NCC1017spock
Warlord
Can anyone help me with my problem please?
You're right about the AI, I hope we can do something about that, we'll see.You can do this with all sorts of units, I just do not like so many special units that really were not Division level units. Also the AI has trouble using units that are special types. The AI would do better with a limited set of units that can cover most activities. Even then the AI has trouble with the idea that tanks are not city takers, well medium and heavy tanks anyway.
I can't remember how it was in v.9, but in V.10 arty should have +50% against cities and +15 or 25 against infantry, don't remember exactly, should improve it use a bit (more on that later)I also find artillery to be next to useless for me. I move at a quick pace and of course I use airplanes for my artillery and use infantry and armour as need to quickly eliminate my opposition. Hmm, sounds like a certain General who suggested the same thing. I do think Artillery is more useful on defense keeping it in the city to range fire on the enemy, but just to easy for tanks to kill. Having said that the dynamic of Artillery vs tanks vs Infantry would be better if artillery got a bonus shooting at Infantry, but at is they are not good at killing anything and good at getting killed.
Totally agree, that's what I'm trying to do. And the more units added, the bigger the difficulty to keep things balanced and fun to play (and understandable for the AI).I look at units like rock, paper, scissors game. If a unit exists it should serve a purpose and be the best at that.
So, with the fighters improved, does the arty become more interesting ?Artillery is good at nothing but shooting over things and for this they have to setup to shoot. Bombers do this better.
I want Tank Destroyer to be globally good against tanks, but even better when defending. And globally medium/weak on attack. I want the player to use infantry/attack aircraft to take out those.So when I look at the list of units you want to introduce some of them look like units we already have, eg tank destroyers (just tanks with bonus vs tanks, so faster heavy tanks).
I understand the buff thing, and it can be great with unit changing models on promotion type, but I prefer to have the palyer to plan before building the unit, not after. And yes, I'm still like a little boy looking at the christmas tree when I see the list of units made by danrell, I confessPersonally I like the idea of buffs defining the sub unit of a type then having more actual unit types one can build. I also realize most people like seeing extra unit types on the game board and not as a buff and I can understand the desire to put out the cool units.
Wait for the special forces special promotions, maybe then you''l want to make a few...I do like the French Foreign Legion as a sub type as it is good in enemy territory but does not take ground, so it has a penalty as well. If you introduce a unit it needs to be special from any other type. Having said that I would never build a Foreign Legion as it can not take ground.
I does, thanks !Hope this gives you some food for thought.
Yep, it's in the todo (I prefer to make it so they didn't declare wars on warmonger civs than having them as axis power from the start.)- The city states Romania and Bulgaria declared war on the Axis for being too agressive to city states. For realism reasons I would put them in an alliance with the Axis. Right now they are at war with Russia and the Axis at the same time (I think somebody reported that already).
Yes, I plan to allow the player to chose between accepting the capitulation conditions and continue war.- When I conquered the French colonies in Africa, the Paris fall made them go back to their city states. Is that intened to be like that ?
No east cost, but US units are planned, yes. Under player control or with an US AI, we'll see.Did you consider adding the US east coast and Oil as a strategic resource in future versions ? Those those (US+oil) were probably two war-deciding factors (I dunno how much work it would be to integrate that tbh)
Yes, thanx to your save, I think I've an idea of the issue, a fix is planned.Germany should take Paris when you end the Italian turn.
Also a screenshot of the result when Germany takes Paris.
Tried this save, and I can't reproduce the crash as with the other saves before a "fall of..." event. I fear this will be difficult to solve, I may add an option menu at setup screen so you can chose to use those events or not.Hi Gedemon. Vr10 Data 2. As Germany, game crashes as soon as I take over Warsaw. Had same issue with Vr9 taking paris. Can this bug be related by the fact that I attack Poland first turn without waiting for time line to put me in war?
don't be sorry, but the spreadsheets with units stat in first post should give you an idea of what's plannedawesome mod gedemon!! the v.10 version is much more improved than v.8 but there is alot of things missing and i know the mod is far from done but i want to put my ideas out there, and if they had been repeated before..MY BAD..
Mobile arty won't have to set up before firing, but with a reduced range (ie : 1 tile), they'll have to shoot and go.1. you should include artillery in the first stages of the war, also include the mobile artillery, their bonuses should be effective in open field/forest and not cities.
no anti-tanks guns planned, but tank destroyer yes. and weak against infantry (at least the first models), yes again2. put anti tank guns/ and mobile tank destroyers in the game, they should have bonuses against tanks and be weak against infantry
early models will be like that, later will be good vs tanks (the Soviet models were often used as assault gun or tank destroyer) but still (relatively) weak against infantries.3.assault guns should be included in the mod, they could be effective against cities and fortified positions, like the bison and the bummbard.weak against tanks and infantry.
Not planned as a separated unit, but I may include AA guns in Artillery divisions.4. AA guns would be nice as well as mobile so they can keep up with the tanks. also AA guns should be effective against infantry. this include light tanks as well since the light tanks were created to support the infantry not the other way around.
No, but they will, sabotage, disruption, yes, and not (or not only) of tiles...5.paratroopers and special forces nuff said...but i notice there some foreign legion not taken territory, so there meant for sabotage and disruption, like destroying a tile but in this version they don't do ..
Not planned. If I there's the possibility of destroying improvement, I'll add an auto-rebuild feature after some turns for the improvement.6. need engineers so they can repair tiles and built forts.
Not planned, would love to do armies composed of multiple units mergeable/splittable thus.7. you should include a system where multiple units can be in one tile, that could help with the congestion and traffic in the map,
planned.lastly wheres that magino line(sorry for the spelling) it was very important during the battle of France.
I'm facing a similar issue. I'm attacking Warsaw, but haven't captured it yet. When I end my turn, all leaders contact me and game crashes soon after.
I will turn on logging and see what the error is.
Oh finally the new version \o/
I gave it a try as germany(on deity) and what I first notice is that you might have made the german navy too strong compared to the british one. I had no problem controlling the channel and surrounding London with my troops. Then there was some bug with attacking the city though (probably something with supply lines cut, but I don't seem them cut?).
I made a screenshot of the situation:
http://imageshack.us/photo/my-images/109/londont.jpg/
Right, removing city promo for fast bombers is in the todo.Seems fast bombers are the way to go now, given the only penalty is vs subs and everything else is a bonus, even avoiding interception. The 2 less range then medium bombers is no big deal. Maybe remove the bonus vs City for those fast bombers and put it on the Medium (slow) bombers instead.
and using something like what have been done for interception is also in the todoThe AI never uses the air sweep mission, so as a result bombers are now getting cut up by interception. The improved interception is welcome, but we might need to find away for the AI to clear interceptors with air sweeps. Given each fighter can only do one air sweep vs two interceptions, it will take a bigger air force to remove enough interceptors to prevent bomber interception.
Me neitherOk I reloaded a auto save with the intention to figure out the Warsaw crash. Instead Warsaw fell before Paris and no crash, so I really have no idea why it would have crashed.
What do you have in your mod folder ?Can anyone help me with my problem please?
Strange bug for France.Thanks for making this Gedemon! I love it!
I played as France on deity and lost Paris in April, 1940. I noticed it makes you lose all of your units though, except for those inside the French city in North Africa and the French city in Syria. I also lost all my navy except 1 submarine. The submarine couldn't move or do anything though and I think that is what caused the game to basically freeze up. The turn couldn't end because of it. I'll reload an autosave, which unfortunately is 8 turns back and those 8 turns took a while. What I plan to do this time though is before Paris falls I'll delete all my units except those in the French cities I listed so that way Vichy France won't get all my stuff. Also, I took all but one city in Libya as France before Paris fell and lost all those. I know that's intentional though.
A few other issues I have.
-No workers and not many improvements already made. I know this might be intentional, but I still think it should be changed in both maps. Not being able to build railroads/upgrade roads to railroad and not being able to make your cities better by making improvements really hurts.
-Large and/or important nations being minor nations. The minor nations don't seem to act nearly as smart as the regular nations and having nations like Canada, Australia, Hungary, Romania, Bulgaria, etc as minor nations just doesn't feel right to me.
-I noticed city growth is impossible, so I ended up changing all my cities to production focus and that helped out a bit. I recommend making all cities in the game production focused.
I have this -
hey everytime i try playing the game, after the first turn it says "choose production" yet i cant choose anything nor can i delete the post, so thus i cant take my "next turn" im stuck here and its pissing me off since i would really like to enjoy this mod
help me please!
What I plan to do this time though is before Paris falls I'll delete all my units except those in the French cities I listed so that way Vichy France won't get all my stuff. Also, I took all but one city in Libya as France before Paris fell and lost all those. I'm sure that's intentional though.
Is there any way though to prevent loosing all my units and navy or should I just delete them all before Paris falls (Except for those in the 2 French cities I listed)?
If combat engineers units are made, they'll be allowed to fortify a position or to repair a destructed improvement, but not to make more, that's really something I want to keep by design, fixed industry layout. If possible, I'll allow them to upgrade road to railroads.-No workers and not many improvements already made. I know this might be intentional, but I still think it should be changed. Not being able to build railroads/upgrade roads to railroad and not being able to make your cities better by making improvements really hurts.
Once you're permanantly allied, R.A.F will help you over France sky, and UK heavy bombers will have enough range to bombard a good portion of Germany. But I agree that something must be done for land helping.-Britain didn't land any units to help me defend France. I know it's just the Civ 5 AI being dumb, but it would be nice if they could help some.
That's one is a much requested one, I'll add it at some point as an option.-The civs ask me to declare war before the wars historically start.
I'll have to mess with flavors for that. I hope someone could help with that, I would prefer completely recode diplomacy than having to mess with the flavors setting (figure of speech, recoding diplomacy would take too much time AND will need messing with flavor to start from a clean base).-Some other weird diplomatic things, like the USSR denouncing me. I'm not sure if my denouncing Italy (I denounce Germany automatically soon before I enter war with em) would affect anything, but I did it anyways.
intentional, Italy get the Alps-Maritime department and Corsica on the French armistice.-When Vichy France was created Italy still controlled Nice which they took from me in war. Not sure if that was intentional or not.
Flat amount, as for vanilla XP mechanism for other units. May rise it to 2 when interceptor will be able to get damage doing interception. (attacker and defender get 3 xp on air sweep)When planes do intercept jobs is the amount of xp they receive based on the damage they do (more experienced planes=more dmg=more xp), or is it a flat amount (which seems to be 1xp?)?
I think it's a combination of the return fire mod and the default AI tip from rhettrongun, I've not tried anything with the naval AI yet...Not sure if you fixed the AI naval either or if its just the "return fire" function that is killing my fleet but its definately far more challenging than earlier versions...
... but now that I know we can play with AI units, that will be my next challenge.The AI seem to have a major issue detecting and attacking subs though... I feel a bit abusive when I do hit and run with subs atm...
Thanx for the save, I'll try it.I uploaded a save to mediafire because it was too big to upload here on CFC. I retried playing Paris falling twice (So 3 times in total). The 2nd time I was able to continue on. The third time I had the same issue as the first time. The little bar thing saying please wait (Because units needed to be moved) but I couldn't move them.
They not only look like your old units, they actually are.The last time I actually got to keep most of my naval units, but all times I've only ever gotten 1-2 infantry units and 1 aircraft. I did notice though that after France falls and I end up at war with my former city state allies (The French colonies)... that they gained units and it actually looked like they were my units. The ones I saw were hurt like some of my units and had promotions that some of my units had.
Before I experienced the Fall of France event for the first time I had expected to gain all my city state allies (The French colonies) as my cities, but instead I just end up at war with all of them. Do you plan to keep it like that?
Can you try to launch a new game with the mod, goes in a city, try to click on production, and post the resulting lua log here ? (see first post for how to get the lua log)hey everytime i try playing the game, after the first turn it says "choose production" yet i cant choose anything nor can i delete the post, so thus i cant take my "next turn" im stuck here and its pissing me off since i would really like to enjoy this mod
Do you have a savegame from turn 37 ?What should happen between 37 and 38 turn (10th and 20th of July, 1940)? What kind of script?
When I choose campaign for USSR, I've got 100% crash that time.
Nevertheless everything is good for Britain.
yes, look at T_KCommanderbly map (well there's a small bug with the player being able to make peace with CS every time, even when set to permanent war, but I'll fix that, I've done something like that for RFC, I'll just have to re-use it)- Is it possible to do a map with the diplomacy entirely locked?
I hope, I've something to test since sometime, but I lack of it (time I mean).- Is it possible to disable the treaty free passage with the neutral city-state too? Because it isn't realistic to see german pass through Switzerland to attack France for example...
I started 3 games.Do you have a savegame from turn 37 ?
nothing special planned at this time, but the scripted "fall of..." events happens on a city capture, not a specific turn.
Fall of France works fine for me...however, not sure if this is a bug or not. Playing as Italy: Tunisia, Algeria and Morocco got returned to their previous owner despite me conquering all of it before the fall of france...
Also every turn the game tells me "I'm losing grasp of tunisia"...