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possible script bugs?

Discussion in 'Bug Reports' started by brindle, Sep 24, 2013.

  1. brindle

    brindle Chieftain

    Joined:
    May 16, 2009
    Messages:
    51
    First off, great mod. thank you for the fun. All comments on v38 with BNW installed. (Europe 39-45 scenario)

    I tried playing Italy a couple of games. In both games Germany was unable to take Poland (Warsaw). In the second game, USSR took warsaw but the 'fall of poland' event did not properly partition Poland. Instead, USSR keep Warsaw and even got Krakow.

    Later on in the game, I actually took Paris, The 'fall of paris' event gave all the French (non Vichy) cities to Italy (instead of Germany).

    I expect the events are assigning the cities to whoever took the respective capital. Maybe it can be hardcoded to property parse out Poland and/or France?

    Anyway, I thought I'd report this. As mentioned, I also find that Germany is having much difficulty in early war. In the first game I tried as Italy, Germany had lost 3 cities to France before I (as Italy) entered the war as well as he was stalled out in Poland. In the second game, he stalled out in Poland but was holding out against France (but making no progress) until I busted through the south with Italy.

    Hope this feedback helps!
     
  2. Gedemon

    Gedemon Modder Moderator

    Joined:
    Oct 4, 2004
    Messages:
    9,225
    Location:
    France
    Feedback always help :)

    The events are programmed to give more territory to the nation that takes the capital, yes, I wanted it that way.

    Could be changed in the ScriptEuro1940.lua file in "..\Documents\My Games\Sid Meier's Civilization 5\MODS\R.E.D. WWII Edition (v 38)\Lua\Europe1940"

    For Fall of France, try to change line 154
    Code:
    local pAxis = Players[newPlayerID]
    to
    Code:
    local pAxis = Players[iGermany]
    and for Fall of Poland, try to change line 842
    Code:
    Players[newPlayerID]:AcquireCity(city, false, true)
    to
    Code:
    pGermany:AcquireCity(city, false, true)

    About the balance issues, I'm trying to make the axis AI more aggressive in the current beta, and this will be one of the challenges of the following versions.
     

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