[SCENARIO] World War I

I took would also like to play as Bulgaria but neverthe less this is the best scenerio I have ever played and its probably eaten up nearly 100 hours of my life.
 
if you could it would be good as an update or patch u have to download for multiplayer. that would be great if u could do that since you are with firaxis. i would love to play this in internet multiplayer as a scenario. imsure others would be intrested too!!! i would be very happy if u could get that to work!!! Thank You!
 
amazing scenario but tses rebels are getting anoying there destroying all my improvement s but overall this is an excelent scenario
 
Thanks for the reply. Ive never made a mod or scenario before, where would I go to write this line in?
See my response below if you'd like to tone down or remove the Rebel (Barbarian) spawning.

Could some1 tell me how can i make Serbia playable here?
To make a non-playable civ playable (like Serbia or Bulgaria) go to your "Civilization4\PublicMaps" directory, open up WWIEurope.Civ4WorldBuilderSave with Notepad or Wordpad and search for "WWI_CIVILIZATION_SERBIA" (or whatever civ it is you want to change). Right beneath that line it says "PlayableCiv=0". If you change the 0 to a 1 then you'll be able to select it in-game. :)

if you could it would be good as an update or patch u have to download for multiplayer. that would be great if u could do that since you are with firaxis. i would love to play this in internet multiplayer as a scenario. imsure others would be intrested too!!! i would be very happy if u could get that to work!!! Thank You!
Does MP not work for this mod? It's been so long since I've tried that I don't actually remember if it does or not any more. :D If it doesn't work please post here what's happening and I'll see if I can help.

amazing scenario but tses rebels are getting anoying there destroying all my improvement s but overall this is an excelent scenario
If you'd like to reduce the liklihood of Rebels appearing you can change it by going into your "Civilization 4\MODS\World War I\Assets\Python\" directory, opening the "CvWWIEvents.py" file with Notepad or Wordpad and near the top of the file, change "self.iRebelSpawnChance" to a lower number. The 15 means 15% chance. Just make it 5 or something, or you can set it to 0 to remove them completely. The second number after the "#" (pound symbol) on that line is a comment and doesn't mean anything, so you can leave it, change it, delete it or do whatever you want with it.

Jon
 
I got no response to my request for zeppelins, so I put them in myself. It was quite frustrating since I'm a total noobie at modding, but the result is great. Germany now can build zepps right away. I may need to reduce the cost of 'Flight' tech to compensate for this German advantage.

jimmygeo
 
Shouldn't Britain also get some British version of the zeppelin as I understand the British had them even if they didn't use them in combat in WWI?
 
Shouldn't Britain also get some British version of the zeppelin as I understand the British had them even if they didn't use them in combat in WWI?

In actual play Britain did build some but later than Germany and they weren't as effective since Germany already had fighters.

jimmygeo
 
How to extend the turns?
Go into your "Civilization4\PublicMaps\" directory. Inside there you'll find a file named "WWIEurope.Civ4WorldBuilderSave." Open that in Wordpad or Notepad or a similar program. Near the top you'll see a line that says "MaxTurns=60." You can change that 60 to whatever length you'd like. :)

Jon
 
Of course, you could still play it in Vanilla Civ.

Or wait until I've finished updating it to BtS...
 
Here is my attempt to update Jon Shafer's Scenario on World War I to BtS 3.19.

So far, it is still a beta version. I've worked a lot on the XML and it seems to be OK. I have adapted the smaller Python files and it's OK too. The problem lies with the big Python file CvWWIEvents.py which contains events that influence the outcome of the conflict. There are functions to adapt there and I have been playing up to April 1915 and have corrected the issues so far. I need much more time to review all the events so any beta tester is welcome to try the mod as such and report Python errors and/or other problems. I won't be able to do thorough testings during the Weekend so I prefer to upload now what is available.

Please note that originally the smaller civilisations were not playable: I made them so for testing purposes.

The mod is only playable on the map provided, a huge map of an enlarged Europe (7,300 plots). It contains 164 cities and 457 units.

Edit: to install, unrar/unzip the file to the BtS Mods folder (where Charlemagne is), load the mod and launch the custom scenario World War I, or more simply: double-click on the file World_War_I.CivBeyondSwordWBSave in the folder PrivateMaps.

Edit 2: The revised file is available now in the database, see link 2 posts below.
 
Further to my post of 4 April, I have now uploaded to the database my update to BtS 3.19 of this fantastic Scenario on World War I by Jon Shafer.

I have included in the release, Niessuh's "modmod" Gray against Blue which adds some flavour to the 3 additional units in this mod, with additional art from Rabbit, White and Snafusmith.

I made some minor modifications after having read carefully this thread (sorry, no trenches yet!). Nothing that changes really the original touch of this scenario.

Of course, many things could still be improved. I don't have the programming skills of Jon Shafer, but I can try to add further modifications if there is some interest.

Edit:
version 12 uploaded on 18 November 2015 (see post #497 for details
version 11 uploaded on 29 May 2015 (see post #470 for details)
version 10 uploaded on 8 May 2015 (see post #427 for details)
version 9 uploaded 27 August 2014 (see post 396 for details)
version 8 uploaded 17 August 2014 (see post 389 for details)
version 7 uploaded 30 July 2014 (see post 382 for details)
version 6 uploaded 28 July 2014, 100th Anniversary of the start of the Great War (see post 368 for details)
version 5 uploaded 23 July 2014 (see post 364 for details)
version 4 uploaded 16 July 2014 (see post 347 for details)
version 3 uploaded 9 July 2014 (see post 344 for details)
version 2 uploaded 2 July 2014 (see post 321 for details)
 
Very nice effort, you should really open new thread to make your work more visible to public. Most people think this WWI is for vanila only and don't even bother checking the last page...

Poison gas needs to be Cruise Missile type of unit, not another artillery. And obviously same graphic for Poison Gas and 2 types of Artillery makes things very confusing.
 
Thanks for the interest but I wouldn't want to open a new thread as it is really not my work, but Jon Shafer's. I'll ask a Moderator if it's possible to add a link in the first post.

Yes, the art is not enough developed and somebody with a knowledge of this weaponry and of what is available in the database could improve it. I added Niessuh's "Gray against Blue" because it was directly available from the thread. I was more interested in adapting the XML and the Python and make the mod playable with BtS as it was for Vanilla.
 
This year and these very days mark 100 years anniversary of WW1. I would like to commemorate it by hosting a big Play by Email game with 4-5 human players, including me and you, if interested! :D If you only could fix the looks of Artillery and looks/abilities of poison gas... And also give Infantry ability to build forts! And congrats on big win yesterday, all the huge US was heartbroken:crazyeye: by tiny Belgium
 
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