Number 1 or 2. 1 for Union, 2 for Confederate. The first
five columns designate who the unit is. They must be in
order and no number(s) can be skipped.
These columns are used to designate the command structure
of the army. The structure MUST be correct and in order
or the game will crash when the AI starts to issue commands.
There can be only 2 armies. No gaps in #s...all values must
The Corps ID number.
||The Division ID number.
||The Brigade ID number.
||The Regiment ID number. If you want to have
companies instead of regiments, then this would be the company
||This acts as a nickname for the unit and allows
the scenario designer to name them specifically for use in
a scenario. Whenever this unit is referenced in another csv
file, they will use this ID. This is especially used in the
||ID name from Column A of the unitcommon.csv
file. Each unit must be associated with 1 and only 1 class
from the unitcommon.csv file. This will define attributes
such as graphics and sounds.
||This column references the WEAPONS.csv
file and is the weapon assigned to the unit.
||Specify the ammo levels of the specific unit
type. This is the amount of ammo that EACH SOLDIER
in the regiment will have. So multiply this number times the
regiments strength to see how much the entire regiment is
& K: Dir X/Dir Z
This is a normalized 2D vector that determines the facing
of the unit when the scenario starts. This is pretty hard
to compute, so we recommend that you use our automated process.
For full details please see the help on CWBR.ini and the
By hitting the L key while in game…the game will spit out
a file into the main folder called unitlocs.csv…use this
file to set positions for Custom Scenarios.
& M: loc X/loc Z
||This is the 2D coordinates of this unit's flag
bearer on the map. The valid values are from 0.0 - 131072.0.
Though we recommend not getting too close the edge of the
map. As above, this is much easier to set using the NoAI process.
||Specifies the flag graphic, from sprites.csv,
of the specific unit.
||Specifies the starting formation, from formation.csv,
of the specific unit for the scenario.
||The name of this unit. Stored in the $name variable.
||The 2nd name for this unit. Stored in the $name2
||The 3rd name for this unit. Stored in the $name3
This is the number of men in the unit. Note that we always
create a flag bearer, so he does not count in this number.
Also we create 1 sprite for every ten men. We show a max
of 60 sprites per unit. So a unit will be full with 590
men, since 1 sprites is used for the flag bearer. If there
are more men, they will be distributed evenly amount all
For 1 men units, such as arty, ammo wagons, and officers.
You can specify anywhere between 1-10 men and still only
have your 1 sprite + flag bearer. The number of men does
not matter for officers and wagons, but does matter for
The rest of the columns have to match exactly the ROWS
from the levels.csv file. Starting after weather,
each row of the levels.csv file is matched here in
the units.csv file. This is important because you
CAN add more rows to the levels.csv file and match
them in the units.csv file, and it will work. You can add
your own skills to the game.
Refer to the levels.csv file to see what the min
and max values can be for each different attribute.
||These columns only affect officers. They are
explained in more depth in the levels.csv file.
||This column affects both officers and fighting
men. It's the amount of battle experience that they have.
This is explained in more detail in the levels.csv
||The rest of the columns affect only the fighting
men, be they infantry, cavalry, or artillery. They are explained
in more depth in the levels.csv file. Note that the
morale and fatigue columns affect many items in the game that
may not be mentioned in the levels.csv file. This is
because they are such a core part of the AI and fighting in