The American Civil War Mod: Revived is a single player mod for Mount and Blade: Warband that is built upon an old civil war mod that ceased development, that was called, "A House Divided". Thanks to the help from the amazing community here, I have been able to include some new features in the mod, like advanced formations and fire orders, and successfully address many of the major bugs that came with the first release. Many new features have since been added, and you can read more about them here, on the mod page. A great deal of thanks is due to all the guys who contributed their work in the past, as well as those who have graciously provided their assistance since the mod has come back to active development; Matsuri5, Helm8000, Эльдар, Kawooz_Mirza, pizzaman6, UwU_XD, the Blood and Iron team, Tasmit, Hinkel, Poomtang, Azrooh, Tessius, Durnius, Gabrilduro, and Dellivils being just some of those who've made this possible.

Description

Version 3.0 of The American Civil War Mod: Revived is ready for public release! This update brings with it a significant amount of new content, numerous changes, fixes, and plenty more. From new units, to new historical locations and battlefields, new features, and other interesting goodies, this version of the mod has a lot to offer, improving and expanding upon what made the previous versions so much fun.

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The American Civil War Mod: Revived! Full Release Version 3.0
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Guest
Guest - - 693,562 comments

excellent mod king85 superbe travail!merci

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King85 Author
King85 - - 755 comments

Thank you, have fun with the mod! :)

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Guest
Guest - - 693,562 comments

Cool update! However, I've got 2 instances when the game just hanged while travelling on the map. The rgl_log.txt contains thousands of similar messages: 01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099939
01:30:09 - - Simple trigger trigger no: 103 (line 4, opcode 541, modifier 0x80000000)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099939
01:30:09 - - Simple trigger trigger no: 103 (line 5, opcode 1602, modifier 0x0)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099938
01:30:09 - - Simple trigger trigger no: 103 (line 4, opcode 541, modifier 0x80000000)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099938
01:30:09 - - Simple trigger trigger no: 103 (line 5, opcode 1602, modifier 0x0)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099937
01:30:09 - - Simple trigger trigger no: 103 (line 4, opcode 541, modifier 0x80000000)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099937
01:30:09 - - Simple trigger trigger no: 103 (line 5, opcode 1602, modifier 0x0)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099936
01:30:09 - - Simple trigger trigger no: 103 (line 4, opcode 541, modifier 0x80000000)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099936
01:30:09 - - Simple trigger trigger no: 103 (line 5, opcode 1602, modifier 0x0)
And so on ...
Playing with WSE2. It's day 5 of the game, just saved the confederate spy from Niagara fort.

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King85 Author
King85 - - 755 comments

Please read the FAQ. I have provided a number of additional solutions that you can try. There is nothing more I can do beyond that.

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Guest
Guest - - 693,562 comments

I think I've figured out what's wrong here - I will detail my debug and proposed fix so hopefully others can follow along (note I am not experienced with Warband modding). The error indicates calling two game engine operations, opcode 1602 and opcode 541 with an invalid Party ID. Opcode 1602 is `party_get_num_prisoners` and opcode 541 is `party_slot_eq`. The error occurs in simple trigger 103.

Using the Warband module decompiler I looked at trigger 103 in `module_simple_triggers.py`. It starts with something like this:

(4,
[
(try_for_range, ":var0"),
(neq, ":var0", "p_main_party"),
(neq, ":var0", "$capturer_party"),
(neg|is_between, ":var0", "p_town_1", "p_village_1"),
(neg|party_slot_eq, ":var0", 0, 13),
(party_get_num_prisoners, ":var1", ":var0"),

I noticed that the `(try_for_range, ":var0")` does not define the (required?) lower and upper bound parameters for `try_for_range`. I **think** this may be the source of the errors. We are iterating over who knows what ranges - totally undefined I imagine. Instead, we could use `(try_for_parties, ":var0")`. This would guarantee iterating over only valid party IDs.

I fixed this in the Module's `simple_triggers.txt` by changing the start of line 106 from:

4.000000 261 6 ...

to:

4.000000 261 11 ...

since opcode 11 corresponds to `try_for_parties`. I reloaded my save (since I think changes to `simple_triggers.txt` do not require a new save) and so far have not encountered the map hang and mentioned errors in rgl_log.txt at all. This particular save would otherwise hang at load (and spam the errors in rgl_log.txt) about 8/10 times.

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Gloomshroud
Gloomshroud - - 4 comments

It is very obvious this is a labor of love from a creator who has lots of talent and lots of knowledge. This here is a GEM of a contribution rife with history, lore, details, and accurate historical units. Phenomenal work, and thank you so much for such a titanic effort.

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King85 Author
King85 - - 755 comments

Thank you, I really appreciate that. I'm glad you are enjoying the mod! Have fun! :D

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Guest
Guest - - 693,562 comments

Do you think you will eventually be able to implement "make your farm/house/something similar via camp menu? I know some mods have it so I just wandered if you have it in mind considering it would fit perfectly time period.

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King85 Author
King85 - - 755 comments

Maybe if there is a tutorial for it, but it's not something I was planning on, and I don't know how well it would fit into the game. The player is most likely going to be fighting in one of the armies (there is not much else to do beyond that), so it doesn't make much sense to be building a farm or a house or something when you are in the middle of fighting a war.

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