[Development Thread]WW1 Mod: Blood and Iron

Also the French army went into mutiny (protested) doing WWI as it was doing so badly and suffered heay causualties, as well as some other countries suffered the same problem with some of their military divisions, perhaps if you or the AI loses too many units, or too much of their homeland - parts of your/ their army goes into mutiny. e.g. you could do this by reducing unit strengths (the muscle thingy) as there would have been deserters during the mutiny.
 
Size of German army (and equipment and untrained military population) at the outbreak of war:
3,500,000 regulars and reservists
217 infantry regiments - 166 Prussian, 24 Bavarian, 17 Saxon and 10 Wurttemberger (plus a further 11 regiments from the Prussian guard, historic bodyguard of the King of Prussia)
12,000 machine guns (Maschinegewehr) - 6 to 12 guns per regiment
31 submarines
15 dreadnoughts
5 battlecruisers
Standard rifle - 7.98mm Mauser "Gewehr"
Standard pistol - Luger
4,250,000 untrained men of military age
The German infantryman was better prepared for trench warfare then his British or French counterpart.
 
British Army (and equipment)
Professional army of 250,000 men (in Great Britain)
22 Dreadnoughts
9 Battlecruisers
71 Submarines
Standard Rifle - Lee Enfield .303
Standard Pistol - Webley Revolver
 
This thing looks amazing, I can't wait for it.

What is the status? Do you guys have your arms trading feature working yet? We are trying to include something similar in our mod, right now our main concern is getting the AI to use it to their benefit.

Maybe we should get the heads working on the programming side of this feature on each of our mods together. If either (or both) of us can get the AI using this properly, it would add major depth and realism that the game is currently lacking.
 
Using XML only I suggest the following idea:

If French Blueprints are needed to build an French tank and it is a temporary trade then add a national wonder called French Tank Research Facility which provides 5 Tank Blueprint resources is the same way Hollywood provides 5 Hit Movies. It would be required to build the French Tank just like oil would be, and the AI knows how to acquire resources to build units.

The national wonder would be a custom building for each civ. Set the cost and resources produced custom for each civ. I think the cost can be set to -1 for civs than can't build any of that type of resource.
 
If the French Tank Blueprint is a permanent ability then a national wonder would give a free building to each city called French Tank Blueprints and that building would be a requirement to build a French Tank.
 
I suggest that entanglements be dropped. On the strategic level of civ4 they do not slow down units. On a tactical level the entanglements slowed infantry enough to give extra time for the defending machine guns to fight back. Artillery bombardment could destroy it before an advance and tanks could, and were designed to, cut right through it.

If anything, entanglements are an improvement to trenches.

Have you considered fort attack? I saw a python mini mod recently.

By the way, I am so looking forward to this mods release.
 
@Mr_M0ntana - Thanks for the info!

@DVS - The 'designs' are in the game and used like normal resources. As tron47 proposed, a civ-specific wonder provides a limited number of designs to each civ. They need that resource to build all of their units, as well as any other prerequisite resources (like oil, iron, coal, etc). They can trade it if they want, but then that civ could build all of their units.

The only way B&I restricts this is that all unique units are represented by their own unit class - that allowed me to restrict given civs from building those units in CIV4CivilizationInfos from building certain units no matter what. That means that if for some reason Russia were to capitulate to early to Germany, there's no way that Germany can build any Russian units.

@tron47 - Right now the only defensive improvements are forts and trenches (though trenches haven't been implemented in the XML yet). Different levels of trench build-up will represented graphically, but will have no different bonus. I wanted to keep B&I relatively simple from a combat perspective, so you don't have to worry about entanglements.

I haven't thought about fort attack. It's something to think about, but for now I don't think I'll add it. The alpha is getting close to release (maybe a month or 2), and I don't want to slow it up.
 
ok thanks, that sounds similar to how we are planning on doing our weapons licenses. Great idea about restricting this using unit classes, I hope you don't mind if we end up borrowing that.
 
Today is a good day for Blood and Iron - It's my great pleasure to let you all know that Ninja2 has finished the code for the mod! This was the last big piece left to finish, and now it's DONE! Thanks to him, you can expect the mod around late Feb/early March.

Thanks Ninja2!
 
wow, sweet. Can't wait!
 
Haven't posted an update in a while - so I thought I'd share a WIP shot of the Lancia IZ armored car for Italy. Right now, it's the last armored car I'll have to make - all of the major powers (Germany, Britain, France, Russia) have them finished except Italy. In case you're wondering, Austria-Hungary and the Ottoman Empire will use stand-in artwork for the initial release for a lot of their units.

 
Cool, is there something in the mod for the idea of supply lines?
 
Very nice model :) Can't wait to see it all textured
 
Wow very nice model :)
 
Another day with updates - the mod must really be coming along! ;)

First, the boring (but significant part) - all of the SDK/python work that Ninja2 has done for us has been merged with the main XML base - and it works!

Second, here's a sneak peak at the observation balloon that the Germans will be using to peak in on their enemies:



Now that things are really starting to come together, I'm gonna start showing you guys screens of the first scenario in prep for the ALPHA, which should be out February-March.
 
Sweet. Let me know if you need another alpha tester. ;-)
 
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