Napoleonic Wars II - Global

Here is a quick fix to correct the problem with the Persians being too powerful.

Load the Biq file into the editor.
Click on Rules.
Click on Edit Rules
Click on Terrain
Click on Terrain Type
Click on Hills
On the right side you will see a box that says Landmark Terrain. Landmark Name will say LM Hills.
Change all the Tile values and terraform values to 1.
Click close
Click File
Click Save
Click File
Click Exit
Finished

I am still checking on the Persian Mortar Crew, Native Aux and British African Aux. I haven't been able to find the reason for the error and I am not experiencing the error on my machine. I will check with some of the other team members and see if we can ferret out the problem.
 
Hey Guardian, I played this scenario the other day and it looks really promising! Keep up the good work!

Glad you're nerfing the Persians. How come you have that LM Hills set at 25 25 25, which upgrades to 50food/production and 50 gold with farms/mines and roads, respectively?

Btw the problem with the Native Aux and the British African Aux is that the art files are messed up. By this I mean that at one level the units are called "Auxiliary" and at another level (one folder down/the INI i think, though you'll have to check that) they are called "Auxilary". That little "i" makes all the difference. Fix that and it'll be set. But make sure all levels in the folder hierarchy have the same spelling.
 
Hey Guardian, I played this scenario the other day and it looks really promising! Keep up the good work!

Glad you're nerfing the Persians. How come you have that LM Hills set at 25 25 25, which upgrades to 50food/production and 50 gold with farms/mines and roads, respectively?

Btw the problem with the Native Aux and the British African Aux is that the art files are messed up. By this I mean that at one level the units are called "Auxiliary" and at another level (one folder down/the INI i think, though you'll have to check that) they are called "Auxilary". That little "i" makes all the difference. Fix that and it'll be set. But make sure all levels in the folder hierarchy have the same spelling.

Thx Coltrane, I take it you Jazz ? :king:

Yes I found the problem with the Persians was a terrain bonus problem. I am using a map I previous altered for another scenario. When I imported the map I forgot about the terrain changes I had incorparated for the other scenario.

I checked my folders and they are all correct as is the Biq and the pediaicon txt file. If anyone has this problem with these units, check your folders and let me know if this is the source of the problem and I will include updated files in the next update. Nexxo has advised me that he is almost finished with civilopedia file correction so I will post all these updates together as soon as I get the civilopedia files from Nexxo. Thx.

Sry, my mistake it's superbounce that is working on the civilopedia not Nexxo. Sry guys I guess 37 hrs is pushing the limit. I'm going to stop for a couple hours, get a bite to eat, shower, shave, and get a cup of :coffee: then get back to the old grind stone .
 
I just uploaded the latest update. This update addresses the problem with the
Persian Mortar Crew
British African Aux
Native American Aux
As well as All the issues regarding city names and locations in the carib, North America, West Indies, and Persia
I have adjusted the Persian Civ to make it more balanced
Several terrain adjustments have been made in The Carib, N. Africa, Middle East and Persia for greater historical accuracy.
Some Buildings and improvement have also been adjusted
And several units have had their A\D\M adjusted

I believe these improvement will make the Scenario more playable, historical accurate, and enjoyable. This was all possible because of the feedback, comments, and suggestion as well as your providing game play critique of errors and omissions that you discovered.

Once again the membership has come thru with valuable assistance in helping to make this scenario better for everyone as you have so often and as you have in so many ways times throughout the creation of this Scenario. Thank you all and we hope you will continue to help us improve this scenario with your continued support. :goodjob:

Download the update from the bottom of post #1 - Update #3
 
Thank you, I just applied the new update and started a new 8 player hotseat game.

Turn One Sentry/Fortify

Missing sound files(not all); (Movement or Sentry or Fortify)
Britain Hunter
Britain Admiral Nelson
Britain Duke of York
Ottoman Cedit Rifles
Naples Ship o the Line 1st Rate
France/Spain Ship o the Line 4th Rate
France Emperor France
France Whaler

Research;
Diplomacy (position of tech overlaps another)only when Britain
Medicine (position of tech overlaps another)only when Ottoman and Austria

Turn Two;
Adjust Research
all is well

Turn Three;
Spain can train FrenchColonial Infantry in Manila
 
The updates look good Guardian, from the editor anyway, I haven't played it yet.

A couple of other suggestions:

Fort Rouge or Fort Gary instead of Winnipeg - Fort Rouge is more accurate period wise. Fort Gary a bit later and Winnipeg well outside the period.

Fort William instead of Thunder Bay - didn't become Thunder Bay until the 1970's.

Include Port Louis on Mauritius just off Madagascar for the French - It was an important stop over for the French, produced sugar and was captured by the British during the period.

Include York Factory on Hudson Bay or Moose Factory on James Bay for British - Both were important Fur trading centres.

Perhaps as well a flavour unit similar to the Amercian Mountain Man for the British in North America called the Coureurs de bois.
 
The updates look good Guardian, from the editor anyway, I haven't played it yet.

A couple of other suggestions:

Fort Rouge or Fort Gary instead of Winnipeg - Fort Rouge is more accurate period wise. Fort Gary a bit later and Winnipeg well outside the period.

Fort William instead of Thunder Bay - didn't become Thunder Bay until the 1970's.

Include Port Louis on Mauritius just off Madagascar for the French - It was an important stop over for the French, produced sugar and was captured by the British during the period.

Include York Factory on Hudson Bay or Moose Factory on James Bay for British - Both were important Fur trading centres.

Perhaps as well a flavour unit similar to the Amercian Mountain Man for the British in North America called the Coureurs de bois.

Thank you Ranger (BTW I went to that school at Ft Benning before going to the special warfare school at Ft Bragg ) I appreciate the advice and will definitely include those changes in the next update.
 
Dresden was the capital of the kingdom of saxony and Leipzig was also a major city of the kingdom. Innsbruck was part of Bavaria. I would say the best way to make this work would be to shift bavaria towards where you have saxony now, maybe deleted stuttgart and freidburg. I would change prague to chemnitz and reassign it to the saxons and delete bursa and move the new prague south.
This scenario has a lot of potential the geographical placements are the only thing holding me back from actually loading it up but i'm glad to see you're fixing some of the problems
 
Dresden was the capital of the kingdom of saxony and Leipzig was also a major city of the kingdom. Innsbruck was part of Bavaria. I would say the best way to make this work would be to shift bavaria towards where you have saxony now, maybe deleted stuttgart and freidburg. I would change prague to chemnitz and reassign it to the saxons and delete bursa and move the new prague south.
This scenario has a lot of potential the geographical placements are the only thing holding me back from actually loading it up but i'm glad to see you're fixing some of the problems

Changes have been made and will appear in the next update. Thanks for the heads up.
 
Ran into another PediaIcon.txt error. This one says there is a missing entry for SHAPP_RACE_DUTCH.

Easy fix for this one, open the biq in the editor and click on rules, then click edit rules, then click civilizations, click the civilizations scroll bar scroll down to Netherlands. In the center of the page you'll see culture Group and below that you'll see civilopedia Entry:
change RACE_DUTCH to
RACE_NETHERLANDS
Click File, Save,then exit.
 
Easy fix for this one, open the biq in the editor and click on rules, then click edit rules, then click civilizations, click the civilizations scroll bar scroll down to Netherlands. In the center of the page you'll see culture Group and below that you'll see civilopedia Entry:
change RACE_DUTCH to
RACE_NETHERLANDS
Click File, Save,then exit.

Thanks Guardian!:goodjob:
 
Sorry for the double post.

I have a questions about Whalers. What exactly do they do? The Civilopedia says they can capture Whales, but I don't see Whales as a resource. It also says they can transport two Seal Hunters, but I don't see them either. Can you help me out?:confused:
 
Sorry for the double post.

I have a questions about Whalers. What exactly do they do? The Civilopedia says they can capture Whales, but I don't see Whales as a resource. It also says they can transport two Seal Hunters, but I don't see them either. Can you help me out?:confused:

Yes, we had planned and tested adding a civ called nature. The units for this civ, included whales, seals, beavers and several other units. These units would have been capturable and when captured would have resulted in raw materials that would then have been converted into gold when returned to a friendly port that had a victory point marker. Only the whalers, sealers and hunter could capture these units. However, for some reason which we have yet to discover, this setup cause unreasonable delays in game play so we eliminated the nature civ from the scenario for the time being. I guess we forgot to eliminate the whaler. At some point in the future, I would like to add an expansion pack to the scenario ig we can figure out how to add the nature civ without the extended delays.
 
Yes, we had planned and tested adding a civ called nature. The units for this civ, included whales, seals, beavers and several other units. These units would have been capturable and when captured would have resulted in raw materials that would then have been converted into gold when returned to a friendly port that had a victory point marker. Only the whalers, sealers and hunter could capture these units. However, for some reason which we have yet to discover, this setup cause unreasonable delays in game play so we eliminated the nature civ from the scenario for the time being. I guess we forgot to eliminate the whaler. At some point in the future, I would like to add an expansion pack to the scenario ig we can figure out how to add the nature civ without the extended delays.

Thanks for the reply.

That would be an interesting way of dealing with those resources. I hope that a solution presents itself.
 
japan's gov is imperial Chinese dynasty, or something like that.
Open the biq file in the editor.
Click on the scenario tab
Click on scenario properties
click on players
select player 23 on the scroll bar (it should be Japan)
under government change it to shogunism
Click OK at the bottom of the page.
click file click save
exit
 
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