Hi guys,
Apologies in advance for the tl;dr wall of text. Hope some of you make it through it.
I am one of the modders of ACW, having joined the mod after v3.4, and am mainly responsible for the graphics upgrades for v3.5
While I would not wish to be rude to come tooting our horn to another (excellent) game's forum, I see you are quite harsh towards the mod, so I feel responsible for defending it just a little bit.
I've not played SoW yet, but have back in the day spent many hours on Bull Run (and because I had no way of purchasing it in this country, I had it delivered to me from the US by a visiting friend, so probably it is the winner of the award of "most trouble I ever went through to acquire a game"), but even without playing SoW and even with investing quite some time in modding ACW, I can concur that as far as authentic Civil War combat goes, it likely has no rival in authenticity of Civil War tactical combat.
However, as Little Powell (albeit a bit patronisingly) put it, these are two different types of games. I also have several of my own chips on the shoulder with all Total War games, when it comes to their historicyl fantasy approaches and oversimplification.
However, that being said, most of your criticisms are directed at the mechanics of the vanilla game and the less than optimal AI behaviour... With most being hardcoded so there isn't a whole lot we can do about those, but we are trying to circumvent them with other modifications and other appealing points to gameplay.
The game's main strongpoint should definitely be the campaign play. While, again, we're limited by the vanilla game's map being practically unmoddable, we have to make due with what is available, but with that, I believe, we have made significant progress.
The initial versions of the mod basically just tried to transfer the American Civil War graphics and some mechanics into an 18th century game, then they progressed to adding more custom content and more campaign play. Now we've gone into trying to make it make sense historically, but also be fun to play, with a bit of attachment to troop development, etc.
The unit roster has been greatly expanded to include as many
historically recognisable units as was practicable for implementation (before hitting certain ingame limitations), which are now recruitable in their respective states/areas,
all with custom icons, uniform graphics, etc, and in very limited numbers, so the player develops an attachment to each company or regiment as they battle their way through the course of the war.
We have started implementing naval combat, for that strategic aspect of the war, but so far the game does not enable us to add new ship models (which we already have made), so we'll have to stick with vanilla steamers for that. Still, the naval invasions and blockades work, so that part is there.
We have reworked the buildings system for more complex gameplay, are introducing culture to replace the vanilla religion effects (so that states with a Seccessionist majority will be harder to govern by a Unionist invader and the other way around) and we are working on completely reworking the minor factions, with (bending history a wee bit) the Mexcican Republican-Imperial war taking place too at the same time, possible British, French, Dutch or Spanish interventions, etc. All for a grand geopolitical experience of the war.
The generals are now not an elite cavalry unit anymore, but actually do their work of providing morale and other bonuses to the army, and the values governing combat have been entirely reworked to offer more dynamic battles, with less immediate casualities, but more morale impact, with units breaking, reforming, attacking again, breaking again, less suicidal AI tactics, etc. Friendly fire is still an issue if not managed by the player, since this is, again, the hardcoded AI, but with basic sane maneouvering it can be avoided. We have added
skirmishers and sharpshooters to the game, for battle variety, each with own (dis)advantages and impact on the battlefield.
We are also introducing the different weapons and their effects, from smoothbores to repeating rifles. Low framerate at close up has been addressed by some texture and model optimisations, as well as several different smoke-effect packs, with the ligther of these having a very positive impact on the game speed. A whole civil-war related tech tree is being developped. And several other features that we hope will make our ACW mod a more realistic and fun experience.
The current 3.5 open beta is available already for testing (though, we admit, because of the game's limitations the mod is a bit of a chore to install) at
our ModDB page, so welcome to have a go.
But to conclude, the reason why I got involved with this mod (and only purchased Empire TW for the mod) is, because outside of USA (and even there probably) ACW afficionados are considered to be somesort of nuts with their obsessions over regiments, historical battles, etc, and a very popular game, such as the Total War series is a very good medium of introducing this period of history to people that may otherwise never get into it, therefore getting them interested in trying other games on the same topic too. Over ten years ago I was modding Operation Flashpoint to the Civil War topic, while playing the likes of Bull Run and Forge of Freedom, now it's Empire's ACW mod, and in a few years it'll be something else probably.
As one big nutty family of Civil War fans, we all always look forward to try new ACW games (and usually end up b***hing about historical innacuracies of most of them too), to see how some aspects were covered in them.
For this reason, any of you interested in scrutinizing our work or just enjoying some friendly Civil War banter with likeminded people are also invited to
our forum, and if you promote SoW along the way to people interested in the topic, all the better, I say.
Thank you for reading and best regards,
Trig