this bonus to be added. There is also a cap as to how far any leader can rally troops.
K: Wheeling Locked The values in this column are added to a total distance in yards. If the enemy is within this distance to the troops, than the troops are less likely to wheel. Less experienced troops would have a larger distance because they would not be able to wheel while the enemy is close.
L: Leader Stance Modifiers The total of these values represent how leaders would interpret orders. We tend to have out low numerical orders being more cautious while our higher number are more aggressive. So by modifying these values you can increase/decrease the aggressiveness of certain personality types.
M: Leader Support Distance This is how close to the lines the leader will actually get. Certain leader's may get closer and have a higher chance of getting killed, but also have a higher chance of constantly giving out their morale bonus. Other leader's my want to stay back. If this total is negative, it is added onto the leader's radius, if it is positive it represent the exact number of yards behind the men that the leader will stand.
N: Units Run or walk for Ammo The values in this column are added up and if the total is greater than 0, they run, otherwise they walk.
O: Leader's Run or Walk The values in this column are added up and if the total is greater than 0, they run, otherwise they walk. This applies when a leader is trying to rally their men.
P: Ammo Taken From Dead This total respresents the amount of bullets that can be taken from the dead within their own units.
Q: Max Ammo Per Man From Ammo Wagon This is the maximum amount of ammo that the ammo wagon will give to 1 man within a fighting unit. Lower this value to conserve the ammo.
R: Unit Morale Bonus Radius The values in this column are added to a total radius in yards. This represents the radius in which this unit will give out it's own morale bonus.
S: Choose VP Bonuses

This should only be set in one attribute as this cannot total correctly. This represents the AI preference when choosing VP sites to conquer.

1 = morale
2 = fatigue
4 = ammo

This value works like a bit field in that you can just add the numbers to use multiple types. So if you want certain officers to go after morale and ammo, you could put in a 5.

T: Max Morale Modifier The cap on morale is determined by different means. It has to do with your leader and the number of men that you have left compared to what you started with. This total represents a little bonus that will up the cap. The cap being the highest morale that any officer can rally you to. So if you like your officer, he can up your morale a little higher.
U: Firing Time The values in this column are totaled and then added to the base firing time of the weapon that the fighting unit is using.
V: First Aid In some small way this affects the OOB screens that show your total casualties. This will determine how many dead vs. wounded. This is not really effective in this game, but in future games you'll be able to get some of those wounded back on the battle field.
W: Limber Time The values in this column are totaled and then added to the base limber time of the weapon that the fighting unit is using.