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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
objectives.csv

The objectives.csv defines all of the objectives (waypoints, victory sites, victory points, etc.) for a scenario. There are different types of objectives and different ways to win them. Please read the following definitions carefully because there's a lot of power here, but you can mess yourself up. If your objectives are not working the way you want, all the answers are here.

Note: I shorten the word objective to obj in my descriptions.
All of the points and bonuses are awarded each time a hold objective won. Even if it has been won 100 times previously.

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.