1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

KiwiTT's Road to War - Bugs and Fixes

Discussion in 'Civ4 - Road to War' started by kiwitt, Aug 30, 2009.

  1. kiwitt

    kiwitt Road to War Modder

    Joined:
    Jan 11, 2006
    Messages:
    5,548
    Location:
    Auckland, NZ (GMT+12)
    I am creating a new thread which will log all errors found by myself and others in Version 0.31 and later and which version they are fixed in. This should help in giving me some visibility of the things people have found in this enhanced version of Road to War. Requests for enhancements or compliments :D should be placed in the main thread.
    http://forums.civfanatics.com/showthread.php?t=306489


    Version 0.33 Errata - List of Bugs or Errors found
    US B-17 Flying Fortress has Intereception - Fixed in 0.39.x
    US B-18 Bolo has Interception - Fixed in 0.39.x
    EN Wellington Bomber has Interception - Fixed in 0.39.x
    Anti-Air (Radar) - Interception chance is too high - Fixed in 0.39.x
    5th PanzerArmee should be (von ARNIM) - Fixed in 0.39.x
    Clicking Fighter Bombard causes CTD - Fixed in 0.39.x
    Hitler Leaderhead Art files missing - Fixed in 0.33.1
    Army Groups do not have Blitz Promotion - Fixed in 0.39.x
    Army Groups can not Intercept Aircraft - Fixed in 0.39.x
    France can build Allied Army Groups ?!?! - Fixed in 0.39.x

    Version 0.32 Errata - List of Bugs or Errors found
    Unlimited Pillboxes and Anti-Tank Defences - Fixed in version 0.32.1 by limiting in unitclass file
    No Artwork for British and Italian Generals - Fixed in 0.39.x
    Anti-Air (Radar) gets no Promotions - Fixed in version 0.32.1 by reducing intereption chance
    Problems with new Great Generals - Fixed in version 0.32.1 by using different type of generic generals
    Cannot manage Frankfurt on Oder - Fixedby renaming city
    Too many initial Generals - Fixed in Version by reducing to only Significant Generals on Map
    Tech Development too fast still - Fixed in 0.32.3 by increasing tech cost for technology to produce units
    A Division costs the same to maintain as a corps,army etc. - Fixed in 0.32.3 by increasing maintenance costs for larger units
    Default difficulty levels too low -
    Promotions too late - Fixed in Version 0.32.2 by lowering tech requirements
    Minor tweaks to Movement - Fixed in Version 0.32.5

    NEW:
    Coal Plants now produce Oil
    More Rivers and chokepoints/bridgeheads in Russia


    Version 0.31 Errata - List of Bugs or Errors found
    Some nations units automatically disbanding units - Fixed in version 0.31.1 - by increasing the number of free units
    German Units Interface Icons for mixed up - Fixed in version 0.31.1 - by changing unit inteface icons
    Panzer Armees have no initial experience from buildings - Fixed in version 0.31.2 - by changing Withdrawal Probability from 95 to 85
    Panzer Armees can not have a General added - Fixed in version 0.31.2 - by changing Withdrawal Probability from 95 to 85
    Unit Movement too fast - Fixed in version 0.31.1 - by reducing speed of all units significantly
    AI moved Pillboxes and Anti-Tank Defences to cities - Fixed version 0.31.1 - by restrict movement of these units.
    Technology Development as a Team member is too fast - Fixed in version 0.31.2 - by increasing Team Tech Costs
    Too many British forces produced in Middle East - Fixed in version 0.31.1
    Not enough rivers on map (1 movement point to cross) - Fixed in version 0.31.9
    - The Don River to be added near Stalingrad - Fixed version 0.31.9
    - More Rivers around Moscow to be added - Fixed in version 0.31.9
    Miklas was head of state and Schnussnigg was Chancellor - Fixed in version 0.31.9
    Northeast Romania to be made Polish to simulate Russian Annexation - Fixed in version 0.31.8
    Ploesti Oilfields as a City to be added - Fixed in 1936 - Europe - KiwiTT 0.31.9.CivBeyondSwordWBSave
    Corps and Army HQ Support (Artillery) still too powerful - Fixed by version 0.31.9
    Increased Fortifications around Leningrad to simulate Battle of Leningrad - Fixed in version 0.31.9
    Increased Fortifications around Moscow to simulate Battle of Moscow - Fixed in version 0.31.9
    Increased Fortifications around Kursk to simulate Battle of Kursk - Fixed in 1936 - version 0.31.9
    Increased Fortifications around Stalingrad to simulate Battle of Stalingrad - Fixed in version 0.31.9
    Limit early submarines to coast - Fixed using terrain_impassable parameter
    "Winter Warfare" Promotion to be removed from German Major Units - Fixed in version 0.31.9
    "Morale" Promotion to be available sooner - Fixed in "Promotions" XML file.

    NOTE: A comment about version numbers
    0.N = Major Release or Enhancement - Released every 3-6 months
    0.NN = Fixes for Major Release - Released every 1-2 Months
    0.NN.N = Internal Development Versions - Not Released
     
  2. Nolan08

    Nolan08 Chieftain

    Joined:
    Nov 29, 2008
    Messages:
    115
    Location:
    Bend
    I don't think that your installation instructions on your Road to War-KiwiTT Mini-Mod are correct. I am not able to copy over the mini-mod's files to the original Road to War file.
     
  3. kiwitt

    kiwitt Road to War Modder

    Joined:
    Jan 11, 2006
    Messages:
    5,548
    Location:
    Auckland, NZ (GMT+12)
    Did you copy the original "The Road to War" folder as "The Road to War - KiwiTT" ?

    You should then be able to replace the files - one by one.

    Not very elegant but, something I to work on when I get closer to creating a single install file.

    It's still under development, hence the version of 0.31. Version 1.0 is my goal, still some years away.
     
  4. kiwitt

    kiwitt Road to War Modder

    Joined:
    Jan 11, 2006
    Messages:
    5,548
    Location:
    Auckland, NZ (GMT+12)
    from - http://forums.civfanatics.com/showthread.php?t=334733
    I have now increased the costs of techs while in a team significantly. Not sure whether I want to stop the trading or brokering of technology - between allies. As it did occur.
     
  5. Nolan08

    Nolan08 Chieftain

    Joined:
    Nov 29, 2008
    Messages:
    115
    Location:
    Bend
    Ok. Thanks KiwiTT. I'll try again. So just so that I get this straight, I copy "Road to War" and then paste it to "The Road to War - KiwiTT" when I extract it to the desktop?

    I tried originally extracting KiwiTT mini-mod directly to the "Road to War" folder, but it didn't work.
     
  6. kiwitt

    kiwitt Road to War Modder

    Joined:
    Jan 11, 2006
    Messages:
    5,548
    Location:
    Auckland, NZ (GMT+12)
    Just make sure the folder structure is same.

    e.g. for the "Public Maps" Folder

    Mods\The Road to War\Public Maps\ becomes Mods\The Road to War - KiwiTT\Public Maps

    not

    Mods\The Road to War\The Road to War - KiwiTT\Public Maps\

    My files are then added to the same folders as they are in the zipped file. It is a bit tricky to do and unzipping the files c:\temp\ may be a better option. You can then replace the files one by one, folder by folder. If the file is not in a folder then it goes into the root of \The Road to War - KiwiTT\
     
  7. fireclaw722

    fireclaw722 Imperial Guard

    Joined:
    Feb 27, 2009
    Messages:
    499
    Location:
    The Americas
    How can you shot down a destroyer(see pic for details)...
    I was playing as Germany(obviously) during the 1936 version.
     

    Attached Files:

  8. kiwitt

    kiwitt Road to War Modder

    Joined:
    Jan 11, 2006
    Messages:
    5,548
    Location:
    Auckland, NZ (GMT+12)
    It is because the Destroyer can now do Anti-Air combat. You also get it when you shoot down Anti-Air Batteries.

    Yep a bug :(

    But we live with it for the moment. I don't want to remove the AA combat from these units
     
  9. fireclaw722

    fireclaw722 Imperial Guard

    Joined:
    Feb 27, 2009
    Messages:
    499
    Location:
    The Americas
    Just making sure you guys knew about it.
     
  10. cFccFc

    cFccFc Chieftain

    Joined:
    Jun 20, 2006
    Messages:
    297
    So its practically sunken? Which means that destroyers are really easy to be sunk?
     
  11. kiwitt

    kiwitt Road to War Modder

    Joined:
    Jan 11, 2006
    Messages:
    5,548
    Location:
    Auckland, NZ (GMT+12)
    Considering a Fighter in my version of RTW represents a "Squadron" of 15-30 planes, it should have virtually no chance and a destroyer is just that one ship.

    I'll be working on this in more detail in version 0.4x. My focus up to now has been on refining the land war. Sea and Air next.
     
  12. Supermarine2000

    Supermarine2000 Chieftain

    Joined:
    Sep 29, 2009
    Messages:
    107
    Location:
    Concepción, Chile
    hey kiwitt, in 0.32 version of your mod, when france fallen and the "vichi france" born, the team (germany + italy + vichi france) have too quick tech develop, because in 1 turn research every technology, that is not historic, can you fix that?
     
  13. fireclaw722

    fireclaw722 Imperial Guard

    Joined:
    Feb 27, 2009
    Messages:
    499
    Location:
    The Americas
    I agree, as Germany in 1942 I had the A-Bomb and the Manhattan Project completed(but yet I took the tech path that would be the shortest with a few infantry and fighter techs, too).

    It also slows down once Hungray and Romania join in.
     
  14. kiwitt

    kiwitt Road to War Modder

    Joined:
    Jan 11, 2006
    Messages:
    5,548
    Location:
    Auckland, NZ (GMT+12)
    0.32.2 will address tech development. Already completed editting.

    All techs that allow new units have had their costs doubled. This should slow it somewhat.

    When the team forms - I have added 200% to the cost of techs

    What difficulty have you chosen ?

    NOTE: I have used an escalating tech path the later the tech the more it costs.
     
  15. fireclaw722

    fireclaw722 Imperial Guard

    Joined:
    Feb 27, 2009
    Messages:
    499
    Location:
    The Americas
    I chose Monarch. Also, does Hungary have a HUGE research bonus, because when all of the Axis powers research "The A-Bomb" it takes 4 or maybe 5 turns and w/o Hungary it takes 10 to 15 turns.
     
  16. kiwitt

    kiwitt Road to War Modder

    Joined:
    Jan 11, 2006
    Messages:
    5,548
    Location:
    Auckland, NZ (GMT+12)
    I was playing @ Prince Level and did not have the A-Bomb even at mid-42.
     
  17. fireclaw722

    fireclaw722 Imperial Guard

    Joined:
    Feb 27, 2009
    Messages:
    499
    Location:
    The Americas
    I took a good tech path and wouldn't let them choose the next tech for me(historcally accurate right, as Germany).
     
  18. kiwitt

    kiwitt Road to War Modder

    Joined:
    Jan 11, 2006
    Messages:
    5,548
    Location:
    Auckland, NZ (GMT+12)
    Thanks for your feedback. Keep it coming.

    Due to some changes I am making to cities (see thread ) i.e. with more cities, I am going to have to also increase the tech costs, even more.

    NOTE: I will be making the tuning for Germany based on "Prince"

    The changes are significant enough to warrant a new release number 0.33, which I was not going to do as I wanted to start on 0.4.

    BTW: I have asked for all my threads I started to be placed in a new Sub-forum called "The Road to War - Historical". PM "Thunderfall" in support of my bid :D
     
  19. kiwitt

    kiwitt Road to War Modder

    Joined:
    Jan 11, 2006
    Messages:
    5,548
    Location:
    Auckland, NZ (GMT+12)
    I have been looking at the AI difficulty levels for each nation and have now reached a solution. I have now set each nation at a particular difficulty level that equals the point before it goes into negative income at 100% research.
    Spoiler :
    Code:
    Difficulty Levels at each version
    
    Nation   0.30      0.31      0.32      0.33 
    ----------------------------------------------
    Germany  Noble     Noble     Prince    Emperor
    Italy    Noble     Noble     Warlord   Noble
    England  Noble     Noble     Noble     Monarch
    U.S.S.R. Noble     Noble     Chieftain Emperor
    France   Noble     Noble     Chieftain Emperor
    U.S.A.   Noble     Noble     Monarch   Emperor
    
    Most minor nations have gone from Settler to Immortal or Deity
     
  20. kiwitt

    kiwitt Road to War Modder

    Joined:
    Jan 11, 2006
    Messages:
    5,548
    Location:
    Auckland, NZ (GMT+12)
    This failed in playtesting ... reverting to another method.
     

Share This Page