View Full Version : Road to War Issues


xatsmann
Aug 09, 2007, 01:40 AM
I have spent a few days playing the Road to War until stopped by the "Waiting for other Civilizations" bug have discovered an number of issues:

The Kiel Canal is missing. Naval units in Kiel should be able to deploy either to the North Sea or Baltic. As it stands now you can only go to the Baltic from Kiel and must circumnavigate Jutland to get to the North Sea.

Airplanes cannot sink ships or wipe out air units and the same is true of naval units. While it makes sense on land that air power cannot completely destroy land units and you need to use a land unit to occupy territory this concept makes no sense with regards to air and naval units. Naval and air units should be able to completely destroy other air or naval units.

There is no way to engage in counter-espinoage at home. You must always go to the other country and peform a counter-espinoge mission. I think you should be able to do counter-espinage at home, but at a lower effectivness since it is directed against ALL countries rather than a specific power as a counter-espoinage mission on another countries soil will be.

The lack of open border agreements and cultural borders often negate military conquest by marooning units and cities in a sea of tiles belonging to another power. Military units should be able to negate cultural conquest of tiles immediately after a conquest WITHOUT starting a war with neighboring countries. As it now stands one is often encourged to attack neighboring countries just to get access to newly acquired cities. It also gives undue advantage to neighboring countries when you take out another nation, indeed, neigboring nations often make out better than the conquering nation.

Airplanes should be able to counter subs and intercept surface ships. As it now stands surface can intercept airplanes but not vice-versa. Subs are also immune to aircraft. Neither of these are very realistic.

Joe Harker
Aug 09, 2007, 02:51 PM
The Kiel Canal is missing. Naval units in Kiel should be able to deploy either to the North Sea or Baltic. As it stands now you can only go to the Baltic from Kiel and must circumnavigate Jutland to get to the North Sea.

I suspect that is in because it makes it more accurate, so that Germany gets an advantage when it invades Franceand gains the altantic ports.

Airplanes cannot sink ships or wipe out air units and the same is true of naval units. While it makes sense on land that air power cannot completely destroy land units and you need to use a land unit to occupy territory this concept makes no sense with regards to air and naval units. Naval and air units should be able to completely destroy other air or naval units.

I agreethat plane should be able to destroy ships. However i do not believe that is true for naval ships when they bombard, because bombard represents firing at a ship that you can't see, and are acting on intelligence. Therefore you are unlikey to sink a ship like.

Neville
Aug 10, 2007, 04:33 AM
I had issue with the culture boundaries as well. So much so that I liberated all of captured France to Vichy.

I was playing Europe 1936 and historical.

1. Poland took me longer because i was expecting the Soviets to move into Eastern Poland. They didn't, so I had to swing north and further east then I had expected. (then encountered the Russian culture problem stranding me in my eastern Polish cities).

2. The biggest problem i encountered was actually the number of Russian units. They had more units in Riga then I had in all my cities combined and I built as fast as I could. In 1941 it turned out to be a Russian invasion of Germany. I couldn't stop them. Also my first PZKw Tigers didn't seem to want to blitz is there something i am missing here? I would have thought the Russians wouldn't be as prepared for attack in 41. But they were by far the most powerful nation on the board.

Dale
Aug 10, 2007, 06:04 AM
I had issue with the culture boundaries as well. So much so that I liberated all of captured France to Vichy.

I was playing Europe 1936 and historical.

1. Poland took me longer because i was expecting the Soviets to move into Eastern Poland. They didn't, so I had to swing north and further east then I had expected. (then encountered the Russian culture problem stranding me in my eastern Polish cities).

The add-on pack (you can get it from the RtW forum) adds the Soviet invasion of Poland as well as will fix the culture problem (across the board not just for the USSR-Polish border).

2. The biggest problem i encountered was actually the number of Russian units. They had more units in Riga then I had in all my cities combined and I built as fast as I could. In 1941 it turned out to be a Russian invasion of Germany. I couldn't stop them. Also my first PZKw Tigers didn't seem to want to blitz is there something i am missing here? I would have thought the Russians wouldn't be as prepared for attack in 41. But they were by far the most powerful nation on the board.

Espionage my friend! And factories. Concentrate on destroying USSR oil with espionage, and get as many factories in your cities as possible ASAP. During the war you can use more direct means to destroy oil wells (EG: bombers or artillery) but until then use spies.

Tigers shouldn't be able to blitz. They were heavy, slow laborious beasts. But don't stare too long down the barrel of one cuz they bite hard. ;)

Neville
Aug 10, 2007, 08:50 AM
I had problems with the espianage. I couldn't get my spy to do anythig I had points but never an opportunity to conduct a mission. I will try again. I assume though that if they aren't building tanks they will have just as many units just Infantry and Artillery. There really were more units then I could have killed. I had goods factories and the required factories in lots of my cities. Until 1941 things were looking pretty good.

i will give it another shot though.

Thanks

Dale
Aug 10, 2007, 01:35 PM
You need to get the add-on pack as it fixes a bug with spies.

Neville
Aug 11, 2007, 03:55 AM
Thanks Got the add-on pack but alas it crashes every time at the opening movie. I saw half of the movie directly after extracting the files but had to turn it off. Then This morning at the start of the opening movie it crashes. Windows says it has encountered a problem and shuts it down.

Dale
Aug 11, 2007, 04:47 AM
Patch 3.02?

Updated DirectX? (June update)

Try with the "No movies" option.

JeBuS27
Aug 11, 2007, 06:20 AM
I had to quit the RtW game I started due to turn processing being entirely too slow. I think I got to about the beginning of '41, and I had 3-4 minute turn waits. It simply became too much to bear.

Neville
Aug 11, 2007, 07:49 AM
I installed the update i got from the link in one of your posts.

I got the zip folder

rtw_aop1_beta1.zip

is that the one you refer too?

I haven't seen a no movies option but I will take a look around. Where would i find that?

thanks for the assistance. I imagine you are a pretty busy guy.

Neville
Aug 11, 2007, 10:21 AM
An update. I can play the the brits fine. The espionage seems to work the game looks Great. Although Gibraltar needs a at least a hill!

I just don't seem to be able to play the Germans yet.

Bob1475
Aug 11, 2007, 02:07 PM
I am playing Japan in the Pacific, not historical. Just to get the feel of the game I attacked China almost immediately and the game seems fine with two exceptions.

1. I build Facist units to spread my "religion" and I get notice that the unit is built but then there is no unit to move. I did this three times. What am I missing? No one else has mentioned this bug so enlighten me.

2. I just don't seem to be able to do anything with spies. No matter where I go the spy cannot complete a mission because it is "seen" by the opposing nation. What do I need to do?

Thanks.

Joe Harker
Aug 11, 2007, 03:02 PM
1. It depends what mode you are playing, if you play open play, they should work, if you play one of the other two modes then it won't work.

Dale
Aug 11, 2007, 03:50 PM
I am playing Japan in the Pacific, not historical. Just to get the feel of the game I attacked China almost immediately and the game seems fine with two exceptions.

1. I build Facist units to spread my "religion" and I get notice that the unit is built but then there is no unit to move. I did this three times. What am I missing? No one else has mentioned this bug so enlighten me.

2. I just don't seem to be able to do anything with spies. No matter where I go the spy cannot complete a mission because it is "seen" by the opposing nation. What do I need to do?

Thanks.

Download the add-on beta. It fixes these.

Neville
Aug 12, 2007, 02:44 AM
Ok so the 36 historical game ran fine playing the British until the movie in Sept 39 crashed the game. So how do I start the game with no movies like you mentioned before?

Dale
Aug 12, 2007, 05:44 AM
Advanced --> Options --> Graphics --> No Movies.

Definitely sounds something fishy with the movies.

Troymk1
Aug 12, 2007, 01:01 PM
Hi Dale.

I played as the Russkies in the Historical Scenarion. I see a couple of the bugs I encountered have been discussed

I stopped the game in late 40 when I realised I had more power than Germany & italy combined and that France (and Poland) were fighting on.

Regarding sabotaging Soviet Oil. You realise the Nazi-Soviet Pact gave alot of Oil to the Germans so perhaps Oil should be a limiting factor on how many Armoured units one can have.

Neville
Aug 13, 2007, 12:11 AM
Thanks for the movie thing Dale. It doesn't seem to be only your senerio. Regular games were crashing as well. (I just mostly play senerios)

So far my experiments with turning off the movies seems to be working (sucks because I like watching the movies)

Now however my question is. Can I start RTW without the movie at the beginning that crashed beofre i had a chance to actually touch anything?

Neville
Aug 13, 2007, 02:59 AM
Ok Thanks Dale. Turns out it was a problem waswith BTS in general and not an uncommon one. I was able to change an ini file and now the movies don't crash the game. I look forward to playing this mod. WWII was always my favorite in Civ2 and this one looks amazing. I have the new learderheads and the new German units look great!

By the way love the NATO Symbols. You wouldn't happen to be a world in flames fan would you?

fluffsuit
Sep 05, 2007, 09:38 PM
noob questions. playing as english. can't build anything requiring oil in britain. i could for about 15 turns, now its gone. i still have all the oil in middle east. i can build there. kinda sux trying to get things built there when my main production centers are in england. just can't keep up

Dale
Sep 06, 2007, 12:43 AM
noob questions. playing as english. can't build anything requiring oil in britain. i could for about 15 turns, now its gone. i still have all the oil in middle east. i can build there. kinda sux trying to get things built there when my main production centers are in england. just can't keep up

Come over to the RtW forum here at CFC: http://forums.civfanatics.com/forumdisplay.php?f=265

You will find a thread for the add-on pack which fixes all bugs found and adds much more from the retail version of the mod. :)

Ghandi Khan
Sep 08, 2007, 03:12 AM
I have a hard time believing the guy playing as the Germans in this scenario was overwhelmed by the Russians. I am playing as Germany right now, and so far everything has been easy breezy. I think the game moves too slow. I was able to build up a MASSIVE army, airforce and navy before the automatic events put me at war with Poland, France and Britain. I had so many troops that I was able to launch a three-pronged offensive against all three nations. Since the game would not allow me to invade the Low Countries right away, I even had to go through the Maginot Line to get to France. My huge airforce obliterated all defenses and my tanks simply rolled over France and Poland in a couple turns. My large navy was able to easily destroy the British naval presence in the north sea, landing additional land units in France to aid the invasion that started throuogh the Maginot. My bombers totally leveled all of the UK, not a single factory, improvement, or civic building left... because I had nothing else to do with them while I was mopping up in Poland and France. Then... long before I was at war with Denmark or the Netherlands, I was able to conquer all of the British mainland with a handful of tanks and paratroopers. Right now I've got tanks moving through the desert toward Egypt that I airlifted to the Vichy territories in North Africa, and part of my navy is moving to take Gibraltar. My spies in Russia let me see what units the Russians have in their cities, and I'm really not too worried about them, either.

Wolf1455
Sep 19, 2007, 03:17 PM
I love this mod in two major reasons. One is that WW2 style games is what like to play most
second I love to play civ and this mod give me the opportunity to play civ with my son. This is the only mod he likes.

The problem we have is that we cant change ideologies when we want.
especially when we play with random map. Let say I play Germany and my son play Sweden, we cant have simmilar ideo even if we exchange the ideo man.
Why is the religion button missing, where in a normal game you change state religion. :(

Dale
Sep 20, 2007, 04:05 AM
That will change for the final release after the patch.

Wolf1455
Sep 20, 2007, 06:25 AM
Great!!! Thanks

AAjus[LTU]
Sep 20, 2007, 01:57 PM
How to choose an Open Play mode? I start 1936 Europe Scenario and do not get a chanse to choose one of tree modes. Only a choise of a nation and a difficulty is present. The game starts and I see that I can not change civics, because Open Play is required :(

Dale
Sep 20, 2007, 04:34 PM
You choose the game mode in the game. After a turn or two a popup will appear asking what mode you want to play. :)

AAjus[LTU]
Sep 21, 2007, 01:23 AM
oh! didn't expect a game setting to be set after few turns :) Thank you for your answer.
Now could somebody, who have played the RtW several times, give me an approximate numbered list of civilizations, where the first civilization would be the most easy to play with and the last one the most difficult?

Joe Harker
Sep 21, 2007, 01:58 AM
For 1936
Germany
Great Britain
Russia
Italy
France
USA (deceptive as you are on your own, yet countries at war still seem to build more units than you, and it can be quite tedious, moving troops to europe and back)
The rest
The low countries (basically impossible, especially in historical mode)

Locce
Sep 21, 2007, 05:48 PM
i havn't played much on the road to war mods yet but i have a question about the different modes. if u play non-historical u can do what u want, but is the game still realistic? like if i play as one of the minor civs, will germany still be likely to start its invasions at some point. I would really like a ww2 mod where i am free to play as i like while events are still somewhat realistic.

GyroLeader
Oct 05, 2007, 02:30 PM
I still got problem with this scenario, i thought that update would fix it, but it didnt.

So problem is i play 1936 scenario with Finland and it works fine but usually when i shut the game, there comes blue screen and only thing what helps is to restart the computer.

So any idea what fix this? I would love to play this. :)

ichbinsehselber
Oct 05, 2007, 05:01 PM
Sorry, but I have to give harsh criticism for this scenario.

I cannot believe that a scenario can be done so badly, has has been there before in a decent way (e.g.in other civ versions)

1.) All cities got the same size at the start
2.) All countries got the same tech at the start

Honestly these 2 issues are enough to threat me off from even playing this scenario. Obviously the scenario was not given enough attention during creation. I would not complain this harshly, if some civ players just do this mode at home, but for an official scenario, this is just unacceptable.
(BTS version 3.03)

ichbinsehselber
Oct 05, 2007, 05:02 PM
deleted - sorry unintentional double posting

obliterate
Oct 07, 2007, 02:22 AM
^^Have you actually played the scenario through? If you are only going to complain about aesthetic problems like that then it can't be that bad.

Infantry#14
Oct 07, 2007, 02:24 AM
love the mod, but wish it can run faster on my 1 year old laptop :( .

In my opinion, range bombardment is way too powerful, because I havent seen an ai uses it. (I only played one game through w/ Germany.) I basically took over France in the winter after taking Poland by bombing every enemy units to death. (I had like over 50.) Also, they are pretty cheap to make too. Perhaps, there should be a max cap on the artillery bombarbment just like civ 3.

Another thing I notice is that the Ai really concentrates on espionage. In any turn, I would see like about 10 espionage events, either succeeded or failed. It's just a minor annoyance to me, but I'm sure the ai could use those extra resources to build some cheap fighters or bombers. (I am using beta 3)

I would like the addition of worker that has the ability to plant landmines. That way, workers can actually be productive in wartime as well.

ichbinsehselber
Oct 08, 2007, 12:11 PM
@obliterate
no, did not play it. These issues scared me off. Would be easy to just take the approximate sizes from e.g. civ2. This scenario did not seem to get enough attention from the developers. Also, differerences in research cannot be so much effort.

Dale
Oct 08, 2007, 01:46 PM
ichbinsehselber:

Just so you know, some civ players did make this mod at home. ;)

Bianezzi
Oct 09, 2007, 11:53 PM
Is there a bug with loading a game file for this scenario?

I can play it well, but when I quit the game and try to load the game file later it crashes.

ConanKND
Oct 14, 2007, 08:22 PM
Hi, guys.
Speaking of oil in RtW...

Yesterday I played France, just Warlords level. (It was my first try, sue me.), historical mode. During the first turns I held on quite fine, until my navy, parking outside Nice and montpellier on the Mediterranean was decacimated by the Italian fleet (were they that powerful?) and got my trade routes blockaded, so no oil ever. Restarted.

OK, this time, with my ships in their cities, I held of the Germans, and fought the largest battle in my game, the naval battle of the Mediterranean against the Duce. I won, quite injured, until some turns passed. No oil again.

OK, I checked, the Italians blockaded Alexandria. I sent my heald ships there, fought another battle, and destroyed the Italian fleet. Yet still, no oil.

I held on until 1942, building only infantry and artillery, until the Germans and Italians started to coordinate their attacks on Nice and Calais. Desperate, I ordered six workers to be rush built in North Africa and the Middle East, and built a road from Tunisia south east around the Italian possessions in Africa, connecting to British Egypt. I got the oil at about Sept. 1942, and started building planes and tanks, but to no avail. The Russians and the Americans whom I hoped will help me didn't do anything. The Finns and the Poles captured Russian cities. Leningrad was President Ryti's I think. (President Ryti's the Sid guy of Finland.). Finally, the Germans broke through and captured Paris, Dijon, Calais and Tours. I retired.

SO what to do with oil? I mean, it was disastrous, and I think my loss was due to this. Maybe the French should have oil near Morocco or Algeria? This is RtW release version, I think I'm gonna take the time to download the add-on pack.

Heh, finished my rant. Otherwise, it was an excellent mod. Absolutely love it.

Last Note : I had undefended Roman, no Italian cities all around. It was weird to capture Tripoli and leave it un garrsioned for so long.

Dale
Oct 15, 2007, 05:18 AM
Use the add-on pack. There was a bug with oil in the release version.

ACGandolf
Oct 16, 2007, 05:18 PM
I really like add on Pack 1. It is great.

However, when I save and try to load a saved game I get a msg that says the file failed to "uncompress".

Then the game crashes to the desktop.

:confused: :sad:

Dale
Oct 17, 2007, 03:44 AM
There's a patch available to fix that. Either check the download page or the RtW forum for the link. :)

Joe Harker
Oct 18, 2007, 02:27 AM
Can i say that the add-on patch is amazing! The units look great :goodjob:, and I am glad you fixed the oil problem. Another thing as well is that Tanks are now considerable more expensive (i may be imagine that) so I think the game is much better balanced then it was before!

ACGandolf
Oct 21, 2007, 10:12 AM
Thanks for the patch :)

Works great now on games saved since patched. Others deleted.

keep up the good work.:goodjob:

BigBirdZ28
Oct 25, 2007, 02:39 PM
My main problem is the lack of health & luxury resources, making my cities very unhappy and dirty.

Also, I kind of wish I could build new cities, but I understand and accept the reasoning behind not being able to do so.

Other than that, the mod is very interesting.

Charles Li
Oct 25, 2007, 03:14 PM
Hi! I just want to say that Russia has to many cities! Takes 7 hours (ok, 7 hours with windoe closing to stump moms) to finish turn 1! And just the Units!

FitzRoySomerset
Oct 26, 2007, 06:11 AM
I'm playing Add-on pack 1, with the patch, so I guess it is 1.1

Very good scenario - I think it has high re-playability. And the movies are well done and fun to watch.

But I wonder if maybe the partisans, which appear after a city is taken, aren't too strong. As France I aimed to scoop up Sardinia at the beginning of hostilities with Italy. This should have been easy since one city had no ground defenders, and the other had only one ground unit. But taking those two cities was like sowing dragon's teeth.... suddenly I was facing 8 full strength improved infantry!

I like the idea of partisans, but i don't think they should be as effective as regular units. After all, partisans are irregulars and don't have the same degree of training.

And I wonder if maybe the number of units generated by a city shouldn't be different. Taking the city of Rhine, with a population of 2, still gave the Germans four improved infantry.... which, trust me, they didn't need to have. Shouldn't the number of partisans generated somewhat reflect the size of the population?

Okay, thanks for reading my thoughts. RTW is a lot of fun and I appreciate the work that you have put into it. The scenario definitely adds to the value of Civ IV and BTS - I am very glad you guys were able to work together.

FitzRoySomerset
Oct 27, 2007, 06:02 AM
I decided to change sides - I got tired of dealing with Italy's cornucopia of cruisers.

Anyways, Germany declares war on Norway and takes Copenhagen. This generates Norwegian partisans which retake Copenhagen. Then that action generates German partisans which take Copenhagen all over again.

Playing as Italy, I didn't witness the exchanges, but I think it happened on one turn. :crazyeye:

shmily_dana
Nov 14, 2007, 12:56 PM
I have a strange glitch. I'm playing 1938(Hitler) and I've had all the historical events happen except the war with the USSR. It skipped that event somehow, but I did get the US join the allies after Pearl Harbor.

hellwitch
Nov 27, 2007, 05:16 AM
IMO after Add_on 1 and the patch there is some problem with AI aggresiveness i.e. Germans don't want to attack france( on clear mod they do the job in 3-4 turns in April-May 41 as it must be), USSR don't attack Poland and the baltics (they are at war but do nothing with their units) and There is no real action in Africa.

IMO the partisans are making the AIs bugged and unable to conquer cities fast enough. And as they are not a problem to the player(i always have enough force) imo this behaviour must be turned off or the player to have a way to turn it of by option.

PS.: i have the same situation with germans at Copenhagen every time too on 1939 map(without Hitler) as FitzRoySomerset. But this bug happend in many other case to me till middle of 42.

Tully Bascomb
Nov 28, 2007, 03:56 PM
I'm playing 1938(Hitler) and I've had all the historical events happen except the war with the USSR.
Having read your comment while playing West Balkans, I was feeling a bit distressed.

It took some time before my new game (as Germany) worked around to F2 June 1941, but (to my West Balkan relief) the Axis did declare war on the USSR. At least it did in my game.

hellwitch
Dec 03, 2007, 03:05 AM
Hi! I just want to say that Russia has to many cities! Takes 7 hours (ok, 7 hours with windoe closing to stump moms) to finish turn 1! And just the Units!

IMO USSR Cities are even too few. The point is that the must stay many but poor cities. This can be done if the Winter tiles not only became white but reduce the food with at least -1. Thats how the USSR will use the summer food to survive the winter and will not grow over 5-6 pop. Also IMO the winter months are not well made - they must me between 1 Dec and 1April and all the "snow land" must apear on 1 or 2 turns because the low temp. are between Dec and April. Feb. is the coldest month most ot the time so it is not right Moscow to be green at this time of the year.

Dale
Dec 03, 2007, 11:48 AM
IMO USSR Cities are even too few. The point is that the must stay many but poor cities. This can be done if the Winter tiles not only became white but reduce the food with at least -1. Thats how the USSR will use the summer food to survive the winter and will not grow over 5-6 pop. Also IMO the winter months are not well made - they must me between 1 Dec and 1April and all the "snow land" must apear on 1 or 2 turns because the low temp. are between Dec and April. Feb. is the coldest month most ot the time so it is not right Moscow to be green at this time of the year.

That's how it SHOULD be, but it would mean waiting 30 minutes between turns to process the winter tile change. :)

hellwitch
Dec 06, 2007, 01:34 AM
That's how it SHOULD be, but it would mean waiting 30 minutes between turns to process the winter tile change. :)

LOL. Thats too much. I beleive that civ4 is well written but this sounds horrible. I'm proffesional developer and IMO such change must be like setting new property value of every tile object. But maybe the civ creators didn't mean that the tiles will change at all.

Dale
Dec 06, 2007, 11:45 AM
It's because when a tile changes, it checks every tile that touches it (that's 8 of 'em). It does this to update graphics and blends.

This is fast and un-noticeable for one tile, but when you change 1000.......

You get the point. :)

civaddict098
Dec 13, 2007, 07:23 PM
For some reason I don't get any sound except during the intro movie! what gives?

And the winter makes my turn wait time last FOREVER! is there any way to turn this extreamly annoying feature off!

Tully Bascombe
Dec 19, 2007, 03:26 PM
Playing Australia I was at a point where my ground troops were committed, but I had some extra planes within striking distance of the Japanese homeland so I decided to bomb some improvements.

It went well, but I noticed one oddity. When I successfully bomb a forest preserve the forest is destroyed along with the improvement. Would this be an issue with RTW or is it a Civ4 problem?

Dale
Dec 20, 2007, 02:47 AM
That's because forest is replaced by the reserve. It's a civ4 thing.

obliterate
Dec 20, 2007, 02:56 AM
That's because forest is replaced by the reserve. It's a civ4 thing.

Are you sure? Any battlefeild or bombing on a forested tile removes the forest, irrespective of a forest preserve.

Dale
Dec 20, 2007, 01:44 PM
Are you sure? Any battlefeild or bombing on a forested tile removes the forest, irrespective of a forest preserve.

What I meant is that its how it was designed in Civ4. Forest is treated as an animation effect. The smoke from the battlefield graphic is also an animation effect. Only one animation effect can be linked to a plot.

obliterate
Dec 20, 2007, 07:37 PM
What I meant is that its how it was designed in Civ4. Forest is treated as an animation effect. The smoke from the battlefield graphic is also an animation effect. Only one animation effect can be linked to a plot.
Really, I never knew that. That's interesting.

keli
Dec 23, 2007, 04:26 AM
Hello, i have some problem with the mod. I tried to play with my friend through multiplayer, and we cannot choose Hitler--> there was no germany on the list.

Any tips?

(we used 1939-hitler mod)

obliterate
Dec 25, 2007, 06:05 AM
I'm pretty sure RTW is not multi-player compatible.

keli
Dec 25, 2007, 09:33 AM
I'm pretty sure RTW is not multi-player compatible.

Im sure it is since the last patch. Anyway atm we are playing 1936-von papen mod multiplayer.

Fortinbras
Dec 29, 2007, 02:48 PM
I'm a little disappointed with BTS and RTW.
-The winter proccessing, though very cool, takes way too long and almost put me off by itself.
-Most of the leaderheads look like crap but as it doesnt affect gameplay, i can live with it.
-the influence culture that spies can do is almost useless. It gives 1% influence if your lucky.
-The AI is special. In my one OP game Germany invaded poland and stayed at war for years despite having a huge tank army which i guess they were using as paperweights.
-I cant load saved games after I quit. (can't decompress game data)
-In a RHE game, War never came. I played 3 years, thought "forget this" and quit. 3 whole years of horrible world peace!

Other than this its a good mod; good balance, nice geography, and cool units. But the above problems are inexcusable for an official expansion of Civ4.

Dale
Dec 30, 2007, 12:23 PM
I'm a little disappointed with BTS and RTW.
-The winter proccessing, though very cool, takes way too long and almost put me off by itself.
-Most of the leaderheads look like crap but as it doesnt affect gameplay, i can live with it.
-the influence culture that spies can do is almost useless. It gives 1% influence if your lucky.
-The AI is special. In my one OP game Germany invaded poland and stayed at war for years despite having a huge tank army which i guess they were using as paperweights.
-I cant load saved games after I quit. (can't decompress game data)
-In a RHE game, War never came. I played 3 years, thought "forget this" and quit. 3 whole years of horrible world peace!

Other than this its a good mod; good balance, nice geography, and cool units. But the above problems are inexcusable for an official expansion of Civ4.

Install the Add-on pack. It fixes most of this. Be sure to get both the add-on and the add-on patch. http://forums.civfanatics.com/downloads.php?do=file&id=7310

As for the leaderheads, we were volunteers, not professional artists. ;)

ZooMan2
Jan 02, 2008, 09:52 AM
I'd like to change / add some cities to the RTW scenario but the save file references a TXT_KEY_CITY_NAME_WW2_"code" that I can't find. Can someone tell me in what file that text key is stored?

Any help will be appreciated. Thanks.

Dale
Jan 02, 2008, 10:08 PM
I'd like to change / add some cities to the RTW scenario but the save file references a TXT_KEY_CITY_NAME_WW2_"code" that I can't find. Can someone tell me in what file that text key is stored?

Any help will be appreciated. Thanks.

..\Sid Meier's Civilization 4\Beyond the Sword\Mods\The Road to War\Assets\XML\Text\Civ4GameText_WW2_Objects.xml

ZooMan2
Jan 02, 2008, 10:41 PM
Thanks Dale - just what I needed.

By the way, I think this may be the finest mod I have ever played or worked with in either Civ III or Civ IV. There are lots of minor things I may tweak to see if I can make it better but all in all you and the rest of the team who worked on this are to be congratulated for creating a wonderful addition to the game.

Great Job!
:)

Dale
Jan 03, 2008, 03:26 AM
Thanks. :)

I'd love to get the AI a bit more aggressive though.

lemming3k
Jan 06, 2008, 09:52 AM
Love the mod, but I find everything grinds to a bit of a halt around mid 1937, health in the cities is disastrous and prevents growth as there are no resources providing it and a military focused tech tree so no buildings to help.
Any plans to change that or any way I can add things like wheat/fish etc? Oil in canada would probably be a good idea too as for the Brits the middle east is their only source(I thought I read somewhere about this being implemented?).:confused:

There's a few purely cosmetic issues; Churchill prime minister in 1936?, and just looking at Britain on the map feels very wrong:lol: The JU87 bugs me as it was really a fighter-bomber, I would have thought the Heinkel He 111 would make a better strategic bomber. None of this affects gameplay though really.
On the whole the mod is great though, one of the best I've played so a big thankyou to all who put the effort in on this one :goodjob:

ZooMan2
Jan 08, 2008, 08:52 AM
Thanks. :)

I'd love to get the AI a bit more aggressive though.

Can't argue with that ... and a "smarter" AI as well ... particularly when it comes to naval strategy - the AI doesn't appear to understand that subs can be devastating to BB and Cruisers without DD protection and regularly sends them out alone or in pairs ... and it also makes little or no investment in building or using subs although this is harder to track because of the nature of subs being invisible except to other subs and DD ... I personally have never tried moding the AI and wouldn't know where to begin but I'd love to learn if you have any ideas.

ZooMan2
Jan 08, 2008, 09:00 AM
Love the mod, but I find everything grinds to a bit of a halt around mid 1937, health in the cities is disastrous and prevents growth as there are no resources providing it and a military focused tech tree so no buildings to help.
Any plans to change that or any way I can add things like wheat/fish etc? Oil in canada would probably be a good idea too as for the Brits the middle east is their only source(I thought I read somewhere about this being implemented?).:confused:

There's a few purely cosmetic issues; Churchill prime minister in 1936?, and just looking at Britain on the map feels very wrong:lol: The JU87 bugs me as it was really a fighter-bomber, I would have thought the Heinkel He 111 would make a better strategic bomber. None of this affects gameplay though really.
On the whole the mod is great though, one of the best I've played so a big thankyou to all who put the effort in on this one :goodjob:

This is one of the things I'm looking at tweaking, along with addressing why all of the island cities are starving at the beginning of the Pacific scenario. I've tried some changes to the building and terrain specs but you have to be careful as it really changes the play balance pretty significantly. I've played both Japan and the US and the issue is much more significant for the US and makes the opening a long SLOW boring process but if you slug it out you can win and the game does get interesting from 1942 on.

I'm wokring on a mod to RtW - if you are interested in helping on the play testing, let me know and I'll send you a copy when I have a working version.

ZooMan2
Jan 08, 2008, 09:28 AM
Does anyone know why you can't build nukes after Sept 1940, even if you have uranium and have built the MP? In fact I built 4 atomic bombs and 8 tac nukes before the prohibition went into effect and was building more but in Oct game reports "cannot continue building" nukes and the icons in the city screen go gray but no explanation of why unavailable. I thought it might be because I was playing the game in "historical" mode but the ban continues past August 1945 so that doesn't make sense either.

Any ideas?:confused:

Dale
Jan 08, 2008, 12:16 PM
Does anyone know why you can't build nukes after Sept 1940, even if you have uranium and have built the MP? In fact I built 4 atomic bombs and 8 tac nukes before the prohibition went into effect and was building more but in Oct game reports "cannot continue building" nukes and the icons in the city screen go gray but no explanation of why unavailable. I thought it might be because I was playing the game in "historical" mode but the ban continues past August 1945 so that doesn't make sense either.

Any ideas?:confused:

Have you got the Add-on pack? Just need to know if this is an old bug or new.

ZooMan2
Jan 08, 2008, 12:34 PM
Yep - the add on pack is loaded. I didn't get BtS until Nov 07 so both the BtS patch and the add on pack were immediately available and I've got them both installed.

Dale
Jan 08, 2008, 12:39 PM
Wierd, cuz that bug was fixed in the add-on. Do you have a save where this is occuring? Post it and I'll check it out.

lemming3k
Jan 08, 2008, 02:57 PM
This is one of the things I'm looking at tweaking, along with addressing why all of the island cities are starving at the beginning of the Pacific scenario. I've tried some changes to the building and terrain specs but you have to be careful as it really changes the play balance pretty significantly.
I never really thought of that, all I was angling for is something to give say +5 health to all cities? Really so more tiles can be used as half never get touched. I guess some cities would benefit more than others but isn't that more realistic? Or am I underestimating just how unbalanced it would be?:lol:
I've played both Japan and the US and the issue is much more significant for the US and makes the opening a long SLOW boring process but if you slug it out you can win and the game does get interesting from 1942 on.
I've never played the pacific theatre, I was imagining all those islands and thought it just wouldn't feel right this way.
Wouldn't say that it doesn't get interesting sometimes but working half the tiles on the board and not improving them or anything feels frustrating I guess, some really good cities should put the worthless ones to shame but they don't as you can't use many tiles.

I'm wokring on a mod to RtW - if you are interested in helping on the play testing, let me know and I'll send you a copy when I have a working version.
Sounds good, I'll gladly help if I can

ZooMan2
Jan 09, 2008, 07:47 AM
Wierd, cuz that bug was fixed in the add-on. Do you have a save where this is occuring? Post it and I'll check it out.

OK Here is a set of saves demonstrating the problem. Sorry for the delay - had to recreate the problem in the base mod as I was working off of a copy when I first noted the problem and those saves could not be modified (at least by me) to work off the base RtW mod. Was a good exercise anyway as I think I have uncovered where the real problem lies which should make it easier for you to debug.

So, the problem is not related to Sept 1940 after all but with loading a game running in the "accurate historical" mode (does not appear to occur in "open" play; don't know about the "random historical" as I never tested that) and appears to happen on the next turn after loading any game subsequent to the time that you begin producing nukes.

Attached (I hope) are four save files on this post and two more on the next post as there is a limit of 5 attachments per post. These are 3 pairs of before and after saves from different points in the timeline in the same game. I discovered the "real" problem this morning when I went to continue running the test game through the end of 1940 and it immediately failed on the next turn (that is the "test2a" set of files). The proverbial light bulb went on at that point and I went back and picked up a much earlier save and had the same result (that is the "test2b" set). I did a third test with a save between the first two and again got the error ("test2c" set in the next post). Note that the first file in the a and b sets clearly shows the ability to produce nukes at a point in time where the reloaded files (the second files in the b and c sets) have stopped that production.

So here is my analysis. If you gain the ability to produce nukes, you can continue to do so for as long as you continue that session. However, in "accurate historical" (AH) mode, you will lose that ability as soon as a you load and start another session. Clearly the load process is not intended to and should not have this impact on the game. Having said that, I would also argue that the "real" bug is that in AH you should not be able to produce nukes until July 1945 anyway (at least one turn before the bombs were dropped in Aug). Note that you should be able to produce them after Aug 1945 which is also not currently the case, although these files don't go far enough into the timeline to prove that - let me know if you need me to continue running the test game through 1946 to prove that and I will. I have actually played through to 1949 (as Roosevelt) and never regained the ability to produce nukes so I'm pretty sure that is the case but again these files wont prove that.

Also note that you can never produce nuke bomb shelters even after the research is done. This is a separate bug and appears to always be the case and is just something I noticed while I was doing this test.

Happy debugging!:)

ZooMan2
Jan 09, 2008, 07:50 AM
Here are the test2c files to go with the previous post.

:)

VeteranLurker
Jan 10, 2008, 10:06 AM
My $0.02 re the health/resource issues... Given the timeframe of the scenario, do you think it is realistic that cities should be growing like mushrooms after a good rain (like they can in other CIV games)? Given the theme of the scenario (warfare, resource shortages), do you think that the focus should be on maximizing city expansion? I think the scenario would become quite unbalanced if the health is tweaked much at all. Certainly health IS a game issue, but one that appropriate decisions can help mitigate in some instances. Does EVERY city need EVERY factory, or can you customize? Is it realistic for tiny atolls to be producing much of anything? As it stands now, the few health resources become strategically important, and that's what all those military units are for. Same for oil: the Middle East remains of strategic importance to this day because that IS where the oil is.

Clammo
Jan 11, 2008, 01:59 PM
Recently downloaded the mod, and I was just about to ask if I'm doing something wrong as I have exactly the same issues as Zooman regarding building nukes (although I hadn't figured out why I could build them sometimes and then others not, but having read his post it makes a little more sense than any garbled explanation I'd have put!).

I play exclusively on accurate historical, and have also had the same problem of never been able to build nuclear bomb shelters.

Edit: Oh, and just had a quick game session this morning on Open Play for the first time, and whenever the AI builds a new city it isn't named, it'll say something like: TXT_KEY_CITY_NAME_WW2_POLAND8(8). It's doing it for all AI civs, not just Poland. The number in brackets seems to be counting down if that makes sense?

lemming3k
Jan 14, 2008, 09:29 AM
My $0.02 re the health/resource issues... Given the timeframe of the scenario, do you think it is realistic that cities should be growing like mushrooms after a good rain (like they can in other CIV games)?
Is it realistic that they all start the same size? Or that London and Malta seem closely matched population wise? There isn't enough of a gap between the big and small cities, the reason for that being that some of the cities cannot grow large enough.
Given the theme of the scenario (warfare, resource shortages), do you think that the focus should be on maximizing city expansion? I think the scenario would become quite unbalanced if the health is tweaked much at all.
Seems slightly unbalanced to me as it is, Germany has been compensated with stronger units and a fascist industry; yet they easily capture cities from the poor nations(Low Countries, Poland etc) and end up producing far more and far stronger units than anyone else. Playing the game on a normal level seems to almost always result in Soviet and German domination. In fact in two or three turns any aircraft I produce is shot down, I don't think I've ever shot a German aircraft down. Not to mention that you lose buildings every turn aswel and can only replace one or the other.
Basically factoring all this in means open play mode doesn't really work, you can't wait for someone to join your side as they all end up friendly(ish) with Germany so it ends up being a one on one, and no country is up to that against Germany, let alone when they're fighting other countries too. Maybe it's better balanced in historical mode.
Certainly health IS a game issue, but one that appropriate decisions can help mitigate in some instances. Does EVERY city need EVERY factory, or can you customize? Is it realistic for tiny atolls to be producing much of anything?
I already am heavily customized in my smaller cities, mostly the middle eastern ones which are so important, which is fine, it's the larger ones that should be able to produce more, especially in comparison and considering changes in tactics you need variation in what you can produce.
As it stands now, the few health resources become strategically important, and that's what all those military units are for. Same for oil: the Middle East remains of strategic importance to this day because that IS where the oil is.
Important yes, and they should be, but the game doesn't work on a realistic basis, it unfortunately creates problems with resources, in real life the Americans would provide a lot of resources, from units to supplies, losing the middle east oil would be devestating but there were alternatives, it wouldn't take a country out of the war entirely, but as the game cannot adequately implement this, it becomes a game of lose the oil and it's over.
You can't build units and buildings at the same time, if your oil gets cut off you no longer have access to building certain units, so as you can see total realism isn't likely to be possible.

Generally speaking the mod all works, and is to a good degree enjoyable, but it has it's problems, to be fair that's probably as it's made with historical mode in mind more than the other two modes.

I should point out there is a small bug with bombing civil buildings/factories, when you lose something you have to rebuild it twice.

cartographer
Jan 14, 2008, 05:59 PM
I just bought the BTS expansion pack and was disappointed to discover the RTW scenarios do not include a global war. Does anyone know of a global scenario I can download?

obliterate
Jan 21, 2008, 07:02 AM
I just bought the BTS expansion pack and was disappointed to discover the RTW scenarios do not include a global war. Does anyone know of a global scenario I can download?
It's being worked on. It's still going AFAIK but I haven't heard anything for a while.

Dale
Jan 21, 2008, 01:53 PM
It's being worked on. It's still going AFAIK but I haven't heard anything for a while.

It'll be in 1.2: http://forums.civfanatics.com/showthread.php?t=259436

ZooMan2
Jan 25, 2008, 07:40 AM
It's being worked on. It's still going AFAIK but I haven't heard anything for a while.

Sorry to be stupid, but what is AFAIK?:confused:

ZooMan2
Jan 25, 2008, 07:56 AM
My $0.02 re the health/resource issues... Given the timeframe of the scenario, do you think it is realistic that cities should be growing like mushrooms after a good rain (like they can in other CIV games)? Given the theme of the scenario (warfare, resource shortages), do you think that the focus should be on maximizing city expansion? I think the scenario would become quite unbalanced if the health is tweaked much at all. Certainly health IS a game issue, but one that appropriate decisions can help mitigate in some instances. Does EVERY city need EVERY factory, or can you customize? Is it realistic for tiny atolls to be producing much of anything? As it stands now, the few health resources become strategically important, and that's what all those military units are for. Same for oil: the Middle East remains of strategic importance to this day because that IS where the oil is.

I agree that the cities should not be "growing like mushrooms" but on the otherhand they shouldn't be starving either. And ofcourse the timeframe is different from the regular game and that has to be factored in as well but the game should allow for play close to what actually did occur and some aspects of the resource balancing re the Allied civs, particularly in the Pacific scenarios are simply not realistic and don't provide game play that is even close to what did happen (i.e. reasearch was so slow in one of my games that the US did not get B-17's until 1945 when in reality they were available in 1941 - in fact a flight was coming into Pearl on the morning of Dec 7!

Make no mistake, I think this is a GREAT mod but it's not perfect (yet - nice to see the 1.2 update is in beta) and one of the things that is great about Civ is that, if you don't like the way something works, you can change it and play it your way.

Still I like your points and it is always good to be reminded of the difference between the standard config for the game, particularly things like game turn time, and that of the mod you are working with.

ZooMan2
Jan 25, 2008, 08:00 AM
Wierd, cuz that bug was fixed in the add-on. Do you have a save where this is occuring? Post it and I'll check it out.

Just curious - wasn't able to tell whether you were able to use them or not.

obliterate
Jan 25, 2008, 08:41 AM
AFAIK = as far as I know

ZooMan2
Jan 25, 2008, 08:57 AM
AFAIK = as far as I know

LOL - Cool - Thanks! That's a new one for me - ya learn something new everyday!:)

obliterate
Jan 27, 2008, 08:09 AM
LOL - Cool - Thanks! That's a new one for me - ya learn something new everyday!:)
There's a list of acronyms somewhere around here. Just look up 'List of commonly acronyms' in the search function and it should come up.:)

warrior73
Feb 22, 2008, 03:11 AM
I love this mod. I have been playing as Russia historical 1939. and really enjoy it. Germany and I are deadlocked in Poland I have taken all of Finland. There are however a few things that I have problems with.
1. Anti Air guns being considered siege weapons. That just really seems wrong it is frustrating to have an aa gun take a city.
2. I have had units attack my unit a cruiser attacks my battleship and sinks it. My turn rolls around the cruiser has totally vanished I can not attack it because it no longer exists until a few turns later when it magically reappears.
3. I agree that planes should be able to sink ships.
4. It appears very easy for enemies to take my cities but even after massive bombings and air attacks their cities are almost impossible to take even with something like a tank. Example Germany took Riga from me and I have bombed and hammered it every turn for at least a year yet when I move troops in it still gives them less then 50% chance. I am bombing the units with bombers for collateral and then hit the defenses with fighters and even when the city has 0 defense and I have a KV-1 ready to attack the Germany infantry has a better than 60% of winning.
5. The allies do not seem to be taking pressure off of Russia I believe but I will have to look again that the invasion of Italy should have happened by now but Italy does not appear to have been invaded.
Once again great mod and I do not want to be overly critical I believe 1 and 2 are my two biggest problems.

Dale
Feb 22, 2008, 11:55 AM
Hey warrior73. :)

There's an add-on out for RtW and I'm currently working on a second one. The links are in my sig.

Check them out. :)

Dale

warrior73
Feb 23, 2008, 02:45 PM
Thanks Dale. I installed the add on and the patch. Now I can not load my saved rtw games. The error messages says unable to uncompress game data files. It will appear as if the game has loaded the Warlords screen will pop up and that is when it happens then Civ 4 shutsdown.

Dale
Feb 23, 2008, 03:12 PM
You get the warlords screen? Something's gone wrong sorry. :(

warrior73
Feb 24, 2008, 05:00 AM
Yeah it loads like normal then just before letting me play the warlords screen pops up and I get that message. Any idea if there is a way to fix that? I have installed the add on twice now.

warrior73
Feb 24, 2008, 02:48 PM
O.k. got it to work. I downloaded the version without movies and now it loads just fine.

cemo1956
Mar 18, 2008, 05:06 PM
Thinking on the issue of aircrafts sinking ships.
Thatīs what Iīm looking forward always.
Special planes that can land on carriers and others that canīt..
P-40 landbases, F-4 Wildcats carrierbased

Then we can have dive-bombers and SPECIAL Torpedo-bombers THAT should be able to sink ships with torpedos and land on carriers not as the Wellington bombers that canīt (and shouldnīt) be able to land on carriers.
Now the carriersforce ONLY have a duty to do air-cover over a force.
Just think about the Bismarck hunt where the Swordfish crippled Bismarck and they took of from Carriers.

Just my two cents, before I even gotten 10% into this mod.
It looks great however.

kiwitt
Mar 24, 2008, 06:47 PM
I gave up on Road to War, because when the land tiles kept changing due to winter, My Pc would grind to halt and I could be waiting over 5 minutes for a turn cycle.

Also, I have an Athlon XP 1800 with a 6600 GT 128Mb and 1.5 Gb of RAM. which is more than adequate for "Standard" map sizes.

Joxer
Apr 07, 2008, 11:22 AM
For some reason I don't get any sound except during the intro movie! what gives?


I must also have the same problem. I added on the new mod pack with the patch and only have sound for the opening cut scene. There is no music, sound effects, ambient music. Just dead silence.

Any suggestions or thoughts to try?

HKer
Apr 08, 2008, 01:12 AM
[QUOTE=There is no music, sound effects, ambient music. Just dead silence.

I have the same problem too.:eek:

Dale
Apr 08, 2008, 02:07 PM
People have said using the latest version fixes the sound problem. Try the 1.2 beta3 of RtW.

http://forums.civfanatics.com/showthread.php?t=260213

HKer
Apr 09, 2008, 09:22 AM
Thanks Dale, the sound problem has been fixed.

I have another problem here. How can I select the Play modes? ie. Accurate Historical Events, Random Historical Events or Open Play in the game.
I remember that the game with the patch 1.1 would let me to select one of the modes before I start to play the game. Now, I have installed 1.2 beta3, I don't know where to select the play modes.
Can anyone tell me how to select the mode?? many thanks

Joxer
Apr 09, 2008, 11:51 AM
People have said using the latest version fixes the sound problem. Try the 1.2 beta3 of RtW.


Great news! Downloading right now. Thanks Dale for continuing to support the mod. It is quite enjoyable. :goodjob:

Dale
Apr 10, 2008, 04:44 AM
Thanks Dale, the sound problem has been fixed.

I have another problem here. How can I select the Play modes? ie. Accurate Historical Events, Random Historical Events or Open Play in the game.
I remember that the game with the patch 1.1 would let me to select one of the modes before I start to play the game. Now, I have installed 1.2 beta3, I don't know where to select the play modes.
Can anyone tell me how to select the mode?? many thanks

It should kick in on after turn 1 and ask you. :)

HKer
Apr 10, 2008, 10:15 AM
Dale. Thanks again.

chucknra
Apr 11, 2008, 07:54 AM
Is global war in Beta 3?

obliterate
Apr 11, 2008, 09:45 AM
Yes it is.

Dale
Apr 14, 2008, 04:32 AM
You know I thought screw it. The next BtS patch is taking too long.

I'm uploading Add-on Pack 2 release for BtS 3.13 right now. :)

I'll announce when it can be downloaded.

PS: 1936 - Global Assault will be available after the next patch (it was too big to downgrade to 3.13).

obliterate
Apr 14, 2008, 04:43 AM
Great News! :D

Joxer
Apr 14, 2008, 10:14 AM
I have installed Beta 1.2 and am playing Accurate Historical Events as USA.

The Axis controls all of France's territory in Europe. The date is May 1941 and France has still not converted to Axis.

The readme says the following:

Vichy France trigger:
1. Axis occupy a number of Dijon, Metz, Calais, Leharve, Tours, Brest, Nice
2. Axis occupy Paris
3. Slightly random

Just curious as to how random the "Slightly random" makes France's conversion.



And on a separate note, is Norway suppose to surrender to Germany or do they have to conquer the entire country?

Let me know if I need to post my game file.

Dale
Apr 14, 2008, 02:29 PM
The Road to War Add-on Pack 2 can be downloaded here:

http://forums.civfanatics.com/downloads.php?do=file&id=9121