Announcing the Falklands War mod

Flying Pig

Utrinque Paratus
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MOD MOVED TO PUBLIC FORUM HERE

I am working on a release of a mod for Civ IV BTS on the 1982 Falklands War information here, with a new map, new units, new civilisations and new technologies. I will put any releases here.

I have put out a few requests for units, shown below. The ones I have are *drum roll*

azioazioazio - Spanish Infantry (Going to be used as a basic Argentine infantry unit)
Walther Hawkwood - Merchant Ship (will be used as an RFA vessel)
Mechaerik - Special Forces (one is going to be used as an Argentine Commando, and one of his others is going to be used for the Royal Marines)
GarretSidzaka - Modern Paratrooper (Used for [who else?] the british Parachute Regiment
KrugerPritz - Warrior, going to be used as the British Armour
Sharik - AA Gun (his German one)
Mozza - British SAS

-sr has already provided an awesome map, which I just need to modify a bit before it will be ready for use.

Anyone who knows anything about python, especially how to make date-specific events, would be really appreciated if they could get in touch. I'd also like to hear from anyone who knows how to make customised flags. All lists here are subject to be updated.

'Team'

There is no team as such, but this is a list of people who are helping with non-already released stuff

Kochmann - Has helped with buttons for units and the Argentine flag
Mechaerik - Made the awesome Leopoldo Galetieri leaderhead, being used minus the kepi (sorry, but it really grates, and he now looks just like the picture)


The Mod

The mod will feature a new map of the Falkland Islands, as well as two new civilisations, Argentina and the United Kingdom. The player will be able to command both sides, with events happening as they did in the Desert War campaign for Vanilla (or they will the minute someone dtops by and explains how to set that up ;)), and the goal for each will be to eliminate the other. There will be very limited diplomacy involved, since there will be no chance of peace.

Leaders:

UK - Margaret Thatcher (Protective, Organised)
images

Major-General Moore (Aggressive, ?)[Maybe]
Jeremy_Moore_KCB_OBE_M.jpg
moore.jpg


Argentina - Leopoldo Galtieri (Aggressive, Expansive)
Galtieri.jpg


Units

The game will change dramatically in that there will be no chance for either side to recruit units. You must rely on the forces you start with or recieve through events.

Britain

Officers:

Britian gets officers, which work like Great Generals pre-attached to a unit.

H Jones - Lands with 2 PARA, giving them a Leadership bonus

Land:
Special Air Service - The top British Special Forces unit, and the best unit in the whole game. Able to perform parachute jumps.
Special Boat Service - Not so strong as the SAS, but amphibious.
The Parachute Regiment - A solid, dependable unit, including one Warlord (H Jones). Able to perform parachute jumps. There are only 2 in total.
Royal Marine Commandos - A strong amphibious unit. There are only 3 in total.
British Infantry - Medium level unit encompassing the Welsh and Scots Guards and the Royal Ghurka Rifles.
British Armour - Fast, strong and able to cause collateral damage and break city defenses.
Royal Army Medical Corps - No combat ability, but able to heal soldiers.
Air Defence Troop - An infantry unit able to intercept aircraft
Royal Engineers - An infantry unit that can construct Forts and Roads
Army Air Corps - Battle helicopters useful for recon and light fighting roles
Royal Artillery - Moves very slowly, but causes collateral damage and can bombard cities

Sea:

RFA Vessel - Very limited attack power, but can heal ships in the same tile and transport helicopters. The only sea unit that cannot carry missiles (except the Aircraft Carrier and the Landing Craft), and the only ship that cannot intercept aircraft.
Landing Platform - Carries Landing Craft, since it is faster and stronger
Submarine - Cannot be seen except by Radar and Destroyers (at close range). Gets a large bonus against non-submarines.
British Frigate - Built to fight at sea and defeat ships. Stronger than comparable Argentine ships
Destroyer - Low sight range, but the only British unit able to see submarines. Good at intercepting aircraft and stronger than comparable Argentine ships
Aircraft Carrier - Slow and weak, but can carry aircraft.

Air:

Harrier - Capable air-to-air fighter.
Tomahawk - The British missile, able to strike from medium range at land or sea targets.
Sea King - A helicopter (a sea unit to keep it at sea) with a massive bonus against submarines but useless against ships

Argentina

Land:

Amphibious Commandos - The best Argentine unit, with a free amphibious promotion
Argentine Marines - Argentine Regulars with Amphibious
Argentine Regulars - The basic Argentine unit, of strength a little below that of the British Infantry
Argentine Conscripts - The most numerous, but by far the weakest, Argentine unit.
Medic - No combat ability, but able to heal soldiers.
RADAR - No combat ability or moves, but can see British submarines
AA Gun - Cannot move, but can cause colateral damage and intercept aircraft with an almost 100% success rate.
Armoured Cars - A fast unit, useful for recon but not for heavy combat duty
Artillery - Moves very slowly and causes collateral damage

Sea:

Transport - No attack power, but carries soldiers. Cannot carry missiles or intercept aircraft.
Submarine - Cannot be seen except by Destroyers (at close range)
Frigate - Built to fight at sea and defeat ships.
Battleship - The main sea unit, is strong but quite slow.
Destroyer - Low sight range, but able to see submarines.
Aircraft Carrier - Slow and weak, but can carry aircraft.

Air:

Super Etandard - Aircraft designed to attack ships
Pucara - Poor but numerous fighter designed for ground-attack duties

New Civics

One major change that will come into play is that labor civics will be renamed military civics, Economic into Foreign Policy and Religion into Ideology.

Name: Military Rule
Class: Government
Availiable To: Argentina
Comments: +1 Happiness per military unit and no war weariness. This is the default Argentine government civic

Name: Republic
Class: Government
Availiable To: Argentina
Comments: +1 happy in all cities. This comes into effect via a revolution event

Name: Constitutional Monarchy
Class: Government
Availiable To: UK
Comments: +5 happy in all cities. This is the default British civic

Name: Suppression
Class: Legal
Availiable To: Argentina
Comments: -1 :) in all cities but no spread of British affiliation

Name: Military Law
Class: Legal
Availiable To: Argentina
Comments: No spread of British affliation, -3 happy in all cities, -100 research but -2 support cost per military unit.

Name: State of Emergency
Class: Legal
Availiable To: UK
Comments: No spread of Argentine affliation, -3 happy in all cities, -100 :science: but -2 support cost per military unit.

Name: Free Speech
Class: Legal
Availiable To: UK and Argentina
Comments: +1 :). In Argentina, this is unlocked via an event

Name: Conscription
Class: Military
Availiable To: Argentina
Comments: -2 :), but 5 free units

Name: Professional Military
Class: Military
Availiable To: Argentina and UK
Comments: +1 :) per military unit in a city

Name: Integration
Class: Military
Availiable To: Argentina and UK
Comments: -1:), but 1 free unit

Name: Isolation
Class: Foreign Policy
Availiable To: Argentina
Comments: No foreign trade routes but -50% war weariness (note that, of course, there are no foreign trade routes anyway)

Name: Integration
Class: Foreign Policy
Availiable To: Argentina and UK
Comments: No effect.

Name: Major Influence
Class: Foreign Policy
Availiable To: UK
Comments: +50% :science: and :culture:, but +10% war weariness (maybe)

Name: Aggression
Class: Foreign Policy
Availiable To: Argentina
Comments: -50% :science: and :culture:, but 3 free units

New Promotions

The first change is that the Medic promotions will only be availiable to medic units - you must decide whether you want medical support.

Name: Light Infantry
Prereqs: Combat II
Effects: Can move or attack again after winning a battle.

Name: Survivalist
Prereqs: Combat III
Effects: 10% chance to not be killed when defeated in action

Name: Arctic Warfare I
Prereqs: Combat I
Effects: +10% Strength in Tundra

Name: Arctic Warfare II
Prereqs: Arctic Warfare I
Effects: +10% Strength in Tundra, double moves in Tundra

Name: Arctic Warfare III
Prereqs: Arctic Warfare II
Effects: +10% Strength in Tundra, double moves in Hills, 10% withdrawal chance

Misc

  • The British will have an ablity that no city with at least one British unit in it will rebel.
  • The way that missiles work in the game will be changed dramatically; they are one of the main methods of fighting at sea.
  • Religion is replaced with affiliation (Argentine or British)

People I Want to Get in Touch With

This is mostly a list of things I don't know how to do, but if you are on this list please PM me/post here and you will be mentioned here and in credits!

  • Anyone with a button that would be good for any of these units
  • People who can mod in the date-based events
  • People who know how to edit flags
  • People who make leaderheads
  • Anyone who has made a unit that they think would go well with any already mentioned
  • Anyone who knows how to implement a system making ground troops immune to missiles
  • Anyone, especially Argentines, who know the names for units here.
  • Anyone who can suggest a trait for Major-General Moore

Anyone with any other suggestions is welcome to get in touch by posting here or by PM.

Previews

paras.png
marinesu.png
porthoward.png


2 Para land from their transport Center:Royal Marines capture a flock of hostile sheep Right: The infamous Skirmish at Port Howard - an SAS patrol clash with Argentine Special Forces, leaving a captain dead and another trooper captured.

sasg.png
britinf.png
engineersfight.png


The SAS engage the best of the Argentine troops in the hills of East Falkland Center: 1 Scots Guards operate with the support of a Warrior Right: Royal Engineers in battle

etandard.png
aircraft.png


A Super Étandard, the standard Argentine fighter, taken in SceneViewer Right: A squadron in action over the ocean

seaking.png
medicz.png


A British Sea King engages enemy submarines Right:A medical team breaking out the rations checking their kit

aacm.png
engineers.png


The AAC move their entire force against the enemy Right: Royal Engineers fortify their position

taskforce.png


Almost the entire British task force moving South to the islands

Known 'bugs'

Some of these may be fixed - but this is just a list of things I do NOT want to be told. If you think you've found a problem not on the list, first think 'is it a problem?' - if it's anything about historical accuracy, I was there, so 99% of historical innacuracy is going to be for gameplay reasons. Then 'is this an accident?' - it might be intended - and finally 'is it fixable?' - if I can't do anything about it, it's not worth mentioning.

  • The Royal Engineers reload after every shot. This is to do with the animations.
  • The Royal Engineers make the wrong shooting noise. This is first because they use the Rifleman kf, but also because the L1A1 makes a very loud noise.
  • Loads of soldiers use the G3 - I couldn't find an L1A1, so I substituted.
  • Jeremy Moore gives a seaman's salute - that's Stalin's kf in action.
 
Looking forward to this. Sadly I'd be of no help on the modding front.

Is there any chance for more information or is too early to be making promises.
 
Besides events and nations, what other new things will there be?

Units, Negotiations, a supply system, etc?
 
New units, but I can't promise big changes to the way the game works. Combat medics will be introduced, and logistic ships (combat medics at sea) and AA guns.
 
Is this mod to be primarily focussed on the land combat? I notice the mention of Battleships - but the British didn't really have any.

Anyhow, you'll have to excuse me for probably going into too much detail but;

The British Task Force was made up of: -

Two Carriers
HMS Hermes - carrying 22 Sea King Helicopters (4 standard, 12 with improved anti-submarine equipment, 6 designed for Commando raids carrying upto 27 troops) and 16 Sea Harriers. This was Britains last remaining conventional Carrier and acted as Flagship.
HMS Invincible - 10 Sea Kings (all asm), 12 Sea Harriers. This was one of the new 'Light Carriers' that was developed when the Admiralty - in the face of budget cuts - decided that it could no longer warrant full size carriers.

Two Landing Platforms * 2
HMS Fearless & HMS Intrepid each carrying 4 Landing craft (which in turn carried 100 troops/1MBT), and 4 smaller craft which would carry 25 troops

Note that at the time the British admiralty tended to designate Destroyers as primarily for air defence, and frigates as primarily anti-submarine, but the ships themselves would probably be fairly comparable in overall firepower from a Civ perspective.

1 * Type 82 Destroyer. - HMS Bristol - this is essentially an oversized Type 42
5 * Type 42 Destroyer (Sheffield, Glasgow, Coventry, Exeter, Cardiff): Built in the 70's for fleet area defence. Carried Sea Dart surface to air missiles, a 4.5inch gun and 1*Lynx Helicopter (asw role), asw torpedo tubes
2 * County Class Destroyers. (Gamorgan, Antrim): Built in the 60's for area defence. Carried 2 * 4.5inch gun, Sea Slug multi-purpose surface-air/surface-surface missiles and Sea Dart surface to air missiles
- actually the Antrim had 1 4.5 gun taken out and switched for an Exocet surface-surface launcher.

2 * Type 22 Frigates (Brilliant, Broadsword). Built late 70's. Equipped with Sea Wolf missile (anti air), Exocet (ssm), 1 * Lynx, asw torpedo tubes
7 * Type 21 Frigates (Active, Alacrity, Antelope, Ardent, Ambuscade, Avenger, Arrow) [smaller, cheaper frigates that were built to replace much of the aging fleet in the 70's] 1*Lynx/Westland Wasp, asw tubes, Exocet, Sea Cat missile for air defence (bit of a more dated missile system at that time)
4 * Leander Class Frigates (Andromeda, Argonaut, Minerva, Penelope): built between the 59-73. 2 4.5inch guns, SeaCat anti-air missile. Andromeda also carried Exocets
2 * Rothesay Class Frigates (Yarmouth, Plymouth): built in 60's.

From that it implies you could just use the Destroyer as a template, but perhaps give combat promotions to the Type 21 Frigates in particular, and the Type 42 too.

If it'd be possible to have promotions that up anti air these could be given to ships designated Destroyers and the newer Frigates (the Type 42's, and type 21's with their newer tech being better than the County Class Destroyers). The Frigates similar could perhaps have a boost against Submarines - although all ships that had the Lynx helicopter should have some additional boost.

Those with guns could give a nominal gun bombarment, but vaguely recall it being commented that with the move to single guns on warships the Task force did lack a little in terms of gunnery support.
2 * Churchill Class Subs (Conqueror, Courageous). Nuclear powered built in 70's. Torps and Sub Harpoon anti ship missiles. NB It was Conqueror that sank the Belgrano
1 * Oberon Class Sub - Onyx. Diesel, built in 50/60's. Primary armament Torps, though could also carry mines.
1 * Valiant Class Sub - Valiant. Nuclear, built in 66. Primarily asw role, carried torps and possibly the Harpoon
2 * Swiftsue Class (Spartan, Splendid): Nuclear, built in late 70's. Torps, and sub Harpoon

+ 5 minesweepers (Cordella, Farnella, Junella, Northella, Pict)
 
Argentine Fleet analysis

Task Group 79.1 - start North of the Islands
Rear Admiral Jorge Allara
ARA Veinticinco de Mayo - A Colossus class aircraft carrier. Threat of submarine attack kept the ship confined to port after 3 May. Carried A-4Q Skyhawks (uncertain how many)
ARA Hércules - A Type 42 destroyer. - equipped with Exocet
ARA Santísima Trinidad - A Type 42 destroyer.
ARA Punta Médanos - A fleet tanker.

Task Group 79.3 - patrolling South of the Islands in Burdwood Bank
Captain Héctor Bonzo
ARA General Belgrano - A Brooklyn class cruiser. Built 1935. 15 6" guns, 8 5" guns. Sea Cat AA missiles
ARA Hipólito Bouchard - An Allen M. Sumner class destroyer - built in the 40's. 6*5" guns
ARA Piedrabuena - A Allen M. Sumner class destroyer - build in the 40's. 6*5" guns
ARA Punta Delgada - A fleet tanker.

[edit] Task Group 79.4
Captain Juan Calmon
ARA Drummond (P-31) - A Drummond -class (D'Estienne d'Orves class) corvette.
ARA Guerrico (P-32) - A Drummond -class
ARA Granville (P-33) - A Drummond -class
These three ships were built beween '78-82. Equipped with Exocet and Asw torp tubes.

Submarine force
ARA San Luis - A Type 209 submarine. Built in the 60's. equipped with Torps
ARA Santa Fe - A Balao class, GUPPY program. A WW2 relic. equipped with torps

The Allen S Sumner class Destroyers weighed in around 2200 tons, whilst the Corvettes weighed in at 1170 tons. This is in contrast to the Type 42's which weigh in at double that. The Belgrano weighed in at just short of 10000 tons.



So with that in mind I think on reflection that the British Frigates / Destroyers should easily be stonger than their Argentine counterparts - the two Type 42's excepted. The Argentine fleet should be particularly prone to submarines and air strikes - which would tie in with why the Argentine Navy played a peripheral role, particularly as soon as the Belgrano was sunk

- perhaps there could be an event where if the Belgrano or Veinticinco de Mayo are sunk the other Argentine capital ship will return to port and play no further part?
 
Finally regarding Exocets, I vaguely recall a documentary about how the Argentine air force only had a handfull (something like 5) that were set-up for an air-to-suface capability. The majority that they had were surface to surface (ie; designed to be fired from a ship).

British Intelligence did all it could to stop the Argentines from getting their hands on more - in particular the French had received an order for extra shipments. So not sure if some sort of event chain on these lines could be incorporated? That story line perhaps also leaves the option for the Argentines to be able to research a Tech that could convert their surface missiles to a less effective air-surface version?
 
Work going well - you probably could be of help; there's a lot of fairly easy XML stuff that needs to be done, ditto for Python (although I'd prefer to do that). Things as simple as writing a civilopedia entry for something (I already did Margaret Thatcher) are really helpful
 
A quick suggestion (though you've probably thought of this): an easy way to limit Civics to Civs is to grant each Civ a hidden 'starter' tech; Make three, one for the UK, one for Argentina, one for both. Each one toggles a set of Civics.
 
This looks interesting...I have two questions, though.

1. Are you gonna make custom leaderheads for the three or will you just use the pictures?

2. Can I see -sr's map? :)
 
1. I can't do most 3D stuff, so at present I'm using pictures. I hope that when I get some previews up somebody will come along and help with the leaderheads, but not relying on it

2. It's on the downloads database
 
Unfortunatly, I've somehow broken it, so I'm re-installing BTS and bringing over the bits. Just a minor setback, but still annoying :mad:
 
Do you still need volunteers?
I can do the following:
*Anyone with a button that would be good for any of these units
*People who know how to edit flags
*People who make leaderheads (well, I can't animate them; but I can apply animation or use stills if that helps, and of course modify the xmls)
 
Yes! I'm using the Desert War union Jack, but an Argentine flag would be appreciated - and looking for buttons (the trend so far is cap badges and emblems, seeing as I've done them for the SAS, SBS, Paras and Royal Marines). Can you use Blender to put bits on an existing leaderhead/ take bits off?
 
Blender is beyond me, unfortunately...

I will work on an Argentinian Flag... and the flag button.

Can you be specific about which units that you would like insignia buttons for? I will research them and get to work... once I get on one, I might as well do a whole slew of them, I get on a roll.
 
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