Here's a quickfix for the 1936 and 1942 production list : v.18 CFC database link
there's also a problem when reloading hotseat games.
Same as vanilla game. Report if something strange happensI have a question again if I can...what purpose does Money have in terms of upkeep.
IE, if I run out of cash, will I have a penalty, will units eed to disband etc?
PS, im going to run out of cash ;p
Thanks, those reports on game are always usefulHello Gedemon, I'm finally back to playing your scenario again. It's feels like something Firaxis made as a DLC addition, and yet it has elements that I think they would likely not attempt. Amazing work! The art looks gorgeous, and the work with lua you've done is brilliant.
The current game I have going is with Germany ~April of 1941 on Deity.
Even though I managed to take Paris on a fairly historical schedule, France put up a very good fight. It seriously set me back on materials for a good while as a result. The UK has basically dominated the air ever since for that reason. Their navy has kept me from attempting to get too far out of the Baltic for the same reason, so they have no worry about sending amphibious invaders across the channel into France. Fortunately for me it looks like you have disabled sea invasions for the AI in this version. So aside from having many cities getting bombed, the western front is safe.
Some things I have wondered about, and a couple suggestions:
-Does city healing cost materials? I don't think it does, but perhaps it could cost something of a combination of materials/personel. That would make getting bombed constantly by the UK be a real problem that needs to be addressed even if they are not actively invading with ground troops.
-The UK/Italy have yet to complete any projects, while USSR & myself have completed numerous. I probably just need to get further in the scenario, but I figured I would mention it anyways.
-The USSR has remained at war with Finland ever since the Winter War began. Perhaps until you are able to implement a detailed peace agreement script, you could simply force a cease fire to end the fighting in March of 1940. The only reason I mention this is because every time during the AI's turn it sends several bombers to bomb Lappeenranta & Joensuu. It forces the player to watch those animations, and ends up adding significant time (probably ~15-30 seconds) onto the AI turn time. The stalemate finally ended after a long time, so that did stop eventually.
-It took me a little digging around (used this thread) to figure out the military academy was required to start projects, so maybe a note about that could be added to its help text.
-If it's easy to do, maybe think about putting a limit on naval retaliations/turn at ~3.
-Any plans to add more of Danrell's units? Carriers might be useful for the UK in the Europe scenario from what I've seen. Specifically in areas like the Med, Norwegian coastline, or if attempting to enter the Baltic. Obviously things like his super heavy tanks, TDs, assault guns, and all his others would be fun to get too.
That's about all I've got. Again, great scenario. I like the added element of having to keep supply lines in mind when invading. It should make the Barbarossa campaign a big challenge. Also if you need an extra hand with something I'm able to do, let me know. I'd love to help get this scenario even better.
Same as vanilla game. Report if something strange happens
What you mean with the limit on naval counter-attack ? 3 units may riposte each turn for each player ? that would encourage the human player to attack smaller unit first, no ?
I think he means that one ship can counterattack only 3 times per turn
so that if 4 navys attack one ship at a turn, the last one will not get counterattacked
Thanks, those reports on game are always useful
Yes, AI can't embark on current version of the Europe map, that will change, but no ETA for the naval invasion coding.
City healing does not cost reinforcement, but I've got something else planned about air bombardment : nearby factory tiles will get pillaged once a damage threshold is reach and will auto-repair after 3-5 turns. And if doable, I'll like the cities do keep some minimal health under bombing, to be a bit harder to take with land units.
UK and Italy should build projects, Italy has maybe less than the others, but UK has a few tanks to research.
About unit, I still plan to respect the table here : https://docs.google.com/spreadsheet/ccc?key=0AlyP3rZ7KU2JdEtGYXJiQ2stQzVqa0NueWNzbHRaemc#gid=0
But as you know there's a limit on the number of units type you can add to a mod before getting assertion error on loading a WB scenario. I wan't to try a few test about that before adding more units (there are 242 now and I believe the limit is at 256), and I hadn't the time to do those tests yet.
Helps always welcome, as I said reports on games are helpful, the coding part takes a lot of time, and I don't have time to play complete game often. I'm tring a game as Germany with v.19 right now, and I don't know if I'm going to reach the time of Operation Barbarossa before adding savegame's breaking new features...
edit : about you're current game, have you tried convoy hunting in the Atlantic ?
Seems that there may be a WB bug that as made the civ entries for the 1936 map corrupted. Or something else. Fact is that when UK is searching a project on the 1936 map, it makes the game crash.
I'll remove the map from the next version until a fix is found, that makes me really sad 'cause the map has a fantastic potential. I'll do my best to find a way around quickly.
Can you post your computer spec please ?I get a runtime error running this mod and it crashes(may have misspelled CivilizationV_DX11). This also happens with the CivlizationV (directX 9 I believe). It also seems to happen inconisitently, like Ill play 2 turns then crash and then I'll try again and play for 6 turns untill it crashes.
I'm bad with computers so I have no idea what to do
Runtime Error!
Program: ...apps\common\sid meier's civilization v\CivilizationV_DX11.exe
This application has requested the runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
Yes, I've also noted that bug, it'll be corrected in next release, thanx.When I play Germany in the 1939-1945 scenario, the naval units do not heal when in port. Is there some trick I dont understand or is that intentional to make it harder. Im playing it on Immortal level.
Can you post your computer spec please ?
I've noticed while playing on the 1936 map that England has no capital :S