KiwiTT's Road to War Mini-Mod

0.32 is almost out. This weekend hopefully :D

In 0.31 already available (see sig), for major nations their unique units have a number of names available, upto a certain number and then they revert to generic names, when the list of actual unit names run out.
 
WWII European Temperature Variations from 1960 norm.
Code:
1936	0.269
1937	0.494
1938	0.536
1939	0.172
1940	-0.828
1941	-0.986
1942	-0.778
1943	0.477
1944	0.167
1945	0.107
1946	0.208
1947	0.147
1948	0.341
1949	0.531
It looks as if only 1940,1941 and 1942 were the really cold. Other years were mild. I might make some changes to the python script one day.
 
New Introduction on the download page (see my sig) for which hints about what to expect in version 0.32
1936 - Road to War - Europe (revised)

I have been working on Dales' 1936 - RTW - European Scenario for nearly a year. Starting in Version 0.10, I have been refining it ever since.

I initially looked at the unit graphics in version 0.10, but that was not where I was looking for my enthusiasm. I wanted there to be some realism in the mod. So starting in version 0.2, I changed my focus to Divisions, Corps and Armies. This was the best thing I did and will continue with later releases. Version 0.3 was a complete re-write for patch 3.19 and also no longer requiring Ultimate Edition 1.1. I will consider re-incorporating it when I work on the Global Scenario in Version 0.6.

Units.

I have now created unit stats for all significant formations for the major powers involved in WWII , i.e. Germany, Russia, France, England, Italy, USA, China, Japan.

The combat values and bonuses are based on the actual formation make-up, i.e. number of tanks, infantry, artillery and anti-tank strengths and combined into various values and bonuses. The amount of units a nation can build is now also limited to approximately historical limits. I have therefore limited the amount of artillery available as most were inherent in these higher level units. (see civilopedia for details)

Each unique unit now has a unit name, so while you are playing you can follow your favourite division, corps or army or even army group. Some Units also have a Generals name in brackets next to the unit. This will help if you want to add a General to lead the unit directly.

I have included new graphics for major nation units and included the models for the "King Tiger", "Centurion", "JS-II", "T-34/76" and restored the "Panther" to the game.

Most significant Generals have been included for both major and minor nations. If the General had achieved sufficient rank or fame, he has been included. All of them have been placed on the map, within the borders of the relevant countries. The AI may choose to settle them or alternatively lead a unit as is the player. Leaders have also been added as Prophets and can also be used to settle in the game. They don't play a major part, but added them for more favour.

Initial Battleships, Carriers and Cruisers now have unique names. They also have unique promotions, based on their speed, range, and armament. This will be further enhanced in version 0.4 and later versions. I have also changed the combat values of the fighters and bombers, but this is still a “work in progress” and hope to refine it in time for 0.4 release.

Cities

A significant amount of work has gone into adding more cities and also making sure the city size is appropriate. The initial culture for each city is now based on how many 1,000's pr citizens were living there in or around 1940 (depending on what data was available). I have also added "Rebel" towns and cities, especially in the Middle East, which will keep the British, Italians and French occupied for a while.

I have now also added wonders to the map and appropriate bonuses given. Most are located in the appropriate cities, but there are also some held by rebels, etc. So it is worth exploring to get these cities as well. These wonders also give bonus buildings. (see civilopedia for details)

Each city now has a number of initial buildings equal to it's city size minus one. i.e. a city size of 3 has 2 initial buildings. Construction of buildings must now follow a set order, which will ensure that the city has the appropriate infrastructure support for it's size. Each Buildings gives differing bonuses for experience, science, culture, food and money (see civilopedia for details)

Map

As noted above, new cities have been added. There have also been changes made to the map as well. e.g. Bremen is now a coastal city. A number of rivers have been added and a lot or railroads and roads have been removed, most significantly from the Russian Front. More resources have been added as well.
 
0.32 Released. :D

There is a "Cheat" mentioned in the readme0.32.txt
 
So do we load these in the Mod that had the old .31 files, or just in the RtW 3.19 folder and rename the files from .32?
 
If you have already made a copy of "The Road to War" as "The Road to War - KiwiTT", you can add the new files to the this folder and rename appropriately. There are more files to rename :D

Take care.

Note: There is some new artwork as well for the Generals, so you wll need to add these art files in the same folders, as indicated.
 
As discussed previously this will be focused on unique battleships, cruiser and carriers and unique bombers and fighter for each major nation.

I will focus on the last class built in WWII for Battleships, Cruisers and Carriers.

For Fighters, I will essentially keep the same classes, Fighter, Improved and Jet.
For Bombers is where the variation will appear.

Bomber Tech I, II, III and may try to add Tech levels IV and considering varying for each country.

- Germany - Dive Bomber, Light Bomber, Heavy Bomber, Jet Bomber
- Britain - Medium Bomber, Heavy Bomber, Dive Bomber, Jet Bomber
- USA - Medium Bomber, Heavy Bomber, Dive Bomber, Jet Bomber.

This may be released in a few months though as I would like to play 0.32 now for a while. :D
 
Minor Fix released 0.32.1 - Maximum number of Pillboxes and Anti-Tank Defences missing
 
In playing the game until Mid-42 as German, I have discovered that there are just too many Generals, which distorts the game and also detracts from the "special" nature of these units. So all Nations have now had their number of General's reduced, most notably, Germany, Russia and England especially.

A revised version 32.2 should be released soon.

NOTE: Problems I am finding with 0.3x is delaying work on 0.4x - please bear with me.
 
WWII European Temperature Variations from 1960 norm.
Code:
1936	0.269
1937	0.494
1938	0.536
1939	0.172
1940	-0.828
1941	-0.986
1942	-0.778
1943	0.477
1944	0.167
1945	0.107
1946	0.208
1947	0.147
1948	0.341
1949	0.531
It looks as if only 1940,1941 and 1942 were the really cold. Other years were mild. I might make some changes to the python script one day.
Winter effects will only be 1940,1941,1942
 
hi kiwitt i have been playing your mod, i've really loved (sorry my english im from Chile, South America), i like your mod, the unique names for warships and infantry divs, but, can you do a map starting in 1939?, because is a little bit boring playing since 1936 and spend hours in front the computer..

another thing...i've note that the AI is to fast with tech development, because has "PanzerArmee" or jet bombers something middle 1941 and is not historic, the russians have a lot of troops so thats very good..

one more thing, when France Fall and "VICHI FRANCE" born, the tech develop for the team "germany + italy + vichi france" is too fast, 1 turn for tech?...so in 10 turns i have nukes and still aren't in war with Russia??..

i played the 0.32 version of your mod
 
NOTE: I have used an escalating tech path the later the tech the more it costs.

In addition, Germany were very advanced in Technology (see www.luft46.com), however Hitler chose not to build them as he preferred more of existing proven techs. It was not until he encountered the huge amount of enemy production that he realised he needed new tech equipment as a counter to this production. And they appeared later.

NOTE: While you may have the technology you still need to build them. And you are also limited by how many you can build.

e.g. An German Army Group can take over 10 turns to build (i.e. half a year.) in the best production city (Berlin) and German had 10 of them.

What difficulty level do you play at ?
 
Can anyone please explain in detail how to install this mod... I have done exactly what the install "read me" says to do and have searched these forums also.

I changed the name of the RTW mod folder to "The Road to War - KiwiTT"

then copied his files into the rtw folders and renamed each XML to match the old ones and added _old onto each original file that was replaced. BTS finds the mod folder but then on load I get a game crash and debug dialog. The authors responses in other threads of "reinstall" etc are not acceptable to me as the mod RTW worked fine until I installed this addon. Am I missing something here?


IMO.. anyone have any ideas why the author chose to have such a ass backwards and complicated install process?
 
I am sorry you are having problems with the mod.

1) This is a "Mod" still in development hence the version number of 0.3x - therfore it does not have a refined install procedure. I have released it to the wider community so I can get feedback on it. This is still a work in progress.

I changed the name of the RTW mod folder to "The Road to War - KiwiTT"
From page 1 of this thread
Installation Notes
1: Copy the entire "The Road to War" folder as "The Road to War - KiwiTT"
2: To install these files, find the location of the original ones (in "The Road to War - KiwiTT") and replace them with mine.
3: Essentially renaming the originals by adding old to the name and renaming mine to the original names. Here are all my modified files.

2) You need to copy your existing "The Road to War" folder (leaving your original intact) as "The Road to War - KiwiTT", thereby leaving your existing "RTW unaffected by my changes. You should still then be able to play your "original" Road to War scenarios.

3) Have you installed UE. If so, that could be one of the reasons for the errors you are having.

4) I am not as skilled a "modder" as some people, nor do I have the time resources to refine issues like install procedures. When I get to version 1.0, I hope to have it refined

Also from page 1 of this thread
Version 1.0x Full Release
Version 0.9x - Single install file development to install the Mod.
Version 0.8x - 1942 Europe Map
Version 0.7x - Diplomacy settings in Maps
Version 0.6x - Global Assault Map - incorporating "Kuff-Dam" Map and "Deanej" UE.1.1 patch for 3.19
Version 0.5x - Pacific Map (Note: Version 0.3x can be used with this map already)
Version 0.4x - Air and Naval Units
Version 0.3x - European Map for Version 3.19
Version 0.2x - European Map for version 3.17
Version 0.1x - European Map - Initial modding trial

i.e. This install is very technical considering it is a "Development" release (a bit like installing early version of Linux ... years ago)

Please bear with me ... It is only me whereas other "mods" here have dozens of people on the "Team" or alternatively can work "full-time" on it.
 
kiwitt even with problems in install your mod...your mod is great...really love your mod...so i'm waiting a new release...congratulations

i hope that you have a 1939 Europe Map soon...... ;)
 
kiwitt even with problems in install your mod...your mod is great...really love your mod...so i'm waiting a new release...congratulations
Thanks for your support... I needed that ... I left quite upset after that last post.

i hope that you have a 1939 Europe Map soon...... ;)
What you could do in the mean time is play one game up to say 1Jan 1939. Save it and restart it again each time to see how it plays out differently.

I have noticed that changes to the XML files (the majority of my mod)are reflected in the reloaded games, but not the map changes.;)
 
Kiwitt, you have made a great mod which is why I want to play it... sadly, it will not work for me. It just crashes. I do have the UE edition of the RTW and the latest patch for BTS.


I really have no idea what is wrong here.. it just crashes every time. RTW regular works fine. I have RTW UE 1.1 and my game is patched to 3.19



Shall I screen shot the folder for you?
 
Kwitt, you have made a great mod which is why I want to play it... sadly, it will not work for me. It just crashes. I do have the UE edition of the RTW and the latest patch for BTS.
If you have the UE edition. My mod will not work. That is the reason for the crashes you are getting. My version is only compatible with the "original" version of "The Road to War" since version 0.3 release. You are essentially combining 3 mods into one.
Version History and Release Dates
**** Version 0.10 **** 16 January 2009 - Initial release
**** Version 0.20 **** 28 February 2009 - Divs, Corps, Armies
**** Version 0.26 **** 23 May 2009 - Last Release for 3.17 and UE 1.1
**** Version 0.30 **** 12 July 2009 - First Release for 3.19 only
**** Version 0.31 **** 24 August 2009 - Major Fix
**** Version 0.32 **** 17 September 2009 - Last release before version 0.40

I will be re-incorporating UE in Version 0.6.

So what you need to do is this if you want to play my version

1) Uninstall Civ4 completely and BTS etc.
2) Reinstall Civ4 (and all patches) then install BTS (and patch v3.19)

Then my install procedure.
 
Ok, now we are getting somewhere. Does it work with RTW Addon Pack 2?
Addon Pack 2 is part of the "Official Release" of Road to War, so is already incorporated.

"Addon Pack 3 beta" became "UE"

All you are missing is really "Global Assault" and maybe some other enhancements I am not aware of yet.
 
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