Modern Alliances

Did you have a chance to fix those little bugs I was finding- St.Louis Arch, certain Missionaries, the Heavy Machine gun button, Heavy Cruiser button and such, or in the new build did you start from scratch so you didn't have to look for scripting issues like that?
 
I pretty much started from scratch, go through it and tell me what you think, mod is very clean, no crashes i know of, and runs smoother

The actual modding of it is perfectly organized as well, which lets me create smaller mods (such as ww1) much quicker then from scratch
 
:lol: I've just given up attempting to make a WW1 scenario in Modern Alliances, as creating a WW1 scenario to be accurate and play well on a world map with a tech tree that stretches from 1900-2014 simply doesn't work. It just isn't specific enough. You cant experience a technology progression between 1914 and 1915 when the tech tree stretches over 114 years.

Modern Alliances will be slightly altered to a custom game/fantasy (random civs on random maps) mod. You will start in 1900 and play until present day, just not through realistic scenarios

A separate mod will incorporate a WW1 scenario. This mod will have a tech tree specifically for the 1914-1918 era. The mod is already in the works, the tech tree is set up and looks very nice, units (not UU's) are in, civilizations and leaders are finishing as we speak. This is going to lead to a much nicer realistic technology centered game. Now Britain can discover how to make the Mark V tank, without France being able to create the FT-17 at the same time, there is a difference and it will be more accurate

The part that Aob will not like is the fact its going to be on an Atlantic map. There is just no way that you can create an accurate Western Front border of trenches on a world map. It just isn't going to happen. American and Northern Africa will be in, so the only thing it really will be missing is Japan.

Civilizations will be done soon, then on to the map tonight. Im hoping to have a working version by the end of this week.

:rolleyes: European scenario's for the world wars are fine in my book as long as they come with a world map scenario since it was a world war and not a European war

but since you don't need my help with scenarios anymore since your doing them your self now then I can either just use another WW1 mod or if need by make my own world scenario for your mod :p
 
I just re-visited the tech-tree forum that we used last summer and re-read all my posts. I didn't realize I'd written so much. lol

You're still setting population for your world map at 1900 levels Da?
 
Well i set them at 1910 population levels for the US, im going left to right on the map, im assuming europe is gonna give me a lot more trouble, for cities in countries without easily accessible census info (mexico Cuba so far) i look for the closest years and guestimate, most are fairly easy
 
Oh cool. Forgive me, I didn't know it was that big.

Say, since you're using so many UU ships & ship classes in this, do you happen to have included GeneralMatt's Edgar Quinet French armored cruiser? Its a beautiful 6-stack ship, despite the fact that it only carries the armament of a ship half its displacement. You'd need 3 of them to have a chance at sinking a pre-drednaught.
 
I haven't gotten to the UU's yet, although I have collected all the xml and the art for them, and they are in the mod folder, I haven't actually placed them in yet. I'm not sure if I do have that unit in, I most likely do, but if not it will be added

if I set up a spreadsheet of all the naval classes of the period, with the UU's as well, do you think you could help me fill it out with costs, strengths, movements etc? It would help a lot in the accuracy as well as the time it takes for me to make the scenario

Either chance either of you can help with creating the scenario? the city populations need to be completed and if I could have someone help me with that it would really spead up the process, im about 2/3 done with the cities.
 
Wow DaCUbz, that sounds ...awesome. I'd really enjoy something like that, sure- assuming Aob86 is cool with it. And also assuming we can all cross-check and critique the work!

Now, I remember when we were working on 2.8, we had a s/s upon which we assigned values and capabilities. Is that work off the scale now? As I recall, dreadnaughts & battlecruisers had factor ratings in the 100-120 scale, very different from stock Civ. Are we shifting back to a lower-value system (meaning one where Battleships are at roughly 40), or are the combat factors entirely undetermined at this point?
 
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