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#1 |
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Deity
Join Date: Mar 2002
Location: Melbourne
Posts: 6,481
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The Road to War - Ultimate Edition!
The Road to War: Ultimate Edition!
With a recorded 200,000+ downloads (to 1st August 2008 from all sources) the Road to War has become the second most popular mod for Civilization IV! A HUGE thankyou to all the fans of RtW for helping to form the best World War II mod available for Civ4! Join the war and rewrite history today! ----------------------------------------------------------------------------------------- Version Notes: The current version is RtW-UE v1.1 and is dated 6 August 2008. The current version is for Beyond the Sword 3.17. Please ensure you use the latest version and BtS patch for compatibility and support. ----------------------------------------------------------------------------------------- DISCLAIMER: THIS FILE IS NOT ASSOCIATED WITH FIRAXIS GAMES OR 2K GAMES IN ANY WAY. USE OF THIS FILE IS AT THE USER'S DISCRETION AND FIRAXIS GAMES, 2K GAMES AND THE MAKERS OF THIS MOD ARE NOT LIABLE FOR ANY DAMAGES. BY DOWNLOADING AND INSTALLING THIS FILE THE USER ACCEPTS THESE TERMS AND ACCEPTS THAT USE OF THE FILE IS AT THEIR DISCRETION. ----------------------------------------------------------------------------------------- Installation: Please follow these instructions to obtain and install RtW-UE: 1. Download RtW-UE http://forums.civfanatics.com/downlo...=file&id=10229 2. Delete the existing RtW Mod folder ..\Beyond the Sword\Mods\The Road to War 3. Unzip the downloaded file to the same Mods folder as step 2 ..\Beyond the Sword\Mods\. 4. Start BtS, the RtW and play! ----------------------------------------------------------------------------------------- Summary of changes from Add-on Pack 2 to RtW-UE: 1. Updated to BtS Patch 3.17. 2. Added Solver's unofficial patch. 3. Added Global Assault scenarios. 4. Fixed save game bug. 5. BattleEffects only accumulate to 10 turns (but further battles in later turns will also increase BE to a max of 10). 6. UnitInfos completely redone (thanks Chamboozer et all). 7. Culture effectively elliminated. 8. All factories require Goods Factory. 9. Goods Factory not buildable in real event modes. 10. BitterWinter controllable via GlobalDefinesAlt.xml (default is 1 == on). Change to 0 (zero) to turn BitterWinter off. 11. DCM components updated to DCM v1.6. 12. Can Port Airbomb ships in forts. 13. Minor bug fixes and tuning. ----------------------------------------------------------------------------------------- Other: Please post any comments, suggestions, bugs or anything else to do with RtW in this forum: http://forums.civfanatics.com/forumdisplay.php?f=265 I hope you enjoy The Road to War - Ultimate Edition! RtW-UE marks the conclusion of a two-year development cycle. It also marks the conclusion of my three and a half year involvement in the development of Civilization IV Vanilla, Warlords & Beyond the Sword. RtW-UE is the Mod I imagined when creating Desert War for Civ4: Vanilla. But due to development limitations (ie: not having a fully stable game in Dev terms for a long time) the Mod had to go on hold till Beyond the Sword and Desert War was developed instead by myself, Locutus & Isak. I wish to thank the team at Firaxis, especially Jesse, Soren, Alex, Jon and the others. I also wish to thank Tony & Dave for helping with the initial retail version of RtW. I wish to thank all of RtW's fans, for all of their suggestions, debates (sometimes heated) and discussion. I thank you all, and whilst I respect your passion to make RtW better, the Mod had to still remain within my initial design goals: Bringing World War II to the average player! I believe RtW-UE fully accomplishes this goal, whilst leaving a very stable base for Mod-Mods to start from. To all of those who suggested ideas that I did not implement, I apologise for that, but remember that the Mod had to remain simple enough for the average player, yet complex enough to encompass the complexities of World War II. Finally I wish to thank my wife. You shouldn't have let me continue after I snapped the Dev CD in March '05. ![]() Dale PS: This will be my final work for Civ4. I invite all of you to try my new Mod: Age of Discovery II for Civ4 Colonization (in development) when it gets released.
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http://www.brrgames.com Last edited by Dale; Aug 05, 2008 at 10:31 PM. |
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#2 |
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1st in the Premiership!
Join Date: Aug 2006
Location: Coventry!
Posts: 2,812
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Thank you for all your hard work Dale
can't wait to try it.
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Ok so the Olympics and Hamilton was a blip but i have still got to look forward to England mucking up the WC qualifiers, England losing the Ashes in a whitewash and Liverpool yet again not winning the Premiership all in the next 2 years
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#3 |
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Warlord
Join Date: Jan 2008
Location: Port Hedland, Western Australia
Posts: 185
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Damn, once again I'm half way through a game when a new version comes out
![]() Great work Dale. Dan |
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#4 |
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Deity
Join Date: Mar 2002
Location: Melbourne
Posts: 6,481
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RtW-UE Released!
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http://www.brrgames.com |
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#5 | |
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Warlord
Join Date: Jun 2008
Location: Olympia, WA
Posts: 246
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Quote:
Anyway, you're welcome for the units. Will you still be checking the RtW fourm now that its finished, in case someone needs to reach you for help with something (namely me). |
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#6 | ||
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Deity
Join Date: Mar 2002
Location: Melbourne
Posts: 6,481
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Quote:
![]() Quote:
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http://www.brrgames.com |
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#7 | |
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Deity
Join Date: Apr 2007
Posts: 3,320
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Quote:
jk jk)Good job Dale, looks like you've put a lot of hardwork into this mod. |
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#8 |
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Deity
Join Date: Mar 2002
Location: Melbourne
Posts: 6,481
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.
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http://www.brrgames.com |
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#9 |
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Chieftain
Join Date: Aug 2007
Posts: 21
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Thanks Dale for all your hard work.It's Creative talent like yourself and others
that add fantastic content and you do it for no pay,just a love for the game. I look forward to playing any future mods that you make for the newer Civ.
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Give a man a fish and he will eat for a day. Teach him how to fish, and he will sit in a boat and drink beer all day. |
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#10 |
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Warlord
Join Date: Jun 2008
Posts: 129
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Thanks a ton, Dale! This is great! Any mod-mods will be hugely in your debt
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I wrote a book! www.lightofar.com Take a look FREE"It's not that I don't know how, I just haven't learned yet." --Josiah Bartlet |
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#11 | |
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Warlord
Join Date: Jul 2008
Posts: 141
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Quote:
And thanks for this big oeuvre, Rtw. |
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#12 |
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King of the Ring
Join Date: Feb 2007
Location: UK
Posts: 1,018
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Bleh. Latest version of the mod - playing on Europe map as Nazis, Monarch difficulty - now the AI is taking to disbanding most of its army and/or keeping units stationed needlessly in cities.
USSR was unable to capture a single Polish city. Dale is doing the right thing by dumping this horribly disappointing mod and I recommend everyone else to do the same and not bother to download this latest feeble 'update'. |
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#13 |
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Warlord
Join Date: Jul 2008
Posts: 141
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I haven't played a full game but one point hurts, workers cost:
Europe 39, playing Germany. Best town to produce a worker is 13 turns, ie you get your first worker at January 40! And second best town requires 18 turn or 16 if you weaken nearby town so you get your second worker at best at beginning of March 40 and your third after 18 turns. So at beginning of May 40 you get finally 3 workers! Lol, there's something to tune here. With spies everywhere and bombers that will skip through that will be only a big frustration. That said the computer is probably not better fit (at any difficulty level) so it will be very easy to put any country on its knee: Bomb the ground builds and the computer is much weaker to do the same. Well I'll edit the files to get something less extreme. |
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#14 |
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King of the Ring
Join Date: Feb 2007
Location: UK
Posts: 1,018
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Did autoplay as Ireland, Europe 1939, Monarch difficulty. By October 1939 Poland has captured a German city, USSR and Nazis have disbanded much of their armies and are unable to fight back.
Dale's got a really annoying habit of sticking up totally untested nonsense and I advise everyone to stop 'testing' it for him if all he's going to do is release this garbage. |
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#15 |
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Deity
Join Date: Mar 2002
Location: Melbourne
Posts: 6,481
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Post some screenshots and saves to back up those claims. Because that has not been the experience of my testing of UE.
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http://www.brrgames.com |
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#16 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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Desert War? That mod's for vanilla, it can't be started with anything else.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#17 |
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Warlord
Join Date: Jul 2008
Posts: 141
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#18 | |
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Warlord
Join Date: Jul 2008
Posts: 141
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Quote:
Snapshot? It won't bring anything, you'll have no proof I didn't disband them myself. Anyway believe me or not, after 2 turns, one Ctrl Shift X, German has only 3 Artillery. Also during this time Poland captured an URSS town, Kiev, see file joined. EDIT: That said, you could not take count of this as I changed one thing, I restored previous cost for building workers, I'll never care play with workers cost that won't match events time frame of Europe 39. Last edited by Fagan; Aug 04, 2008 at 02:34 PM. |
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#19 |
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Deity
Join Date: Mar 2002
Location: Melbourne
Posts: 6,481
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Post the save game.
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http://www.brrgames.com |
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#20 |
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Warlord
Join Date: Jul 2008
Posts: 141
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Savegame bellow but don't forget I changed workers cost plus Game was at Deity Level.
During the 2 turns before the auto I organized production to not have any lack of food, setup research to 80%, set some culture production for towns near frontiers. I also launch the building of 4 workers, some airport and barracks. I also mass most troops near Poland. I forgot change spying (I do this error )Bellow the 2 save game, one just before let computer play, one after one ctrl shift x. |
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