View Full Version : RtW: v1.2 Beta Test!
Dale Jan 23, 2008, 03:54 AM The Road to War v1.2 BETA 3 for Beyond the Sword 3.13!
Road to War sets you on the brink of World War II and lets players decide how they would like to play. Players may choose to let the major events of World War II play out historically or command the War themselves, deciding how each battle should be fought.
Updated to v1.2 BETA 3! Please download to obtain the new features!
Instructions:
1. Download the mod. http://rtw.apolyton.net/files/RtW_1.2_Beta3.zip (400 meg)
2. Delete the Road to War folder from ..\Beyond the Sword\Mods\ completely.
3. Unzip the file to your Mods folder: ..\Sid Meiers Civilization 4\Beyond the Sword\Mods\
4. Launch BtS and switch to mod The Road to War or select one of the scenarios.
5. Play as you normally would.
Information:
The current version is RtW Add-on v1.2 BETA 3 for BtS 3.13
You MUST have the BtS 3.13 patch installed.
Please post all comments and findings and suggestions in this thread.
History:
v1.2 BETA 3:
Added:
- Added Albania
- Added Spanish Civil War
- Added Italian invasion of Albania
Fixed:
- Fixed various bugs as report
Changed:
- Completely redone 1939 maps
v1.2 BETA 2:
Added:
- Added Greece, Yugoslavia, Hungary and Romania
Fixed:
- Bitter Winter bug
Changed:
- Partisans remobed
- Airforce base now gives XP to air units
- Completely redone 1936 maps
v1.2 BETA 1:
Added:
- Strategic airbomb mission
- Fighter engagement mission
- Graphical stack attack
- Opportunity fire
- Active fighter defense
Fixed:
- Battle effects bug where attributes didn't flow through eg: forest defense bonus
- Bugs in airbomb missions fixed
- Other minor bugs as reported over time
Changed:
- Unit costs altered
- USA AI aggression increased
- AI modifications to highlight sea-faring civs for invasions
- Logical AI for airbomb missions
- Mission icons for airbomb missions
Dale Jan 23, 2008, 03:55 AM Can everyone please test this beta update and make comments on the changes, and to request any changes you would like to see. :)
Joe Harker Jan 25, 2008, 05:45 AM Didn't realise i had to post here, this is what i said in the sign up thread
Playing as the USA in the europe 1939 map, overall it's a definite improvement and i particulary like the new bombing missions :goodjob:
However Germany still doesn't invade France in 1940, it invaded in my recent game in Feb 1941 and hasn't move much in a year, just captured 3 cities by Dec 1941. They still don't invade the USSR, either does the USSR invade Germany. On the plus side Germany finished off Poland quickly, although again the USSR only took one city. There is no invasion of Eygpt by Italy when they delcare war either.
You might want to think about making Germany more powerful because it still really doesn't seem to want to attack.
But again it is better than before, i had only twice seen Germany take Paris before this verison and now in the two times i have played they have taken Paris both times.
If it makes any difference i was playing at noble difficulty
Will the global scenrio come out with this update? :)
Dale Jan 25, 2008, 07:11 AM RtW is not really designed for the '39 mod. Most folks play '36 and the mod is designed for that. Quite simply it's a completely different game if you play '36 as the AI builds up strong then cuts sick. In five Europe '36 test games I've seen Germany power through France by mid '40 and arrow into the heart of USSR by '42, as it should be doing.
And North Africa is usually a strong swinging battle till something major occurs, like Vichy France occurs taking the heat of Italy's west, or USA joins France to eliminate Italy.
There will be new Europe map coming in the next version too.
Dale Jan 27, 2008, 04:22 PM BETA 2 is now out.
I've completely redone the 1936 Europe and Pacific maps. Let me know what you think of them now. :)
SimonB1er Jan 27, 2008, 06:32 PM I just download it, installed the way you explained it but it dosen't the new civ?!! When you said "2. Unzip the file to your Road to War Mod folder: ..\Sid Meiers Civilization 4\Beyond the Sword\Mods\The Road to War\" It look liked it created a new the road to war folder in my already existing one. Can you help me out please?
Dale Jan 27, 2008, 07:00 PM I just download it, installed the way you explained it but it dosen't the new civ?!! When you said "2. Unzip the file to your Road to War Mod folder: ..\Sid Meiers Civilization 4\Beyond the Sword\Mods\The Road to War\" It look liked it created a new the road to war folder in my already existing one. Can you help me out please?
Sorry bout that. Just move everything from the second "The Road to War" folder down to the first one. :)
So in other words, from \Mods\The Road to War\The Road to War\
To \Mods\The Road to War\
Joe Harker Jan 30, 2008, 10:08 AM A few historical nit picks, Czechslovakia was invaded by Germany on the 15th of March 1939.
I get why Austria delcares war on the allies, although i would either allow it to be consumed by Germany in 1936, or have a permant alliance in 1936.
Dale Jan 30, 2008, 01:20 PM A few historical nit picks, Czechslovakia was invaded by Germany on the 15th of March 1939.
I get why Austria delcares war on the allies, although i would either allow it to be consumed by Germany in 1936, or have a permant alliance in 1936.
It's only cuz I haven't written the events for what happened yet. :)
Joe Harker Jan 30, 2008, 02:05 PM Ok, fair enough, it's a reminder then! :)
Aurun Jan 31, 2008, 03:43 AM I've tested the new version and I've had a good time (I've only found some translations bugs, I play in spanish).
¿Is there any way to enlarge the amount of turns per month? I thing that if we could had a turn per week it'll give the mod a more realist gameplay. You should create some austriac and at least one czechslovakian city.
What about Spanish Civil War? I think that it's an important event as it was the preview of the Second World War (where Germany, Italy and the URSS tested their men and weapons).
It started in July 17th 1936 when the spanish desert troops in Morocco rise up and with the german and italy help they transported troops to the peninsula where some generals have also raised up (Mola in Navarra, Queipo de llano in Sevilla, etc).
In that war the Luftwaffe tested the Junker Ju 52 and the figher BF109 and appeared the first german aces like Werner Mölders. The spanish "national" (rised) army also had Panzers I and the italian soldiers used the bomber Sparviero, etc.
It would give nice improvements to the 1936 scenario. What would happened if the Republican army had won the war (they surely'd help the allies), and what would happened if Franco'd entered in the axis treaty (in the interview he'd in Hendaya with Hitler).
PD: Sorry for my english as you could notice I'm not and english speaker xD
Dale Jan 31, 2008, 04:10 AM I've tested the new version and I've had a good time (I've only found some translations bugs, I play in spanish).
¿Is there any way to enlarge the amount of turns per month? I thing that if we could had a turn per week it'll give the mod a more realist gameplay. You should create some austriac and at least one czechslovakian city.
In the Beta2 1936 Europe maps you'll see that has actually happened. :)
What about Spanish Civil War? I think that it's an important event as it was the preview of the Second World War (where Germany, Italy and the URSS tested their men and weapons).
It started in July 17th 1936 when the spanish desert troops in Morocco rise up and with the german and italy help they transported troops to the peninsula where some generals have also raised up (Mola in Navarra, Queipo de llano in Sevilla, etc).
In that war the Luftwaffe tested the Junker Ju 52 and the figher BF109 and appeared the first german aces like Werner Mölders. The spanish "national" (rised) army also had Panzers I and the italian soldiers used the bomber Sparviero, etc.
It would give nice improvements to the 1936 scenario. What would happened if the Republican army had won the war (they surely'd help the allies), and what would happened if Franco'd entered in the axis treaty (in the interview he'd in Hendaya with Hitler).
In Beta2 I swapped the old Nationalist Spain to Republican Spain. I just haven't written the SCW events yet. That'll be in the next version. :)
PD: Sorry for my english as you could notice I'm not and english speaker xD
No problems, I understood everything you said. :)
Aurun Jan 31, 2008, 04:22 AM In the Beta2 1936 Europe maps you'll see that has actually happened. :)
True, now the map looks wonderful :)
In Beta2 I swapped the old Nationalist Spain to Republican Spain. I just haven't written the SCW events yet. That'll be in the next version. :)
Great news! I'll be waiting for the next update with great impatience.
PD: If anytime you want to translate the new things to spanish I'll be glad to help you (just send me PM with the text).
Fin Imperial Jan 31, 2008, 11:03 AM I do have the Add-On Pack and the Bts 3.13 installed. I extract (It is the same than unzip, right? I ain't so good with computers) the file into ..\Sid Meiers Civilization 4\Beyond the Sword\Mods\The Road to War\
It loads a couple of seconds and when I try to play it, it just gives an error message and I have click about 1000 times 'ok' for something like 'TECH_MINING incorrect Info text...' and so on. In the end, game tilts.
dziban303 Feb 02, 2008, 11:01 PM I've had the beta installed for a few days now and everything seems to be OK.
One subject that should be addressed (if it hasn't been--I'm not sure I've seen this in the new beta) are the religious events, like marriages and so forth. I think it's a little weird when so-and-so is having a Fascist wedding against the wishes of a Neutral family.
Another is the Soviet fighter airplanes. Correct me if I'm wrong, but isn't the improved fighter an Il-2? I'm sure its been pointed out that the Il-2 was a ground attack aircraft first and foremost. In the hands of a very good pilot it could win in a dogfight but generally this was something to be avoided. What's the reasoning behind using it as the level 2 fighter?
There are several other types which would be more appropriate. I assume the general idea is that the early fighter would be pre-war, the improved fighter would be a late-war aircraft and the jet fighter would be an early jet if possible or the best piston fighter otherwise. Using those criteria, I'd use the Yak-3 as the improved fighter, as it is generally recognized as one of the finest planes of the war. Also, several other jets came before the MiG-15, which wasn't introduced until 1949--the MiG-9 and Yak-15 are the two I can think of. Both were outclassed by the -15 but might make more sense in the game.
Aside from these and some other trivial cosmetic gripes, Road to War is far and away the best Civ4 mod I've seen. Great work all around.
HiRezAudio Feb 03, 2008, 10:10 AM Just about to start a new one with this build tonight (Had to finish off the previous 1.1 warfirst, which went terribly. Loaded the saved game and suddenly found I could no longer build nukes, and just got one off on Bremen. Had another dozen building.....ah well. Then, in a single turn - I was just finishing off Italy (Jan 45) and France went from ally to enemy with a sneak attack)
Scrapped that one, and will fire up tonight & report back.
dziban303 Feb 03, 2008, 12:41 PM Ah yes, I forgot to report that my ability to build nukes vanished in the last beta. I think I saw a thread here that mentioned this problem occurring after one saves a game and then loads it. That's what happened to me. I don't think I've gotten to atomic weapons yet since playing the new beta, so I don't know if that was fixed or not.
I got irritated, loaded WB and gave myself the nukes I would have had.
Plus a few more for my trouble.
I hate cheating, but I do it often enough. I usually limit cheating to giving myself 5000 gold, although I guess there's not much difference between doing that, and giving yourself techs or a stack of invincible units.
Incidentally, what changes specifically were made on the '36 Europe map in the new build?
Aurun Feb 09, 2008, 04:11 AM When is going to be realeased the next update?
Yakk Feb 09, 2008, 01:06 PM I tried moving the original folder then installing the add on pack in it's place, then installing beta 2 -- the resulting game didn't work.
So I blitted the original, followed by a combo of the add on pack and beta 2 -- the resulting game crashed.
Which is the correct installation order:
1> Start with 3.13 BTS civ
2> Install the 1.1 add on pack over the road to war mod.
3> Install beta2 over the road to war mod.
OR
1> Start with 3.13 BTS civ
2> Move The Road to War out of the way or delete it
3> Install the 1.1 RTW Add-on pack into a new "mods\The Road To War" directory.
4> Install beta 2 over the add-on pack.
I've managed to read two different contradictory sets of instructions about this. :)
dziban303 Feb 09, 2008, 02:19 PM I tried moving the original folder then installing the add on pack in it's place, then installing beta 2 -- the resulting game didn't work.
So I blitted the original, followed by a combo of the add on pack and beta 2 -- the resulting game crashed.
Which is the correct installation order:
1> Start with 3.13 BTS civ
2> Install the 1.1 add on pack over the road to war mod.
3> Install beta2 over the road to war mod.
OR
1> Start with 3.13 BTS civ
2> Move The Road to War out of the way or delete it
3> Install the 1.1 RTW Add-on pack into a new "mods\The Road To War" directory.
4> Install beta 2 over the add-on pack.
I've managed to read two different contradictory sets of instructions about this. :)
You need to first delete the original RtW folder. Then install the RtW Add-on pack. Then install the 1.1 patch. Then install the beta. I think. That's how I recall doing it, at any rate.
Yakk Feb 09, 2008, 03:30 PM Aha, it was the (Hitler) version of 1936 that was crashing me.
danrh Feb 22, 2008, 05:50 AM When I try to play the 1936 Europe scens quite a few civs seem to be missing and I can't build factories despite having all the prerequisites. Everything seems fine In the later Europe scens and all the Pacific ones. I'm may have broken something during my own mod work but I would have thought the same thing would be broken in all scens. Has anyone else had this problem.
Dan
Joe Harker Feb 22, 2008, 06:23 AM ^^When you loaded the map, did it say that the save had not loaded up normally, because i got that, and basically it started me off like i would play a normal game of civ, but with all my cities but no units and techs, and i couldn't see what land any other country held, except in visible view.
I just loaded the map up again and it worked fine.
danrh Feb 22, 2008, 06:40 AM ^^When you loaded the map, did it say that the save had not loaded up normally, because i got that, and basically it started me off like i would play a normal game of civ, but with all my cities but no units and techs, and i couldn't see what land any other country held, except in visible view.
I just loaded the map up again and it worked fine.
Nah it loaded up with no messages, its just that things are missing. Still if its loading fine for some then its got to be something I've done. Great!:confused: :cry: :eek:
Dan
Joe Harker Feb 22, 2008, 06:57 AM :lol: Hard luck mate! :)
ZooMan2 Feb 22, 2008, 07:11 AM When I try to play the 1936 Europe scens quite a few civs seem to be missing and I can't build factories despite having all the prerequisites. Everything seems fine In the later Europe scens and all the Pacific ones. I'm may have broken something during my own mod work but I would have thought the same thing would be broken in all scens. Has anyone else had this problem.
Dan
I think you must have broken or lost something - I just played the latest 1936 Beta2 Hitler and didn't have any of those problems. I'd make sure I had all of the latest downloads and then try relaoding and see if that doesn't solve your problem. Dales's got a post in this thread that describes exactly which files need to be applied for RtW to work if you want to verify that you've got all of the downloads.
Narcio Feb 22, 2008, 06:18 PM One thing I noticed that may be a bug is that aircraft in aircraft carriers do not have the same new mission types that they do in cities. For example, my fighters in a city can do the "fighter engagement" mission, but when in an aircraft carrier this option is not available. I found this playing as the UK in the Europe 1936 Hitler scenario with the current beta.
ZooMan2 Feb 22, 2008, 09:12 PM One thing I noticed that may be a bug is that aircraft in aircraft carriers do not have the same new mission types that they do in cities. For example, my fighters in a city can do the "fighter engagement" mission, but when in an aircraft carrier this option is not available. I found this playing as the UK in the Europe 1936 Hitler scenario with the current beta.
Yea - I've seen that too. There's an earlier post from Dale where he says that will be fixed in Beta3.:)
Narcio Feb 22, 2008, 10:20 PM Ahh, thanks ZooMan2.
I didn't see that post.
HiRezAudio Feb 23, 2008, 07:22 AM Aha, it was the (Hitler) version of 1936 that was crashing me.
Works here - second time around.
Let me be more specific.
Load the mod, play the 1936/Hitler scenario as UK.
All goes well with 2 exceptions.
1 - On loading a saved game, just about every time round the core DLL will crash on load. Second attempt it will work.
2 - Combat Mod/Detail films in combat are crashing the system. This never happens on any other version except the Dales Combat Mod. Here's the really odd part - I used to use the Combat Mod in the vanilla version of BTS - and before installing the 1.2 beta of RTW, it never crashed me. Since the RTW 1.2, the Combat Mod is unstable. Is there a conflict somewhere?
It seems that the graphics just cannot cope, yet the system should be okay:
Core 2 Duo (Laptop) 1.66GHz
512Mb NVidia Graphics
2Gb RAM
200Gb HDD
Civ4 Complete Edition
Yakk Feb 23, 2008, 11:20 AM Note I didn't install beta 1, but I did install the extra data pack.
Did anyone who never installed beta 1 get beta 2 working with hitler?
ZooMan2 Feb 24, 2008, 09:31 PM Dale, I think the opportunity fire addition is great in most cases but not by artillery units from transports - I just had 2 Frigates sunk (Beta2) by 5 artillery units in a transport in the middle of the ocean - no way this happens in real life!
Also, Frigates have the icon for doing bombardment but not the outline of where they can shoot and when you click on the icon the game blows up on a windows error. Don't know if you meant for Frigates to be able to bombard given that DD cannot but in any case it doesn't work so I think it should either be fixed or removed.
Final note, seems like every game I play I finish all of the research by the end of 1942 at the latest so maybe the cost of research should be increased a bit - maybe even double.
That's all for now - looking forward to Beta3.:)
danrh Feb 24, 2008, 09:52 PM Final note, seems like every game I play I finish all of the research by the end of 1942 at the latest so maybe the cost of research should be increased a bit - maybe even double.
Is that playing a 1936 start? I've noticed the same thing myself. It seems just about perfect though on the 1938 starts.
That's all for now - looking forward to Beta3.:)
I'd like to second that but I think at this stage I'm somewhere amongst the general chosus of "aye's".
Dan
Narcio Feb 24, 2008, 09:53 PM Note I didn't install beta 1, but I did install the extra data pack.
Did anyone who never installed beta 1 get beta 2 working with hitler?
I never installed beta 1. I just deleted the original RTW directory that came with BTS, installed the add on pack 1, then installed over top the beta 2 pack.
I've played Hitler '36 and '39, and one of the pacific ones, can't remember which.
Narcio Feb 24, 2008, 10:03 PM Works here - second time around.
Let me be more specific.
Load the mod, play the 1936/Hitler scenario as UK.
All goes well with 2 exceptions.
1 - On loading a saved game, just about every time round the core DLL will crash on load. Second attempt it will work.
2 - Combat Mod/Detail films in combat are crashing the system. This never happens on any other version except the Dales Combat Mod. Here's the really odd part - I used to use the Combat Mod in the vanilla version of BTS - and before installing the 1.2 beta of RTW, it never crashed me. Since the RTW 1.2, the Combat Mod is unstable. Is there a conflict somewhere?
It seems that the graphics just cannot cope, yet the system should be okay:
Core 2 Duo (Laptop) 1.66GHz
512Mb NVidia Graphics
2Gb RAM
200Gb HDD
Civ4 Complete Edition
I have played the Hitler '36 map in open play in a multiplayer game with 3 humans (Italy, Germany, USSR) and we stopped playing because we started getting OOS as well as crashes on loading. The OOS would be temporarily resolved when the OOS person rejoined, but combined crashes + OOS made it too annoying to keep playing.
I played a single player Hitler '36 map in random historical as the UK and I got an occasional crash when I was reloading. Most times when I tried loading again it would work, however I believe one time it crashed twice in a row trying to load the same game and the third time worked. Each time it crashed, I just reloaded Civ and tried again.
ZooMan2 Feb 24, 2008, 11:50 PM Is that playing a 1936 start? I've noticed the same thing myself. It seems just about perfect though on the 1938 start
hmmm ... interesting - I've never played the later starts so yes, I was referring to both of the 1936 scenarios (Hitler and Hirohito) ... I'll have to try one of the later scenarios and see how that compares.
Thanks!:)
Dale Feb 27, 2008, 03:47 AM Beta 3 is now available!
It is a complete version, so just delete the \Road to War folder and unzip to your \Mods folder. :)
Enjoy and please post your comments.
Joe Harker Feb 27, 2008, 08:12 AM Just a small thing, on the hitler 1939 europe map, Britain doesn't have many ships
It has 2CC and 2DD's in gibralter while germany has loads more.
Dale Feb 27, 2008, 08:32 AM Oh crap! Thanks. :)
jefmart1 Feb 28, 2008, 03:36 PM Yeah, I invaded the UK pretty easily. Landing Ships were cheap, built in 1-2 turns. I think that, maybe only for Germany in the historical scenario they should take longer to build. As a matter of fact, all of the ships seem pretty quick to build. This seems ahistorical to me, especially since Hitler cobbled together every scow and barge he could find and still didn't have enough ships to invade England. I'm not sure how many ships were actually built during the war, but I would think it wasn't that many.
One other complaint on navies, and thats in Civ IV in general, is that the AI parks ships in ports that are about to be captured. France lost 2 Battleships and 2 cruisers in cities that had 1 Infantry defending it. Perhaps there is a way to have the ships have a chance to escape port when the city falls?
danrh Feb 28, 2008, 04:32 PM Yeah, I invaded the UK pretty easily. Landing Ships were cheap, built in 1-2 turns. I think that, maybe only for Germany in the historical scenario they should take longer to build. As a matter of fact, all of the ships seem pretty quick to build. This seems ahistorical to me, especially since Hitler cobbled together every scow and barge he could find and still didn't have enough ships to invade England. I'm not sure how many ships were actually built during the war, but I would think it wasn't that many.
One other complaint on navies, and thats in Civ IV in general, is that the AI parks ships in ports that are about to be captured. France lost 2 Battleships and 2 cruisers in cities that had 1 Infantry defending it. Perhaps there is a way to have the ships have a chance to escape port when the city falls?
I think Hilter's problem was more a lack of warships and air control than actual invasion barges etc. And the cost of building warships is pretty high. Unfortunately the scale involved with a civ map is the real problem. A landing force can sortie and deploy in the UK with out the Royal navy ever having a chance to inferfere. Unless you are prefared to deploy them in the channel to be hit constantly by the Luftwaffe. I really think submarines should have an opportunity fire option to allow the deployment in chokepoints like the channel or Straits of Denmark or wolfpacks in the Atlantic. Also destroyers should only have a 25-50% chance of seeing subs.
Dan
jefmart1 Feb 28, 2008, 05:46 PM I still have my entire navy and I can build new warships in 2-3 turns. That seems awfully quick.
jefmart1 Feb 28, 2008, 05:48 PM Maybe planes could be put on anti-ship patrol, and/or there was discussion about ships being put on intercept missions in the main creation forum. Perhaps something like that or opportunity fire for warships?
HiRezAudio Feb 29, 2008, 02:39 AM It is far too fast & easy building ships in this scenario. No doubt about it the build times should be quadrupled at the very least.
Germany's industrial strength all went underground too - this is how they were able to carry on fighting whilst their cities & industries were being hit day & night for years.
An interesting option is to play as the UK - it's quite easy to keep Germany out.
danrh Feb 29, 2008, 06:16 AM As a matter of interest what are you guys playing, 1939 or 1936 start and which of the history settings, full, random or free play?
Dale will the 1938 scenario's be back in the final release. I quite like them, they seem to have a very good balance for tech research v actual time line.
Dan
HiRezAudio Feb 29, 2008, 08:46 AM Showstopper Bug found.
Playing 1936 Scenario, Open Play.
First thing I did was went through all cities, and set production & then a research chain to save time.
Problem occurs when the research chain ended - all research options are red, and inaccessible completely.
Saved game available for analysis - where should I upload it to please?
Yakk Feb 29, 2008, 12:01 PM Maybe you bypassed the "open vs closed research" event?
HiRezAudio Feb 29, 2008, 12:44 PM Maybe you bypassed the "open vs closed research" event?
Admittedly, I did not see this event appear a all.
And I do look carefully for these.
But I don't think that is it - I was able to set my own tree at first.
Things were fine right up to the point where that completed - this is when it all locked out apart from 3 right at the end.
Which said 1 & 2 turns, but cannot be researched as the qualifying techs were not researched yet.
It has to be a bug caused by setting the tree.
I have the saved game if anyone wants to check it out.....it's now broken as I cannot research anything now.
danrh Mar 05, 2008, 08:51 AM So is there an ETA for the final release, or will there be another beta with the stuff that is missing from 1.3?
Dan
Fin Imperial Mar 17, 2008, 01:05 AM I was playing Pacific as USA, and when the war begun, all was going well, but then, I noticed that China's research was beyond the other Allies, same thing happened later to UK, except they couldn't research a thing.
Eadro Mar 22, 2008, 10:04 AM Yeah I am having the same problem in the pacific Hirohito scenario. After I researched improved jap. infantry, I set the research goal to heavy tanks.
Rounds later when that goal was reached, the only option left was improved anti air. And after that, research stopped beacause there were no more blue research fields. There were all red, except modern bombers at the end.
I also noticed that china is quite fast on research. They made heavy tanks the same round as I did...
Oh and I chose the open play method, so no random or fixed historical events...
EDIT: I used the 1.2 Beta3 version of RtW
Fin Imperial Mar 25, 2008, 10:06 AM I'm not sure if someone has already mentioned it, but in my game, (1936, England) Germans occupied Metz without any problems. Perhaps Maginot should be made immune to opportunity fire or strength increased? Now they are coming straight into heart of France with me fighting them where I spot them, with the exception of Metz. (20 tanks, about 30 infantry and several artillery out there ;))
VeteranLurker Mar 26, 2008, 10:13 AM Just started a 1936-historical game as Italy. I suppose it is somewhat realistic, but is there any way for same-religion factions to spy on each other less? Germany and I will be allies in less than a year, but I am intercepting their spies and they may be sabotaging me.
Also, is there any way to change the order-of-play for multiplayer/PBEM? The six major countries come first, which means that only Germany (first) and USA (sixth) can be given a second country to run without screwing up the human order of play (i.e., play for humans with multiple countries needs to be consecutive, though AI countries can be interspersed no other human countries could be in between). Example: If USA player also controls Norway and German player also controls Finland, order of play is fine (both USA countries play consecutively, then both German countries play consecutively); however, if Italy player also controls say Yugoslavia, then Italy would send their turn to UK, then to USSR, then France, then USA, then back to Italy(Yugo's turn), then on to Germany for the next round, then back to Italy. Hopefully this shows the potential for confusion and inefficiency. Maybe it is hard-coded and cannot be fixed, but I wanted to raise it.
Dale Mar 26, 2008, 02:08 PM Just started a 1936-historical game as Italy. I suppose it is somewhat realistic, but is there any way for same-religion factions to spy on each other less? Germany and I will be allies in less than a year, but I am intercepting their spies and they may be sabotaging me.
Also, is there any way to change the order-of-play for multiplayer/PBEM? The six major countries come first, which means that only Germany (first) and USA (sixth) can be given a second country to run without screwing up the human order of play (i.e., play for humans with multiple countries needs to be consecutive, though AI countries can be interspersed no other human countries could be in between). Example: If USA player also controls Norway and German player also controls Finland, order of play is fine (both USA countries play consecutively, then both German countries play consecutively); however, if Italy player also controls say Yugoslavia, then Italy would send their turn to UK, then to USSR, then France, then USA, then back to Italy(Yugo's turn), then on to Germany for the next round, then back to Italy. Hopefully this shows the potential for confusion and inefficiency. Maybe it is hard-coded and cannot be fixed, but I wanted to raise it.
Sorry, can't be done. The order of play is determined by the WBS. It determines the player number for each civ.
Eadro Mar 27, 2008, 08:41 PM Yeah I am having the same problem in the pacific Hirohito scenario. After I researched improved jap. infantry, I set the research goal to heavy tanks.
Rounds later when that goal was reached, the only option left was improved anti air. And after that, research stopped beacause there were no more blue research fields. There were all red, except modern bombers at the end.
This bug can be circumvent by repeatedly loading your save game. After each reload, some of the red research fields would turn blue so that research can continue.
After a while I had at least some options left to choose from. Not pretty, but at least it allowed me to continue with the mission...
VeteranLurker Mar 29, 2008, 12:43 PM 172707
Having a problem with an Open Mode game as Italy started in 1936. Game crashes with a memory error, even upon reloading and rebooting.
Eadro Mar 29, 2008, 06:30 PM 172707
Having a problem with an Open Mode game as Italy started in 1936. Game crashes with a memory error, even upon reloading and rebooting.
Hmm, I can load and play your savegame. Just when I exit to desktop I get the crash message due to memory error. I get the memory error twice actually uporn exiting to the desktop. Also noticed red technology icons in you version tree... still wonder if these are normal or not. You still have many options to choose from though...
However I do have continous problems with crashing save games myself. I sometimes need to reload 10 times until the game runs properly. And then it just might crash at turn's end or when I promote some unit. Sometimes it will bring me an emprty Technology adviser screen, with no options at all, run without the user interface until save and reload.
Sorry Dale, the beta3 is not working well for me to say the least.
Eadro Mar 30, 2008, 02:47 AM Oh and one more thing, in the pacific scenario, Australia seems to be building new cities. One was founded (or already existing, I'm not sure) just below East Timor on the mainland with the name TEXT_KEY_CITY_NAME_WWW2_AUSTRALIA18.
The other one was definately founded. The location is where Auckland, NZ would be, but the name is also cryptic (TEXT_KEY_CITY_NAME_WWW2_AUSTRALIA19).
Up to you if you want to add a list of City Names for newly founded cities or not. Banning settlers could also be an option...
Fin Imperial Mar 30, 2008, 11:39 PM I don't get it why it comes. One time I was bored and added some cities(they actually come in settlers) in Worldbuilder around the world to fill it. All names were just like that, but later playing Yugoslavia, I decided to build a settler, and the default name was Canberra:confused:
Also, when AI build cities, the names are are weird ones.
Hint for AI using worldbuilder all the time?;)
VeteranLurker Apr 01, 2008, 09:16 AM Am now getting the memory allocation CTD with a Random Events game. Any ideas?
HKer Apr 09, 2008, 01:16 AM I really think submarines should have an opportunity fire option to allow the deployment in chokepoints like the channel or Straits of Denmark or wolfpacks in the Atlantic. Also destroyers should only have a 25-50% chance of seeing subs.
Agreed.
Subs should have an opportunity fire option and destroyers should only have a 25-50% chance of seeing subs and a promotion that increase the chance of seeing subs up to 75%.
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