Column |
Explanation |
A:
Objective Name |
This is the name that is displayed
to the player. Currently used on the strategic map, the objective
countdown timer, and the officers popup. |
B:
Objective ID |
This is the ID name of the objective
that is used in other files to reference this objective. Mainly
this is used in events.csv. |
C:
Major/Minor |
This is just the word major or the word
minor. The only difference in these two values is the
display on the strategic map and how the AI evaluates the
objective. It does not affect the player at all. Originally
we had some more ideas for this and there will be more in
the next game, but for CWBR it doesn't do much. |
D:
Type |
This column really determines how
an objective acts. There are two valid values here: hold
or waypoint. These are very different beasts. A hold
obj will always reset itself. It will never end unless an
event terminates it. Everytime that it is won, it will reset
itself. A waypoint will not. A waypoint can only be won once,
then it will disappear. |
E:
AI |
This determines who cares about
this obj. An obj can be set up to be valid only for 1 army,
or only for the player, or for everyone. This will affect
the AI, as the AI will not care about a player only obj.
0: player only
1: army 1 (Union)
2: army 2 (Confederate)
3-99: army x
100: everyone |
F:
loc x |
The X coordinate of the objective. |
G:
loc y |
The Y coordinate of the objective. |
H:
radius (yds) |
This is the radius of the invisible
circle surrounding the objective. The only units that are
counted in determining who's holding this objective are those
within the circle or within this radius. |
I:
Number of men |
The minimum number of fighting men
that must be within the radius to hold the obj. The only way
to win an obj is to have the proper number of men within the
radius as well as an officer. They must remain within the
radius for the duration of the obj. If there are enemy also
within the radius, you will lose the obj unless you have 10%
more men than the enemy. If they have 10% more, they will
be holding the obj. |
J:
Points |
The number of points added to the
grade of the officer that is holding the objective when the
time limit run out. |
K:
Fatigue Bonus |
This is the number of fatigue points
added to all of the fighting men that are subordinate to the
officer that won the obj. Making it much better to hold an
objective with a high ranking officer than a low ranking officer,
as many more units will receive the bonus. |
L:
Morale Bonus |
This is the number of morale points
added to all of the fighting men that are subordinate to the
officer that won the obj. Making it much better to hold an
objective with a high ranking officer than a low ranking officer,
as many more units will receive the bonus. |
M:
Ammo Bonus |
This is the amount of ammo added
to all of the fighting men that are subordinate to the officer
that won the obj. Making it much better to hold an objective
with a high ranking officer than a low ranking officer, as
many more units will receive the bonus. |
N:
Occupied Modifier |
This value is multiplied by the
points and all of the bonuses if the obj site was previously
occupied. Meaning that you can make it possible to give them
more points if they had to fight for the obj. |
O:
Start Time |
This is the time of day that the
objective will become active and appear on the map. If you
want to only have the objective become active when triggered
by an event, then set this to some time that will never be
reached in the scenario, such as 23:00. |
P:
End Time |
This is the time of day that the
objective will become inactive and disappear from the map.
It does not matter if it has been won or not, if the end time
is reached and the obj is still active, it will disappear.
This is awesome for creating scenarios where units have to
reach a location by a certain time. |
Q:
Interval |
This is how long an objective has
to be consecutively held to win the objective. If the officer
leaves the radius or the number of men drops too low, or if
the enemy comes in with too many men, this timer will be reset.
When all the criteria are met, this will start counting down.
You can see this timer by selecting the officer that is holding
the objective. |
R:
Sprite |
This is the sprite name from sprites.csv
that will be shown if no one is holding the objective. |
S-Z:
Army 1-? |
This is the sprite name from sprites.csv
that will be shown if this army is in control of the objective. |