Napoleonic Wars II - Global

Hi, just downloaded your latest biq.
Noticed the 2 French ships south of Marseille are wrongly "British Ship o the Line 4th" and link to the British ships information.
Every same type of ship misses the 'f" in "of" as well.
Furthermore playing your older biq's I had really long waiting times up to around 15 minutes or more.
Thanks.
 
Hi, just downloaded your latest biq.
Noticed the 2 French ships south of Marseille are wrongly "British Ship o the Line 4th" and link to the British ships information.
Every same type of ship misses the 'f" in "of" as well.
Furthermore playing your older biq's I had really long waiting times up to around 15 minutes or more.
Thanks.

Thx Emerentius, I'll check that.
 
Hi, something else, browsing through your biq.
coastal fortress: defence 2 naval 8 bombard 2
walls: defence 50 naval 8 bombard 8
CoastalFord: defence 150 naval 150 bombard 10
It seems to me coastal fortress is a bit light compared to the other two.
Thanks.
 
Hi, something else, browsing through your biq.
coastal fortress: defence 2 naval 8 bombard 2
walls: defence 50 naval 8 bombard 8
CoastalFord: defence 150 naval 150 bombard 10
It seems to me coastal fortress is a bit light compared to the other two.
Thanks.

Have you tested it in? If not, please do so and report back to me how it works.
 
Hi, The Guardian.
Haven't play tested it yet. During my last games wasn't attacked by ships and at the moment doing a Civ3 game of the mod CCM.
Waiting for your next biq to try out. :)
 
Hi Guardian:
Jumping in a bit late here, but I have ben playing your scenarios since you have been posting them. Very nicely done, and they are additive. In the interest of constructive comments, I have put a road in Canada from Toronto up to Quebec, because there was one there. Also I put one in Mexico and Texas because the Aztecs had developed roads and then Spanish made the El Camino Real that went into that area as well. My favorite civ is the British, and I love what you did with the navies. A great idea to give them the strengths of their armament. Was the problem of being abel to load the officers unto transports ever resolved? I do not think I missed it.

Another addition I made was to include a victory location in Calcutta. It just took way to long for the treasures to get to England and the ships back again, for game playing purposes.

I have some other things, but don't want to seem like I am being pushy.
Thanks for your work, it is very enjoyable
 
Hi Guardian:
Jumping in a bit late here, but I have ben playing your scenarios since you have been posting them. Very nicely done, and they are additive. In the interest of constructive comments, I have put a road in Canada from Toronto up to Quebec, because there was one there. Also I put one in Mexico and Texas because the Aztecs had developed roads and then Spanish made the El Camino Real that went into that area as well. My favorite civ is the British, and I love what you did with the navies. A great idea to give them the strengths of their armament. Was the problem of being abel to load the officers unto transports ever resolved? I do not think I missed it.

Another addition I made was to include a victory location in Calcutta. It just took way to long for the treasures to get to England and the ships back again, for game playing purposes.

I have some other things, but don't want to seem like I am being pushy.
Thanks for your work, it is very enjoyable

The problem with the officers is that they have transport capabilities. As we all know, a transport can not transport another transport. Go to the editor, and remove the transport flag from the officers and their trandport capabilities then you can transport them.
 
Has anyone looked at the Multiplayer aspect of creating a game? Currently most Civiliztions are playable by humans but when trying to assign multiplayer players to the scenario the setup screen does not allow more than 2 players.

I feel that the amazing effort here to play the Napolean War would be beyond describable if multiple players could match wits.

Reassigning "Nature"(3rd position listed in MP setup) lower on the list had some effect but did not fix the problem. This problem does not exist on Pirates Arrr so I am very puzzled.
 
The problem with the officers is that they have transport capabilities. As we all know, a transport can not transport another transport. Go to the editor, and remove the transport flag from the officers and their trandport capabilities then you can transport them.

Thank you for your response, sir. I will give that a try.
 
What's the latest, Guardian?

We haven't heard from you in a while.

Been spending time with my GF teaching her how to use her new computer. Spending time at the beach and relaxing in general. Catching up on some much needed R&R.

Also been working on a new Roman Scenario - Roma Eternus Palma. as well as learning how to do animations. I am working with Imperator on creating many new units for that time period.

I am still waiting for someone to create some additional steam powered war ships for the late Napoleonic era. I need these to include in the next expansion of Napoleonic Wars II - Global. The next expansion of the game will also include additional Nature Units and some advanced units for each civ and more Tech advances for the last two eras. Target date for these additions is around Xmas.
 
Hi, Im not sure if I am running the latest BIQ - I have 'Napoleonic War Global ver 101' - is this correct? I've had a look through these posts and couldn't see it. Very nice Mod thought :-)
 
Hi, Im not sure if I am running the latest BIQ - I have 'Napoleonic War Global ver 101' - is this correct? I've had a look through these posts and couldn't see it. Very nice Mod thought :-)

If you DLed the link from page one that is the current latest BIQ.
 
Hiya, first thanks for the awesome scenario :)

Found a few things to mention:
1) apparently, you forgot to add russians the technologies to start with, the page "scenario props - civs - free techs" is empty.
2) russian unit Russian Cuirassier has only 1 movement point, i think 3 would be proper for a cavalry
3) Russian capital from 1712-1918 was Saint Petersburg
 
Hiya, first thanks for the awesome scenario :)

Found a few things to mention:
1) apparently, you forgot to add russians the technologies to start with, the page "scenario props - civs - free techs" is empty.
2) russian unit Russian Cuirassier has only 1 movement point, i think 3 would be proper for a cavalry
3) Russian capital from 1712-1918 was Saint Petersburg

Thanks Tolstoi. I will make these corrections and post a new Biq file in the next few days.
 
The Native America Auxiliary has no spaces in it's name, and costs only 1 shield.
 
I started making some corrections to the BIQ file based on the posts and information you have all been providing. While testing the corrections, I noticed some other items that needed fixing and adjusting. There have also been some new units created that I want to add. This is turning into a complete version revision. If anyone has any additional requests or ideas, please let me know now so that I can evaluate them and add those that will improve this new version.
 
I've just downloaded and tried the scenario and it's great. I've encountered a few civilopedia issues (invalid entries) and when I tried to read about the homeland resource the game crashed.

A suggestion would be to remove Kiruna as it wasn't founded until 1900. I would probably have it replaced by Luleå or Tornio (which would be at the coast to the bothnian bay instead). Both had city privs from the 17:th century but had existed for a long time.
 
I've just downloaded and tried the scenario and it's great. I've encountered a few civilopedia issues (invalid entries) and when I tried to read about the homeland resource the game crashed.

A suggestion would be to remove Kiruna as it wasn't founded until 1900. I would probably have it replaced by Luleå or Tornio (which would be at the coast to the bothnian bay instead). Both had city privs from the 17:th century but had existed for a long time.

Thanks Freeborn I will take a look at that.
 
Ottoman City Names:

Istanbul becomes Konstantiniyye
Damascus can be Dimashq
Sofia becomes Sofya
Kuweit becomes Kuveit
Tirana becomes Tiran
Athens becomes Atina
Jerusalem becomes Kudüs
Medina becomes Medine
Makkah becomes Mekke
Hamath could be moved two tiles north and be called Iskenderiye.

Asia:

China has a city called Peking as its capital. Quite a bit south, there is a city called Beijing.
Japan has both a Tokyo and an Edo. Tokyo should be Edo, while Edo can become Niigata.
Maybe Tibet could represented?
Perhaps Siam could be a separate nation. They could have the four cities china already has, and you could fit Nakhon Si Thammarat in between Bangkok and Kota Barahu.

Civ Colours:

Prussia and Bavaria have the same Blue in the editor. Perhaps Prussia could be grey?
Sweden and Spain both have yellow. Sweden could have the light blue from the Napoleonic Europe scenario, but then it'd share a colour with Persia.
Persia could have the light green to prevent a common colour with Sweden.
Africa and the Pirates both have Black as their colour. Africa could perhaps have a dark brown.
Native America and India are both purple. The Natives could have a light brown.
Denmark, Japan, and Mother Nature are all dark green. Denmark could have its colour from the Napoleonic Europe scenario, while Nature could get a hot pink.

Italian City Names:

Rome becomes Roma.
Naples becomes Napoli.
Milan becomes Milano.
Venice becomes Venedig (since its owned by the Germanic Austrians)

Other:

Munich seems to be on the wrong tile, since it isn't sitting on a homeland resource. In addition, Munich can be called München.

It may seem like a lot, but it will help this mod be the ultimate Napoleonic Europe.
 
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