The Road to War - Ultimate Edition!

Did you try getting it from here: http://forums.civfanatics.com/downloads.php?do=file&id=10229

I just tested it and it works.


Yes that's where I d/l it. Downloading it works fine its when I attempt to extract it that I have a problem. The estimated time jumps way up then settles down just in time for me to get a "COM Surrogate has stopped working" error. I tried firing up the mod to see if it would run and I quickly get startup errors. I've d/l it 4 times now and the same thing happens everytime. It is a brand new computer with a Vista OS. I've run many mods on it so far and this is my first problem.
 
I d/l winRAR and got past the extraction problem, sort of. I gave it the
"C: Program Files/ Firaxis Games/ Civ4/ BTS/ Mods" target but it put the folder in "C: Road to War". I am having a similar problem with Next War Advanced Mod so I must be doing something wrong on my end. If I use the winRAR wizard it gives me a "winRAR diagnostic messages (errors) that is 60000 characters long.

EDIT: I went ahead and created the mod manually using the unpaked files from "C: Road to War". It works great but I it is just the standard game with no scenarios. I am a very novice modder and don't know what to do from here. Any help will be greatly appreciated.
 
Dale,
After some nice games in 3.17 i'm now playing the UE.
Some question:
In all my games Axis DoW west Balkans in March 1941.
I've look at the Python, and it says Oct2, 1940 (the turn after East Balkans join the Axis).
To modify the dates is enough to change CvRtWEventManager.py or there's more?

Again, thank you for this great mod.
 
Dale,
After some nice games in 3.17 i'm now playing the UE.
Some question:
In all my games Axis DoW west Balkans in March 1941.
I've look at the Python, and it says Oct2, 1940 (the turn after East Balkans join the Axis).
To modify the dates is enough to change CvRtWEventManager.py or there's more?

Again, thank you for this great mod.

Correct .

EDIT:
And further. March is an important month in the Balkans, also another reason I flagged this month as the Axis invasion, instead of the earlier Italian invasion of Greece of October 40.

Early March, the King of Yugoslavia agrees to join the Axis, but is overthrown by his son late that month. This causes Hitler to initiate the invasion of the Balkans as a reprisal. This in my mind is THE most critical decision of the war. Why? By taking a month to subdue the Balkans, Hitler loses a month from Barbarossa. And considering that German tanks were snowed in on the outskirts of Moscow a few months later, that extra month for Barbarossa would have won them the war in the East.

I see this one single decision as the most important reason Germany lost the war. Hence why I mark this date. :)
 
I d/l winRAR and got past the extraction problem, sort of. I gave it the
"C: Program Files/ Firaxis Games/ Civ4/ BTS/ Mods" target but it put the folder in "C: Road to War". I am having a similar problem with Next War Advanced Mod so I must be doing something wrong on my end. If I use the winRAR wizard it gives me a "winRAR diagnostic messages (errors) that is 60000 characters long.

EDIT: I went ahead and created the mod manually using the unpaked files from "C: Road to War". It works great but I it is just the standard game with no scenarios. I am a very novice modder and don't know what to do from here. Any help will be greatly appreciated.

Please check the following:
1. The mod is located at c:\program files\sid meiers civilization 4\beyond the sword\mods\the road to war\
2. Inside the road to war folder are three folders (and maybe a couple of files): Assets, PublicMaps, CvGameCoreDLL.
3. Inside PublicMaps should be all the scenarios. There's about 10 of them.

If any of the above is wrong, then something went wrong when you unzipped/moved it. :)
 
Please check the following:
1. The mod is located at c:\program files\sid meiers civilization 4\beyond the sword\mods\the road to war\
2. Inside the road to war folder are three folders (and maybe a couple of files): Assets, PublicMaps, CvGameCoreDLL.
3. Inside PublicMaps should be all the scenarios. There's about 10 of them.

If any of the above is wrong, then something went wrong when you unzipped/moved it. :)

Something did go wrong when I unzipped. It created a new folder in the wrong place, instead of putting them in my bts mods folder.

1. Yes, it is here because I copied and pasted them there after manually creating the RtW mod folder. Originally they were extracted to C: Road to War instead of the Mod Folder (where I set the target to).

2. All 3 are there and also the Config and bak files.

3. They are there (in the mod folders) but they are not in game. I went ahead and pasted them to my WB save folder. This way I can start a RtW game, enter WB and load one of the public maps (scenarios). This works but it is a pain in the a$$. Do you know how I can get them to show up in game, or any info I am not giving you that might help?
 
Are you loading BtS (no mod loaded) then "Play BtS Scenario"? Make sure you load Road to War mod first (through the Advanced --> Load a Mod) menu first. Then when it reloads choose Play a Scenario.
 
Yes, I loaded the mod first, I wish it was that simple. I have tried pretty much everything I can think of. I am a very novice modder and I don't really know hoe to connect the dots. The Scenarios are in the Public maps folder. The public maps folder is in the Mod folder along with the coredll and Assets. I just noticed that there are 2 config folders:

The Road to War 8/28/08 Configuration Settings 1KB
Spoiler :
[CONFIG]

; Modular XML Loading
ModularLoading = 0

; Skip Main menu
SkipMainMenu = 0

; Custom Art from user folder is not loaded
NoCustomArt = 0

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

; No Custom Scenario option in main menu
NoCustomScenario = 0

; No team play allowed
NoTeams = 0

; Read Game options from XML, not .ini
ForceGameOptions = 0

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

; Name of Mod
Name = Road to War

; Description of Mod
Description = Generic Mod

Road to War 4/14/08 Configuration Settings 1KB
Spoiler :
[CONFIG]

; Read Game options from XML, not .ini
ForceGameOptions = 0

; Modular XML Loading
ModularLoading = 0

; Custom Art from user folder is not loaded
NoCustomArt = 1

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 1

; No Custom Scenario option in main menu
NoCustomScenario = 1

; Scenario file (Single player)
ForceScenario = 0

; No team play allowed
NoTeams = 0

; Always start in the standard era
ForceStandardEra = 0

; Skip the Main menu
SkipMainMenu = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

; Name of Mod
Name = World War II - The Road to War

; Description of Mod
Description = World War II - The Road to War


I assume this is the problem but they both are allowing public maps. I just got through Kaels modding video tutorials so that should tell you where my modding experience is. I hope this helps you help me :crazyeye: . Thanks by the way for your help so far :goodjob: .
 
Correct .

EDIT:
And further. March is an important month in the Balkans, also another reason I flagged this month as the Axis invasion, instead of the earlier Italian invasion of Greece of October 40.
(...)
I see this one single decision as the most important reason Germany lost the war. Hence why I mark this date. :)
Thanks for your answer, Dale.
My main concern was about Python and playability, more than History.
I guess the line you need to edit is the turn number (around the end of the file), not the date (around the middle).
I'll report my Immortal game with UE in my thread, to avoid to spam this one. Here, just some variations i made to the XMLs:

Civics:
In the UE Police State gives +50% science, opposed to Retail where it gives -25%. IMHO this is a contradiction, but... ;)
To partially balance this, i added +3 beakers/specialist to Democracy (like Representation in the normal game)

Buildings
I gave the Goods Factory +50% from power, otherwise what is the use for Coal Plant? boil the water?
Also, restored +25% for any factory (Goods and the 4 military) like in Retail, but no bonus from power.

Units
Artillery
Gave to Heavy and Modern the "no damage from collateral" like in Vanilla. Retained the early Artillery flat.
Anti-Tank Guns/tank destroyers
Totally overpowered both. The A-T Gun with its +400% means a strenght of 25, with the defensive bonuses it's almost unbeatable even for Modern Tanks.
The T-destoyer with 15+100% means 30, with the defensive bonuses it's impossible for everything, even in the field.
Lowered A-T gun to +200% (hard, but doable for the early tanks)
Lowered the T-destroyer to 10 strenght, yet hard for tanks, but easy for infantry
Made some balance for units: some, mainly planes are IMHO clear typos.
It's too long to describe, if you're interested i can post the XML.

Map
Global assault is plenty of resources, Europe and Pacific almost completely empty.
I gave some in the very first turn to everyone (at least, to everyone will have to fight). To be honest some more to my faction :p

Science/Production
Noticed you doubled the science cost: a bit much, IMHO. I took an half-way.
317 = 7.000 UE = 14.000 I changed in 10.500 (is for friends and enemies, but otherwise research will not count much) ---- with "substitute all", not one by one :p)
Also, i gave to all the colonial cities (mines and enemies) goods factories, otherwise the colonial powers are disadvantaged: you pay the maintenance for cities that in the best case will produce science, and not much, since they take forever to build, a laboratory, or even a naval dock or an infantry.

Stack attack
Learned how to use, like the AI does. 2 Examples:
- Germany has more than 150 assorted tanks, some 60 improved infantry, 10 artilleries, and some assorted units: i managed to wipe them with some 30 Heavy artilleries and some 20 Crusaders. The important is to let them unpromoted in the first assault
- the most challenging was Italy with 38 artilleries, 40 tank destroyers, 60 assorted infantry in a single stack: over 30 heavy artilleries wasn't enough, luck they stay on Venice: brought the 90% of the impressive British Fleet with 10 marines and attacking alernately from sea and from land i managed to wipe them in one turn... game over

The counterside of this is that you gain very few GGs: the units simply evaporate with no actual fight, so in the end of my game i has only 3 GGs.

What i cannot understand is why they keep those large stacks and let the cities with no more than 5 units.
Also Germany kept the above described stack in the field in his territory, sheltering in the closest city after my first assault (thanks, so i can promote my units to CR) instead to go after France 7 or more turns before.
Same for Italy: why they moved from Turin to Venice instead to roll France starting from Nice? With a stack like that the enemy units evaporate, no chance.
Canada was great: managed to take some German cities in a human-like way of play.

Of course, no criticism on the above, maybe a contribution (i hope) for a very great mod.

What else? thanks a lot, again and again.
ciao
 
Dale the mod works and theres been no probmlems yet but one thing can you make it faster?
 
You can turn off bitter winter in GlobalDefinesAlt.xml in \The road to war\Assets\Xml\
 
Correct .

EDIT:
And further. March is an important month in the Balkans, also another reason I flagged this month as the Axis invasion, instead of the earlier Italian invasion of Greece of October 40.

Early March, the King of Yugoslavia agrees to join the Axis, but is overthrown by his son late that month. This causes Hitler to initiate the invasion of the Balkans as a reprisal. This in my mind is THE most critical decision of the war. Why? By taking a month to subdue the Balkans, Hitler loses a month from Barbarossa. And considering that German tanks were snowed in on the outskirts of Moscow a few months later, that extra month for Barbarossa would have won them the war in the East.

I see this one single decision as the most important reason Germany lost the war. Hence why I mark this date. :)


Actually, it was only a week, but yes, still a big deal.
 
Barbarossa was originally slated for mid-May, but moved to end-June to deal with Mussolini's failure to take the Balkans.
 
Here, just some variations i made to the XMLs:

Civics:
In the UE Police State gives +50% science, opposed to Retail where it gives -25%. IMHO this is a contradiction, but... ;)
To partially balance this, i added +3 beakers/specialist to Democracy (like Representation in the normal game)

Buildings
I gave the Goods Factory +50% from power, otherwise what is the use for Coal Plant? boil the water?
Also, restored +25% for any factory (Goods and the 4 military) like in Retail, but no bonus from power.
That's a good option, it gives some meaning to Coal Plant and increase production. It's something I don't understand, why the productions costs had been increased a lot in last versions. (bonus removed and units cost raised)

Units
Artillery
Gave to Heavy and Modern the "no damage from collateral" like in Vanilla. Retained the early Artillery flat.
I don't understand this change, with bombard plus DCM stack attack features and no damage limits artillery is already overpowered.

Units
Anti-Tank Guns/tank destroyers
Totally overpowered both. The A-T Gun with its +400% means a strenght of 25, with the defensive bonuses it's almost unbeatable even for Modern Tanks.
The T-destoyer with 15+100% means 30, with the defensive bonuses it's impossible for everything, even in the field.
Lowered A-T gun to +200% (hard, but doable for the early tanks)
Lowered the T-destroyer to 10 strenght, yet hard for tanks, but easy for infantry
I also feel those units overpowered. For the Tank Destroyer it's almost like a tank with poor armor but heavy firepower to kill tanks. It shouldn't get any defense bonus like tanks nor any city defense bonus. But there's a logic that against tank it gets even chance.

Also the first anti tank is like an alternate artillery and not like something like a SAM anti tank so it shouldn't get any defensive or city bonus. Eventually the first anti tank should get even chance against light tanks and that's what your change achieve but you let it the defensive bonus.

For the Tank Destroyer an alternate change would be to adapt its balance with each kind of tanks. In practice it should be as efficient against any heavy or modern tank than against light or medium tanks. The tuned balance wouldn't be so easy because some country have medium tanks like Heavy tanks or some heavy tanks are like medium tanks.

Made some balance for units: some, mainly planes are IMHO clear typos.
It's too long to describe, if you're interested i can post the XML.
It's so bad that those xml are painful to read, so many attributes that should not be mentioned and should get a default value defined somewhere.
Myself I didn't saw so many planes attributes that seem like typo. But I quote few that doesn't match gameplay well like:
- For some country a later plane which is less interesting than an older plane.
- Many bombers that are almost as strong than fighters which make few sense for me but I admit I haven't investigate to check if there's historical accuracy behind this. I don't think that during ww2 any bomber killed many fighters but eventually this is here to compensate that you don't have group attack with planes and stuff like fighters protecting bombers during a bombard mission. Well you can attack first with fighters and then with bombers when enemy fighters are exhausted.

Map
Global assault is plenty of resources, Europe and Pacific almost completely empty.
I gave some in the very first turn to everyone (at least, to everyone will have to fight). To be honest some more to my faction :p
Cheating! :D I agree that the global map seems much more polished and that Europe and Pacific maps should be polished for their resources.

Science/Production
Noticed you doubled the science cost: a bit much, IMHO. I took an half-way.
317 = 7.000 UE = 14.000 I changed in 10.500 (is for friends and enemies, but otherwise research will not count much) ---- with "substitute all", not one by one :p)
I made some testing around this and restitute 7000 to all technologies already known in 39 map and let 14000 for other seems working well. But this will have no effect for 39 or 41 maps.

Also, i gave to all the colonial cities (mines and enemies) goods factories, otherwise the colonial powers are disadvantaged: you pay the maintenance for cities that in the best case will produce science, and not much, since they take forever to build, a laboratory, or even a naval dock or an infantry.
I also agree that there's something not that good in current settings. I think the change has been done for the global map only because colonial powers was focusing war on colonies and forget origin country. I feel that Dale change could be kept for most colonial towns but some tuning to colonial resources and building abilities. Funny would be to be able to build some special colonial troops. The problem is less that the change is weaken too much colonial civ but more that most colonial cities have too slow production time and are missing options to use engineers specialists. Be able to build all troops, artillery, anti air and anti tank is already a good production ability. some resources/production ability should be added to most colonial towns and some special building to allow some engineers.

Stack attack
Learned how to use, like the AI does. 2 Examples:
- Germany has more than 150 assorted tanks, some 60 improved infantry, 10 artilleries, and some assorted units: i managed to wipe them with some 30 Heavy artilleries and some 20 Crusaders. The important is to let them unpromoted in the first assault
Here an example that show how over powerful are artillery.
 
Dale I looked at Better BtS AI mod (it also includes last version of BtS unofficial patch) I was wondering why you haven't included this mod in RtW.

Is there any special reason for not having use it in RtW? Like you quote some stuff not working well for RtW?
 
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