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Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Project & Mod Development > Inactive Projects > Civ4 - Falklands War

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Old Feb 27, 2010, 11:46 AM   #1
Flying Pig
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Testing Version 1 Released!

Patched 1 9/3

Here's the first testable version of the mod for public download. The only strings attached are that if you download it, please feed back.

Download ONCE MORE RE-DONE, 20/2

We're especially keen for feedback on the following:

  • When playing Argentina, do the British always land in the right place (should be around San Carlos Bay give or take about ten tiles)
  • How should the tech tree work?
  • Any comments on civics?
  • British players - can you make any headway? Argentine players - how do you fight back?
When playing, try to safeguard aircraft carriers and cruisers purely because they will be victory units later on - any strategy that risks them will therefore become invalid. We don't want to be told:

  • There's no events! - Events have been removed for now
  • The graphics are ugly! - most of these are still in development stage
  • I can't win! - there's only conquest and domination set on. Good luck with that!
Patch 1 [9/3] does the following:

  • Bug fixes - aircraft now load onto British carriers, ancient age units are disabled.
  • Game music!
  • Marsh terrain unhealthiness removed.

Last edited by Flying Pig; Feb 20, 2011 at 12:49 PM. Reason: Patched up AGAIN
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Old Feb 27, 2010, 04:36 PM   #2
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It's not reading XML entries for custom civs, and the scenario itself isn't working for me. I just get the map and civs in the Ancient Era.
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Old Feb 27, 2010, 09:25 PM   #3
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I believe I'm having the same problem. I can load the map, but nothing else is available (i.e. custom civs or scenario).
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Old Feb 28, 2010, 12:17 PM   #4
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Go to play a scenario/the falklands and it should work.
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Old Feb 28, 2010, 01:09 PM   #5
Koba the Dread
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Sadly, that's not it (at least not for me). The same outcome: map size huge, the choose your civ from the vanilla list of civs, and then begins in the stone age.

You're close! Keep it up, I can't wait to play. Best of luck.
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Old Feb 28, 2010, 01:15 PM   #6
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Quote:
Originally Posted by Flying Pig View Post
Here's the first testable version of the mod for public download. The only strings attached are that if you download it, please feed back.

Download here!

We're especially keen for feedback on the following:

  • When playing Argentina, do the British always land in the right place (should be around San Carlos Bay give or take about ten tiles)
  • How should the tech tree work?
Good show!

IMO the tech tree should not work (i.e. there should be no techs to develop with the short space of the actual Falklands War). Can't promise any factual feedback, as I don't know if I'll have time to playtest... Downloading anyway - and sorry about the starting hiccups.
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Last edited by JEELEN; Feb 28, 2010 at 01:18 PM.
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Old Feb 28, 2010, 01:43 PM   #7
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The plan for it was that research represents developments in methods more than techs - so may unlock things like processes and promotions rather than buildings and units.

Quote:
Sadly, that's not it (at least not for me). The same outcome: map size huge, the choose your civ from the vanilla list of civs, and then begins in the stone age.
Sounds like there's been a screw-up during the upload. Download suspended while I sort it out.
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Old Feb 28, 2010, 01:48 PM   #8
Koba the Dread
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I have faith you'll sort it out.
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Old Feb 28, 2010, 02:00 PM   #9
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Edit the CivBeyondSwordWBSave file to include the mod path: Mods\Falklands.
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Old Feb 28, 2010, 02:28 PM   #10
Koba the Dread
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I'm not sure I follow you. Could you be more specific please.
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Old Feb 28, 2010, 02:54 PM   #11
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There's a line in the save file called Mod Path. It'll be fixed when we re-upload as standard anyway.
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Old Feb 28, 2010, 04:12 PM   #12
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Just load the mod first, then load the map. Not difficult .
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Old Feb 28, 2010, 05:26 PM   #13
Koba the Dread
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Now we're talking! It's loads, it starts, and I'm very impressed. One big issue out the gate: the Sea Harriers don't stay loaded (or load) on the carriers. Other than, that I'm fooling with it still. The SBS unit knocked out an Argentine plane, British subs have damaged the Belgrano and Argentine corvettes approach the north coast of E. Falkland.

I love it!
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Last edited by Koba the Dread; Feb 28, 2010 at 06:46 PM.
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Old Mar 05, 2010, 04:57 PM   #14
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FYI - the default carrier and jet fighters are behaving normally. I'm still looking at the XML unitinfos (but I don't know what, if anything is missing).
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Old Mar 06, 2010, 11:31 AM   #15
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I found the solution. In Civ4UnitInfos.xml, go to the entry for UNIT_BRITCARRIER and change SPECIALUNIT_FIGHTER into SPECIALUNIT_CARRIER. It's fixed for the next version.
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Old Mar 06, 2010, 04:26 PM   #16
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Thanks, that fixed it! This is impossible though . . . not enough units to beat them. The Argentine's are building cities on E. Falkland (I took Buenos Aries).

My fleet is tough, lost the Cardiff though - the Argentine fleet has either retired to port or has been sunk.

Strange, no SAS unit, but 2 SBS units. No Air Corps but thankfully no Argentine Air Force or Exocet attacks.

All in all, very few flaws so far . . . Tech tree isn't working, the Engineer can't build improvements.

Fantastic map detail and I think the unit graphics are just fine.

I'm a big fan and I had fun for awhile - I'm sure the next release will be evn more fun.
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Old Mar 06, 2010, 08:48 PM   #17
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Argentine's are about to re-take Teal. That's where those elements of the 6th Motorized Infantry Regiment went and the supporting Anti-Aircraft Battery; there's no way the Fleet can get there in time.
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Old Mar 07, 2010, 08:28 AM   #18
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Quote:
Originally Posted by Koba the Dread View Post
Thanks, that fixed it! This is impossible though . . . not enough units to beat them. The Argentine's are building cities on E. Falkland (I took Buenos Aries).

My fleet is tough, lost the Cardiff though - the Argentine fleet has either retired to port or has been sunk.

Strange, no SAS unit, but 2 SBS units. No Air Corps but thankfully no Argentine Air Force or Exocet attacks.

All in all, very few flaws so far . . . Tech tree isn't working, the Engineer can't build improvements.

Fantastic map detail and I think the unit graphics are just fine.

I'm a big fan and I had fun for awhile - I'm sure the next release will be evn more fun.
The SAS at the time of the start of the game were freezing themselves on South Georgia. Once we get the python working, they'll drop in as re-enforcements; one to Pebble Island, one to recon Mount Kent (near Stanley) and move to Port Howard. The AAC will be part of a similar event which lands an infantry brigade at Fitzroy when you capture it. The tech tree has been disabled until we can cobble something together

Also, the argies shouldn't be building cities. That's a major error in our code - stand by for a fix. Basically it came from using an old version of a file; the same thing that triggered the carriers problem - I should have noticed that then.
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Old Mar 08, 2010, 01:55 PM   #19
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Okay, I've tried a couple of starts in order to gauge the accuracy of the British landings. I'm pleased to report that they went 5-5 with landing in or around San Carlos Bay.

I'm not entirely sure how the Tech Tree should play out. In my humble opinion, I belive the Tech Tree may not be needed at all or could be used for something like collecting $200 for passing Go (do you follow me?) or a surge in spreading British Ideology, or even some kind of espionage boost/success.

I just don't know, the promotion system is fine, not sure what else a Tech Tree could offer . . . again, an example could be French assistance with countering Exocet, the establishment of an "exclusion zone" which could increase the Fleet's viewing distance.

Nonetheless, thanks for making CIV IV fun again.
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Old Mar 08, 2010, 03:28 PM   #20
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I'm currently debating whether to post the fixes to this as a patch, or wait a bit to do some harder work the release another version. Thoughts?
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