@civplayer33 ENW basically doesn’t touch anything in Industrial era, changes start from Modern. Maybe that is why I simply didn’t include Ironclad and Cruiser.
Not sure why the snark; I was just trying to provide feedback.Maybe that is why I simply didn’t include Ironclad and Cruiser.
UPDATE Units
SET ObsoleteTech = 'TECH_COMBUSTION'
WHERE Type = 'UNIT_IRONCLAD';
/*
DELETE FROM Unit_ResourceQuantityRequirements WHERE UnitType = 'UNIT_IRONCLAD';
INSERT INTO Unit_ResourceQuantityRequirements (UnitType, ResourceType, Cost)
VALUES
('UNIT_IRONCLAD', 'RESOURCE_COAL', 1),
('UNIT_IRONCLAD', 'RESOURCE_IRON', 1);
*/
I am not a native speaker, so I try to write plain, simple sentences, without any extra-meaning.Not sure why the snark;
I really don’t know what you refer to.Ooops, huh?
I was referring to the fact that your mod does indeed modify the Ironclad and Cruiser, which I wasn't aware of when I posted my suggestion; I then realized it when I checked the files and I guess I just disagree about the size of Ironclad and Cruiser (I made them 15 and 20% smaller now, respectively).I am not a native speaker, so I try to write plain, simple sentences, without any extra-meaning.
I really don’t know what you refer to.
UPDATE Units SET ObsoleteTech = NULL WHERE Type = 'UNIT_DESTROYER';
('UNIT_ATTACK_SUBMARINE', 'UNITCLASS_ATTACK_SUBMARINE', 'DOMAIN_SEA', 'UNITCOMBAT_SUBMARINE', 'TECH_PENICILIN', 'TECH_ROBOTICS', 'UNITAI_ASSAULT_SEA',
('UNIT_MISSILE_CRUISER', 'PROMOTION_INTERCEPTION_III');
('UNIT_MISSILE_CRUISER', 'PROMOTION_INTERCEPTION_I'),
('UNIT_MISSILE_CRUISER', 'PROMOTION_INTERCEPTION_II'),
('UNIT_MISSILE_CRUISER', 'PROMOTION_INTERCEPTION_III');
Just a heads up: with the recent changes to the way the Interception_I (-IV) promotions work this mod needs to be updated by adding the relevant promotions to the affected units.
That is, in the files ENW_Units.sql, Unit_MissileDestroyer.sql and Unit_Supercarrier.sql the preceding Interception promotions have to be added. That means, for every line that looks like this:
the prerequisite promotions need to be added, so in this example from ENW_Units.sql the above line would receive two preceding lines for Interception I and II:Code:('UNIT_MISSILE_CRUISER', 'PROMOTION_INTERCEPTION_III');
Apply the same principle in the other two files and you're good. I would also recommend deleting the line that gives Interception I to the destroyer (in file Unit_EarlyDestroyer.sql) to make it fit better with the progression.Code:('UNIT_MISSILE_CRUISER', 'PROMOTION_INTERCEPTION_I'), ('UNIT_MISSILE_CRUISER', 'PROMOTION_INTERCEPTION_II'), ('UNIT_MISSILE_CRUISER', 'PROMOTION_INTERCEPTION_III');
Here's my folder with the mentioned changes (including the changes further up on this page, that I mentioned in my previous post). I also changed one more thing: I removed obsoletion from the Rocket Missile unit, since it makes sense to have different missile units with different range and strength and manufacturing expense in the Information Era IMO; if you don't agree you'll have to change the second "NULL" in line 76 of the file Unit_RocketMissile.sql tomay i ask a patch ?
'TECH_ADVANCED_BALLISTICS'
agreedit makes sense to have different missile units with different range and strength and manufacturing expense in the Information Era IMO
Thank you for your detailed reply and sorry for my own late response - the children were taking turns in becoming sick, so I barely managed to do some work over the evenings.Appreciate all your comments. They are very thorough and it is clear that you've tested things
Ok, I will upload the Missile Cruiser textures in a separate post, so people can update them by themselves if they want to.I will not comment on the models or textures.
Well, we have giant crossbowmen towering and shooting over whole cities, so it is difficult to choose the right size for the units. I actually found out that I was using ENW 1.5 and the newest version is 1.6, so I may have been commenting on an older version. The sizes of the ships in the sample screenshot in your opening post seems alright to me now. Last time I played, the early destroyers were really tiny, you could barely tell what the pin needle was supposed to represent unless you zoomed in to max. I checked the files and you set the size to 0.09 in the version 1.6, while I am setting it to 0.095 in my mod-mod, so I think we are in agreement hereAll the ships from late eras have been re-scaled to properly show their size in relation to others from those eras.
Oh bummer. I have no idea about the format of the files. Probably not worth the hassle as you describe it. I suppose that as with everything regarding Civ5, there is no user reference manual explaining what the things in the fxsxml do and how the things work? How did you learn how to make the awesome missile launch effects?Sure is. But tedious as hell. There is no tool for that, so it is a manual work. You need to find the torpedo effect in subs files and then change .ftsxml and .fxsxml files from the destroyer to contain this effect.
Here I have to respectfully disagree. Oil and subs are in the same tier, I would not call it a bee-lining (do not know the definition, but I understand bee-lining as shooting ahead by at least 1 tier).Again - a matter of tech tree design. I put ENW sub one era before VP sub. I never checked for Oil.
Well, it means that you beeline So, you skip one era of "ship development". It is a matter of tech tree and placement of various things. Ships tend to jump around a bit.
Yes, they were very weak if discovered and attacked, but if they managed to sneak in undetected, they delivered a very heavy punch (U-47 sinking the Royal Oak battleship, a US sub sinking the Shinano aircraft carrier, etc.) ... only to be sunk soon afterwards by the escorts. I like to think of them as glass canons - very strong on offense - but very very weak on defense, stealthy - but slightly slower. I tried changing them in this way, let's see how they will perform. There has been some discussion regarding subs and their promotions recently in the balance thread and it seems that they are heading in the direction I like.I don't know how it is now, but I remember that when I was creating ENW subs were weak in general. Also, early subs in RL were extremely weak in direct combat. Their only (and main) advantage was being invisible. They were supposed to attack first and VP does a well job here giving huge promos when attacking.
Any news about it?I have learnt a lot from ENW and it inspired me to create my own mod-mod focused on modern warfare shuffling the techs and adding 2 more ships in a new upgrade line / role and a few more units. Of course, it is referencing the great ENW as a dependency! I will upload it to the repository once I add the icons for the units and it feels more polished in general.
Wow, thank you! I am still fiddling with the tech tree, but I suppose it is in a playable state.Any news about it?
Need help with Unit Icons?
I think I will upload it soon
Version 1.6 is not.Is this mod still balanced with the recent VP?
@ProCatGamer
for the update.
Would you mind to have a look on the outdated version (v 1.6.r07) we made civplayer33 and I
All changes are not so pertinente but there are many interesting stuff like Advanced Destroyer never obsolete, Sub coming earlier, new Unit Icon for Missile Cruiser and so on...
Good luke and welcome on the modmod scene
WinMerge is a good tool to see the differences between to versions...
and XnView to see .dds