View Full Version : Add-On Pack 1
Dale Jul 30, 2007, 01:34 AM The Road to War: Add-On Pack 1
http://rtw.apolyton.net/images/header.jpg
RtW Add-On Pack 1 is the official extension to the Civilization IV: Beyond the Sword mod The Road to War.
This Add-on pack has been created to fix bugs, add new content and make some changes as required. All bug fixes and changes are suggestions from the Community. So thank-you to all who made suggestions. :)
Version Notes:
The current version is Beta 3 and is dated 5 September 2007.
The current version is for Beyond the Sword 3.03.
Please ensure you use the latest version for compatibility and support. :)
Installation:
Please follow these instructions to obtain and install the Add-On Pack:
1. Download the Add-On Pack:
With Movies: http://rtw.apolyton.net/files/RtW_setup.exe 415 meg
Without Movies: http://rtw.apolyton.net/files/RtW_NoMovies_setup.exe 140 meg
2. Delete the Road to War folder from ..\Sid Meiers Civilization 4\Beyond the Sword\Mods\
3. Run the setup.exe for the version you downloaded.
4. When prompted browse to the ..\Beyond the Sword\Mods\ folder to install. To check correct install you should have a Road to War folder once installation is complete.
5. Start Civ4, the RtW and play!
Change Log:
- NEW: Full Intro Movie (with two types of music at random)
- NEW: Cutscene Movies (two for each theatre)
- NEW: Code Breaker (improved C3I & logistics)
- NEW: Anti Tank Gun (early artillery)
- NEW: Tank Destroyer (tank guns & destroyers)
- NEW: Chiang Kai-shek, Hitler & Hirohito added
- NEW: USSR invades Poland! (fortnight 2 September 1939)
- NEW: UU graphics (most, some units don't have any)
- NEW: Captured cities gain 500 culture
- NEW: Settlers for "Open Play" mode & random maps
- NEW: Can now play random maps & pre-made maps
- NEW: BtS events converted to RtW
- CHANGE: Can now play ALL nations
- CHANGE: MP enabled and changes for PBEM for it to work
- CHANGE: Moved intro text before Dawn of Man (instead of turn 1)
- CHANGE: Moved mode chooser to turn 1 (instead of turn 2)
- CHANGE: Infantry get bonus versus siege units
- CHANGE: Siege get bonus versus armor
- CHANGE: Armor get no bonus versus other types
- CHANGE: Anti Air get bonus versus air
- CHANGE: Iberia now called Nationalist Iberia
- CHANGE: China now called Peoples Republic of China
- CHANGE: German flag now swastika
- CHANGE: Unit costs (EG: tanks more expense)
- CHANGE: PzIV's slightly nerfed
- CHANGE: Cavalry moves = 3 (was 2)
- CHANGE: Medium Tanks moves = 3 (was 4)
- CHANGE: Broadcast towers gives loads of espionage benefits now (and generate Great Spys)
- CHANGE: Bitter Winter affected area increased (as intended originally, but with turn-speed slowdown)
- CHANGE: Nations don't speak American any longer, speak their language (or closest)
- CHANGE: Great People from the era
- CHANGE: Bombers no longer carry units
- CHANGE: City/colony/distance maintenance costs reduced
- CHANGE: Finland-German open borders for Continuation War
- CHANGE: War Weariness nerfed
- CHANGE: Tweaked artillery bombardment
- CHANGE: AI will build a lot more fighters
- CHANGE: English infantry now Commonwealth infantry
- CHANGE: AI more aggressive and handles naval invasions
- CHANGE: Paratroopers converted to BtS methods (removed mine)
- CHANGE: Paras and Marines strength to 20
- CHANGE: Fascist industry now supports 100 units
- BUGFIX: Spies now invisible (including GS)
- BUGFIX: Sea trade routes fixed (oil fix)
- BUGFIX: People's Republic of China now Republic of China (with correct flag)
- BUGFIX: BF-109 fighter now before FW-190
- BUGFIX: Chairman Zedong now Chairman Mao
- BUGFIX: Anti Air units can now be put into Interception mode correctly
- BUGFIX: Anti Air units can no longer bombard
- BUGFIX: Destroyers cannot bombard
- BUGFIX: Winter terrains fixed
- BUGFIX: All processes now convert production at a rate of 100%
- BUGFIX: Spelling/grammar mistakes
- BUGFIX: Contains "Solver's unofficial patch"
- BUGFIX: Losing ability to build nukes fixed
- BUGFIX: AI Airbombing (AI will now actually factory and civil bomb!)
- New Civs: Arabia, Austria, Brazil, Canada, Central America, Czechoslavakia, Ireland, Mexico, New Zealand, Persia, Republic of China, Republican Iberia, South Africa, South America
- New Leaders: Chancellor Hitler, Emperor Hirohito, King Ibn Saud, King Pahlavi, President Azana, President Batista, President Benes, President Cardenas, President Hyde, President Chiang, President Miklas, President Ortiz, President Vargas, Prime Minister King, Prime Minister Savage, Prime Minister Smuts
NOTE: The new civs and leaders are to support future scenarios.
RtW Events List:
Europe:
F1 SEP39: Germany invades Poland (Germany DOW Poland, France allies with UK [Allies formed], Allies DOW Germany)
F2 SEP39: USSR invades Poland (USSR DOW Poland)
F2 NOV39: USSR invades Finland (USSR DOW Finland)
F1 MAR40: End of Winter War (USSR peace with Finland)
F1 APR40: Germany invades Denmark and Norway (Germany DOW Norway, Norway allies with Allies)
F1 MAY40: Germany invades the Low Countries (Germany DOW Low Countries, Low Countries allies with Allies)
F1 JUN40: Italian-German alliance (Italy allies with Germany [Axis formed], Italy DOW Allies)
F2 JUL40: USSR enters the Baltic States (USSR DOW Baltic States)
F2 DEC40: East Balkans join Axis (East Balkans allies with Axis, East Balkans DOW Allies)
F1 MAY40: Axis invade West Balkans (Axis DOW West Balkans, West Balkans allies with Allies)
F2 JUN41: Axis invade USSR (Axis DOW USSR, Finland DOW USSR)
F1 DEC41: USA joines Allies (Axis DOW USA, USA allies with Allies)
Vichy France trigger:
1. Axis occupy 5 of Dijon, Metz, Calais, Leharve, Tours, Brest, Nice
2. Axis occupy Paris
3. Slightly random
Pacific:
F1 JUL37: Japan invades China (Japan DOW China)
F2 SEP40: Siam joins Japan and invades France (Siam allies with Japan [Axis formed], Axis DOW France)
F1 DEC41: Japan invades Pacific Nations (USA/Australia/UK/France/China/Philippines/Dutch form Allies, Axis DOW Allies)
F1 AUG45: USSR invades Manchuria (USSR DOW Axis)
Other:
Please post any comments, suggestions, bugs or anything else to do with RtW Add-On Pack 1 in this thread.
I hope you enjoy The Road to War! :)
Dale
Dale Jul 30, 2007, 01:34 AM Reserved....
vidimce Jul 30, 2007, 04:05 AM hell yeah =)
Dale Jul 30, 2007, 06:17 AM AOP1 is now beta. See first post. :)
woodelf Jul 30, 2007, 06:22 AM Looks great Dale.
Is this 3.02 compatible? (I did look and couldn't find that referenced) :)
Dale Jul 30, 2007, 06:45 AM Yes, fully 3.02 compatible (updated first post).
Civinator Jul 30, 2007, 11:40 AM Thank you very much to do the Add-On Pack 1 quickly. Now it´s time to go in this scenario :)
Nimbus Jul 30, 2007, 11:46 AM does this contain the new global map?
kittenOFchaos Jul 30, 2007, 12:02 PM Russia invades Poland in 2nd fortnight of September 1936...surely a typo...
Dale Jul 30, 2007, 12:44 PM Nimbus:
No global map. It's not finished yet. :)
KoC:
Thanks for picking it up.
Quetz Jul 30, 2007, 01:22 PM Yay! Been waiting for this..
Make sure to post it in the base forums so people know its out :)
Virulent Jul 30, 2007, 02:23 PM Do you forsee any compatibility issues with the add-on pack and any official patches Firaxis will release for BtS?
Also would any elements of the add on pack be added to an official BtS patch? Obviously not stuff like the new leaders, extra unit art or movies but stuff like bug fixes.
I actually still haven't tried RtW yet, it's on my to-do list but tearing myself away from the epic game is quite difficult.
Dale Jul 30, 2007, 02:43 PM Yes, there's going to be problems when/if a patch comes out. I'm hoping to fix it up fast though. :)
I'm also hoping Firaxis will let me know so I can integrate the core bugfixes into the official patch. As you say, the new artwork won't get in, but it'd be good to get the fixes in. :)
Rhye Jul 30, 2007, 04:05 PM great work, I was looking forward to see Hitler himself.
ohcrapitsnico Jul 30, 2007, 05:15 PM Yes I was waiting for this. :) Awesome work, good to see the real mod. :)
PeanutBomb Jul 30, 2007, 05:40 PM Still, I don't get BtS now. :sad:
And this patch sounds pretty great! I can't wait to try it. :aargh:
johnjohn Jul 30, 2007, 10:30 PM In the future, can you break out the movies into a separate download? 400MB is too huge especially with more updates to come we hope!
Bobisback Jul 31, 2007, 12:03 PM Ok first off thanks for this mod I love it and it is alot of fun. the first game I played was the original BtS Road to war as U.S 1936(difficulty Noble) start and it was fun I did not go to war in that one but I got a feel for the mod. In the middle of this game the add-on came out so I restarted trying it as Germany 1939(difficulty Noble) start and it is fun but I have some questions/suggestions and the such. Sorry it I sound kinda forceful I do not mine it really :)
The Tank destroyer is great but I think it is a little strong and the reason why I say this is because it is all the AI builds because it is so strong, what I suggest to fix this is bring down the strength to about 17 or so then give it no defensive bonuses and bring down the cost thats so AI will have something in there cities, which leads to my next thing.
Playing as Germany I found that there was no units in any Allied cites, I do not no if it is intentional, I guess for France that would make since but what I found was after I took France, with no resistance except for a tank destroyer which was not that hard, I found that there was nothing defending London l started freaking out and built some paratroopers which took two cites on the English mainland which after I had the city I could just fly units to the island and I took it all. The other English cities only had Tank destroyers in them but there was only one in each and in some cites they had nothing there, this included north Africa and the Middle East. For Norway it was the same thing, tho they did have more infantry then the others.
So I figured that if you make the tank destroyer cheap and less stronger then the AI will not build them as much and stick with infantry or build more tanks so there might actually be more units defending London and all that. At the rate it is now tank destroyers are way better at defending then infantry. At 20 strength they are stronger then the improved infantry and that is before the bonus to tanks which it gets.
The only other thing which I noticed was that AA guns where pretty much worthless. I have an idea which might make them better and the first being instead off making them stronger why don't you make them have a +100% bonus against planes or something of that sort, it does not have to be that much of a bonus but hey I think I got my point across.
Ok well this is my two cents of two dollars depending on how you look at it. Let me no what you thing.
Bob,
P.S I have not finished the Germany game yet so still testing it out, will let you no it I see anything else that catches my attention.
edit: oh I see that the improved AA has 50% vs air... umm....
DeceasedHorse Jul 31, 2007, 05:58 PM I have noticed the same problem as Bob in regards to the AI not building any units. Playing as Germany, once my Panzer IV's broke through the Low Countries, I found France practically undefended to the point where numerous cities didn't even have any units in them or were occupied solely by naval units. It seems as if France sent their entire (anemic) military at me through the Maginot line when I invaded Poland, and never replaced the lost units. Perhaps if you increased the pop. of some of the cities (I find it a bit odd that seemingly every city starts at pop 4) the AI could at least draft some defenders.
I've also run in to a problem with cultural borders while playing in 'historical' mode. Most of my infantry ended up trapped in former Polish cities when the Soviet Union's cultural borders expanded-I could have been in real trouble if the French had put up any resistance at all or if the Panzer IV wasn't so damn powerful.
The mod has real potential; it's small enough that it is actually playable while still being suitably epic in scope. However, I am a bit reluctant to continue playing it as it seems far too easy at the moment.
Bobisback Jul 31, 2007, 06:51 PM Easy is right, :D I have conquered all my enemies except for US and Russia which Russia will fall within the hour lol.
Dale Jul 31, 2007, 07:49 PM Then play at a harder level. :)
GarretSidzaka Aug 01, 2007, 12:58 AM added Chiang, dale!
:D made a thread for it (http://forums.civfanatics.com/showthread.php?t=235193)
Kalimakhus Aug 02, 2007, 02:17 AM I have just downloaded the Add-On pack. First of all It is quite amazing that you released it that soon. I haven't actually played much yet so I have no additional notes about the game play other than what was already mentioned. The points I would like to stress are City sizes, and cultural borders expansion. The last I actually ran into with WWII 1939 Mod as well. In general a realistic mod like these two should find a work around the usual mechanics of cultural borders in the game. It is so obvious especially with crowded maps like Europe. One solution would be to grant the conquered city some extra culture or reassign the same cultural level it used to have so it will keep its borders. (In real life borders don't shrink when cities are taken)
Anyway my other note has nothing to do with game play. I have noticed that you included the source code for the DLL. As a programmer I appreciate this very much. It is a chance to inspect and learn from a master. However, you just forgot to remove the intermediate compilation files for both debug and release builds. These files are quite huge. They add tons of MBs to the download without any real benefit. (Well unless it occurred to me to change something and recompile the DLL, it should take less time to compile).
Anyway if it is your intention to release the code (which I would be thankful for), just consider making this a separate download, without build time files of course. Most people won't really need the code. Separating media files also can give people with limited internet band-width a chance to enjoy the mod. Though I must say that the intro movie is quite a treat very well thought over and the implementation is impressive.
Again I like the game pace, time between turns is more than reasonable, almost fast given the number of civs and units.
Looking forward to your incoming additions and fixes to make an amazing work even better.
CivAgamemnon Aug 02, 2007, 02:21 AM I'm most impressed with the quality of this modpack. The movies alone are just... stunning, for lack of a better word, and so well done. Kudos. This has to be one of my favorites.
Dale Aug 02, 2007, 03:36 AM Thanks folks. :)
As for the DLL source, thanks for the reminder. That's the code I work from, hence the build files still in there.
The Pharaoh Aug 02, 2007, 05:15 AM Hello all, I've been playing the mo and I must say that I have enjoyed it greatly. However, I have a problem. Whenever I try to have a multiplayer game, only the first nation selected seems to be playable. Once you enter the game, a message saying "player (n) is joining the game. Please wait." occurs, but no matter how long you wait, they never seem to join. Any suggestions?
Dale Aug 02, 2007, 05:58 AM Can't say I know much about how the mod will play via MP. I don't play MP.
Can anyone confirm the above?
Horizons Aug 02, 2007, 09:58 AM Shouldn't Germany start with a few artillery pieces? I believe Hitler himself inspected the shelling of Poland with great satisfaction. :) There was something else but I forgot. Otherwise this is a great scenario. Is there any chance you could redo the WWI scenario for BtS? :D
Caleb_kreegan Aug 02, 2007, 02:42 PM hi Dale, really nice mod and scenarios but i've played with Germany and Spain and i realized that the voices of the units are in american english... it would be great if u put them into the german and spanish voices to each one
anyway nice! :D
Dale Aug 02, 2007, 02:50 PM Caleb_kreegan:
In the next bit of the add-on, I'll do some of the voice fixing. :)
lamppost4 Aug 03, 2007, 11:05 AM I am not completely sure where to post this but since it happened during the add on pack to ill post it here. Whenever I try this mod, a screen pops up during the first turn like a movie is about to play and then the game crashes.
Dale Aug 03, 2007, 03:11 PM Have a look in c:\Program Files\Firaxis\Sid Meier's Civilization 4\Beyond the Sword\Mods\The Road to War\Assets\Art\movies\Intros
Is there a file called RtW_intro.bik?
Dale Aug 04, 2007, 07:19 AM This is the current change log for the up-coming beta 2. :)
RtW Add-on Pack Change Log:
- NEW: Full Intro Movie (with two types of music at random)
- NEW: Cutscene Movies (two for each theatre)
- NEW: Code Breaker (improved C3I & logistics)
- NEW: Anti Tank Gun (early artillery)
- NEW: Tank Destroyer (tank guns & destroyers)
- NEW: Hitler & Hirohito & Chiang added
- NEW: USSR invades Poland! (fortnight 2 September 1936)
- NEW: UU graphics (most, some units don't have any)
- CHANGE: Can now play ALL nations
- CHANGE: MP enabled
- CHANGE: Moved intro text before Dawn of Man (instead of turn 1)
- CHANGE: Moved mode chooser to turn 1 (instead of turn 2)
- CHANGE: Infantry get bonus versus siege units
- CHANGE: Siege get bonus versus armor
- CHANGE: Armor get no bonus versus other types
- CHANGE: Anti Air get bonus versus air
- CHANGE: Iberia now called Nationalist Iberia
- CHANGE: China now called Peoples Republic of China
- CHANGE: German flag now swastika
- CHANGE: Unit costs (EG: tanks more expense)
- CHANGE: PzIV's slightly nerfed
- CHANGE: Cavalry moves = 3 (was 2)
- CHANGE: Broadcast towers gives loads of espionage benefits now (and generate Great Spys)
- CHANGE: Bitter Winter affected area increased (as intended originally, but with turn-speed slowdown)
- CHANGE: Nations don't speak American any longer, speak their language (or closest)
- BUGFIX: Spies now invisible
- BUGFIX: Sea trade routes fixed (oil fix)
- BUGFIX: People's Republic of China now Republic of China (with correct flag)
- BUGFIX: BF-109 fighter now before FW-190
- BUGFIX: Chairman Zedong now Chairman Mao
- BUGFIX: Anti Air units can now be put into Interception mode correctly
- BUGFIX: Destroyers cannot bombard
- BUGFIX: Winter terrains fixed
- New Civs: Arabia, Austria, Brazil, Canada, Central America, Czechoslavakia, Ireland, Mexico, New Zealand, Persia, Republic of China, Republican Iberia, South Africa, South America
- New Leaders: Chancellor Hitler, Emperor Hirohito, King Ibn Saud, King Pahlavi, President Azana, President Batista, President Benes, President Cardenas, President Hyde, President Chiang, President Miklas, President Ortiz, President Vargas, Prime Minister King, Prime Minister Savage, Prime Minister Smuts
Kalimakhus Aug 04, 2007, 12:31 PM @Dale
Do you mind using some of your mod's components in other mods (with due credits given appropriately of course)? What I have in mind for now are the bombing missions and the specialized factories for different types of modern units. They can fit into the regular game nicely and enhance it a lot.
Dale Aug 04, 2007, 02:22 PM No problems
Lord Dom Aug 04, 2007, 08:12 PM one suggestion i have is bringing in more units, so as to give each civ a unique fell. i know this is a lot of work but you should do it like edu for ww 2.
Dale Aug 04, 2007, 08:37 PM The only problem is graphics. I am not a unit-maker. If I was, then RtW would be full of single-colour boxes moving around the map. :D
As it is, some of the UU's still do not have unique graphics as no one has created them. Having more UU's for minor civs, or even different graphics for minor civs would massively compound the problem. Aside from the fact the sheer number of units would become unmanageable.
Dale Aug 04, 2007, 08:38 PM BTW, I've just added era-specific Great People names.
So now your GG's will be from WW2. :)
GarretSidzaka Aug 04, 2007, 09:36 PM The only problem is graphics. I am not a unit-maker. If I was, then RtW would be full of single-colour boxes moving around the map. :D
As it is, some of the UU's still do not have unique graphics as no one has created them. Having more UU's for minor civs, or even different graphics for minor civs would massively compound the problem. Aside from the fact the sheer number of units would become unmanageable.
get me that units-needed list dale when you get a second ;)
Joebasalt13 Aug 05, 2007, 07:53 AM Well for new units, you can start by looking through the unit index on here and add all the WW2 units created by others. If you haven't done so already of course ;)
Horizons Aug 05, 2007, 10:48 AM Dale,
Can you make it so that instead of saying 'Factory has been destroyed' or 'Civil building has been destroyed' the name of the building which has been destroyed is displayed?
Also, sometimes I get messages in green saying that 'your bomber failed to destroy x'. Does that mean the city has no more of that particular building type left?
PornoRanger Aug 06, 2007, 12:11 PM Just played it, awesome. Great work.
I found a little typo, the north-east German city "Königsburg" is really called "Königsberg".
cheers
FuzzyWuzzyBunny Aug 06, 2007, 05:10 PM Hey guys, I just uploaded a graphical add on for this scenario, because as you've probably realised by now, the artwork is not complete. Click in my sig to check it out.
lamppost4 Aug 06, 2007, 06:03 PM Have a look in c:\Program Files\Firaxis\Sid Meier's Civilization 4\Beyond the Sword\Mods\The Road to War\Assets\Art\movies\Intros
Is there a file called RtW_intro.bik?
Yeah its there.
[Edit] I turned off movies and it worked (or it could've been something else I did wrong before but it works)
Kalimakhus Aug 06, 2007, 06:14 PM When I first played RtW (official release), I like the bombing missions sound effects so much. With the aop1 bombers missions have the same sound effects as fighters (machine gun sound). Is it intended?
P.S. I am still early in my first game (don't have a lot of time sadly). So is it supposed to be different with advanced bombers?
Kalimakhus Aug 06, 2007, 06:45 PM I have just had the following weired problem. On the end of turn (Fortnight 2 November 1939). My interface just freezes partially. I can still use option menu to go to the main menu or load a game etc. But the play interface itself doesn't work. My active unit is no selected, the screen doesn't scroll neither by mouse nor by keyboard arrows. I can't select anything on screen. I entered WB and it was the same. Any clue?
Edit: I loaded the game once again. This time I made some changes. The big difference was that I didn't take Rostov (spilling?). The game just went on. I must stress that the above mentioned behavior happened twice. Another change was that first time I loaded the game without exiting first, second time I exited the game then loaded it. It might be some BTS bug or something with my display card, if nobody else has ever had the same problem so you may just ignore this post.
Emp. Killyouall Aug 07, 2007, 08:59 PM The download isn't working right for me. It slows down at around 2% loaded and stops at around 3%- I get the dreaded "not responding" message. I tried using a download manager, but when using the regular I get around 240 kb/sec and a download manager gets less than 1 kb/sec. Not a playing issue, but I don't know where else to put it (I don't have a poly acc). Can someone help?
Celtic Warrior Aug 09, 2007, 11:07 AM There are some civs like Canada & Ireland in the civilopedia.
Are they playable in any of the scenarios?
wotan321 Aug 13, 2007, 05:51 AM Dale,
When are you expecting the next "Update" to be available? What do you plan to include in that?
Dale Aug 13, 2007, 06:32 AM I'm creating the installers now. Two versions: with movies, without movies.
They'll be full mod versions, so you can delete the old RtW folders if you wish before installing. :)
Changelog is in the first post (updating it now).
wotan321 Aug 13, 2007, 07:47 AM I'm creating the installers now.
Wow, that was easy. Ahem.... when am I getting that Jaguar sports car?
Its worth a try.....!
Thanks.
Dale Aug 13, 2007, 05:32 PM First post updated with links to download files. :)
NOTE: Apolyton is going through some DNS changes, so you might have to wait a day or two for them to flow through to be able to DL the files.
Kalimakhus Aug 13, 2007, 06:07 PM @Dale
- For those who have the first beta is it enough to DL the one without movies (i.e. the movies would be there already).
- Is source code still included? (I really appreciate such valuable material, for education and occasional stealing)
- Waiting a day or two while you work on the mod is always ok, but waiting for some site changes would seem a little frustrating. I mean we know it is already there and can't get it. So is it possible to have some other mirror maybe on CivFanatics, or File Share?
Anyway, thanks a lot Dale for working that hard to give us all more enjoyable hours.
Edit: Sorry just one more thing. If it is not too much work can the change log for Beta2 be separated from the one for Beta1? I can't figure out exactly what is new for this release.
Dale Aug 13, 2007, 07:39 PM Errrr....... I can't remember the changes between the two betas, sorry. :p
Apolyton is the official site of the mod. The mod is hosted there. Besides, not many other file hosting services allow 420 meg. :D
As for using the "no movies" on beta 1, you will not have movies in game. I modified the movies not to play in the "no movies" install. However if you want, keep \Assets\Python\Screens\PyWonderMovie.py from beta 1 and copy it back over once beta 2 is installed. Should work. :)
wotan321 Aug 13, 2007, 07:58 PM Installed the 2nd beta of the no movies add-on pack, now I get a CTD when loading the mod, the guilty file is cvgamecoredll.dll.
Anyone else having this? Anyone know a fix?
Thanks.
Kalimakhus Aug 13, 2007, 08:02 PM I think you are the first to download it ever! Last time I checked the site was down. I am downloading now. I will see if the CTD can be confirmed.
blitzkrieg80 Aug 13, 2007, 09:17 PM Your dedication to history and gaming is much appreciated, Dale!
I followed the instructions for installation but there is only an Add-on folder with the contents which seems correct but the game does not allow access to that folder or show any changes to the mod when loaded (such as the Hitler leader), which makes me think somehow the instructions are inadequate (at least for me)... I can easily copy the information in the Add-On folder separately after installation and overwrite my present Road to War information, which I could care less if I lose, but I'm wondering why I am the only person to mention this problem... it is true that I am only now installing the beta 2 which might particularly be different from the installation instructions for ealier versions?
I guess my main question is, am I suppose to have a folder named RtW Add-on Pack 1? It is targeted into my Road to War directory (as instructed), but it doesn't overwrite because it makes a folder.
The download didn't take too long and stopped at 1/4 only once and was otherwise pretty easy to download, btw.
Kalimakhus Aug 13, 2007, 10:11 PM I downloaded, installed, and started the mod without problems. Now I guess any problems reported are due to something wrong with installation process.
So, what I think should work for aop beta 2 is to do a clean install
i. e.:
- Remove, or back-up (if in doubt) the older RtW folder.
- Run the setup and make sure it is the correct path (in case you installed Civ4 in a place other than the default).
You should then be able to load the mod in any normal way.
Thanks Dale! Great work.
Dale Aug 14, 2007, 12:17 AM BTW, the DLL was compiled with a BtS 302 code, which I do not know if it'll work with the 303 patch.
Can anyone confirm either way?
Kalimakhus Aug 14, 2007, 02:31 AM Well, I haven't got patched yet but judging from the posts on the thread there shouldn't be any reason the mod will not work with 3.03. Specifically it was mentioned that solver's unofficial patch works with it. Also there seems to be no changes to the DLL source code that comes with the patch.
BTW, it is another useless patch (very disappointing)
wotan321 Aug 14, 2007, 06:33 AM Thanks for the help on my .dll error. So you are saying I should.
1. Delete and/or backup the RtW folder.
2. Reinstall from the BtS disks
3. Run the 2nd RtW update.
Correct?
I am using the 3.02 BtS.
Dale Aug 14, 2007, 06:46 AM The new beta 2 files contain the full mod. So...
1. Delete/move the RtW folder.
2. Install beta 2 (make sure to \Beyond the Sword\Mods\The Road to War\).
:)
wotan321 Aug 14, 2007, 07:27 AM Okay, that sounds simple enough. Thanks.
Kalimakhus Aug 14, 2007, 08:33 AM Sorry if my post wasn't clear enough. When I said run setup I meant to run the exe file you downloaded for the add on pack.
wotan321 Aug 14, 2007, 09:44 AM It was clear enough, I just want to make sure I am exact in my actions lest I blow something up. It happens.
Virulent Aug 14, 2007, 10:23 AM Well I installed Add on Pack Beta 2 on top of the original (the one that came with BtS) mod and it worked fine. One thing is that there is now three WBS files for each scenario for example for 1939 you have:
1. Europe 1939 (Hitler)
2. Europe 1939 (Von Pappen) (Giving us a choice of leaders was a nice touch BTW)
3. Europe 1939.
The third one causes a CTD when you try to load it. I'm assuming it's from the original mod and you could probably go into Public Maps folder and safely delete it.
Also I'm guessing the 1936 World and 1936 World 2 files are from the upcoming World Map version.
Dale Aug 14, 2007, 01:59 PM The ones with no leadername are the originals. Delete them. :)
And yes, the world ones will be unplayable (I forgot they were there actually) :lol:
Crash757 Aug 16, 2007, 11:51 AM And yes, the world ones will be unplayable
That's quite dissapointing :(
I checked the .wbs'es and those world scenarios look very tempting, especially the second one, as there's so many civs in...
Kalimakhus Aug 16, 2007, 01:06 PM @Dale
While you are working on the Global scenario can I ask you to include Egypt please! I won't say which civ it should replace, but I only think it is better to have a civ that was involved in the war even though its role was very minor. Egypt did declare war on Germany due to the defensive pact it had with UK. Also one of the most decisive war battles was fought on Egyptian land in Alamin. (Just see if some civ is there that has actually nothing to do with WWII).
nemt Aug 23, 2007, 10:15 PM Does the addon pack work with BtS 303?
Should I delete the folder already there before installing?
Kalimakhus Aug 24, 2007, 05:38 AM @nemt
-Yes it works with 3.03
-For current Add On Pack Beta, you should either delete the folder or rename it before installing the pack. (I prefer renaming to keep the official mod version in anticipation of ant coming Firaxis patch that might change official contents)
wotan321 Aug 24, 2007, 07:53 AM So what is the ETA on the newest update for this fine mod?
Bob1475 Aug 26, 2007, 11:30 AM Dale -
I played the original when I bought BTS but was excited about the add-on. However, I have had nothing but grief since I downloaded. After I downloaded the first time I would get what appeared to be an advanced start game on your map. I tried this two or three times with the same result.
I figured something had gone wrong somewhere so I reloaded BTS but had the same result. So I figured it was a corrupted file in the download. Downloaded again and now it won't load due to graphics and other issues. So now I can't play the mod at all.
Any ideas? I am getting tired of downloading.
nemt Aug 26, 2007, 12:59 PM That sounds like a Direct X issue, but I don't think BtS will even load without the current DX runtimes.
Did you do a clean install, or did you overwrite it?
wotan321 Aug 27, 2007, 10:36 AM Dale,
What is the progress on the next update (with events)?
Thanks again for all your hard work.
bergrar Aug 29, 2007, 11:43 AM hi thx for the nice mod
i dl the add on but i get only Add on Pack Beta 1 ..cant find the Add on Pack Beta 2
what i have to do to get it?in the apolyton site there is only the beta 1
and the link at top of topic is linked to Add on Pack Beta 1 too
thx
PinkPallin Aug 29, 2007, 12:21 PM Don't worry: the file is correct, it is the Add On Pack 1 beta 2. There's no Add On Pack 2 yet.
bergrar Aug 29, 2007, 12:31 PM ty Pink
but i dont find the option to choose a different leader for germany
1. Europe 1939 (Hitler)
2. Europe 1939 (Von Pappen) (Giving us a choice of leaders was a nice touch BTW)
3. Europe 1939.
sometime i feel so dumb to ask questions :)
wotan321 Aug 29, 2007, 02:34 PM These are good questions.
1 & 2 are from the add on pack, you can only have one leader per civ in a scenario. So you choose which scenario you want to choose your leader. Once you start the scenario, you can choose to be the leader of one of the other playable civs.
choice 3 is a leftover from the original Mod. You can delete it.
I hope this helps.
Dale Aug 29, 2007, 06:07 PM Sorry for my quietness guys, been really busy.
But yes, wotan above is correct. :)
VeteranLurker Aug 30, 2007, 10:22 AM Wow, I'm midway through a warlord-level game as Germany using the open-end events, and so far it is great! The units are interesting and powerful. The winter effects are challenging. The tech advancement is fun and doesn't allow one to get all of the techs, you do have to make an informed choice.
But I do have a complaint, though maybe it is not something the mod can fix. It is about open borders. 1) I can understand not being able to negotiate open borders with countries that are hostile, but why won't the Fascist countries even negotiate about it with Germany? They won't even put a price on it, even though I have not attacked them or done any espionage against them. 2) Why is it that enemies can attack me from other countries if they have open borders with them, but I cannot attack them back? There is a glitch though where I can direct-assault them but not bomb or bombard them -- precision strike isn't allowed, but border incursion is?
Also, why does extorting $$$ in tribute cause an undeclared peace treaty? Makes sense perhaps as a deterent to extortion, but it should at least auto-fill peace treaty on the trade screen before you make a demand. Again, maybe not something the mod can fix.
I'll also echo the cultural border issue raised elsewhere. It doesn't make sense for neighboring countries to be able to absorb newly conquered cities and cut off armies, yet I cannot increase the culture of that city in any kind of meaningful sense. I build theatres first, even have them build culture, almost all of my other cities have radio and universities, and my slider is usually producing culture, yet Germany's culture cannot compete with Finland or Sweden? I can solve it by conquering them, but that isn't the point.
wotan321 Aug 31, 2007, 07:41 AM Dale,
Can you share with us the things you are changing in the upcoming patch beta, and when you expect it to be ready?
I don't mean to be a pain, (though I am...) but I am making some changes on my own, and don't want to "re-invent the wheel" if you are doing the same thing.
Thanks.
tajjuk Aug 31, 2007, 09:46 AM Hi i have the add on pack but cannot seem to get it to work for multiplayer over a lan, no game comes up in the lobby but if we do a normal game using beyond the sword it works, even with scenarios, is there any reason for this?
bergrar Aug 31, 2007, 10:47 AM i like the ww2 mods and Dale did a great job , but, and i am really sorry when i use a but :) becouse i know how much work is hided in a mod, the mod is too easy and the ai is not a lot smart:)
i am playing it at monarch but now i will try it at emperor, perhaps some changes to make ai more harder can help this nice mod to run better.
is only my point of view, but perhaps i ask too much to civ4 add ons or i played civ too much :)
thx Wotan for all ur kind answers to my dumb questions :P
Tboy Sep 02, 2007, 12:20 PM i like the ww2 mods and Dale did a great job , but, and i am really sorry when i use a but :) becouse i know how much work is hided in a mod, the mod is too easy and the ai is not a lot smart:)
i am playing it at monarch but now i will try it at emperor, perhaps some changes to make ai more harder can help this nice mod to run better.
is only my point of view, but perhaps i ask too much to civ4 add ons or i played civ too much :)
thx Wotan for all ur kind answers to my dumb questions :P
It's being fixed for the next add on pack: check out this thread. (http://forums.civfanatics.com/showthread.php?t=241326)
Dale Sep 02, 2007, 02:08 PM Dale,
Can you share with us the things you are changing in the upcoming patch beta, and when you expect it to be ready?
I don't mean to be a pain, (though I am...) but I am making some changes on my own, and don't want to "re-invent the wheel" if you are doing the same thing.
Thanks.
Should be out this week. :)
This changelog has beta 2 stuff in it as well, so just compare the two to find the differences.
Change Log:
- NEW: Full Intro Movie (with two types of music at random)
- NEW: Cutscene Movies (two for each theatre)
- NEW: Code Breaker (improved C3I & logistics)
- NEW: Anti Tank Gun (early artillery)
- NEW: Tank Destroyer (tank guns & destroyers)
- NEW: Chiang Kai-shek, Hitler & Hirohito added
- NEW: USSR invades Poland! (fortnight 2 September 1939)
- NEW: UU graphics (most, some units don't have any)
- NEW: Captured cities gain 500 culture
- NEW: Settlers for "Open Play" mode & random maps
- NEW: Can now play random maps & pre-made maps
- NEW: BtS events converted to RtW
- CHANGE: Can now play ALL nations
- CHANGE: MP enabled
- CHANGE: Moved intro text before Dawn of Man (instead of turn 1)
- CHANGE: Moved mode chooser to turn 1 (instead of turn 2)
- CHANGE: Infantry get bonus versus siege units
- CHANGE: Siege get bonus versus armor
- CHANGE: Armor get no bonus versus other types
- CHANGE: Anti Air get bonus versus air
- CHANGE: Iberia now called Nationalist Iberia
- CHANGE: China now called Peoples Republic of China
- CHANGE: German flag now swastika
- CHANGE: Unit costs (EG: tanks more expense)
- CHANGE: PzIV's slightly nerfed
- CHANGE: Cavalry moves = 3 (was 2)
- CHANGE: Medium Tanks moves = 3 (was 4)
- CHANGE: Broadcast towers gives loads of espionage benefits now (and generate Great Spys)
- CHANGE: Bitter Winter affected area increased (as intended originally, but with turn-speed slowdown)
- CHANGE: Nations don't speak American any longer, speak their language (or closest)
- CHANGE: Great People from the era
- CHANGE: Bombers no longer carry units
- CHANGE: City/colony/distance maintenance costs reduced
- CHANGE: Finland-German open borders for Continuation War
- CHANGE: War Weariness nerfed
- CHANGE: Tweaked artillery bombardment
- CHANGE: AI will build a lot more fighters
- CHANGE: English infantry now Commonwealth infantry
- CHANGE: AI more aggressive and handles naval invasions
- BUGFIX: Spies now invisible (including GS)
- BUGFIX: Sea trade routes fixed (oil fix)
- BUGFIX: People's Republic of China now Republic of China (with correct flag)
- BUGFIX: BF-109 fighter now before FW-190
- BUGFIX: Chairman Zedong now Chairman Mao
- BUGFIX: Anti Air units can now be put into Interception mode correctly
- BUGFIX: Anti Air units can no longer bombard
- BUGFIX: Destroyers cannot bombard
- BUGFIX: Winter terrains fixed
- BUGFIX: All processes now convert production at a rate of 100%
- BUGFIX: Spelling/grammar mistakes
- BUGFIX: Contains "Solver's unofficial patch"
- BUGFIX: Losing ability to build nukes fixed
- BUGFIX: AI Airbombing (AI will now actually factory and civil bomb!)
Kalimakhus Sep 02, 2007, 03:02 PM Thanks Dale for the info. I am so curious about the random maps!! I mean they are still limited to the same historic period, aren't they? I like that you tweaked the AI. I hope now it will get really into the mode of war.
By the way did you think of setting some timely targets for the AI based on nation and history. I mean it is not always enough for the AI to be in a state of war to do the right thing it might need a little guidance.
Dale Sep 02, 2007, 04:05 PM In the mod if you click "Play Now" the date will begin as Fortnight 1 January 1900. Yes, it's about 30 years out by the techtree, but there's a specific reason I wanted to have the mod start in 1900. ;) Also, the mod will run till Fortnight 2 December 1950.
I'm finding that even without putting in AI direction, that it's still doing a good job. In my last three Europe tests, Germany has performed invasions of Norway and British Isles in 1940, and even pushes troops (with Italy) into the Med and North Africa. Ever seen a Germany AI take Crete and Cyprus? :)
I think everyone will be pleasantly surprised with the tweaked AI. ;)
Jagordon Sep 02, 2007, 04:23 PM I have found a bug and not sure it has been reported yet.
If you kill every ground unit in a city through artillery bombardment and there is an airplane there you can't conquer the city.
Kalimakhus Sep 02, 2007, 04:32 PM I have found a bug and not sure it has been reported yet.
If you kill every ground unit in a city through artillery bombardment and there is an airplane there you can't conquer the city.
I don't think it is because of the plane. I guess artillery can't capture cities. If they can this would be a bug.
Kalimakhus Sep 02, 2007, 04:44 PM In the mod if you click "Play Now" the date will begin as Fortnight 1 January 1900. Yes, it's about 30 years out by the techtree, but there's a specific reason I wanted to have the mod start in 1900. ;) Also, the mod will run till Fortnight 2 December 1950.
I'm finding that even without putting in AI direction, that it's still doing a good job. In my last three Europe tests, Germany has performed invasions of Norway and British Isles in 1940, and even pushes troops (with Italy) into the Med and North Africa. Ever seen a Germany AI take Crete and Cyprus? :)
I think everyone will be pleasantly surprised with the tweaked AI. ;)
Hmmm let me see 24x50 is this 1200 turns total! Awesome, I love long games and with RtW even love it more.
About techtree can't you enable some of the ones in the game suitable for the time. I mean shouldn't we have WWI units first then get the WWII ones. Maybe a later scenario for WWI ;) . It is quite a hot, intensive, and rich period. I can see unlimited possibilities for historic events and many scenarios.
I just feel that you do have something in your mind otherwise why 1900 ;) .
I am sure you have done excellent job with the AI. The idea of targets or programmed events is actually for pushing things toward historic realism. Germans in Miami-Florida is quite funny and fun but the Allies in Normandy in 1942 would be cool as well. Anyway, I trust your decisions and while we enjoy playing the mod we can always come back and ask for more :D
Dale Sep 02, 2007, 05:54 PM Hmmm let me see 24x50 is this 1200 turns total! Awesome, I love long games and with RtW even love it more.
Yep. :)
About techtree can't you enable some of the ones in the game suitable for the time. I mean shouldn't we have WWI units first then get the WWII ones. Maybe a later scenario for WWI ;) . It is quite a hot, intensive, and rich period. I can see unlimited possibilities for historic events and many scenarios.
I just feel that you do have something in your mind otherwise why 1900 ;) .
:hide: :D
I am sure you have done excellent job with the AI. The idea of targets or programmed events is actually for pushing things toward historic realism. Germans in Miami-Florida is quite funny and fun but the Allies in Normandy in 1942 would be cool as well. Anyway, I trust your decisions and while we enjoy playing the mod we can always come back and ask for more :D
Don't you mean June 1944? ;)
Anyways, the Allies do a good job on the western front to help out USSR. Also, with the WW and distance/colony maintenance changes it also helps out the two east/west Allies.
Just have a play with beta 3 when it comes out and let me know. :)
Dale Sep 02, 2007, 05:56 PM Also note (not mentioned in the changelog above as I just did it), I've converted the paratrooper routines over to the standard BtS ones. In RtW they were using my routines (as paras were implemented late in the BtS dev cycle).
So when beta 3 comes out, keep an eye on AI usage of paras. They should use them now (as well as spy para missions).
Dale Sep 02, 2007, 06:57 PM I have found a bug and not sure it has been reported yet.
If you kill every ground unit in a city through artillery bombardment and there is an airplane there you can't conquer the city.
I've tested this in beta 3 (which is in final testing) and this is fixed.
Remember that artillery cannot perform a combat move (attacking or capturing a surrendering unit [like workers/air]) if the artillery unit has already bombarded first. This is deliberate and not a bug. You can capture the city with a fresh unit (which tackles the air unit).
IRL you would NEVER move an artillery unit that's already fired against enemy positions until it had been re-supplied. This is how I interpreted the concept. :)
wotan321 Sep 02, 2007, 07:28 PM Looking forward to it. Thanks Dale.
Jagordon Sep 02, 2007, 10:10 PM No I couldn't move any unit into the city to capture it when there was only a fighter after I killed the units in the city with artillery.
Dale Sep 02, 2007, 10:32 PM Thanks, it's fixed in beta 3 anyways. I'm pretty sure Solver's fixes did something to fix it. :)
Dale Sep 03, 2007, 06:28 AM I believe I've fixed PBEM for historical and open modes. I highly doubt random events will work as expected though.
Kalimakhus Sep 03, 2007, 09:04 AM I am not actually interested in BTS random events unless you have replaced them with meaningful ones.
Now, when this Beta will be out? I am not pushing. I just can't wait.
Tapok Sep 03, 2007, 10:03 AM Goddamn, this is hard when you play as Poland. You get tank rushed in the first 3 turns!
Horizons Sep 04, 2007, 11:41 AM I still think Firaxis should have made this mod official and coded the AI specially for the mod, e.g. Germany not being likely to invade Britain, USSR pulling back its forces to use for a surprise encircling of German armies near Stalingrad, etc.
Otherwise I think the mod is about as good as any WWII mod will be without Firaxis resources.
VeteranLurker Sep 04, 2007, 01:58 PM After more extensive play, as both Germany and Japan and USA(Pacific), I wanted to add some more observations:
1) I too noticed the "invincible air unit" anomalie, but it was in a fort not a city and I was trying to take it with infantry or tanks. Hopefully this has been fixed as you say, but wanted to point out it wasn't limited to cities.
2) Perhaps for the noble or lower levels, at least put a remedial militia type unit on the unoccupied islands in the Pacific. It takes 200 some turns to build anything out there, so I was easily able to sweep in and clean up those islands basically for the price of loading a transport. So far on prince level I am noticing that most islands have garrisons so maybe it is a level issue. Again, a half-strength type unit might be enough.
3) Colonies. I notice oil in Alaska, and I build a fort (connected by rail) there but it doesn't grab the resource nor will it allow a well since of course it is not inside my borders. Perhaps this isn't how it is supposed to work? Perhaps adding a couple settlers at the start of the scenario (but without the ability to build any more) would help?
tajjuk Sep 04, 2007, 02:56 PM After more extensive play, as both Germany and Japan and USA(Pacific), I wanted to add some more observations:
1) I too noticed the "invincible air unit" anomalie, but it was in a fort not a city and I was trying to take it with infantry or tanks. Hopefully this has been fixed as you say, but wanted to point out it wasn't limited to cities.
2) Perhaps for the noble or lower levels, at least put a remedial militia type unit on the unoccupied islands in the Pacific. It takes 200 some turns to build anything out there, so I was easily able to sweep in and clean up those islands basically for the price of loading a transport. So far on prince level I am noticing that most islands have garrisons so maybe it is a level issue. Again, a half-strength type unit might be enough.
3) Colonies. I notice oil in Alaska, and I build a fort (connected by rail) there but it doesn't grab the resource nor will it allow a well since of course it is not inside my borders. Perhaps this isn't how it is supposed to work? Perhaps adding a couple settlers at the start of the scenario (but without the ability to build any more) would help?
I tried adding a few settlers with worldbuilder but it wont let you put any down, i thought that the USA in the pacific game is a bit low on mainland cities, and considering their imense production capabilities they seemed a bit inferior to the japanese.
Dale Sep 04, 2007, 05:48 PM Beta 3 will be available tomorrow. :)
Kalimakhus Sep 04, 2007, 08:39 PM Beta 3 will be available tomorrow. :)
This is really a good news :goodjob: . Thanks a lot for you hard work on this Dale.
Dale Sep 05, 2007, 04:16 AM Beta 3 (full version) is NOW AVAILABLE!
Before installing delete the entire Road to War folder from ..\Beyond the Sword\Mods\
The installer is the full version.
vidimce Sep 05, 2007, 04:54 AM When is the no movies version be available ?
Dale Sep 05, 2007, 05:06 AM It's uploading now, so about 6 in the morning my time (it's 9pm now). :)
vidimce Sep 05, 2007, 06:52 AM Cool. Well Im on Gold Coast mate. Ill just download the full version. :)
wotan321 Sep 05, 2007, 07:36 AM Dale,
What did you change to make the AI more active?
actonweber Sep 05, 2007, 11:48 AM I play Civ4 and BtS on the STEAM version so this may apply only to that situation.
After following Dale's instructions for installation, the RtW options did not appear on the scenarios list in BtS. I did the following to fix it:
MOVE the RtW sub-folder from the Add-On Pack folder created in ../Valve..../BtS/Mods to a temp location (along with the install and uninstall files.)
DELETE the ../Valve....BtS/Mods/Add-On Pack folder.
MOVE the good RtW folder (and other files) into .../Valve..../BtS/Mods.
Voila! Problem fixed.
What a great Mod for a great game. After reading about the changes, I can't wait to get started. Thanks, Dale!
Dale Sep 05, 2007, 12:01 PM Dale,
What did you change to make the AI more active?
Strategies, Warplans and AreaAI's.
wotan321 Sep 05, 2007, 12:13 PM Strategies, Warplans and AreaAI's.
Oh, good. I have no idea what those are.... but they sound very impressive. I am excited about trying out the new update.
Dale Sep 05, 2007, 02:02 PM When is the no movies version be available ?
No movies version up now. :)
wotan321 Sep 05, 2007, 06:06 PM Dale,
Tell us what you did in the Civ4LeaderHeadInfos.xml file, the changes you made and how you intend for those changes to effect gameplay. I am not clear on what all those attitude tags do.
Thanks.
Dale Sep 05, 2007, 06:55 PM Dale,
Tell us what you did in the Civ4LeaderHeadInfos.xml file, the changes you made and how you intend for those changes to effect gameplay. I am not clear on what all those attitude tags do.
Thanks.
Basically, the leader heads file controls how long and how badly a leader will remember certain opponent actions. It effectively controls their attitudes to others.
For instance, Montezuma has a long memory of who backstabs them, and an affinity to war. Using Montezuma I based all the major's leaders off him and made them more aggressive and likely to spend more on military and more likely to attack.
Dale Sep 05, 2007, 06:59 PM Oh, good. I have no idea what those are.... but they sound very impressive. I am excited about trying out the new update.
Strategies control the long term goals of the civ. For example, the civ may employ a high espionage strategy which means it'll spend more on EP points, build more spies and use them against others.
War plans are basically your "Chiefs of Staff". They control what military is built and how it is used. For example a civ could run under WARPLAN_ASSAULT_MASSING which means it'll build units for a naval invasion, but not deploy them. As soon as the warplan switches to WARPLAN_ASSAULT it'll deploy the naval invasion against the intended target.
Area AI's control a specific area of the map and control what units are made and deployed where. An area AI is determined by what the current warplan is, and the overall strategy. The AI's short term goals in fact.
Blake can give a much better explanation than me though. :)
wotan321 Sep 05, 2007, 07:41 PM Dale said:
Basically, the leader heads file controls how long and how badly a leader will remember certain opponent actions. It effectively controls their attitudes to others.
Hmm... I'd like to see the civs more aggressive if attacked but have a shorter memory, so diplomacy could be a little more dynamic. I am glad the civs are more aggressive in war, but it seems that in the earlier version it wasn't possible to woo other civs cuz they were stuck in their attitude. I think I will tinker with this....
Thanks for your great work on this, the newest beta is fantastic.
Dale Sep 05, 2007, 08:46 PM How's the AI holding up? Notice any changes with them?
Virulent Sep 05, 2007, 08:55 PM Hey Dale,
How many more betas do you have planned for Add on Pack 1? Are you going to wait until Firaxis releases the next BtS patch before you make a finalized version of AoP1?
Dale Sep 06, 2007, 12:47 AM This will be the last beta (hopefully) and the release will be timed with the patch. :)
The Firaxis patch will include bug fixes and some of the new features, but obviously a number of things will not be in the Firaxis patch.
Gwynin Sep 06, 2007, 04:42 PM Hi :)
Been lurking around here a bit checking up on this great mod, and I must admit that Im loving it :)
Now for the questions hehe
After installing the lastest beta it seems it installed into the below listed path, and I did direct it to the BtS/mods folder in the installer.
--> \Beyond the Sword\Mods\RtW Add-on Pack 1
Is this correct ?
2nd question is just about how you did the AI autoplay you posted a while ago? :)
Dale Sep 06, 2007, 05:03 PM It's created an extra folder? Hmmm..... totally weird. After the last beta I tested the installers a number of times and didn't get it.
Inside the "RtW Add-on Pack 1" folder is there another called "The Road to War"? If so move that folder down one to "Mods".
It should be ..\Mods\The Road to War\ and then three folders, a text file and an ini file (Assets, CvGameCoreDLL & PublicMaps).
AI Autoplay:
Hold CNTL-SHIFT and press one of the following letters:
X - 5 turns
C - 50
V - 100
B - 200
N - 300
M - 350
V is a good one for Europe 1936. After selecting the game mode (historical or whatever) do the V combo and it will finish the turn before Germany invades Denmark/Norway. :)
Also note that if you have some allies press CNTL-SHIFT-Z and a popup will allow you to change to one of your allies. You can only do this once per game though.
Bob1475 Sep 06, 2007, 06:54 PM Dale -
I really need your help.
I posted basically the same thing a few weeks ago with no help and now I hoped the latest release would be OK.
Here is what is happening -
1. I played the scenario as packaged from Firaxis a few times. No issues.
2. Downloaded one of your early betas and when I start up Hitler 1939 what I get is what looks like an advanced start BTS game on your map. i.e. settlers and riflemen but nothing else.
3. I downloaded again, and same problem.
4. I removed and reloaded BTS. Downloaded your beta again - same issue.
5. Just downloaded your latest beta, downloaded and installed 3.03 - same issue.
Other scenario/mods work, BTS works, just this scenario appears corrupted somehow.
Any ideas? Please help me!
actonweber Sep 06, 2007, 08:00 PM It's created an extra folder? Hmmm..... totally weird. After the last beta I tested the installers a number of times and didn't get it.
Inside the "RtW Add-on Pack 1" folder is there another called "The Road to War"? If so move that folder down one to "Mods".
It should be ..\Mods\The Road to War\ and then three folders, a text file and an ini file (Assets, CvGameCoreDLL & PublicMaps).
That is the same problem I posted about yesterday. I took the long route to fix it but had the same thing happen - that extra folder which prevented the game from seeing the right application files. Again, I use the STEAM version but that should have no effect on the installation.
Dale Sep 06, 2007, 11:42 PM Dale -
I really need your help.
I posted basically the same thing a few weeks ago with no help and now I hoped the latest release would be OK.
Here is what is happening -
1. I played the scenario as packaged from Firaxis a few times. No issues.
2. Downloaded one of your early betas and when I start up Hitler 1939 what I get is what looks like an advanced start BTS game on your map. i.e. settlers and riflemen but nothing else.
3. I downloaded again, and same problem.
4. I removed and reloaded BTS. Downloaded your beta again - same issue.
5. Just downloaded your latest beta, downloaded and installed 3.03 - same issue.
Other scenario/mods work, BTS works, just this scenario appears corrupted somehow.
Any ideas? Please help me!
Have a look via windows explorer in the folder ..\beyond the sword\mods\
Is there a "The Road to War" or a folder something like "RtW add-on pack 1"?
If the second option then open that folder and see if there's a folder in it called "The Road to War". If there is, move it down one folder to the "Mods" folder.
The structure should be ..\Beyond the Sword\Mods\The Road to War
pokeravi Sep 07, 2007, 12:21 PM Hey I just downloaded the new Beta and it says that Austria is playable but I can't even select it and it's not even in game. It's still the Baltic countries. Basically nothings looks like it's been changed/added. Help? And yes I did delete the entire Road to War folder in Beyond the Sword/Mods before installing the Add-On pack.
Dale Sep 07, 2007, 02:08 PM The extra civs/leaders are in for the global scenario I haven't released yet. :)
pokeravi Sep 07, 2007, 02:50 PM Oh... sorry about that.
Dale Sep 07, 2007, 08:55 PM No problems. :)
VeteranLurker Sep 11, 2007, 03:39 PM Just noticed in the first post a probable typo:
F1 MAY40: Axis invade West Balkans (Axis DOW West Balkans, West Balkans allies with Allies)
This is listed *after* the DEC40 item and I believe it does occur in-game in MAY41.
FuzzyWuzzyBunny Sep 13, 2007, 04:07 PM Nice update dale, downloading now, can't wait for that global map :)... Hehe, I like to replace the p-51 artwork with my own corsair model for fun, especially when playing the pacific scenario. Great scenario keep up the good work.
Copperwater Sep 27, 2007, 09:53 AM Hello Dale,
Is there torrent download for this add-on? I have trouble downloading the installer as it's too big. That way I need not have my PC on overnight or find the file "complete" downloading prematurely.
Cheers
Dazz_G Oct 04, 2007, 05:58 PM Now that patch 3.13 has been released , and Beta 3 doesn't seem to be fully compatible with 3.13, is there any expected release date for the complete Add On 1 ?
Thorn Oct 04, 2007, 06:44 PM I just discovered that I can't run Road to War any more after installing patch 3.13. I get a 'You have been defeated!' error and the game ends. :(
Dale Oct 04, 2007, 09:59 PM Patch 3.13 kills beta 3 (as I mentioned). You cannot play any old saves either.
Can anyone confirm if a new game works in 3.13?
krokodil Oct 04, 2007, 10:57 PM i cant even install patch_313, after downloading i click ok to instal then error pops up "u need to have previous version in order to update to patch_313. I bought civ4 online direct2drive and there they dont have any patch_313 yet maybe thats a problem.
Gwynin Oct 05, 2007, 10:47 AM I wonder what sorta problems Im gonna run into, I have the dvd version of civ4 and the steam version of BtS :D
I sense trouble incoming :P
VeteranLurker Oct 05, 2007, 07:03 PM I installed the 3.13 patch and fired up a new RTW game. Loading one of the specialized 'Hitler' scenarios results in Germany not being a chooseable option. But I am able to start a game using the vanilla 1936 and 1939 Europe starts. However, I do not see evidence of some of the changes, such as defense-only for transports or an attack-port mission for fighters.
Dale Oct 06, 2007, 03:33 AM Those were added after beta 3 / patch submission.
krokodil Oct 06, 2007, 04:17 AM I wonder what sorta problems Im gonna run into, I have the dvd version of civ4 and the steam version of BtS :D
I sense trouble incoming :P
LOL that was funny as hell
kettyo Oct 06, 2007, 07:16 PM Really the leader of Japan during WW2 was not the young Hirohito but General Hideki Tojo.
Dale Oct 06, 2007, 09:09 PM It's too hard to please everyone. Let it go kettyo.
kettyo Oct 07, 2007, 12:44 PM It's too hard to please everyone. Let it go kettyo.
I'm quite pleased with your mod, thanks :D
Just wanted to point out that Hirohito was just a puppet.
And awaiting the global version :yumyum:
nemt Oct 08, 2007, 12:47 AM Hirohito wasn't a puppet, he was just relegated to the Japanese Emperor's more traditional role (similar to the shogun period). I agree Tojo should be the leader included in the mod, unless you want to make Vittorio Emmanuel III the Italian leader and George VI the British leader.
kettyo Oct 09, 2007, 11:20 AM Hirohito wasn't a puppet, he was just relegated to the Japanese Emperor's more traditional role (similar to the shogun period). I agree Tojo should be the leader included in the mod, unless you want to make Vittorio Emmanuel III the Italian leader and George VI the British leader.
I guess neither of us could produce the leaderhead though it would be great.
nemt Oct 09, 2007, 04:13 PM Hmm..
perhaps he could be made from Gandhi?
Drogear Oct 10, 2007, 09:06 AM Anyone else have problems with opening saves? I cant get them to load, CTD at every attemt on several diffrent files.
VeteranLurker Oct 10, 2007, 09:12 AM Dale posted a fix for the save problem this morning.
Drogear Oct 11, 2007, 12:19 AM Dale posted a fix for the save problem this morning.
Very good. Now I only have to find it.... proving to be hard at first try :)
LoNNemesis Oct 11, 2007, 03:06 AM The fix: http://rtw.apolyton.net/files/RtW_AOP1_Patch1.1.exe
For more infos look at the sticky thread.
Yabon83 Oct 11, 2007, 05:50 AM hello Dale,
First i congratulate you for your amazing work on that mod (and all the comtributors too :)).
I'm a WW2 fan and i really love your mod (i find it balanced and playable, i really appreciate it).
But since i installed you last Update i discover that french are slightly nerfed!!
(yes i'm french lol).
Now ALL the Unit are weaker than all other country.
It's historically inacurate (now chinese have better tank and infantery, same thing with the Italians (The italian never win a battle versus the french in the 39-40 period!))
I know that France lose the war very quickly but the main reason was the "Doctrine" and not the material.
In the early period of the war (1939) France had very good tanks but not enough. The B1 Bis was largely better (guns and armor) than a panzer III (during the Battle of France, only the 88 flak Canon was able to destroy the B1 Bis Armor).
The R35 in the other hand was weaker than the German equivalent.
I think this nerf of the french Unit is not balanced.
I think you'll not change that but i need to mention it.
In the futur it will be more accurate to keep the early french Unit (Tank, Infantery and planes) weaker but give some normal statistiques to the other Units.
For example :
With your Update
Panzer4 strong :30
B1 Bis strong : 23
i propose :
Panzer 4 : 30
B1 bis : 27 but less movement (1 for example, it was the principal weakness of this tank)
Same thing for infantery (Why the french infantery is so weak!! do not understand!!)
You can keep the french planes as they are now : it's correct (the only good french plane was the Dewoitine 520).
To sum up i would say : better stats for some of the french units(B1 bis, Advanced infantery, Dewoitine) especially in the second period of the war (since 1940), but less technologie and unit number at the start in order to play a more realistic experience.
Thanks again Dale.
PS : i don't know if it is possible but i'll try to make that modifications for me... is it possible and is it Hard?
Dale Oct 11, 2007, 01:44 PM Hi Yabon,
Thanks for the comments. :)
Yes it's true that historically that French units should be a little stronger than they are in RtW, and that German doctrine and tactics were the telling factor in the Battle of France (sending the entire northern army into Belgium/Holland got them cut off by Guderian). However it's almost impossible to simulate this in Civ4. Hence the weaker units. :)
kettyo Oct 11, 2007, 04:01 PM Did the Italians win a single war in the whole war? :evil:
(strange cos they fought quite hard in WW1)
Dale Oct 11, 2007, 07:26 PM They conquered Ethiopia and Albania in the leadup to WW2. ;)
Samael Oct 12, 2007, 02:33 AM And, as a result, were somewhat taxed out by the time WW2 pulled around, if I recall correctly.
Yabon83 Oct 12, 2007, 04:26 AM ok i understand Dale.
But someone can answer my last Question ?
Is it hard and/or long to do some modifications in the Units Stats?
Thx
nemt Oct 12, 2007, 09:15 AM Did the Italians win a single war in the whole war? :evil:
(strange cos they fought quite hard in WW1)
The Italian and Italian-Askari forces conquered British Somaliland, and large parts of the Sudan early in the war before being driven from East Africa and beginning a massive guerilla campaign against the allies in the region.
The Royal Air Force and National Republican Air Force had equal or favorable kill ratios with the allies throughout the war, despite utilizing outmoded planes in many instances.
Italian cavalry forces (ie: horses + sabres) launched the final two cavalry charges in the history of war against british (second last) and soviet (last) forces, both with surprising success.
Italian forces involved in Operation Barbarossa achieved victories over both retreating and advancing Soviet forces, many times fighting while the Germans ran (a strategy also used by Rommel). The Italian forces successfully repelled a massive Soviet counterstrike in Stalino, and held positions on the Don River long after the Germans had fled west.
The Italians also had the premiere naval special operations unit in the war (Tenth Assault Vehicle Flotilla) which was the inspiration for the US Navy SEALs later on in the century. A large coordinated assault on New York harbor was planned by Junio Borghese and Karl Doenitz, but was called off as the war ended.
DarthCycle Oct 16, 2007, 08:51 AM Hi Yabon,
Thanks for the comments. :)
Yes it's true that historically that French units should be a little stronger than they are in RtW, and that German doctrine and tactics were the telling factor in the Battle of France (sending the entire northern army into Belgium/Holland got them cut off by Guderian). However it's almost impossible to simulate this in Civ4. Hence the weaker units. :)
Actually, this is incorrect. Doctrine and unit quality should be reflected by promotions, not unit strength.
Early german tank, for example Panzer II, should have weaker base strength than equivalent french tank. However, due to better training and doctrine the german tank unit should have combat I-II and perhaps a bliztkrieg doctrine than would give it some extra punch. This would be more accurate as a design model instead of tweaking with comparative base strength of unit.
DarthCycle Oct 16, 2007, 09:11 AM Here's a couple of comments on the 1938 scenario.
First of all, congratulations on the amount of work you've put in this, the fun factor is definitively there.
My biggest problem relies with the OOB, the order of battle. For germany, it is completely off.
1) There's too many Pz IV. In fact, there should be almost none. Less than 200 units were produced in 1938 and 1939. Right now, they amount to about 20% of the unit count.
2) Tank destroyer. There should be none. These units were introduced in order to recycle old tank chassis later into the war and to make up for the german inability to produce tank in sufficent numbers (they were a cheaper alternative). At most, there should be a few anti-tank units but no tank destroyer.
3) Too many air units. It should be tone down a little.
4) More german infantry. There's too little right now.
5) Sea unit. About right. However, I would have the northern cities have battleships in their queue, with about 50% completed. I would also remove the tank and air factory from those cities.
6) City setup. I like your design where a factory is required in order to build tank or air units. However, I would reduce the cities where they can be built and increase the cost of these factories. They should cost about 25+ turns of production, meaning it should be a hard choice to start building them. This way, only a few key cities would be able to produce tanks and a few others would produce air units, which would simulate the shortage the german had. The backbone of the army is the infantry and artillery. Tank and air units are support units. We should cherish the few units we have of that type and really feel their loss.
I haven't look at the other country but my guess some tuning will also be required. Still a great mod/scenario but a lot of improvement are required.
Need any help?
jusray91 Nov 12, 2007, 07:02 PM hey Dale,
first of all congrats on this fantastic mod
this problem may have already been resolved but i can only go as far as the loading screen before the game exits by itself
i downloaded and installed 3.13, RtW, the Add-on pack, and the patch 1.1 in that order and i dont really know what do do next
any help would be appreciated from anyone :rolleyes:
Opferlamm Nov 13, 2007, 01:59 AM hey Dale,
first of all congrats on this fantastic mod
this problem may have already been resolved but i can only go as far as the loading screen before the game exits by itself
i downloaded and installed 3.13, RtW, the Add-on pack, and the patch 1.1 in that order and i dont really know what do do next
any help would be appreciated from anyone :rolleyes:
see 1st post
Version Notes:
The current version is Beta 3 and is dated 5 September 2007.
The current version is for Beyond the Sword 3.03.
Please ensure you use the latest version for compatibility and support.
RtW is only for 3.03
Dale Nov 13, 2007, 02:06 AM Try the actual release thread: http://forums.civfanatics.com/showthread.php?t=246246
This is supposed to be a dead thread. ;)
Opferlamm Nov 13, 2007, 03:52 AM good to know :D
jusray91 Nov 15, 2007, 06:17 PM see 1st post
RtW is only for 3.03
ok i uninstalled 3.13 but the same problem occurs
Opferlamm Nov 16, 2007, 01:52 AM ok i uninstalled 3.13 but the same problem occurs
well see below the post from Dale, you should download that version and install it and if you have still problems post them in that thread..
Try the actual release thread: http://forums.civfanatics.com/showthread.php?t=246246
This is supposed to be a dead thread. ;)
danieladler Nov 19, 2007, 06:42 AM Got this message "failed to uncompress data", when i wanted to load my RTW game the day after i downloaded it and played it. first time it has ever happened. must be something wrong with RTW since it has never happened before.
wotan321 Nov 19, 2007, 10:21 AM Look around on this thread, others had that problem but it was fixed with a patch of the patch....
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