View Full Version : Announcing the Falklands War mod


Flying Pig
Jun 04, 2009, 04:05 AM
MOD MOVED TO PUBLIC FORUM HERE (http://forums.civfanatics.com/forumdisplay.php?f=371)

I am working on a release of a mod for Civ IV BTS on the 1982 Falklands War information here, with a new map, new units, new civilisations and new technologies. I will put any releases here.

I have put out a few requests for units, shown below. The ones I have are *drum roll*

azioazioazio - Spanish Infantry (Going to be used as a basic Argentine infantry unit)
Walther Hawkwood - Merchant Ship (will be used as an RFA vessel)
Mechaerik - Special Forces (one is going to be used as an Argentine Commando, and one of his others is going to be used for the Royal Marines)
GarretSidzaka - Modern Paratrooper (Used for [who else?] the british Parachute Regiment
KrugerPritz - Warrior, going to be used as the British Armour
Sharik - AA Gun (his German one)
Mozza - British SAS

-sr has already provided an awesome map, which I just need to modify a bit before it will be ready for use.

Anyone who knows anything about python, especially how to make date-specific events, would be really appreciated if they could get in touch. I'd also like to hear from anyone who knows how to make customised flags. All lists here are subject to be updated.

'Team'

There is no team as such, but this is a list of people who are helping with non-already released stuff

Kochmann - Has helped with buttons for units and the Argentine flag
Mechaerik - Made the awesome Leopoldo Galetieri leaderhead, being used minus the kepi (sorry, but it really grates, and he now looks just like the picture)


The Mod

The mod will feature a new map of the Falkland Islands, as well as two new civilisations, Argentina and the United Kingdom. The player will be able to command both sides, with events happening as they did in the Desert War campaign for Vanilla (or they will the minute someone dtops by and explains how to set that up ;)), and the goal for each will be to eliminate the other. There will be very limited diplomacy involved, since there will be no chance of peace.

Leaders:

UK - Margaret Thatcher (Protective, Organised) http://tbn3.google.com/images?q=tbn:-fGTHCS-bWIiMM:http://www.therugbyblog.co.uk/wp-content/uploads/2008/01/margaret_thatcher.jpg
Major-General Moore (Aggressive, ?)[Maybe] http://www.groupcsa.com/csa/photos/large/Jeremy_Moore_KCB_OBE_M.jpg http://img267.imageshack.us/img267/1841/moore.jpg

Argentina - Leopoldo Galtieri (Aggressive, Expansive) http://upload.wikimedia.org/wikipedia/commons/e/e4/Galtieri.jpg

Units

The game will change dramatically in that there will be no chance for either side to recruit units. You must rely on the forces you start with or recieve through events.

Britain

Officers:

Britian gets officers, which work like Great Generals pre-attached to a unit.

H Jones - Lands with 2 PARA, giving them a Leadership bonus

Land:
Special Air Service - The top British Special Forces unit, and the best unit in the whole game. Able to perform parachute jumps.
Special Boat Service - Not so strong as the SAS, but amphibious.
The Parachute Regiment - A solid, dependable unit, including one Warlord (H Jones). Able to perform parachute jumps. There are only 2 in total.
Royal Marine Commandos - A strong amphibious unit. There are only 3 in total.
British Infantry - Medium level unit encompassing the Welsh and Scots Guards and the Royal Ghurka Rifles.
British Armour - Fast, strong and able to cause collateral damage and break city defenses.
Royal Army Medical Corps - No combat ability, but able to heal soldiers.
Air Defence Troop - An infantry unit able to intercept aircraft
Royal Engineers - An infantry unit that can construct Forts and Roads
Army Air Corps - Battle helicopters useful for recon and light fighting roles
Royal Artillery - Moves very slowly, but causes collateral damage and can bombard cities

Sea:

RFA Vessel - Very limited attack power, but can heal ships in the same tile and transport helicopters. The only sea unit that cannot carry missiles (except the Aircraft Carrier and the Landing Craft), and the only ship that cannot intercept aircraft.
Landing Platform - Carries Landing Craft, since it is faster and stronger
Submarine - Cannot be seen except by Radar and Destroyers (at close range). Gets a large bonus against non-submarines.
British Frigate - Built to fight at sea and defeat ships. Stronger than comparable Argentine ships
Destroyer - Low sight range, but the only British unit able to see submarines. Good at intercepting aircraft and stronger than comparable Argentine ships
Aircraft Carrier - Slow and weak, but can carry aircraft.

Air:

Harrier - Capable air-to-air fighter.
Tomahawk - The British missile, able to strike from medium range at land or sea targets.
Sea King - A helicopter (a sea unit to keep it at sea) with a massive bonus against submarines but useless against ships

Argentina

Land:

Amphibious Commandos - The best Argentine unit, with a free amphibious promotion
Argentine Marines - Argentine Regulars with Amphibious
Argentine Regulars - The basic Argentine unit, of strength a little below that of the British Infantry
Argentine Conscripts - The most numerous, but by far the weakest, Argentine unit.
Medic - No combat ability, but able to heal soldiers.
RADAR - No combat ability or moves, but can see British submarines
AA Gun - Cannot move, but can cause colateral damage and intercept aircraft with an almost 100% success rate.
Armoured Cars - A fast unit, useful for recon but not for heavy combat duty
Artillery - Moves very slowly and causes collateral damage

Sea:

Transport - No attack power, but carries soldiers. Cannot carry missiles or intercept aircraft.
Submarine - Cannot be seen except by Destroyers (at close range)
Frigate - Built to fight at sea and defeat ships.
Battleship - The main sea unit, is strong but quite slow.
Destroyer - Low sight range, but able to see submarines.
Aircraft Carrier - Slow and weak, but can carry aircraft.

Air:

Super Etandard - Aircraft designed to attack ships
Pucara - Poor but numerous fighter designed for ground-attack duties

New Civics

One major change that will come into play is that labor civics will be renamed military civics, Economic into Foreign Policy and Religion into Ideology.

Name: Military Rule
Class: Government
Availiable To: Argentina
Comments: +1 Happiness per military unit and no war weariness. This is the default Argentine government civic

Name: Republic
Class: Government
Availiable To: Argentina
Comments: +1 happy in all cities. This comes into effect via a revolution event

Name: Constitutional Monarchy
Class: Government
Availiable To: UK
Comments: +5 happy in all cities. This is the default British civic

Name: Suppression
Class: Legal
Availiable To: Argentina
Comments: -1 :) in all cities but no spread of British affiliation

Name: Military Law
Class: Legal
Availiable To: Argentina
Comments: No spread of British affliation, -3 happy in all cities, -100 research but -2 support cost per military unit.

Name: State of Emergency
Class: Legal
Availiable To: UK
Comments: No spread of Argentine affliation, -3 happy in all cities, -100 :science: but -2 support cost per military unit.

Name: Free Speech
Class: Legal
Availiable To: UK and Argentina
Comments: +1 :). In Argentina, this is unlocked via an event

Name: Conscription
Class: Military
Availiable To: Argentina
Comments: -2 :), but 5 free units

Name: Professional Military
Class: Military
Availiable To: Argentina and UK
Comments: +1 :) per military unit in a city

Name: Integration
Class: Military
Availiable To: Argentina and UK
Comments: -1:), but 1 free unit

Name: Isolation
Class: Foreign Policy
Availiable To: Argentina
Comments: No foreign trade routes but -50% war weariness (note that, of course, there are no foreign trade routes anyway)

Name: Integration
Class: Foreign Policy
Availiable To: Argentina and UK
Comments: No effect.

Name: Major Influence
Class: Foreign Policy
Availiable To: UK
Comments: +50% :science: and :culture:, but +10% war weariness (maybe)

Name: Aggression
Class: Foreign Policy
Availiable To: Argentina
Comments: -50% :science: and :culture:, but 3 free units

New Promotions

The first change is that the Medic promotions will only be availiable to medic units - you must decide whether you want medical support.

Name: Light Infantry
Prereqs: Combat II
Effects: Can move or attack again after winning a battle.

Name: Survivalist
Prereqs: Combat III
Effects: 10% chance to not be killed when defeated in action

Name: Arctic Warfare I
Prereqs: Combat I
Effects: +10% Strength in Tundra

Name: Arctic Warfare II
Prereqs: Arctic Warfare I
Effects: +10% Strength in Tundra, double moves in Tundra

Name: Arctic Warfare III
Prereqs: Arctic Warfare II
Effects: +10% Strength in Tundra, double moves in Hills, 10% withdrawal chance

Misc


The British will have an ablity that no city with at least one British unit in it will rebel.
The way that missiles work in the game will be changed dramatically; they are one of the main methods of fighting at sea.
Religion is replaced with affiliation (Argentine or British)


People I Want to Get in Touch With

This is mostly a list of things I don't know how to do, but if you are on this list please PM me/post here and you will be mentioned here and in credits!


Anyone with a button that would be good for any of these units
People who can mod in the date-based events
People who know how to edit flags
People who make leaderheads
Anyone who has made a unit that they think would go well with any already mentioned
Anyone who knows how to implement a system making ground troops immune to missiles
Anyone, especially Argentines, who know the names for units here.
Anyone who can suggest a trait for Major-General Moore


Anyone with any other suggestions is welcome to get in touch by posting here or by PM.

Previews

http://img20.imageshack.us/img20/2458/paras.png http://img27.imageshack.us/img27/2762/marinesu.png http://img198.imageshack.us/img198/3388/porthoward.png

2 Para land from their transport Center:Royal Marines capture a flock of hostile sheep Right: The infamous Skirmish at Port Howard - an SAS patrol clash with Argentine Special Forces, leaving a captain dead and another trooper captured.

http://img12.imageshack.us/img12/7458/sasg.png http://img132.imageshack.us/img132/7725/britinf.png http://img199.imageshack.us/img199/5700/engineersfight.png

The SAS engage the best of the Argentine troops in the hills of East Falkland Center: 1 Scots Guards operate with the support of a Warrior Right: Royal Engineers in battle

http://img269.imageshack.us/img269/9643/etandard.png http://img10.imageshack.us/img10/277/aircraft.png

A Super Étandard, the standard Argentine fighter, taken in SceneViewer Right: A squadron in action over the ocean

http://img10.imageshack.us/img10/9929/seaking.png http://img9.imageshack.us/img9/2968/medicz.png

A British Sea King engages enemy submarines Right:A medical team breaking out the rations checking their kit

http://img16.imageshack.us/img16/3655/aacm.png http://img200.imageshack.us/img200/1713/engineers.png

The AAC move their entire force against the enemy Right: Royal Engineers fortify their position

http://img35.imageshack.us/img35/1255/taskforce.png

Almost the entire British task force moving South to the islands

Known 'bugs'

Some of these may be fixed - but this is just a list of things I do NOT want to be told. If you think you've found a problem not on the list, first think 'is it a problem?' - if it's anything about historical accuracy, I was there, so 99% of historical innacuracy is going to be for gameplay reasons. Then 'is this an accident?' - it might be intended - and finally 'is it fixable?' - if I can't do anything about it, it's not worth mentioning.


The Royal Engineers reload after every shot. This is to do with the animations.
The Royal Engineers make the wrong shooting noise. This is first because they use the Rifleman kf, but also because the L1A1 makes a very loud noise.
Loads of soldiers use the G3 - I couldn't find an L1A1, so I substituted.
Jeremy Moore gives a seaman's salute - that's Stalin's kf in action.

nutnut
Jun 04, 2009, 11:08 AM
Looking forward to this. Sadly I'd be of no help on the modding front.

Is there any chance for more information or is too early to be making promises.

Flying Pig
Jun 04, 2009, 11:24 AM
What do you want to know?

nutnut
Jun 04, 2009, 12:06 PM
Besides events and nations, what other new things will there be?

Units, Negotiations, a supply system, etc?

Flying Pig
Jun 04, 2009, 12:12 PM
New units, but I can't promise big changes to the way the game works. Combat medics will be introduced, and logistic ships (combat medics at sea) and AA guns.

Skitters
Jun 05, 2009, 06:23 AM
Is this mod to be primarily focussed on the land combat? I notice the mention of Battleships - but the British didn't really have any.

Anyhow, you'll have to excuse me for probably going into too much detail but;

The British Task Force was made up of: -

Two Carriers
HMS Hermes - carrying 22 Sea King Helicopters (4 standard, 12 with improved anti-submarine equipment, 6 designed for Commando raids carrying upto 27 troops) and 16 Sea Harriers. This was Britains last remaining conventional Carrier and acted as Flagship.
HMS Invincible - 10 Sea Kings (all asm), 12 Sea Harriers. This was one of the new 'Light Carriers' that was developed when the Admiralty - in the face of budget cuts - decided that it could no longer warrant full size carriers.

Two Landing Platforms * 2
HMS Fearless & HMS Intrepid each carrying 4 Landing craft (which in turn carried 100 troops/1MBT), and 4 smaller craft which would carry 25 troops

Note that at the time the British admiralty tended to designate Destroyers as primarily for air defence, and frigates as primarily anti-submarine, but the ships themselves would probably be fairly comparable in overall firepower from a Civ perspective.

1 * Type 82 Destroyer. - HMS Bristol - this is essentially an oversized Type 42
5 * Type 42 Destroyer (Sheffield, Glasgow, Coventry, Exeter, Cardiff): Built in the 70's for fleet area defence. Carried Sea Dart surface to air missiles, a 4.5inch gun and 1*Lynx Helicopter (asw role), asw torpedo tubes
2 * County Class Destroyers. (Gamorgan, Antrim): Built in the 60's for area defence. Carried 2 * 4.5inch gun, Sea Slug multi-purpose surface-air/surface-surface missiles and Sea Dart surface to air missiles
- actually the Antrim had 1 4.5 gun taken out and switched for an Exocet surface-surface launcher.

2 * Type 22 Frigates (Brilliant, Broadsword). Built late 70's. Equipped with Sea Wolf missile (anti air), Exocet (ssm), 1 * Lynx, asw torpedo tubes
7 * Type 21 Frigates (Active, Alacrity, Antelope, Ardent, Ambuscade, Avenger, Arrow) [smaller, cheaper frigates that were built to replace much of the aging fleet in the 70's] 1*Lynx/Westland Wasp, asw tubes, Exocet, Sea Cat missile for air defence (bit of a more dated missile system at that time)
4 * Leander Class Frigates (Andromeda, Argonaut, Minerva, Penelope): built between the 59-73. 2 4.5inch guns, SeaCat anti-air missile. Andromeda also carried Exocets
2 * Rothesay Class Frigates (Yarmouth, Plymouth): built in 60's.

From that it implies you could just use the Destroyer as a template, but perhaps give combat promotions to the Type 21 Frigates in particular, and the Type 42 too.

If it'd be possible to have promotions that up anti air these could be given to ships designated Destroyers and the newer Frigates (the Type 42's, and type 21's with their newer tech being better than the County Class Destroyers). The Frigates similar could perhaps have a boost against Submarines - although all ships that had the Lynx helicopter should have some additional boost.

Those with guns could give a nominal gun bombarment, but vaguely recall it being commented that with the move to single guns on warships the Task force did lack a little in terms of gunnery support.
2 * Churchill Class Subs (Conqueror, Courageous). Nuclear powered built in 70's. Torps and Sub Harpoon anti ship missiles. NB It was Conqueror that sank the Belgrano
1 * Oberon Class Sub - Onyx. Diesel, built in 50/60's. Primary armament Torps, though could also carry mines.
1 * Valiant Class Sub - Valiant. Nuclear, built in 66. Primarily asw role, carried torps and possibly the Harpoon
2 * Swiftsue Class (Spartan, Splendid): Nuclear, built in late 70's. Torps, and sub Harpoon

+ 5 minesweepers (Cordella, Farnella, Junella, Northella, Pict)

Skitters
Jun 05, 2009, 07:24 AM
Argentine Fleet analysis

Task Group 79.1 - start North of the Islands
Rear Admiral Jorge Allara
ARA Veinticinco de Mayo - A Colossus class aircraft carrier. Threat of submarine attack kept the ship confined to port after 3 May. Carried A-4Q Skyhawks (uncertain how many)
ARA Hércules - A Type 42 destroyer. - equipped with Exocet
ARA Santísima Trinidad - A Type 42 destroyer.
ARA Punta Médanos - A fleet tanker.

Task Group 79.3 - patrolling South of the Islands in Burdwood Bank
Captain Héctor Bonzo
ARA General Belgrano - A Brooklyn class cruiser. Built 1935. 15 6" guns, 8 5" guns. Sea Cat AA missiles
ARA Hipólito Bouchard - An Allen M. Sumner class destroyer - built in the 40's. 6*5" guns
ARA Piedrabuena - A Allen M. Sumner class destroyer - build in the 40's. 6*5" guns
ARA Punta Delgada - A fleet tanker.

[edit] Task Group 79.4
Captain Juan Calmon
ARA Drummond (P-31) - A Drummond -class (D'Estienne d'Orves class) corvette.
ARA Guerrico (P-32) - A Drummond -class
ARA Granville (P-33) - A Drummond -class
These three ships were built beween '78-82. Equipped with Exocet and Asw torp tubes.

Submarine force
ARA San Luis - A Type 209 submarine. Built in the 60's. equipped with Torps
ARA Santa Fe - A Balao class, GUPPY program. A WW2 relic. equipped with torps

The Allen S Sumner class Destroyers weighed in around 2200 tons, whilst the Corvettes weighed in at 1170 tons. This is in contrast to the Type 42's which weigh in at double that. The Belgrano weighed in at just short of 10000 tons.



So with that in mind I think on reflection that the British Frigates / Destroyers should easily be stonger than their Argentine counterparts - the two Type 42's excepted. The Argentine fleet should be particularly prone to submarines and air strikes - which would tie in with why the Argentine Navy played a peripheral role, particularly as soon as the Belgrano was sunk

- perhaps there could be an event where if the Belgrano or Veinticinco de Mayo are sunk the other Argentine capital ship will return to port and play no further part?

Skitters
Jun 05, 2009, 07:31 AM
Finally regarding Exocets, I vaguely recall a documentary about how the Argentine air force only had a handfull (something like 5) that were set-up for an air-to-suface capability. The majority that they had were surface to surface (ie; designed to be fired from a ship).

British Intelligence did all it could to stop the Argentines from getting their hands on more - in particular the French had received an order for extra shipments. So not sure if some sort of event chain on these lines could be incorporated? That story line perhaps also leaves the option for the Argentines to be able to research a Tech that could convert their surface missiles to a less effective air-surface version?

Flying Pig
Jun 19, 2009, 03:59 PM
Work has started - if you're on the list, get in touch please

Harvin87
Jul 30, 2009, 12:57 PM
Hello guys... how is the work going? .. sorry I cant be of any help but I'm looking forward for this :-)

Flying Pig
Jul 30, 2009, 12:59 PM
Work going well - you probably could be of help; there's a lot of fairly easy XML stuff that needs to be done, ditto for Python (although I'd prefer to do that). Things as simple as writing a civilopedia entry for something (I already did Margaret Thatcher) are really helpful

Gooblah
Jul 30, 2009, 06:55 PM
A quick suggestion (though you've probably thought of this): an easy way to limit Civics to Civs is to grant each Civ a hidden 'starter' tech; Make three, one for the UK, one for Argentina, one for both. Each one toggles a set of Civics.

Flying Pig
Jul 31, 2009, 04:49 AM
I'm going to use that - I'm taking a lot of inspiration from the Desert War mod

Kanzera
Aug 07, 2009, 12:54 PM
This looks interesting...I have two questions, though.

1. Are you gonna make custom leaderheads for the three or will you just use the pictures?

2. Can I see -sr's map? :)

Flying Pig
Aug 07, 2009, 01:31 PM
1. I can't do most 3D stuff, so at present I'm using pictures. I hope that when I get some previews up somebody will come along and help with the leaderheads, but not relying on it

2. It's on the downloads database

Koba the Dread
Aug 10, 2009, 05:51 PM
Fantastic idea! I would love to help in anyway I can: I know a little bit about XML.

Flying Pig
Aug 11, 2009, 06:54 AM
Unfortunatly, I've somehow broken it, so I'm re-installing BTS and bringing over the bits. Just a minor setback, but still annoying :mad:

kochman
Aug 12, 2009, 01:47 PM
Do you still need volunteers?
I can do the following:
*Anyone with a button that would be good for any of these units
*People who know how to edit flags
*People who make leaderheads (well, I can't animate them; but I can apply animation or use stills if that helps, and of course modify the xmls)

Flying Pig
Aug 12, 2009, 02:31 PM
Yes! I'm using the Desert War union Jack, but an Argentine flag would be appreciated - and looking for buttons (the trend so far is cap badges and emblems, seeing as I've done them for the SAS, SBS, Paras and Royal Marines). Can you use Blender to put bits on an existing leaderhead/ take bits off?

kochman
Aug 12, 2009, 02:48 PM
Blender is beyond me, unfortunately...

I will work on an Argentinian Flag... and the flag button.

Can you be specific about which units that you would like insignia buttons for? I will research them and get to work... once I get on one, I might as well do a whole slew of them, I get on a roll.

Flying Pig
Aug 12, 2009, 04:32 PM
Ships, which I suppose you can't really do insignia for, and aircraft, since the others you would need to see a preview of, and I'm not ready to do them yet. Civic buttons would be great too, if you could manage

kochman
Aug 12, 2009, 09:06 PM
I will spend some time looking into this tomorrow to let you know what I come up with.

Flying Pig
Aug 13, 2009, 02:58 AM
I suppose I'd better get working on some previews!

kochman
Aug 13, 2009, 09:08 AM
OK, I have found some stuff here.
I saw that you had medics listed as a unit... I would recommend against that, and just allow the medic promotion. Other than hardcore medical units that basically comprise division level assets in the rear, medics are generally embedded within the fighting units.

I have some stuff for the argentinians...
Agrupación de Comandos Anfibios = Amphibious Commandos Group

Agrupación de Buzos Tácticos = Tactical Divers Group

2nd Marine Infantry Btn

Grupo de Artillería Antiaérea 601 / Grupo de Artillería de Defensa Aérea 601 = Air Defense Art



And I will look for some more stuff...

Flying Pig
Aug 13, 2009, 10:49 AM
I know - this is going to be a common factor in this thread I think, especially with things like that - I was there. The logic is that you are working with stacks representing brigades and divisions, and you need to decide how much medical support you need in each one, and if you need any in your cities (they will make the people happy)

kochman
Aug 13, 2009, 11:02 AM
I hear you. So, are you a fellow paratrooper?

I have about 10 buttons or so that I have to shrink to 64x64 and then save as DDS, which I can't do on my home computer. Expect them this evening.

Flying Pig
Aug 13, 2009, 11:10 AM
Fellow? I take it you're american, but still put a cherry on your head?

Yes - the avatar is 16 Air Assault Brigade's TRF and the motto is from the Parachute Regiment

kochman
Aug 13, 2009, 11:48 AM
No cherry on this head...
1st plane, left door, jumper 18
http://video.google.com/googleplayer.swf?docid=-3721038400531353512&hl=en&fs=true

Flying Pig
Aug 13, 2009, 12:01 PM
http://www.google.com/images?q=tbn:3AJB_I_rKfw66M::www.egframes.net/images/store/beretmaroon.jpg

Are you sure the Americans don't wear them? They're in the mod.

Flying Pig
Aug 13, 2009, 01:23 PM
Finally we have a few previews. I will try to get some better ones later on

kochman
Aug 13, 2009, 01:53 PM
http://www.google.com/images?q=tbn:3AJB_I_rKfw66M::www.egframes.net/images/store/beretmaroon.jpg

Are you sure the Americans don't wear them? They're in the mod.

http://www.25mdesignstudio.com/thumb/beret.gif
We only called the rookies cherries... the beret is maroon for us (so we tell ourselves).
We wore the beret... but only in garrison! Which always upset me... otherwise, patrol cap (rarely) or the darned Kevlar...
I got out though, 2006... so no beret for me.

Flying Pig
Aug 13, 2009, 01:55 PM
It's a good job you're not British - our helmets until fairly recently (for the Paras, in fact, the Falklands) were known as bouncys because when you ran they bounced and hammered on your head, but some of us wore our berets to battle (notably the Bootnecks). The phrase cherry beret is a 2nd Battalion thing, I think, and not many people say it. Anyway - seen the previews? One of the units that needs a button is the (my spanish fails me) Argentine Commandos

kochman
Aug 13, 2009, 02:24 PM
Yes, we all wanted to wear the berets... for many reasons... in combat, especially the running/pounding helmet.

Previews look good. I have buttons for the commandos (you said use insignias), and several of the other units... I will be home in a couple of hours, and post them tonight (so, you will probably get them right around bed time on the other side of the pond there, or maybe tomorrow morning).

mechaerik
Aug 13, 2009, 06:18 PM
http://img27.imageshack.us/img27/2762/marinesu.png

2 Para land from their transport and capture a flock of hostile sheep



ARRRGGGHHH!!! You watch, those sheep will be avenged!

Kanzera
Aug 13, 2009, 06:56 PM
^ :lol: Ahahaha, that made my day!

Oh, and thanks for the info, Flying Pig. I'm anticipating this mod!

Flying Pig
Aug 15, 2009, 05:57 AM
Just to make it clear - those are Royal Marines in the sheep screenshot. The Paras have cherry berets

Flying Pig
Aug 21, 2009, 05:19 AM
I have now finished ALL the British units! The vague plan now is to do the Argentine units, then the map and then all the bits like civics and leaderheads

mechaerik
Aug 24, 2009, 02:27 PM
http://forums.civfanatics.com/showthread.php?t=332847

Flying Pig
Aug 24, 2009, 02:32 PM
Brilliant leaderhead! Just so you all know without having to click, it's Leopoldo Galetieri of Argentina. It's also awesome.

By the way, I've made a breakthrough - I have the Royal Engineers unit acting like a Worker but shooting when attacked!

Koba the Dread
Aug 24, 2009, 02:52 PM
Fantastic news, this will prompt me to re-purchase (and re-install) CIV IV.

Flying Pig
Aug 24, 2009, 02:58 PM
Sweet! I'm quite honoured actually.

I feel obliged to add mechaerik to the 'team' list now, since I wasn't expecting ANY animated leaderheads. Welcome to the team!

kochman
Aug 24, 2009, 03:38 PM
Awesome...
In honor of this, let me quote Pink Floyd/Roger Waters

Kruschev took Afghanistan, Begin took Beirut
Galtieri took the Union Jack,

Maggie, over lunch one day,
Sent a cruiser, with all hands...

Apparently, to make him give it back

Flying Pig
Aug 27, 2009, 11:16 AM
I'm re-doing a lot of the units, so some of the screenies are obsolete - I'm going to upload a few more soon

mechaerik
Aug 27, 2009, 11:27 AM
Do you have any more info on the mod? Estimated release date, percent complete, etc.

Flying Pig
Aug 27, 2009, 11:36 AM
Estimated Release date no, since I still need to do all the python, events etc which could take five minutes if I can rope in someone awesome or weeks if nobody will give me a hand. Completion figures below (Estimate):

Units: 90%
Leaders: 100%, but could do more
Promotions: 100% (No buttons for Arctic Warfare yet)
Civics: 20% (but a quick job)
Map: 40% (needs all the units to finish it)
Python: 0% (needs the map to even start)

Total: About 60% Current project - finishing units.

The only current problem I have is aircraft - only the Pucara could operate from the land on the Argentine side, but I want to have the Super Etandards and their exocets. I'm probably going to have to sacrifice realism and only give a few squadrons of Supers, and no missiles, to the Argentines

EDIT: It's now a bit more like this:

Units: 100%
Leaders: 100%
Promotions: 100%
Civics: 20% (but a quick job)
Map: 90%
Python: 0%

Total: About 68% Current project - making the map and Python

mechaerik
Aug 28, 2009, 09:52 PM
Estimated Release date no, since I still need to do all the python, events etc which could take five minutes if I can rope in someone awesome or weeks if nobody will give me a hand. Completion figures below (Estimate):

Units: 90%
Leaders: 100%, but could do more
Promotions: 100% (No buttons for Arctic Warfare yet)
Civics: 20% (but a quick job)
Map: 40% (needs all the units to finish it)
Python: 0% (needs the map to even start)

Total: About 60% Current project - finishing units.

The only current problem I have is aircraft - only the Pucara could operate from the land on the Argentine side, but I want to have the Super Etandards and their exocets. I'm probably going to have to sacrifice realism and only give a few squadrons of Supers, and no missiles, to the Argentines

EDIT: It's now a bit more like this:

Units: 100%
Leaders: 100%
Promotions: 100%
Civics: 20% (but a quick job)
Map: 90%
Python: 0%

Total: About 68% Current project - making the map and Python

Sounds like what you need most is someone who can do python, and do it well.

Unfortunately, people like that are in short supply:sad:. Most have their own modpacks and stuff to work on.

Still, it seems this is nearing completion!

Flying Pig
Aug 29, 2009, 03:45 AM
That's right, but I think I'll be able to find someone who can at least answer questions, and I've taken some of the code for promotions from ones that already exist. By now it's a playable scenario, so that's good.

I'm thinking with the Exocet I should use it as a missile, and maybe release the Super Etandard seperatly (because I really like it ;))

Flying Pig
Sep 01, 2009, 08:05 AM
New progress report -


Units: 100%
Leaders: 100%
Promotions: 100%
Civics: 100%
Map: 100%%
Python: 0%
Assorted Misc: 20%

Total: About 85%

EDIT: AAAGH! Major problem with the map - it keeps deleting itself. Not sure when this will be fixed

Current project - trying to convert the religions into ideology realistically. Is it possible to lock the state religion? Also; we may be able to get a little python help from Sedna17 in exchange for some of my units for RFC Europe, but I'm thinking of advertising for someone who can do a bit more (he's a bit busy at the moment, apparently).

mechaerik
Sep 01, 2009, 12:01 PM
What do you mean it keeps deleting itself?:confused:

Flying Pig
Sep 01, 2009, 12:05 PM
The map I was working on exploded (no idea why) so I reloaded the civ IV version and edited it, but when I saved it as BTS it gave the argentines one city, which was in the wrong place. I may end up doing all the non-map stuff, then uploading it so that someone else can fix the map and python

Skitters
Sep 02, 2009, 03:10 AM
Current project - trying to convert the religions into ideology realistically. Is it possible to lock the state religion? Also; we may be able to get a little python help from Sedna17 in exchange for some of my units for RFC Europe, but I'm thinking of advertising for someone who can do a bit more (he's a bit busy at the moment, apparently).

in FFH2 I believe Kael has set some civs to have a weighting on the religions. I think there is an example of where the one civ, the Infernals, has something like a -100 rating for a "good" religion which means they would only convert to that under the most unlikely conditions.

mechaerik
Sep 02, 2009, 11:06 AM
Im not so sure SDK modification (which I'm assuming it is) is necessary. In the CvEventManager, there is a tag:

onPlayerChangeStateReligion

So I think there might be a way.

EDIT: Now I'm not so sure. It sounds more like this is called after you change.

The_J
Sep 02, 2009, 05:46 PM
What's the exact problem?

Flying Pig
Sep 03, 2009, 10:42 AM
Locking a civ's state religion.

The_J
Sep 03, 2009, 03:16 PM
...errr...yes...and what do you want to do?

Flying Pig
Sep 03, 2009, 04:09 PM
No - we want to lock a civ's state religion, that is make it so that even if there are 2 religions in the world, the civ will never switch religion regardless of anything.

The_J
Sep 03, 2009, 04:46 PM
Would not giving all AIs the isabella or justitian personality be enough?


With the function Mechaerik has mentioned, you could just force every civ to switch back, if it tries to change it.


For the human player, the easiest way would be to kick out the "change religion" button in the advisor, but that wouldn't prevent, that an AI could ask you to do it.

Flying Pig
Sep 04, 2009, 10:37 AM
Which bit of their personality governs their will to change religion?

mechaerik
Sep 04, 2009, 10:53 AM
With the function Mechaerik has mentioned, you could just force every civ to switch back, if it tries to change it.

But that would still cause anarchy, wouldn't it?

For the human player, the easiest way would be to kick out the "change religion" button in the advisor, but that wouldn't prevent, that an AI could ask you to do it.

That would work, as the civs will be in permanent war.

Flying Pig
Sep 04, 2009, 10:58 AM
It wouldn't stop the AI, which is the whole point.

The_J
Sep 04, 2009, 06:45 PM
Which bit of their personality governs their will to change religion?

:dunno: no idea, haven't looked much at the leaderheadinfos.

But that would still cause anarchy, wouldn't it?


Yes, it would, but i don't have a better idea atm.

mechaerik
Sep 05, 2009, 03:33 PM
Any more news on this?

Flying Pig
Sep 05, 2009, 03:41 PM
Map's still a pain. I'm trying to get it to work, failing that I'll upload the rest of the stuff and hopefully someone else will do it

Koba the Dread
Sep 16, 2009, 02:28 PM
Any new news?

Flying Pig
Sep 16, 2009, 03:35 PM
Not really - work's slowed down a lot since I got back to work, since I now have to work a lot harder than before (major budget cuts) and I have an early start in the mornings. I'm hoping to get some more done soon

mechaerik
Sep 16, 2009, 05:51 PM
you changed your avatar..... who is that?

kochman
Sep 16, 2009, 07:47 PM
Andy McNabb?

Flying Pig
Sep 17, 2009, 10:52 AM
That's right - commander of patrol B20, which got captured in Iraq during the first war there.

Voyhkah
Sep 17, 2009, 02:17 PM
Looks cool

mechaerik
Sep 24, 2009, 11:27 PM
What % completed is this now?


Also, maybe you should put pics of the LeaderHeads next to the pics of the people.

Flying Pig
Sep 27, 2009, 01:00 PM
I'm currently working incredibly slowly, due to a combination of screwing up my computer and a mass of work. I'll get back to work at speed the minute we work the spending out.

XxwarlordxX
Oct 09, 2009, 07:37 PM
any news

Koba the Dread
Oct 24, 2009, 08:59 PM
News?

mechaerik
Oct 25, 2009, 12:54 AM
According to his sig, its on hold. Probably still has lots to do at work.

Flying Pig
Oct 25, 2009, 08:27 AM
Actually, I've ordered windows 7 (:)) so I'm not doing anything new while I back up (it needs a clean install). Give me two weeks, I reckon.

mechaerik
Oct 25, 2009, 04:16 PM
You sir, are damn lucky you have an income. I have to deal with Vista until I can pony up some scratch.

Flying Pig
Oct 25, 2009, 04:32 PM
Yeah - sorry to have messed you all around for so long; I'm seriously getting back into it soon. Still - new windows :w00t:

PPQ_Purple
Oct 30, 2009, 03:09 PM
Just a question.
Once this is done, will the player be able to play as Argentine as well?

Flying Pig
Oct 30, 2009, 03:50 PM
Yes, which should be interesting. I'm not sure how it will work, gameplay-wise

PPQ_Purple
Oct 30, 2009, 05:33 PM
Er, beat the british? Destroy their fleet? Anihilate the ground forces?
Take and hold the islands for N turns?

Flying Pig
Oct 30, 2009, 05:41 PM
Yes, but I mean making sure that the British land in vaguely the right place, making a ton of troops but a stable economy, even with no large cities... it's a bit complicated.

PPQ_Purple
Oct 30, 2009, 06:09 PM
How about removing the unit upkeep cost for one?
Allowing the british player to chose where he wants to land?
A civic like vasalage but with support for 100'000 free units should do the trick. :)

Flying Pig
Oct 31, 2009, 07:22 AM
I was thinking of that, but I want some financial incentive to run a conscript army. Also it wouldn't work very well if the British just took the capital and made the economy collapse; so I was going to use objective cities where the British must capture three of the five biggest cities, but I'm not sure if the AI will understand that.

PPQ_Purple
Oct 31, 2009, 08:28 AM
Perhaps the best way would be to have wonders that give you free upkeap for N units placed in strategic cities?
The AI knows how to take wonders.

Flying Pig
Oct 31, 2009, 08:31 AM
That would be a good idea, so the argentine economy would collapse when they were losing - that's good.

Androrc the Orc
Oct 31, 2009, 11:42 AM
Leopoldo Galtieri's traits are bit over the top. One of those could qualify, but both Aggressive and Expansive?

Flying Pig
Oct 31, 2009, 12:57 PM
Seeing as there are no settlers and empire-building is almost non-existant, the traits are really just to fill the places.

kochman
Oct 31, 2009, 01:14 PM
Perhaps the best way would be to have wonders that give you free upkeap for N units placed in strategic cities?
The AI knows how to take wonders.

rather than "wonders", it could just be unique government/military buildings... like the main hospital of the islands for example... or the province city hall (or whatever)...

Flying Pig
Oct 31, 2009, 01:16 PM
I already have the Governor's House (held by the Argentines almost straight away) and the port of Fitzroy, and was thinking of having one at Port Howard (where John Hamilton got killed)

PPQ_Purple
Oct 31, 2009, 01:53 PM
The reason why I suggested they be world wonders is becouse:
1. They can not be destroyed when the city is captured (normal buildings can) and
2. The AI seems to prioritise taking cities with wonders (or maybe that is just my gaming experiance)

kochman
Nov 01, 2009, 07:26 PM
The reason why I suggested they be world wonders is becouse:
1. They can not be destroyed when the city is captured (normal buildings can) and
2. The AI seems to prioritise taking cities with wonders (or maybe that is just my gaming experiance)

regarding #1, you can make the XML so that the buildings don't have a chance of getting destroyed... some chance of destruction makes more sense anyhow for some buildings...

PPQ_Purple
Nov 05, 2009, 05:47 PM
But you don't want those unique buildings that are the core of the game economy to be destroyed.

Flying Pig
Nov 06, 2009, 01:08 AM
Actually I think you would want that; for example some might spread British loyalty around so the Argentines would want to capture and destroy them.

Flying Pig
Nov 15, 2009, 02:58 PM
Gentlemen, after uncountable setbacks - we are rolling again! To celebrate, check the Jeremy Moore leaderhead in the OP. Credit due to mechaerik since it's almost entirely based on the Franco model. Note that the 'real' version has the red things on the collar as befits a British general

XxwarlordxX
Dec 11, 2009, 04:38 PM
any news ):

Flying Pig
Dec 14, 2009, 07:34 AM
Yep - nearly back to what it was before (I'm putting stuff back from my backups and while doing so fixing all the problems). When I'm done with that I'll start a new thread I think