View Full Version : Napoleonic Wars II - Global
The Guardian Apr 20, 2011, 06:30 AM Hi. I'm very curious to try this scenario out... but... could anyone get a .zip version of it?
Do you have the program winrar?
You can get a free copy here (http://www.oldversion.com/WinRAR.html#download).
I recommend ver 3.61
Glaciers37 Apr 20, 2011, 02:01 PM Well you were right a lot was going on here that I missed, damn day job. I just downloaded the latest files and started playing. I like the way things are organized and the new additions. I looked around, mind you I just started playing today, but shouldn't Britain and France be at war at the start of the game? I hope this wasn't talked about earlier, but a little curious when I went to attack a French ship convoy and was prompted with "Are you sure!?"
The Guardian Apr 20, 2011, 03:00 PM Well you were right a lot was going on here that I missed, damn day job. I just downloaded the latest files and started playing. I like the way things are organized and the new additions. I looked around, mind you I just started playing today, but shouldn't Britain and France be at war at the start of the game? I hope this wasn't talked about earlier, but a little curious when I went to attack a French ship convoy and was prompted with "Are you sure!?"
Everything is as it should be. I made it this way to allow players to set there own parameters if they choose to. I have set the following three alliances:
Bavaria - Saxons - France @ war with Barbary Pirates
Britain - Portugal @ war with no one
Barbary Pirates @ war with French Alliance
The only non playable civ is Nature
As far as the British and French are concerned, they will eventually declare war. It is inevitable.
Glaciers37 Apr 20, 2011, 05:14 PM Thinking about as I go through the game, I see your point. It allows brief periods of peace and puts the burden on Britain and others to gather allies to defeat Napoleon.
I really like the nature civ. I think it will be a lot more effective at altering the flow of the game than random barbarian camps.
I just notice that the auto-produced transports are popping up in land locked cities as well as coastal cities.
The Guardian Apr 20, 2011, 06:06 PM Thinking about as I go through the game, I see your point. It allows brief periods of peace and puts the burden on Britain and others to gather allies to defeat Napoleon.
I really like the nature civ. I think it will be a lot more effective at altering the flow of the game than random barbarian camps.
I just notice that the auto-produced transports are popping up in land locked cities as well as coastal cities.
While the game is running, open the scenario in the editor and check the cities that are producing transports and see if they have harbors in them. If they do delete the harbors from the improvements list. Also check the harbor in improvements/buildings. Should auto produce a transport every 18 turns. I will check the BIQ file and make corrections, but it may take a few days.
Eclipse4449 Apr 20, 2011, 09:25 PM Hi, I agree on what CivIIIMonkey says.
Reallly fun scenario. Playing as France myself too. Although with Eclipse4449's biq version.
Enjoying the fact that units cost a lot wich makes them feel unique and made me give them names. :goodjob:
No my version is from an outdated version, at the time I thought is was current due to the date it had, but as noted it is smaller than the actual biq (300kb vs 3000kb)
This version due to its size must be missing much content, why else would it be smaller?
I will D/L the new single download this Friday night and post from it the most current biq if it has not been posted
it appears everything I saw noted and what I added is in the new biq
Eclipse4449 Apr 20, 2011, 09:34 PM reposting #242 (http://forums.civfanatics.com/showpost.php?p=10409970&postcount=242)
Is everyone playing single player version?
Has anyone tried to setup a Multiplayer, Hotseat, or Pbem game?
As noted in #242 (http://forums.civfanatics.com/showpost.php?p=10409970&postcount=242) I examined the biq for human playability and found almost every civ is playable
BUT STILL THE setup screen DOESN'T ALLOW MORE THAN 2 HUMAN PLAYERS.
Can someone else confirm my finding please
The Guardian Apr 21, 2011, 01:08 PM Posted an updated Biq files correcting the problem of transports being built in inland cities. You'll find it at the bottom of page 1
smirnoff Apr 21, 2011, 05:11 PM i cant download the updated biq file
it says : vBulletin Message
Invalid Attachment specified. If you followed a valid link, please notify the administrator
or wait does that updated biq file was updated on the main files because i just re-downloaded the main files yesterday if not well you need to fix that download(update Biq file) Guardian :)
The Guardian Apr 22, 2011, 12:06 AM i cant download the updated biq file
it says : vBulletin Message
Invalid Attachment specified. If you followed a valid link, please notify the administrator
or wait does that updated biq file was updated on the main files because i just re-downloaded the main files yesterday if not well you need to fix that download(update Biq file) Guardian :)
OK Smirf, fixed the link, thanks for the heads up. ;)
Emerentius Apr 22, 2011, 12:49 PM Hi, just downloaded your latest biq.
Noticed the 2 French ships south of Marseille are wrongly "British Ship o the Line 4th" and link to the British ships information.
Every same type of ship misses the 'f" in "of" as well.
Furthermore playing your older biq's I had really long waiting times up to around 15 minutes or more.
Thanks.
The Guardian Apr 22, 2011, 12:56 PM Hi, just downloaded your latest biq.
Noticed the 2 French ships south of Marseille are wrongly "British Ship o the Line 4th" and link to the British ships information.
Every same type of ship misses the 'f" in "of" as well.
Furthermore playing your older biq's I had really long waiting times up to around 15 minutes or more.
Thanks.
Thx Emerentius, I'll check that.
Emerentius Apr 22, 2011, 01:59 PM Hi, something else, browsing through your biq.
coastal fortress: defence 2 naval 8 bombard 2
walls: defence 50 naval 8 bombard 8
CoastalFord: defence 150 naval 150 bombard 10
It seems to me coastal fortress is a bit light compared to the other two.
Thanks.
The Guardian Apr 23, 2011, 06:05 AM Hi, something else, browsing through your biq.
coastal fortress: defence 2 naval 8 bombard 2
walls: defence 50 naval 8 bombard 8
CoastalFord: defence 150 naval 150 bombard 10
It seems to me coastal fortress is a bit light compared to the other two.
Thanks.
Have you tested it in? If not, please do so and report back to me how it works.
Emerentius Apr 26, 2011, 12:02 PM Hi, The Guardian.
Haven't play tested it yet. During my last games wasn't attacked by ships and at the moment doing a Civ3 game of the mod CCM.
Waiting for your next biq to try out. :)
MikeL49NYVI May 05, 2011, 06:19 PM Hi Guardian:
Jumping in a bit late here, but I have ben playing your scenarios since you have been posting them. Very nicely done, and they are additive. In the interest of constructive comments, I have put a road in Canada from Toronto up to Quebec, because there was one there. Also I put one in Mexico and Texas because the Aztecs had developed roads and then Spanish made the El Camino Real that went into that area as well. My favorite civ is the British, and I love what you did with the navies. A great idea to give them the strengths of their armament. Was the problem of being abel to load the officers unto transports ever resolved? I do not think I missed it.
Another addition I made was to include a victory location in Calcutta. It just took way to long for the treasures to get to England and the ships back again, for game playing purposes.
I have some other things, but don't want to seem like I am being pushy.
Thanks for your work, it is very enjoyable
The Guardian May 13, 2011, 04:57 AM Hi Guardian:
Jumping in a bit late here, but I have ben playing your scenarios since you have been posting them. Very nicely done, and they are additive. In the interest of constructive comments, I have put a road in Canada from Toronto up to Quebec, because there was one there. Also I put one in Mexico and Texas because the Aztecs had developed roads and then Spanish made the El Camino Real that went into that area as well. My favorite civ is the British, and I love what you did with the navies. A great idea to give them the strengths of their armament. Was the problem of being abel to load the officers unto transports ever resolved? I do not think I missed it.
Another addition I made was to include a victory location in Calcutta. It just took way to long for the treasures to get to England and the ships back again, for game playing purposes.
I have some other things, but don't want to seem like I am being pushy.
Thanks for your work, it is very enjoyable
The problem with the officers is that they have transport capabilities. As we all know, a transport can not transport another transport. Go to the editor, and remove the transport flag from the officers and their trandport capabilities then you can transport them.
Eclipse4449 May 13, 2011, 10:21 PM Has anyone looked at the Multiplayer aspect of creating a game? Currently most Civiliztions are playable by humans but when trying to assign multiplayer players to the scenario the setup screen does not allow more than 2 players.
I feel that the amazing effort here to play the Napolean War would be beyond describable if multiple players could match wits.
Reassigning "Nature"(3rd position listed in MP setup) lower on the list had some effect but did not fix the problem. This problem does not exist on Pirates Arrr so I am very puzzled.
MikeL49NYVI May 17, 2011, 12:10 PM The problem with the officers is that they have transport capabilities. As we all know, a transport can not transport another transport. Go to the editor, and remove the transport flag from the officers and their trandport capabilities then you can transport them.
Thank you for your response, sir. I will give that a try.
Ranger54 Jun 07, 2011, 08:50 AM What's the latest, Guardian?
We haven't heard from you in a while.
The Guardian Jun 07, 2011, 04:48 PM What's the latest, Guardian?
We haven't heard from you in a while.
Been spending time with my GF teaching her how to use her new computer. Spending time at the beach and relaxing in general. Catching up on some much needed R&R.
Also been working on a new Roman Scenario - Roma Eternus Palma. as well as learning how to do animations. I am working with Imperator on creating many new units for that time period.
I am still waiting for someone to create some additional steam powered war ships for the late Napoleonic era. I need these to include in the next expansion of Napoleonic Wars II - Global. The next expansion of the game will also include additional Nature Units and some advanced units for each civ and more Tech advances for the last two eras. Target date for these additions is around Xmas.
pvincent100 Jun 20, 2011, 03:58 PM Hi, Im not sure if I am running the latest BIQ - I have 'Napoleonic War Global ver 101' - is this correct? I've had a look through these posts and couldn't see it. Very nice Mod thought :-)
The Guardian Jun 21, 2011, 08:15 AM Hi, Im not sure if I am running the latest BIQ - I have 'Napoleonic War Global ver 101' - is this correct? I've had a look through these posts and couldn't see it. Very nice Mod thought :-)
If you DLed the link from page one that is the current latest BIQ.
tolstoi Aug 14, 2011, 06:52 AM Hiya, first thanks for the awesome scenario :)
Found a few things to mention:
1) apparently, you forgot to add russians the technologies to start with, the page "scenario props - civs - free techs" is empty.
2) russian unit Russian Cuirassier has only 1 movement point, i think 3 would be proper for a cavalry
3) Russian capital from 1712-1918 was Saint Petersburg
The Guardian Aug 19, 2011, 12:33 PM Hiya, first thanks for the awesome scenario :)
Found a few things to mention:
1) apparently, you forgot to add russians the technologies to start with, the page "scenario props - civs - free techs" is empty.
2) russian unit Russian Cuirassier has only 1 movement point, i think 3 would be proper for a cavalry
3) Russian capital from 1712-1918 was Saint Petersburg
Thanks Tolstoi. I will make these corrections and post a new Biq file in the next few days.
Dumanios Sep 03, 2011, 01:22 PM The Native America Auxiliary has no spaces in it's name, and costs only 1 shield.
The Guardian Sep 08, 2011, 06:45 AM I started making some corrections to the BIQ file based on the posts and information you have all been providing. While testing the corrections, I noticed some other items that needed fixing and adjusting. There have also been some new units created that I want to add. This is turning into a complete version revision. If anyone has any additional requests or ideas, please let me know now so that I can evaluate them and add those that will improve this new version.
Freeborn Sep 10, 2011, 04:27 AM I've just downloaded and tried the scenario and it's great. I've encountered a few civilopedia issues (invalid entries) and when I tried to read about the homeland resource the game crashed.
A suggestion would be to remove Kiruna as it wasn't founded until 1900. I would probably have it replaced by Luleċ or Tornio (which would be at the coast to the bothnian bay instead). Both had city privs from the 17:th century but had existed for a long time.
The Guardian Sep 10, 2011, 09:11 AM I've just downloaded and tried the scenario and it's great. I've encountered a few civilopedia issues (invalid entries) and when I tried to read about the homeland resource the game crashed.
A suggestion would be to remove Kiruna as it wasn't founded until 1900. I would probably have it replaced by Luleċ or Tornio (which would be at the coast to the bothnian bay instead). Both had city privs from the 17:th century but had existed for a long time.
Thanks Freeborn I will take a look at that.
Dumanios Sep 10, 2011, 10:00 AM Ottoman City Names:
Istanbul becomes Konstantiniyye
Damascus can be Dimashq
Sofia becomes Sofya
Kuweit becomes Kuveit
Tirana becomes Tiran
Athens becomes Atina
Jerusalem becomes Kudüs
Medina becomes Medine
Makkah becomes Mekke
Hamath could be moved two tiles north and be called Iskenderiye.
Asia:
China has a city called Peking as its capital. Quite a bit south, there is a city called Beijing.
Japan has both a Tokyo and an Edo. Tokyo should be Edo, while Edo can become Niigata.
Maybe Tibet could represented?
Perhaps Siam could be a separate nation. They could have the four cities china already has, and you could fit Nakhon Si Thammarat in between Bangkok and Kota Barahu.
Civ Colours:
Prussia and Bavaria have the same Blue in the editor. Perhaps Prussia could be grey?
Sweden and Spain both have yellow. Sweden could have the light blue from the Napoleonic Europe scenario, but then it'd share a colour with Persia.
Persia could have the light green to prevent a common colour with Sweden.
Africa and the Pirates both have Black as their colour. Africa could perhaps have a dark brown.
Native America and India are both purple. The Natives could have a light brown.
Denmark, Japan, and Mother Nature are all dark green. Denmark could have its colour from the Napoleonic Europe scenario, while Nature could get a hot pink.
Italian City Names:
Rome becomes Roma.
Naples becomes Napoli.
Milan becomes Milano.
Venice becomes Venedig (since its owned by the Germanic Austrians)
Other:
Munich seems to be on the wrong tile, since it isn't sitting on a homeland resource. In addition, Munich can be called München.
It may seem like a lot, but it will help this mod be the ultimate Napoleonic Europe.
The Guardian Sep 12, 2011, 02:11 AM Ottoman City Names:
Istanbul becomes Konstantiniyye
Damascus can be Dimashq
Sofia becomes Sofya
Kuweit becomes Kuveit
Tirana becomes Tiran
Athens becomes Atina
Jerusalem becomes Kudüs
Medina becomes Medine
Makkah becomes Mekke
Hamath could be moved two tiles north and be called Iskenderiye.
Asia:
China has a city called Peking as its capital. Quite a bit south, there is a city called Beijing.
Japan has both a Tokyo and an Edo. Tokyo should be Edo, while Edo can become Niigata.
Maybe Tibet could represented?
Perhaps Siam could be a separate nation. They could have the four cities china already has, and you could fit Nakhon Si Thammarat in between Bangkok and Kota Barahu.
Civ Colours:
Prussia and Bavaria have the same Blue in the editor. Perhaps Prussia could be grey?
Sweden and Spain both have yellow. Sweden could have the light blue from the Napoleonic Europe scenario, but then it'd share a colour with Persia.
Persia could have the light green to prevent a common colour with Sweden.
Africa and the Pirates both have Black as their colour. Africa could perhaps have a dark brown.
Native America and India are both purple. The Natives could have a light brown.
Denmark, Japan, and Mother Nature are all dark green. Denmark could have its colour from the Napoleonic Europe scenario, while Nature could get a hot pink.
Italian City Names:
Rome becomes Roma.
Naples becomes Napoli.
Milan becomes Milano.
Venice becomes Venedig (since its owned by the Germanic Austrians)
Other:
Munich seems to be on the wrong tile, since it isn't sitting on a homeland resource. In addition, Munich can be called München.
It may seem like a lot, but it will help this mod be the ultimate Napoleonic Europe.
Thanks Dumanios, I'll make those changes.
tolstoi Sep 13, 2011, 06:27 AM Hey, as a new guy on the forums i dont seem to figure this out, how can i find the biq file if i want to get it with your upgrades? I suppose i dont need to dowload whole 800MB package just for the biq?
tols
The Guardian Sep 13, 2011, 11:26 AM Hey, as a new guy on the forums i dont seem to figure this out, how can i find the biq file if i want to get it with your upgrades? I suppose i don't need to dowload whole 800MB package just for the biq?
tols
The new BIQ file has not been uploaded yet. I am still working on it. I finished making the correction suggested by you and Dumanios.
I am currently working on adding additional units and improvements to expand the East India Company aspect of the scenario. The East India Company small wonder will now be available to eight of the European nations including:
Britain
Netherlands
France
Spain
Portugal
*Denmark
*Sweden
*Italy
Those listed with an asterick have not yet been completed.
New improvements have been added. Each of these nations will have 3 EIC HQ improvements, 1 each in the Caribbean, Africa and Asia. The HQ improvement is a prerequisite for a second new improvement, the EIC barracks which will autoproduce a new UU unit for each of these civs, the EIC company Infantry.
The new East India Company small wonders will be buildable in one of each civs that has required resources within its city limits, and will auto produce EastIndiaman ships. Consequently, the EastIndiaman will only be buildable by these civs.
Some additional cities have also been added.
A new barbary pirate unit (Pirate Skirmisher) has been added.
Attack 8 Defense 8
Blitz and Amphibious
Some minor adjustments have been made to the map. Additional Sea tiles have been added to block the iceberg nature unit from moving south of Greenland into the Atlantic or Alaska into the Pacific.
These changes will require additional work on the civilopedia along with the errors already noted previously. However, This update can be completed in a few days and will include the new BIQ file, units, and improvements/buildings. The civilopedia can be completed later and provided seperately with no problem.
Wolfshade Sep 15, 2011, 09:35 AM Good news! :) Any news for an "Eturnus Palma" (expected in the appropriate thread)?
The Guardian Sep 15, 2011, 11:06 AM Good news! :) Any news for an "Eturnus Palma" (expected in the appropriate thread)?
It seems that Imperator has gone AWOL and I am still waiting on the remaining units. I have inserted existing units for the time being to represent the units that I want. I am continuing with play testing to fine tune the game balance.
The Guardian Sep 18, 2011, 01:12 PM I have posted a DL link at the bottom of page 1 of this thread for the latest upgrade for the scenario which includes the updeated BIQ file as well as the folders containing the new units, building/improvements, civilopedia icons, techs, advisors, and text files.
Copy the folders to there appropriate locations. If asked if you want to overwrite existing files, click yes to all.
If you have any problems or errors after upgrading, post here and I will provide assistance.
The civilopedia file will be upgraded as soon as possible to reflect the changes.
tolstoi Sep 21, 2011, 12:52 PM The link you added doesnt seem to work, or is it firefox causing me trouble? Also tried to go to your page guardian-drago.com but couldnt find the file there, either.
The Guardian Sep 21, 2011, 01:28 PM The link you added doesnt seem to work, or is it firefox causing me trouble? Also tried to go to your page guardian-drago.com but couldnt find the file there, either.
Thanks for the heads up tolstoi, there was a typo in the link. It has been fixed and should work now.
:thanx:
tolstoi Sep 22, 2011, 08:55 AM Received two error messages, i figured the solution myself: in folder art/tech chooser/icons EICLarge and EICSmall should be named as EICLarge2 and EICSmall2. i HOPE just renaming them makes it function properly, at least i was able to load the game and wiew civilopedia, but its been long since i modded anything so i might forget something that i didnt check out.
Also few other things:
1) Russia doesnt have capital :p
2) Smiths Trading Company is located in Berlin (though its ment to be built by Brits)
3) Prussia has a starting unit (austrian artillery) which is generated in a random location of the map.
The Guardian Sep 22, 2011, 09:14 AM Received two error messages, i figured the solution myself: in folder art/tech chooser/icons EICLarge and EICSmall should be named as EICLarge2 and EICSmall2. i HOPE just renaming them makes it function properly, at least i was able to load the game and wiew civilopedia, but its been long since i modded anything so i might forget something that i didnt check out.
Also few other things:
1) Russia doesnt have capital :p
2) Smiths Trading Company is located in Berlin (though its ment to be built by Brits)
3) Prussia has a starting unit (austrian artillery) which is generated in a random location of the map.
Thanks for the heads up Tolstoi. Fixed all except #3 couldn't find austrian artillery you mentioned. Can you be more specific? Let me where it is and if there are any other problems, then I will repost the update.
tolstoi Sep 22, 2011, 09:31 AM The artilley is in scenario properties> players> starting units. No other civilization has any, exept prussia.
tolstoi Sep 22, 2011, 09:47 AM EIC HQ Carib is an improvement without anything in it (empty page in editor)
Dutch East Indian Company is marked as 'Wonder' but other nations EIC's are 'Small Wonders'
Hmm not sure if the other settings are right with these EIC's; for example HQ Asia is requiring tech EU but others are not needing any.
The Guardian Sep 22, 2011, 10:29 AM EIC HQ Carib is an improvement without anything in it (empty page in editor)
Dutch East Indian Company is marked as 'Wonder' but other nations EIC's are 'Small Wonders'
Hmm not sure if the other settings are right with these EIC's; for example HQ Asia is requiring tech EU but others are not needing any.
All EICHQ's are pre placed and not buildable. EIC HQ is a requirement for each EIC Barracks.
clamel Jul 12, 2012, 07:05 AM What happend to this great stuff ???
The file 1.04 seams to be broken.
Even the website is out.
The status please, someone
clamel Apr 25, 2013, 03:54 AM I do return to this with the same question, that´s why I bump it .....
The Guardian, how is everything ????
Imperator has indeed filled up many vacant units since last summer, perhaps you feel the urge to complete this nice piece of work ?
abie321 May 01, 2013, 05:41 AM O hav eplayed the game now until turn 135 , and have found there is no pcx for the War College in France and the game crashed - so I checked and I noticed there were 2 files named war council - so I renamed the one war college - and the game then no longer crashed.... and continues to run... ps I am running version p1.01
I see that the war college can not in fact allow armies to be built - so the bic file will need updating as well.....
abie321 Jun 02, 2013, 05:00 AM I have tried a few civs on this scenario and cannot get armies to be built - closest I got was with china - however - every time It needed to build one - game crashed... also no wonderspash for Ankor wat and crystal tower - and my limited skills did not allow me to fix any of it ..... :eek:
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