View Full Version : BTS 3.19 Mod suggestions, not scenario related.
wotan321 Sep 07, 2009, 12:24 PM Just for the sake of clarity, changes to the Mod itself, and questions about the one scenario that exists now (and future scenarios such as World map, Barbarossa, Africa, Pacific, etc.), perhaps should be kept separately.
I want to know how many civs can be included in a scenario build for this Mod? Does it have the 18 civ limit?
asioasioasio Sep 07, 2009, 01:30 PM 18 until next patch wich will change limit to 50 :)
wotan321 Sep 07, 2009, 06:10 PM Wow... 50 civs.
Okay, one thing I think needs to be modified is the Civ4LeaderHeadInfos.xml file. Since the religions have become ideologies, Fascism, Allies and Comitern, and you can spread or remove religion/ideologies, the Civ4LeaderHeadInfos.xml file could make it so that civs that share ideology would love each other, and that civs with different ideologies would be easily provoked to go to war.
Likewise, this file would control who is likely to go to war in any case, some civs should rarely if EVER declare war.
Also, here is where we could set some civs, such as Reich and Italy, to be likely to declare war on weaker neighbors.
The Civ4LeaderHeadInfos.xml file would establish some diplomatic tendencies that were more like the historical situation WITHOUT making it inevitable. With some random events thrown in the mix, and some permanent peace tags in the *.wbs file, a lot can be done without unavoidable python events.
IMHO, this is the route to go for diplomacy.
i_diavolorosso Sep 10, 2009, 08:47 PM Just a report after play about 200 turn
At first, all great people has it own name ( i got van meinsten,rommel, and so on).But after few GP, they don't have anymore(just great general, great philosopher and so on).Does it mean you've run out of GP name?If you're, maybe we could suggest you few name that deserved a place there.
Second, in vanilla civ, when you attached GG to a unit, the unit icon in the upper right of his icon would turn became star, while the other "ordinary" unit have circle. Yes it's so minor.But it would help you a lot to identified your"super unit", when you have a stack of unit in that tiles.
asioasioasio Sep 11, 2009, 07:05 AM @wotan. Yeah Leaderheads .xml will be tweaked in Patch - the gameplay should be better.
@i_diavolorosso. Yesw please. If you can extend GP list that would be cool and helpfull:goodjob:
Dom Pedro II Sep 14, 2009, 12:52 AM A few issues with air combat:
1. I think there needs to be some kind of interception probability falloff based on the tile distance of the interceptor from the attacked plot. The increased range for air units is great, but I'm having situations where I have to gain air superiority over one part of the map just to bomb another part. I was trying to soften up ships off the coast of Scotland and was getting intercepted by German fighters on the mainland. In another case, I was attacking cities in northeast Turkey as the USSR and was getting consistently intercepted by British planes on Cyprus. This would require some SDK changes, of course, but I was thinking it might be good to up the current base intercept chance for each unit, and then maybe give a falloff of -3% intercept chance per tile? This way, if a player attacks a plot on the edge of the unit's air range, the chances of a successful interception will be much smaller than if the tile is very close to the interceptor.
2. Remove the interception chance for machine guns. First of all, it seems unrealistic. Second of all, machine guns are absolutely everywhere. I can't even tell you how often my planes are thwarted by machine guns rather than anti-aircraft guns or fighters.
asioasioasio Sep 14, 2009, 01:39 AM Ad 1. I like this idea - this fallof -3% per tile is very good idea. And good that it'll be SDK change - the game should run faster.
Ad.2 OK I'll turn this option off.
LoneTraveller Sep 15, 2009, 06:00 PM I have thought of a few ideas :
- Ideological Inquisitor (I'm trying to adapt it now from Inquisition Mod)
- Corporate Inquisitor (a lawyer looking type of guy with a suitcase...much like a corporate spreader)
- Give some tech to countries earlier than just through the tech tree (Ex: Penicilin should take alot longer for Non-west-allies to get, Rocketry should almost be a given to the Germans cause nobody else had anything close to V1 or V2s, etc).
- Flight Simulators (gives extra xp at aircraft creation)
- In the Foreign Advisor screen it would be nice to be able to see the country which each person represents.
- Nation specific Generals (with their own skin and unique names, I've been trying to do this but somehow the names are mixed up.)
- Changing the units Waffen SS II and Red Guard II to Tank divisions (SS panzer divisions and Tank Guard Division)
- Creating some nifs of wonders that would depict the country occupying it (Ex: Arc the Triomphe would have either Nazi or Commy flags on it, etc)
- V2 with Nuclear warhead should look like an A9/A10 rocket (http://www.google.ca/url?sa=t&source=web&oi=video_result&ct=res&cd=4&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DpKD K33Xv_HM&ei=4_WsSu7vNsy2lAfBn6XnBg&usg=AFQjCNEyiBa9mVQ5VU6w1nB1GYWVH5jhRw)
- Perharps we should expand the techtree too include further tech/weapons/buildings, etc
- I think Japan was behind in tech...not lacking in quality of weapons.
- The order of the default units (Ex : Early fighter I to IV) looks visually contradictory. (Ex : Early fighter IV looks crappier than Early fighter II)
- I dislike the fact that the mainstead fighters of WW2 are all available at the outset of WW2. (Ex: P51, FW190, etc) I think they should be spread out over multiple techs
- Create a ressource called "Manufactured Goods" that would be produced by buildings in cities and could be traded to others civs (Ex: in the details of the Non-aggression pact between Germany and Russia there was a clause stating that Russia would send food and oil to germany in exchange for Manufactured goods)
- On the main game screen when the Great Philosopher unit is selected there is a strange black box behind then in the bottom left part of the screen
- U-boat bunkers
- Why is the Tiger weaker than the Panther when the Tiger had more armor and firepower
- V2 is not assign to Germany (they only have the Balistic missile)
- Helicopter have no cross water capability (Rise of Mankind has cargo carrying helicopters that go over water)
- Making the railroad visually different to make it easier to make out from the road
- Playing Germany at turn 48 (week 1 jan. 1939) American and Canadians land in Hamburg with 15 ground units
- Interchangeable parts promotion icon is a square icon (not rounded out)
- Perharps add a promotion for naval units named "Radar guided guns"
- Coastal Defense Guns
- Ambulance, Medic and Truck iCombat is very strong
- How about nation dependant ship architecture ? (Type VIIC submarine for Germany, HMS Hood for Britain's battleships, etc)
- Replace Dornier Do 335 units with either the FW190 or Heinkel He 219.
- "Level Bombers" should have a negative bonus agaisnt ships but dive bombers should have a positive one.
- Improved torpedo promotion for submarines
- Make the XML tags for upgrading units in such a fashion that you could only build 3 types of tanks/fighter/bomber at all times. (when a 4th would be available then the 1st would disappear).
Dom Pedro II Sep 15, 2009, 09:01 PM Another thing... I think some of these ships should require Coal or Oil rather than Oil or Uranium. In particular, the Transports because they can be extremely important.
Dom Pedro II Sep 16, 2009, 09:58 AM Should Fighters and Bombers be separated into different combat categories? I was thinking that maybe Bombers could get an advantage against ground-based interceptors since they would probably tend to be flying higher. I might be mistaken about that, but either way, it might be good to have some units that are better against Bombers than Fighters or vise versa.
asioasioasio Sep 16, 2009, 01:38 PM @ Dom Pedro - the are different combat categories - air units splits into:
- fighters
- tactical bombers (inculuding also dive bombers)
- strategical bombers. The strategical bombers could have this advantage.
I agree with coal for ships.
@LoneTraveller
There are some cool ideas!
The inquisitor mod is part of merged mod.
Panther is stronger to make it more gamebalanced - Panther is more far on the tech tree, so it would be nonsense to make it weak.
(Ex : Early fighter IV looks crappier than Early fighter II) - I don't care since I don't use them in scenario and they can't be built. Treat fighter I-IV as one unit class.
How about nation dependant ship architecture ? (Type VIIC submarine for Germany, HMS Hood for Britain's battleships, etc) - Yeah, but it'll be future thing to be done.
- In the Foreign Advisor screen it would be nice to be able to see the country which each person represents. - The color of the LH button's background is the same as team color of that nation.
LoneTraveller Sep 19, 2009, 10:42 PM @LoneTraveller
There are some cool ideas!
The inquisitor mod is part of merged mod.
When applying the inquisitor to this mod I have realized that a few modifications are necessary. the inquisitor mod is designed to eliminate holy shrines and temples but this mod has holy shrines, local and regional political HQ builidings. A supplemental python function will be required to identify and terminate the extra building class.
@LoneTraveller Panther is stronger to make it more gamebalanced - Panther is more far on the tech tree, so it would be nonsense to make it weak.
In reality...the Panther came before the Tiger. If i remember my games so far they were both available from the same tech/moment.
PS: Maybe it's just me but when I play tired I get the Panther and the koenigstiger mixed up alot. Perharps separate paint jobs ? (I found once a very hot looking panther skin that was dark green, I can't seem to find the download link but I have it if you are looking for it) A nice paint job for the Koenigstiger could be from this picture : http://www.google.ca/imgres?imgurl=http://www.panoramio.com/photos/original/1897247.jpg&imgrefurl=http://www.panoramio.com/photo/1897247&h=1200&w=1600&sz=724&tbnid=eoJCZN942cs_VM:&tbnh=113&tbnw=150&prev=/images%3Fq%3Dkoenigtiger&usg=__xmu1yZrZv60uJFhwVdjzo4jJhpI=&ei=H4i1SsWFFsOD8QaJ7ui5Dg&sa=X&oi=image_result&resnum=5&ct=image
asioasioasio Sep 20, 2009, 01:34 AM You'right - I inspected the xml code (and check wiki) and indeed Tiger was to weak. Fixed, and will be in next patch.
wotan321 Sep 20, 2009, 10:38 AM Despite my earlier whining about the mod getting too big, I would like to request that the "Reforest Mod" be added, if possible.
LoneTraveller Sep 20, 2009, 07:01 PM Despite my earlier whining about the mod getting too big, I would like to request that the "Reforest Mod" be added, if possible.
Where is this mod...I can't find it in either of the search engines of this site (download and forum)
wotan321 Sep 21, 2009, 05:24 AM http://forums.civfanatics.com/showthread.php?t=138242&highlight=replanting
I apologize for not posting the link. Its the "Forest replanting mod" by rezaf. I do not think its 3.19 but have added it to other recent mods, it takes only a little editing to update it with the new tags.
LoneTraveller Sep 22, 2009, 07:09 PM http://forums.civfanatics.com/showthread.php?t=138242&highlight=replanting
I apologize for not posting the link. Its the "Forest replanting mod" by rezaf. I do not think its 3.19 but have added it to other recent mods, it takes only a little editing to update it with the new tags.
It looks rather small to implant. It wouldn't be too difficult I believe.
Oh yeah...I have noticed that IG Farben (a chemical products corporation) gets a bonus from stone. I'm 4 courses away from finishing my undergraduate studies in chemistry. I have never used stone or rocks in any experiment. I (in my version) have switched it to "Chemical Resources".
EDIT :
Got an idea when the future inquisition mod will be implimented. When the facist holy shrine is destroyed...play this video : http://www.youtube.com/watch?v=PzEBp9EV2pg
asioasioasio Sep 23, 2009, 01:36 AM Haha cool movie :)
Sorrry but I won't agree with you (I also had a lot chemistry at university - I'm MSc Eng with specialization: managment and environmental protection in chemical industry) - there's large part of chemical industry wich uses stone - various rocks are offten valuable sources of different molecules - to name only few rocks - gypsum, phosphorite, limestone, marl. Part of chemical industry - Cement plants turns gypsum, marl clay and limestone into cement.
Chemical resources in mod are minerals that cannot be acquired in quarries (so they need mines), and aren't used in constructing buildings - like sulfur or different salts (NaCl, KCl and so on).
wotan321 Sep 23, 2009, 07:36 AM I noticed some of the Civ4ArtDefinesUnits.xml file has duplicates, such as the battleship and carrier sections. Was that intentional?
LoneTraveller Sep 23, 2009, 09:29 AM Haha cool movie :)
Sorrry but I won't agree with you (I also had a lot chemistry at university - I'm MSc Eng with specialization: managment and environmental protection in chemical industry) - there's large part of chemical industry wich uses stone - various rocks are offten valuable sources of different molecules - to name only few rocks - gypsum, phosphorite, limestone, marl. Part of chemical industry - Cement plants turns gypsum, marl clay and limestone into cement.
Chemical resources in mod are minerals that cannot be acquired in quarries (so they need mines), and aren't used in constructing buildings - like sulfur or different salts (NaCl, KCl and so on).
There must be a way to put it in. I mean Chemical corporation and chemical resources (to me) goes hand in hand.
EDIT :
How about making Organisation Todt (http://en.wikipedia.org/wiki/Organisation_Todt) ? It would give cheaper workers and the number available would depend on the amount of enemy units were beaten.
asioasioasio Sep 23, 2009, 01:10 PM Yeah but also Coal and Oil are seperate resources in mod and there are very important for chemical industry, ;).
Good idea for event with Organisation Todt - the number of workers could be as you said - the number of beaten units. The second option could give for extra cash also great engineer.
LoneTraveller Sep 23, 2009, 09:36 PM Yeah but also Coal and Oil are seperate resources in mod and there are very important for chemical industry, ;).
Good idea for event with Organisation Todt - the number of workers could be as you said - the number of beaten units. The second option could give for extra cash also great engineer.
I have found a way to increase the number of resources that a corporation can get bonus from. It's in the GlobalDefine.xml under the tag "NUM_CORPORATION_PREREQ_BONUSES" and it's currently at "5".
All there is too it is too switch it to "6" and put "<BonusType>BONUS_CHEMICAL_RESOURCES</BonusType>" in IG Farben's <PrereqBonuses> if you were ever interested in implementiing it... :mischief:
EDIT :
I noticed that the german plane development stops at the Me 262 (cause the war ended at that point) but what if the germans survived long enough to continue their research ? I mean no other nations had jet fighters before the Me 262 came along. I wonder if it would be appropriate to implement the next generation jet fighter that the germans were working on in this mod ? After all the MiG15 and F86 Sabre where just extentions of German plane research.
2nd EDIT :
How about creating buildings that would represent smaller corporations who just didn't have the scale to be included with the larger corporations that are present in this mod. For example, the Skoda works in Czechoslovakia, Rockwell International Aircraft in America, Krupp AG in Germany, Hawker Siddeley in Britain and related british empire colonies/vassals, etc.
wotan321 Sep 24, 2009, 01:12 PM I like LoneTraveller's idea for "what-if" jets for Germany. How about the Junkers EF-128 or some other aircraft found at www.luft46.com?
Dom Pedro II Sep 24, 2009, 01:15 PM Yeah, there's got to be some models of the what-if planes floating around. I definitely think that'd be a good idea since the scenarios aren't going to play out the way the real history did.
LoneTraveller Sep 24, 2009, 06:19 PM I like LoneTraveller's idea for "what-if" jets for Germany. How about the Junkers EF-128 or some other aircraft found at www.luft46.com?
That's exactly the website I had in mind for this...
EDIT : I'm going with the old aviator saying : "If it looks good, it will fly good"
I like this one : http://www.luft46.com/mess/mep1112.html
or this one http://www.luft46.com/heinkel/hep1079a.html (better picture : http://www.luft46.com/vaart/tc79-1.jpg)
asioasioasio Sep 25, 2009, 03:51 AM Ah, now i know what you mean with resources - It should work like that - IGFarben should use chemical resources (I could bet i set this in corporations xml). It'll be fixed in next patch - thx for NUM_CORPORATION_PREREQ_BONUSES tip/
OK what exactly unit do you want me to do?
I like this one - http://www.luft46.com/mess/mep10199.html
And this one I would like see as strategical bomber capable to carry A-Bomb
http://www.luft46.com/prototyp/me264.html
LoneTraveller Sep 25, 2009, 05:45 AM Ah, now i know what you mean with resources - It should work like that - IGFarben should use chemical resources (I could bet i set this in corporations xml). It'll be fixed in next patch - thx for NUM_CORPORATION_PREREQ_BONUSES tip/
OK what exactly unit do you want me to do?
I like this one - http://www.luft46.com/mess/mep10199.html
And this one I would like see as strategical bomber capable to carry A-Bomb
http://www.luft46.com/prototyp/me264.html
You're the boss and the artist.:)
asioasioasio Sep 25, 2009, 06:28 AM OK. Winning bid is Messerschmitt Me P.1101.
http://en.wikipedia.org/wiki/Messerschmitt_Me_P.1101
LoneTraveller Sep 25, 2009, 06:55 PM Had 2 other ideas :
- Making "ghost divisions" that are not real units but only divisions on paper that air reconnaissance aircraft would show them as real.
- Inventing a resource system unique to Britain in which oil would be only available by creating "oil tanker units" (in port cities with direct access to oil through their territory zone). Each tanker that reaches a great britain port would be "converted" into access to oil for 2 or 3 turns. Afterwards, all great britain cities producing units requiring oil would freeze production (until another tanker is converted, a global integer of turns gained through conversions would be implimented). This concept would create an interesting "battle of the atlantic" atmosphere.
- A further promotion named "automated firing solutions" to ships when the earlier computer tech is discovered.
LoneTraveller Oct 01, 2009, 10:19 PM OK what exactly unit do you want me to do?
I like this one - http://www.luft46.com/mess/mep10199.html
And this one I would like see as strategical bomber capable to carry A-Bomb
http://www.luft46.com/prototyp/me264.html
My insane mind tells me that both type of planes should be implemented.
The thing is that the m264 bomber is outdated compared to a long range version of your Gotha Go flying wing plane already installed in this mod.
Another long range bomber that could be used is the one in the following movie at time index 1:56 : http://www.youtube.com/watch?v=29LKdm_j8fc&feature=channel_page
It (for me) really looks like a competitor to the other intercontinental bomber in this mod (I think it's the b-47 I believe).
Also...would you allow Isotheric nazi research to be allowed in your mod ? I mean something like the Haunebu (http://en.wikipedia.org/wiki/Nazi_UFOs)
asioasioasio Oct 02, 2009, 07:07 AM UFO is to much SF - even if it existed it wasn't usefull for military purpose in next decades.
The bomber on youtube looks like upgraded version of Arado Ar234.
I think rather of something long range capable to carry heavy bombs (like A-Bomb). The problem is that Germans weren't into strategic bombing much.
This one could work like a B-29 replacement could be:
http://en.wikipedia.org/wiki/Messerschmitt_Me_264 (mentioned before)
http://en.wikipedia.org/wiki/Junkers_Ju_390
http://en.wikipedia.org/wiki/Focke-Wulf_Ta_400
http://en.wikipedia.org/wiki/Nakajima_G10N - and this one for Japan
LoneTraveller Oct 02, 2009, 04:25 PM The problem is that Germans weren't into strategic bombing much.
True in the earlier part of WW2 but that changed when the 8th AirForce turned German cities into rumble. At that point the LuftWaffe started the development of multiple aircrafts with the mission of bombing the US mainland from Germany.
I have a book titled : "Target America" in which they list the airplanes that were being developed for this task. One of them is the me264 but since their fighters started to have jet engines then I doubt that their stato-bomber would have been propeller driven.
LoneTraveller Oct 02, 2009, 05:18 PM Would it be possible to make a civ dependant movie when you win the scenario ? (for example, the german's movie could have the soundtrack of the youtube movie I posted 2 posts ago...I like it alot :) )
I don't have the expertise to do such a thing though.
EDIT :
How about adding real sounds of certain units that would be played when they move/attack ?
For examples (I'm having fun with these) :
- The koniegstiger move sound would be an edited version from this video : http://www.youtube.com/watch?v=_yRhQbQjcO0 with special emphasis on the tracks' "clacking" noise
- The Stuka's bombing sound could be this : http://www.youtube.com/watch?v=nZZ504TGDpE&NR=1
- Sherman FireFly firing (the gun in the video is the longer version than the one used in WW2 by the USA) : http://www.youtube.com/watch?v=47wXsjbCH1E
- Sherman on the move : http://www.youtube.com/watch?v=wSEgXZYCzUU&feature=PlayList&p=3D3F610BD7349670&index=16
- T34 on the move (only the at the end of the clip) : http://www.youtube.com/watch?v=9utxtvjysQo&feature=PlayList&p=3D3F610BD7349670&index=30&playnext=2&playnext_from=PL
- Flak 88 (needs some editing) : http://www.youtube.com/watch?v=yrTIRf2EZvo
- All Nebelwefer related units : http://www.youtube.com/watch?v=z6HGrsLSHqQ
- T34 Firing (wait for it...) : http://www.youtube.com/watch?v=bZSW5lyZo94
- Jagdpanther firing : http://www.youtube.com/watch?v=Ov9UdRHoaAc&feature=PlayList&p=77425588A245C156&playnext=1&playnext_from=PL&index=6
- Jagdpanther moving : http://www.youtube.com/watch?v=gf1KrH1ZelY&feature=PlayList&p=77425588A245C156&index=8
- Tiger moving (time index 2:15) : http://www.youtube.com/watch?v=wY_5c0mBXok&feature=related
asioasioasio Oct 05, 2009, 03:25 AM Yeah it could be cool to have more realistic sounds. Right now the units uses standards sounds. Some should be very characteristic like Nebelwerefer (but they aren't). Too much work tough to make high quality units with custom animations and sounds. Maybe in Future :)
For the movies. I don't know - I didn't worked on movies so far (and I don't have special willingness to learn it). It would require also some Python editing so new victory units would be triggered in certain situations.
JEELEN Oct 06, 2009, 08:49 AM Would it be possible to make a civ dependant movie when you win the scenario ? (for example, the german's movie could have the soundtrack of the youtube movie I posted 2 posts ago...I like it alot :) )
I don't have the expertise to do such a thing though.
EDIT :
How about adding real sounds of certain units that would be played when they move/attack ?
For examples (I'm having fun with these) :
- The koniegstiger move sound would be an edited version from this video : http://www.youtube.com/watch?v=_yRhQbQjcO0 with special emphasis on the tracks' "clacking" noise
- The Stuka's bombing sound could be this : http://www.youtube.com/watch?v=nZZ504TGDpE&NR=1
- Sherman FireFly firing (the gun in the video is the longer version than the one used in WW2 by the USA) : http://www.youtube.com/watch?v=47wXsjbCH1E
- Sherman on the move : http://www.youtube.com/watch?v=wSEgXZYCzUU&feature=PlayList&p=3D3F610BD7349670&index=16
- T34 on the move (only the at the end of the clip) : http://www.youtube.com/watch?v=9utxtvjysQo&feature=PlayList&p=3D3F610BD7349670&index=30&playnext=2&playnext_from=PL
- Flak 88 (needs some editing) : http://www.youtube.com/watch?v=yrTIRf2EZvo
- All Nebelwefer related units : http://www.youtube.com/watch?v=z6HGrsLSHqQ
- T34 Firing (wait for it...) : http://www.youtube.com/watch?v=bZSW5lyZo94
- Jagdpanther firing : http://www.youtube.com/watch?v=Ov9UdRHoaAc&feature=PlayList&p=77425588A245C156&playnext=1&playnext_from=PL&index=6
- Jagdpanther moving : http://www.youtube.com/watch?v=gf1KrH1ZelY&feature=PlayList&p=77425588A245C156&index=8
- Tiger moving (time index 2:15) : http://www.youtube.com/watch?v=wY_5c0mBXok&feature=related
BF 1942 mod Battlegroup 1942 has sounds for all of these units (and more), but I wouldn't know how to access the files. More practical however: I remember Wolfshanze's mod having most of such units, so they might simply be copied over into 1939 mod. ;)
LoneTraveller Oct 06, 2009, 04:50 PM This mod has potential...
http://forums.civfanatics.com/showthread.php?t=269430
It would implement a necessity to manage raw resources.
asioasioasio Oct 07, 2009, 12:14 AM Yeah indeed very interesting. Right now i would stay with 'traditional' civ4 economy - I'm not sure how AI manages Fuel mod (also interesting variant is in Fury Road Mod). It would be cool to change the resources system to supply/demand economy in addon
LoneTraveller Oct 17, 2009, 09:43 PM What if we could set a "defensive focus" in 1 direction in which the unit would be stronger when the enemy attacked from there. If the enemy attacked from a different direction (flank attack) the defender would be weaker at defending.
The point of this would be to allow mobile units to punch through defensive lines with greater efficiency while having an element of surprise.
wotan321 Oct 19, 2009, 08:47 AM Asiox3,
Was there a reason for NOT having the Tank Factory a prerequesite for ALL armor, or the Airplane Factory a prerequisite for ALL aircraft? Is there a limit to how many units can have a building as a prerequisite? I recall that in the past modders ran into trouble with too many units or buildings dependent on a resource.
LoneTraveller Oct 19, 2009, 08:39 PM Asiox3,
Was there a reason for NOT having the Tank Factory a prerequesite for ALL armor, or the Airplane Factory a prerequisite for ALL aircraft? Is there a limit to how many units can have a building as a prerequisite? I recall that in the past modders ran into trouble with too many units or buildings dependent on a resource.
I think it was to force the creation of new production plants for the later tanks. For example the Panther required a whole new production line for it while the panzer 2, 3 and 4 could be assembled on the same production line.
wotan321 Oct 20, 2009, 12:09 PM Thank-you, LoneTraveller,
I was more interested in specializing cities even further, AND eliminating the need to scroll through 30 or so units in the city build menu. Perhaps an Early Tank factory, and a Late Tank Factory.
That way, you could specialize your cities to build just ships, just armor, just artillery, just aircraft, if you wished.
But is there a limit to how many units can have a building as a prerequisite? That is my real question.
LoneTraveller Mar 02, 2010, 04:17 PM Considering that this MOD's timeframe limit is early cold war perharps we could include this new tank from snafusmith :
http://forums.civfanatics.com/downloads.php?do=file&id=14386
It's a beautiful T55
GreatLordofPie Mar 09, 2010, 12:25 PM It's been kind of bugging me how there are nuclear missiles and such, but no intercontinental nuke bombers, or B-29 type nuke bombers. Could you add them please? Also, chemical weapons. They were never used, but all of the major powers had huge stockpiles of them, and were ready to use them in retaliation.
EDIT: And mabye also other German V weapons, and/or drawing board type weapons such as the Landkreuzers, and the Dora gun.
OTHER EDIT: and who can forget the allies plans to make ships from woodust and ice. :)
EDIT#3:and flamethrowers, that get a large bonus when attacking fortified infantry.
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