SMAN's The World at War

SMAN's The World at War V5, Hotfix 3

Summary of Changes (V5, Hotfix 3): This hotfix was primarily a “harmonization” of various settings between this mod and the Unique Units, WW2 Civ Pack, and WW2 Scenario On Any Map mods. Cleaning up unit definitions and other technical issues which sometimes caused odd behavior in various mod combinations (e.g. if Main WAW and the WW2 Civ Pack were enabled, aircraft units from the Civ Pack mod could not attack cities. Playing the Civ Pack alone, they could.).


Specific Changes:

- Added a "City State relationship drops" to the “Enhanced Diplomatic Reaction to Nuke Attack" script. Now when using nukes, city states will lower their relationship to the attacking civ.

- Added a ranged horse unit in the Classical and Medieval Era. These are now part of a new scout upgrade path.
This path is now Scout (Ancient) > Scythian bowman (Classical @Construction) > Mounted Crossbowman (Medieval @Machinery) > Lancer (Renaissance @ Metallurgy) > Cavalry (Industrial/BE @Mil Science) > Armored Car (Modern/Great War @Motorized Logisitics)

- Added route increases in the Route_TechMovementChanges tables for certain techs in the tree: faster road movement at Industrialization, Precision Engineering, and Manufacturing. Faster rail movement at Motorized Logistics, Combustion, Mechanization, Combined Arms, Ops Research, Full Spectrum Warfare, Polymer Science, and Supply Chain Management. The improvement in rail movement will be quite noticeable with armor units as the game progresses - as it was historically.

- Added WHOWARD’s “Tech - Satellites Reveal Cities” – which reveals units around cities after the “Keyhole” project is completed.

- New function adjusts strategic amounts on the map at game start, similar to the SMAN’s WW2 Scenario On Any Map scenario. This creates unusual near-monopolies and bare areas all across the map - which will definitely impact military strategy to obtain rares resources, and make civs with a glut of those resources able to leverage that abundance accordingly. While, the mod adjusts the amount found in a tile, it doesn’t add/remove strategic resources to any additional tiles.

- Added a “Severe City Penalty” to melee ship units of all kinds. All melee ships now have a 90% penalty when attacking cities. They can still capture cities, but will need assistance to actually reduce city defenses.

- Added a test inside the VP compatibility script, which prevents it from injecting an error into the database log when VP is not enabled.

- Added a minor nerf to the Warmonger penalty settings. AI civs will factor warmonger stats a bit more than before, making them more reactive in warmonger situations.

- Added Greece to the Unit Namer Script, allowing them to receive custom, civ-specific names for their units.

- Adjusted many entries in the Ottoman tables in the Unit Namer Script, to provide a more historically-accurate set of names for the Ottomans.

- Added 10 Roman and 5 Ottoman custom civs to the Unit Namer Script.

- Removed the references to WW2 Civ Pack and WW2 On Any Map mods, placing the references into those mods, so that the Main WAW mod would execute first.

- Hid the notification buildings from Civilopedia, so these “dummy” buildings don’t appear in that feature.

- Made several adjustments inside the unit definition tables, correcting minor problems in many unit definitions. Units now look/act more like “normal” units of their type, and should behave more stably. *



* Technical Changes: Here is a list of specific adjustments made to units:

- Ensured all IFV’s were categorized as UNITCOMBAT_GUN, not armor.
- Ensured all “Paratrooper” type units (incl. later paradrop units) only used UNITAI_PARADROP.
- Added UNITAI_MISSILE_CARRIER_SEA to all ships/subs that can carry missiles.
- Added FLAVOR_NUKE to ships/subs that can carry nukes.
- Ensured fighters have UNITAI_DEFENSE_AIR as default.
- Ensured all NAVAL_MELEE units had IgnoreBuildingDefense set on.
- Changed ArtDefines (Weapons) for all Fighers and Dive bombers to make sure they only used 2 attack animations, and not 3.
- Ensured Art Defines Unit Infos contained the FighterWing formation for all fighter units.
Changes Summary for V4:


GENERAL
- Removed the "Commerce" requirement from the Freight Depot
- Added counter-espionage capabilities to many normal and WAW buildings. Remember that Constabulary and Police Stations reduce enemy spy stealing rate by 25%, respectively. The numbers in parenthesis show how much these buildings do the same: Barracks (3), Walls (3), Castle (3), Armory (3), Arsenal (3), Mil Academy (3), Mil Base (3). These WAW buildings now also have counter-spying abilities: Civil Defense (10), Adv Warfare Facility (3), Def. Sat System (6), High Court (2), Natl Mil Academy (1), Natl Naval Academy (1), Natl Air Force Academy (1). It is now possible to raise the counter-spy effort to 90% without Wonders, 95% with Wonders. Yes, spies may be dropping like flies, but it that really a problem…? ;)
- Lowered the Culture bonus of the railway station's culture from 5 to 3, to match what it says in the description
- Checked to make sure replanting forests yields Production to the nearest city
- Added British city names (for my own personal playing style…)
- Updated the Freight Depot help key - to show that Coal was required to build
- The Work Progress Administration wonder is now "purchasable" with gold
- Added a build limit for the Nuclear Weapons Lab (5)
- Lowered the cost of Bomb Shelters
- Fixed some incorrect font icons
- Expanded the Unit List popup window for Cities or Carrier units, to allow for longer unit names. This is especially needed for some of the units from the Unique Units mod
- Fixed some of the repetitive Technology quotes; added some new ones
- Cleaned up many discrepancies, errors, typos, etc.


UNITS:
- "Normalized" all unit costs, strengths, promotions, etc. Now they should represent more evolutionary progress through the Tech Tree, in a much more consistent manner
- Reconfigured every unit's ArtDefines files, removing the .sql file and adding corresponding commands in the basic unit .xml file. While .xml might execute more slowly than .sql, the file handling overhead more than defeats that advantage. The new approach should speed up mod load times (slightly)
- Added several missing trigger files, which should improve their corresponding units' attack animations
- Added @MariusMagnus' namer fix for the Localization problem on late-start games
- Adjusted the naming function so that it can accommodate alternative Custom Civs. See the Unique Units mod for more details (https://steamcommunity.com/workshop/filedetails/discussion/1562535329/1629663905430904945/)
- Some units' Icons/Flags were adjusted
- Re-wrote almost all unit Help text keys, to help a player remember where the unit fits into the overall unit role evolutionary path, and what resources are required for the unit. This was primarily done, so that all the unit variants from the Unique Units mod could reuse those keys without needed their own


AIR Unit changes:
• Added the Dive Bomber Unit, a fighter nominally weaker than the Fighter Mk I, but with the Bombardment I and II Promotions (+66% Combat Strength against Land Units)
• Added the Fighter Mk III Unit, a late-WW2-Era Fighter, with better strength than the Fighter Mk II and longer range than the Advanced Fighter, receives the Bombardment I promotion
• Heavy Bombers and Advanced Bombers now receive the Evasion I promotion
• Added the Anti Air I Promotion to the Zeppelin, so they will be more damaging to early fighters
• Lowered the Advanced Bomber range from 12 to 10
• Guided Missiles no longer become obsolete
• Added the "Divine Wind" promotion, which can only be used by Japanese Kamikaze Units (from the Unique Units Companion Mod). This promotion adds +100% Combat Strength vs Ships, +50% Combat Strength vs Armor Units. Earns points toward a Golden Age for each enemy unit killed
• Recon Plane/Jet units now receive the Intercept Promotion, allowing them to perform Interceptions, albeit at a much weaker rate than a normal Fighter of the Era
• Put the build limit (8) for Wild Weasel units into the HELP text key


LAND Unit changes:
• Added the "Motorized Infantry" Promotion, allowing late-Era Infantry units the ability to use enemy roads/railroads as if they were friendly
• Removed the ability to pillage from all 'mobile scout' units (tenders, etc.) – Helicopter units still can pillage
• Most Siege Units have had their Ranged Strength increased
• The "Hovercraft" Promotion that Helicopter Units receive now has additional anti-armor damage
• Changed the Scout's "goodyhut" upgrade - from Lancer to Horseman. Kept the "normal" upgrade at the Lancer unit. This prevents Lancers from appearing in the first turn of the Ancient Era
• The " De Oppresso Liber Promotion" Promotion that Special Forces & BlackOps units receive now reduces the Combat Strength of adjacent enemy units by 15%
• Changed Bazooka upgrades from Mobile Infantry to Main Battle Tank
• FLaK Units no longer become obsolete. This allows a Civ with no Oil or Uranium on hand to at least be able to build some form of anti-air unit
• Corrected the "goodyhut" upgrade of the SP Artillery Unit to Rocket Artillery, not Laser Artillery
• Knights obsolete at Metullurgy, not Military Science


SEA Unit changes:
• Added a new unit, Predreadnought, which takes the place the Protected Cruiser used to occupy – as the 'Main' ranged naval unit of the Belle Époque Era
• Converted the Protected Cruiser to a hybrid naval melee/ranged unit, and moved it to the 'Late' melee ship unit of the Belle Époque Era
• Added a new unit, Destroyer Escort, which is the Main WW2 Naval Melee unit (between the Corvette and the Heavy Destroyer)
• The Battleship and Heavy Battleships were given promotions to help them be more effective against land troops (BB = Bombardment I, II, and Heavy BB = I, II, and III)
• Naval Ranged Ships from Battleship and later received the Targeting I and II promotions, to make them 66% more effective against other ships
• Adjusted naval melee unit movement/promotions. Now, only Ironclad, Torpedo Gunboat, and Torpedo Boat Destroyer units have the "Double Move on Coasts" promotion. Other naval melee units have increased movement speed. New movement speeds for these units: Ironclad (3), Torpedo Gunboat (3), Torpedo Boat Destroyer (3), Destroyer (5), Flotilla Destroyer (6), Corvette (6), Heavy Destroyer (6), Aegis Destroyer (6), Missile Destroyer (7), Railgun Destroyer (8)
• Changed the Fleet Sub obsolete tech, so that it obsoletes when the Cruiser Sub becomes available
• Flotilla Destroyers now obsolete at Combined Arms, when Corvettes become available
• Changed Carrier obsolete tech to Full-Spectrum Warfare from Materials Science – this prevented the situation where you could not build any carrier units, due to which Techs were discovered
• Lowered cost of Belle Époque Era naval melee units
• Changed some Great War surface ships (Light Cruiser, Torpedo Boat Destroyer, not Carriers or Subs) to require Coal, not Oil
• Ironclad now obsoletes at Telephony
• Adjusted Nuclear Sub stats to place it properly in the Sub evolution timeline
• Resized the Protected Cruiser, to make it a bit smaller
• Beefed up the Railgun Cruiser's attack animation, hoping to make it look more menacing
• Changed the incorrect Advanced Start Cost of 10 to the correct number (60) for Armored Frigate and the Predreadnought units
• Protected Cruiser now has the "Can See Submarine" Promotion
• Fixed Brit ship name – changing it from Barfleur to Harfleur
Version 3 Fixes/Adjustments:

- Fixed the Tech Tree Scrolling problem - Changed Combat Medic promotion to a custom, and removed all references to Terrace Farms
- Added the 'Dive Bomber' unit (WW2 fighter that specializes in attacking land units)
- Made adjustments to the main WAW mod to accommodate changes in the "Irregular Units", "Modern Terrain Improvements", "Unique Units" companion mods
- Added more prereq techs – giving more vertical bars – slows down beelining
- Fixed several AA unit upgrade paths
- The Naval Academy National Wonder awarded the "Mobility Promotion", where it should have been awarding the "Ocean Movement" promotion instead (similar to Elizabeth's Unique Ability).
- Changed Scout upgrade path to Lancer, and Lancer to Cavalry
- Replaced 1 icon from an obscure VP mod, due to disgruntled request
- Old Combat Medic promotion removed, as well as references to Terrace Farms
- Adjusted the code to allow a player to build an Atomic Bomb if they have a Nuclear Weapons Factory. Previously, you needed the Nuclear Research Facility to build this unit. Now you can build it if you have either building in a city
- Adjusted Naval melee / ranged unit stats – for balance
- Made changes to ensure that only Heavy Battleships can hold missiles, not earlier naval ranged units
- Add goody class upgrade for Paratroopers to Special Forces
- Fixed upgrade paths on Great War Era Artillery units
- Reduced all missile unit costs 15%
- Update unit icons/flag atlases to add many units from the Irregular Units and Unique Units mods
- Normalized Cruisers obsolete techs at Astrophysics
- Changed UnitPanel UI to display the unit class name ToolTip, so it shows the class name instead of the unit name when hovering over the large unit icon
- Nerfed Air Defense units – assigned a lower Intercept promotion level; lowered strength
- Added some missing animation/trigger files
- Increased Barbarian Camp gold (x3)
- Cleaned up Fleet Carrier files
- Increased turn interval between AI unit automatic upgrader from 3 turns to 5
- Fixed animation on the Diesel Sub – didn't work properly when it was attacked
Summary of Changes (V2)

General:
- Added the x32 sized Icon files
- Removed the flag in the Transparent Aluminum Civilopedia entry so it no longer suggests the Resource can be found in Hill tiles.
- Changed the text key for the "Bribe" promotion for land units that now says, "Capture Chance if Defeated: XX%"
- Changed the AI settings for two keys: OPINION_WEIGHT_MINOR_CIV_NONE and OPINION_WEIGHT_WONDER_NONE. Set the values to 0. Previously, if you weren't competing with an AI Civ for a City States' favor and hadn't built wonders that they wanted, it would grant you favor with the AI Civ, but the message that it showed said the opposite was true.
- Changed the Chateaux Terrain Improvement's Help key to reflect that any Civ can now build it, not just the French Civilization.
- Changed the TXT_KEY_REVEALS_RESOURCE_ON_MAP text key to reflect that some latter-Era Resources are not found on the map, but must be manufactured. This is to help reduce confusion about Transparent Aluminum, which is one of these Resources. I also expect other, similar late-game Resources to be added in the future. Since this key is created/used by the game engine, it isn't possible to change it dynamically without replacing the entire Tech Tree UI – which is like using a grenade to take out a fly…


Buildings:
- Fixed the duplicate Deep Mine building. The GW building is now called the Industrial Mine, as was originally intended
- Restored the requirement for Constabularies in all cities before the High Court national wonder could be built.

Units:
- Scouts & Shoshone Pathfinders upgrade to Lancers.
- Changed Lancers to upgrade to Cavalry. Cavalry now upgrades to the Armored Car.
- Changed the upgrade path for the Cruiser (WW2 naval ranged) from the Missile Cruiser to the Heavy Battleship.
- Modified the Ranch so it produces food without requiring nearby Cow or Sheep Resources.
- Changed the Prereq tech for Fleet Carriers to Materials Science, so they become available as soon as the normal Carrier unit becomes obsolete
- Mechanized Infantry now upgrades to Powerarmor Infantry
- Bazookas now upgrade to Mobile Infantry (until I can add a better unit alternative)
- Fixed the Combat Strength of the Robot Infantry unit, which was incorrect before. It is now 140, instead of 110
- Removed obsolete techs for certain units, so it would be possible to build at least some units if your civ is low on late-game Resources (Aluminum , Oil, Uranium, etc.): Artillery, Bazooka, Infantry
- Changed Howitzer obsolete tech from Mechanization to Combined Arms.
- Changed the prereq Tech for Imperial Rifleman to Dynamite instead of Topography, so it becomes available sooner. Also moved the prereq Tech for the War College National Wonder to Dynamite. These units receive the Charge, Discipline, and Shock Promotions when built. Normal Rifleman units now upgrade to Great War Infantry.
- Changed some names in the Unit Namer script to remove unprintable characters.
- Changed the prereq Building for the Nuclear Research Lab from the Freight Depot to the Research Lab.
- Changed the prereq Tech for the Advanced Warfare Facility from Superconductors (Future War Era) to Nuclear Fusion (Cold War Era).
- Changed the name of the 'ICBM' to the 'Superheavy ICBM' – to move it later in concept, where it actually resides on the Tech Tree
- Adjusted the cost of several ships to make them more balanced: Torpedo Boat Destroyer is now 250 (vice 300), Destroyer 275 (vice), Flotilla Destroyer 300 (vice 400), Corvette 325 (vice 375), and Heavy Destroyer 400 (vice 450).
- Removed the City Siege Promotion from WW2 and earlier Era artillery units. Added the Accuracy 1 Promotion to the Field Gun (BE Era), and the Accuracy 1 & 2 Promotions to Great War and World War II Era Arty Units (Heavy Field Gun, Howitzer, Field Howitzer, Heavy Field Howitzer, and the normal game Artillery). Artillery Units will now have a much better punch against troops in the open.
- German Landsknecht Units now obsolete at Rifling, and upgrade to Line Infantry Units.
- Changed the prereq Tech on the Missile Destroyer from Globalization to Nanotechnology (the latter Tech provided nothing, just an empty box).

Tech & Tech Tree Changes
- Added the Manufacturing prereq to Railroads, so that Light Cruisers could not be researched before Dreadnoughts.
- Added the Steam Power prereq to Telephony, so that the Torpedo Gunboat could not be researched before the Ironclad.
- Added Evolutionary Thought as a prereq to Electricity to slow down beelining
- Added the Motion Pictures prereq to Electronics, so that the Diesel Submarine could not be researched before the Submarine.
- Flight is now a prereq Tech for Motorized Logistics.
- Motorized Logistics is now the prereq Tech for Ballistics and Combustion.
- Assembly Line is now a prereq Tech for Ballistics
- Added the Radar prereq to Modeling and Simulations, so that the Mk II fighter could not be researched before the Mk I Fighter.
- Added the Television prereq to Mobile Tactics, so that Mobile Infantry could not be researched before Mechanized Infantry.
- Changed prereq Tech to "reveal" Transparent Aluminum from Nanotechnology to Cold Fusion. As the Resource can only be created by the TransAlu Mill (available at Cold Fusion), it makes no sense to associate the Resource with an earlier Tech.
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