R.E.D. WWII: Concepts & Suggestions

And would you be able to add a "submerge" option for subs that puts them into some sort of stealth mode while reducing their movement?
 
Great, great mod. The things this mod gets right are the most important things: Gameplay and aesthetics. The landscaping is exquisite both in terms of general accuracy and in terms of generating great game play (good use of terrain features). Reading Beevor's Stalingrad this week (which is why I searched for a CIV WWII mod in the first place) and I look forward to playing that beta as it matures. Have played USSR in 1936- and 1939-1945 and the Germans from 1939-1945.

The retreat feature also brings a whole new and welcome level of strategy to the game.

thank you :D

Some suggestions:
1. Resources. Resources. Resources. Much of the fighting was about getting or denying others resources, certainly the Romanian oil fields were desired by Hitler and even he noted that without the oil of the Caucuses, which drove part of the invasion of USSR, the Nazis could not win. Aluminum and others. Game would be better with resources.
At first, I had planned to add fuel consumption for units, and steel factory or other buildings to convert resources to materiel or fuel. But after the earlier release of the mod, I've found that the current reinforcement was enough for the level of realism I wanted. That doesn't means that I won't use resources at some point, but I'm going a different path here.

With the introduction of convoy, I've also introduced strategic importance for some area where resources should be. For example, even if I hadn't put the resource on the map, the convoy from Sweden, Norway and Finland to Germany won't spawn if the road/rails to the inland mining cities are cut (on the 1939-45 Europe map)

the next step is to add materiel each turn to the player pool if some road/rail routes are open, like Germany to Romanian's or Caucasian oil field.

2. Need different units types serving different functions. What this game has is essentially 6-7 variants of the same unit in a couple different weapons classes with only "strength" differentiating them. I get that is realistic, that there were all those various models and what not, and the research and skins are nice. But there are too few unit types doing different things. There is one fighter, one bomber, tank, etc., just at say 35, 40, 45, 48, and 50 strength. That is really pretty limiting, boring, and unrealistic in terms of modeling the dynamism of actual conflicts. New units could or should be:
a) anti-aircraft units. They were HUGE factors in Stalingrad and Operation Uranus in particular and the entire war in general and they don't even exist in this game. Should be expensive, slow, and relatively easy to kill with ground troops. Planes should not be the only defense to planes.
b) engineers. I like that this is a war-centered and not civ-building oriented scenario but there should be some engineer with say a limited number of engineering points that can be spent or earned and can be used to build some very limited number of roads and bridges. Just like in WWII! or any other war. Take a very close look at the two mountains opposite Strausburg across the river. Think the Nazi's would not have placed roads on both of them? Point generalizes. Should not be a free build, but limited functionality for war support kinds of purposes.
c) mining and sappers: mines were a key part of the conflict and crucial to controlling or slowing tank and mobile infantry. Clearing mines would be like cleaning fallout or maybe this is another task the engineer could do, and which would be risky.
See the units spreadsheet from OP, there are other type planned.

And there are already difference, light, medium and heavy tanks are not means for the same use for example, same goes for attack aircraft, fast, medium and heavy bombers. Or any other unit class, really. And last update as introduced the KV-2 as a heavy assault gun, specialized in taking out fortified units or cities. Tank Destroyers will be next. I've added small description text for each class in last update, as the difference may not be obvious without checking all classes promotions.

a/ AA Artillery was planned to be part of the Artillery Regiments from some times now, but I hadn't included them. I'm testing a game on the Stalingrad map right now with that combination. (A very experimental artillery game, with defensive bonus and vanilla support fire activated to see how that works...)

b/ I find your idea of construction point interesting (as I really don't want long road to be made), but the AI won't understand it. Engineers unit were planned, but from gameplay experience, if I add them, it would either be using a promotion to infantry divisions, or a default ability. Ability would be to add forts, repair improvements, transform road to rails. But I don't want new route, knowing how I want to implement resources dependency, I want the existing routes to be strategic, their importance would be lowered if you could make another...

c/ We lack new improvement graphics or minefield (else Airfield would be there too... I'm still pondering to add immobile land aircraft carrier unit to be fake airfield by the way...) Not sure if I would like another layer, I wan't to keep the mod "simple" in rules.

2. subs appear to be visible to everyone and everything not just destroyer-class ships. That makes subs useless.
That's how vanilla games works. Really. :D

In vanilla game all units (and city !) are able to see them when in contact. Destroyers were able to see them at their sight range which was pretty big.

In the mod, destroyer don't have the ability to see subs long range, they just have better modifier against them. And subs can move after attacks, have more moves, overall they are much better from the vanilla game !

ATM we can't make them completely invisible.

3. supply depots. love the reinforcement angle (though it is quite opaque) but another change would be to add supply depots that could be built and where the "cost" of using the supplies is a function of proximity, such that in some cases it would make sense to pay to build a supply depot closer to the front. Strategic placement would loom large as would the potential to steal depots. Again, just like WWII, especially in Stalingrad and region, it was a decisive issue. Could get real creative and support supply drops by bombers.
Supply drops were planned to reinforce units without supply lines, but that would be possible only if I can mod new missions for planes. Maybe in the future, but then, adding recon mission is the priority here. Instead of depots, I planned HQ units

I make all these suggestions with zero understanding of their feasibility but with a love already for this scenario and a desire to see it get better and better. Thanks.
Thanks for the suggestions and the comments, they're always welcome. And even more than feasibility, it's time that I lack, there are still "simple" features that I wan't to add.

The main limitation is the AI, adding a new concept would be relatively easy for full humans games, but teaching the AI is more complex. And I don't refer to the lack of the DLL source code here, it's just that, in Lua or C++, AI programming itself is complex.

stalingrad map from the R.O.E mod that i found searching for more wwii mods?
Yep, but reworked (and still working on it ATM)

And would you be able to add a "submerge" option for subs that puts them into some sort of stealth mode while reducing their movement?
Not with the current tools I'm afraid.
 
Gedemon have you had any chance to look into the new expansion, and if so do you think religon could be turned into something usefull for a mod like yours?
 
1. Resources. Appreciate the desire to focus on established supply lines delivering resources that do not have to be developed (e.g., convoys from Norway deliver resources from interior that can be cut off). That's fine. Two suggestions, though. One, at least put the resources icon at the appropriate locations for aesthetic purposes. Two, it eliminates the different value or purposes of resources if all effectively become "material" via convoy. For instance, infantry (ignoring that they actually had jeeps, etc.) doesn't need oil so why would material from oil fields help them or why would, say, wheat or iron help fuel a tank just because they get lumped into "material"? Also, expressing all resources as material means you can't have units that require particular resources to build (say bombers and aluminum or wheat and infantry). Different units use different resource inputs (amounts and types) and placing specific resources in specific places give reasons to get them, or in terms of your description of what you want, control supply lines from those places on the map if you want those specific resources.

2. Stalingrad scenario might ultimately have defection risk (happened a lot). Say some infantry on the north side of the city is cut off from reinforcements and material and getting pounded. At some point those "men" say screw it, we are flipping. Probably better to just eliminate them from the gameplay as POWs removed from theater rather than switching sides for active fighting (which did occur). Or maybe there could be POW camps that could be liberated :)

3. OP? what or who is that and how do I find that spreadsheet?

4. didn't know that about subs; shows you what I think of subs in the normal game I suppose.

5. I appreciate your desire to keep things relatively simple, including not adding new graphic layers (whatever that means). You might really give some consideration to mining and mine removal as I do think it would add a very interesting and dynamic dimension to warring: It's not just attack and kill, it is also attack by defending. And it attack not just by way of HP but also by way of limiting mobility. That'd be fun, I think.

6. Engineer, building, etc. I totally agree that the game would be worse overall if there was lots of building or new roads, etc. That should be avoided. But a limited number of things, such as your thought about road to rail or my thought about a bridge, etc. Say 20 construction points for the game, 1 road to rail = 4 pts, new bridge = 12 points, supply depot (using say trading post as the graphic) is 10 points, whatever. Something like that where you could only do so much and would have to make key choices about what to do. One option given your thought about making the skill a promotion would be to say that using that promotion also does some negative things to the unit. Say an infantry (that's the unit to use) in taking the "engineer" promotion, gets a 25% HP penalty and a -1 movement penalty, only get to have one engineer at a time and, of course, the limited build points.

7. what do you mean by headquarter units?

8. given any thought to a terrestrial equivalent of your head ship in a fleet. That is to say, a General Zhukov (Chuikov in Stalingrad scenario), Field Marshall von Manstein, General Rommel, Marshall Montgomery, General Patton, whatever useless tool the French had, etc. Each could have some slightly different bonus effect (combat bonuses, healing bonuses, "suck it up on fewer resources, inspiration talk" bonus, etc.

Thanks.
 
Another question of a different sort: Does a food surplus provide any benefit?

For instance, with Berlin why would I prefer a 5-food wheat tile over a forest, 1 food 1 production tile? True, my expansion timeframe grows massively...from like 700 turns to 1300 turns. From what I can see there is not a single city on any map that will have any chance of growing in any actual game (I've never seen a time-to-growth that is less than 400+ turns).

I have no problem whatsoever with that, but want to know, in terms of strategy, if there is any reason to prefer a large food tile (or any food tile, really) over a low or no-food tile with a hammer? Or for that matter an unemployed citizen?

Similarly, if my city has spare forest tiles, why would I not choose that over an unemployed citizen? Especially if it is along a river and comes with a gold?

Strategically, what role does food play in these scenarios, if any role at all?

From what I can tell no city given the terrain configuration (and built-in production, food and hammers, is realistically ever going to lack for food even if I made every single citizen unemployed? Am I a missing something here?

And if food plays no role, what not? It did in the war (thinking of Beevor's description of 6th army troops "eating" leather from their uniforms of those on the steppes eating bark or the Russian prisoners in Nazi camps apparently reduced to cannibalism),
 
1/ About diversified resource, this should interest you ;)

I won't go that way, even if I planned it at start, but note that there is not only materiel in this mod, but also personnel. I've regrouped iron ore (and other mineral) and oil in the global "materiel" resource, and the "personnel" flux is influenced (but not only) by how much food your empire produce. Note also the tooltip on the "We Need You" process. that answer your second post I guess.

Placing mining area and oil fields is already in my to do list.

2/ You really want micromanagement, don't you ? :D
But sorry, that's not planned, there are lot of small additions that would take too much works to implement. I also disagree with "happened a lot", we're talking of division sized units here.

3/ OP means first post (opening post) of the thread, the link to the spreadsheet is there.

5/ see 2/
But this one could happen.

6/ see my comment about the AI in previous post.

7/ Mobile HQ: (slow) moving supply point

8/ I've removed the great generals cause the AI was to bad at using it.

But I've another thing planned, using advisors traits : 4 avisors (economy, air commander, fleet commander, army commander), replaceable under conditions, giving different bonus.

Example: you name Adolf Galland your air commander and you get a combat bonus for all your fighters.
 
A bug: As Germany, the convoy from Norway was generated on land near Narvik. As a ship, it cannot move, meaning I will never receive those supplies. To make matters worse, because my unit can't move but materialized inside Norwegian borders, with each turn they hate me more and more.

Just checked again for another turn and while the convoy has disappeared from the map, the Norwegians are still angry, claiming I am trespassing even though I have zero units anywhere near them. If it is a scripted event, the timing is way off as it is Turn 4 on a 1939 game. Seems like the issue of not getting the supplies is not true, but the CS rep hit remains...and they keep sending convoys anyway. Don't get it.

Kind of sucks that Norwegians hate me, especially since I am Norwegian. (BTW, in the real world Trondheim has a harbor, Trondheim Havn)
 
I've almost finished the first balance pass for the Stalingrad scenario, once done I'll look at those convoy bugs.

@Red Valhalla : you confirm it on the 1939-1945 Europe map ?
 
I'd like to make one, but all my modding time is taken by coding... And I prefer to add the info in the game using User Interface help, but that take even more times... Previous update has introduced small presentation text for each unit in the production list and reinforcement needed by each units in the unit flag tooltip, next one will introduce more detailed combat text (the one at the center top of the screen), and for future update, I'll change the city screen to reflect the reinforcement materiel/personnel production there, and add a score/objective screen to the top panel if the scenario use it (next update will have it for the stalingrad scenario).

But if someone who've used the mod intensively care to help on that point, that'll be very useful for new user, because, yes, the gameplay change quite a bit :D
 
And v.25 is available on the CFC file database.

This version feature a complete working version of the Stalingrad scenario, even if it will need another balance pass and the real order of battle is not set yet for the soviet side.

Complete change log :

v.25 (May 13, 2012):

- Feature : mid-game reinforcement spawning, used by Stalingrad Scenario.
- Updated : Stalingrad scenario first balance pass, German Order of Battle, score and victory condition set.
- Bugfix : corrected movement cost on desert and snow (really x2 now), corrected corresponding promotions (Forgot to set VFS to true for DDS files...)
- Bugfix : convoy should not unload twice...
- Bugfix : fighters were not correctly removed from interception list for healing.
- Bugfix : aircraft names are fit in the aircraft selection popup.
- Added : tooltip infos for each unit in the aircraft selection popup.
- Added : fighters won't try to rebase to a city with low HP when looking for interception and airsweep missions.
- Added : Damage texts adapted from Thalassicus' CiVUP/VEM.
- Added : Combat texts specific to the mod mechanism (retreat feature, ...) or added to missing vanilla game's feature (damage from an air to air interception).
- Balance : restore previous fortify bonus per turn to 25%.
- Balance : set the maximum fortify bonus to 75%. (reached in 3 turns)
- Balance : Artillery can use defensive bonus.
- Balance : added a new "Open city" building to represent cities/villages in which you can't set defensive positions, used by Stalingrad Scenario.
- Tweaked : units will try to retreat from city before they are captured, at the cost of 25 to 50% of current hit points.
- Added : if there's no free plot around the city from which an unit try to escape, it will be transfered to a nearby city, at the cost of 50 to 99% of current HP.

I didn't find problem with convoy spawning position on the 1939 map, maybe it was on the 1936 map ? Or I missed it. Please, if someone stumble on it again, post a screenshot to help debuging, TIA :)
 
v.24

"KGS Bismarck" is spelled incorrectly in game "Bismark".

Do you have any control over the naming of the ships as they are produced? If you do could I offer you a list of the correct ship names to their classes? I notice that the lower tier ships and subs don't have any kind of naming script.
 
Wow thanks for responding so fast...

Since it's not possible to RTFM ;), could someone please explain:
- what are the effects of "Personnel" and "Materiel" ? How are they generated ?
- what are "recruits" and "reinforcements" ?
- is city food production of any use in this mod ?
- can wealth be used for anything other than purchasing buildings ?
- does production play a dual role (produce stuff + add into global nation production to generate "materiel") ?
- are land and air factories exclusive of one another ?
- can units embark ? if so how ?
- how / when does a unit retreat ?
- how / when does a unit flip a tile ?

Thanks
 
v.24

"KGS Bismarck" is spelled incorrectly in game "Bismark".

Do you have any control over the naming of the ships as they are produced? If you do could I offer you a list of the correct ship names to their classes? I notice that the lower tier ships and subs don't have any kind of naming script.
Thank you, I'll correct the typo for the Bismarck.

If you're curious, you can have a look at the UnitName() function in RedUnitFunctions.lua, the mod takes new unit names from here.

I have to add the US and Japan ships name, but normally the name for the different classes (Battleship to Cruiser, all single figure units) from the other nations should be correct.

Wow thanks for responding so fast...

Since it's not possible to RTFM ;), could someone please explain:
- what are the effects of "Personnel" and "Materiel" ? How are they generated ?
- what are "recruits" and "reinforcements" ?

To heal 1 hit point, any unit need "reinforcements", a combination of "personnel" and "materiel". Some unit will use more personnel (Infantry), some more materiel (Tanks), some a bit of both (Light Tanks)

"personnel" and "recruits" are the same concept here.

Personnel are generated from your total empire :c5food: food production, from specific buildings in cities (see tooltips in construction list), from "We Need You" process in cities, and you receive a portion of what your friendly and allied city-states are producing for themselves.

Materiel are generated from your total empire :hammers: production, from specific buildings in cities (see tooltips in construction list), from "Buy War Bond" process in cities, and you also receive a portion of what your friendly and allied city-states are producing for themselves.

"We Need You" is proportional to the city :c5food: food production, "Buy War Bond" is proportional to the city :c5gold: and :hammers: production. Those two process are important, and quite useful with a bit of micromanagement.


On some maps there are "convoy" units that move automatically on maritime routes under specific conditions and bring you personnel, materiel, gold or new units.

- is city food production of any use in this mod ?
Yes, see above.

- can wealth be used for anything other than purchasing buildings ?
Yes, units. And to pay for the maintenance cost of existing buildings, some cost are high. And the maintenance cost of your units (vanilla cost here).

- does production play a dual role (produce stuff + add into global nation production to generate "materiel") ?
Yes.

- are land and air factories exclusive of one another ?
Depend of each scenario setting, in mines they are.

Default setting is :
land OR Air OR shipyard
and
small air OR large air

- can units embark ? if so how ?
Near a city with a harbor. This can be disabled in the setup screen (and should have effect in game, report if not)

- how / when does a unit retreat ?
When it lose enough damage (defending in melee combat) to make it think that 3-4 attacks of this level will kill it.

Examples : Infantry at full health (75hp) can take 10 damage from a tank and won't retreat, but at half health (37hp) it will. Introducing morale is planned from the beginning, but still not done.

Unit will retreat to one of the 3 plots opposing the attack direction, if none are free, the unit will get half more damage (5 in above example), but will always keep at least 1hp.

Retreating from city is more specific, a unit is not killed in a captured city, it will try to escape before it happens, and will loss hp in the process. If there's a free valid plot just around the city, it will go there, else it will be transferred to a nearby city, with a bigger hp penalty.

All routed units won't be able to move the next turn.

- how / when does a unit flip a tile ?
When it moves on an enemy tile. Territory map is memorized at game start, and units can liberate territory from friend/allied civs.

Some units don't capture tiles, like special force and artillery.

You're welcome :D


how do i download the version with japan in it and what mods do i need for this?
You need the data and core mod and follow the instruction on the download page for the installation, all scenario are included.
 
Re: convoy

'Twas the '36 campaign. Supplies arrived but hit on rep continued. However, the actual hostility stabilized and did not seem to continuously erode and the supplies kept coming.

So, if bug, it is: Convoy materializes and is stuck (this was Mo I Rana) and game claims eroding rep though it seemed to stabilized at "kinda pissed".
 
Thanks a lot for your answers Gedemon ! Quite useful actually...
Another question: how do you repair pillaged manufactories (and how do they become pillaged in the first place ?)
edit: never mind, it happens all by itself...

After playing the mod (1939 France deity), here is some feedback:
- the supply line concept is great :)
- retreat is also great :), especially retreat from cities (in the WWII Full Earth Campaign which is also quite nice, strong units were too easy to butcher = just wait until they garrison)
- it would be even nicer if strategic resources were back (at least oil = necessary for tank movement; the Germans could have Fischer–Tropsch plants to convert coal to oil)
- morale ! yes it would be nice to have morale :)
- AI seems a bit better than vanilla... but it should be goaded to focus its air power on destroying units rather than targeting cities behind my lines (and letting my units steamroll ahead). Also as combat in this mod seems to be all about encirclement, the AI is having a tough time with that :(
- conquering cities should not flip enemy tiles, only allied/friendly ones. Friends/allies should flip enemy tiles within city radius to city owner. Units should suffer attrition when flipping tiles. Retreating units should not flip tiles.
- food does not seem useful enough, starvation should be a major factor. Personnel is plentiful, while materiel seems so scarce (so it's all about production, the rest can go to waste). And I still don't quite understand how each gets consumed.
- promotion display bug ? The German AI has some tanks with 2x blitz, and some infantries with bombardment 1 ... (this only seems to be a display issue, since it also happens with own convoys & gifted units)
- units should be a bit more differentiated (e.g. char D1 = char D2 = AMC-35); also you might want to check out the "WWII Full Earth Campaign" mod: the armor and gun level unit attributes are neat.
- air attacks on cities seem to act weird: own city hit points seem to recover instantaneously (not the case with enemy cities)
- air attacks on ships and tanks do not feel as devastating as they should be. Tank movement points should be decreased (or even zeroed) following an air attack.
- unit animations: since it's not possible to skip them (F10+F10) because the mod needs them, something should be done to allow to speed them up.
- balance tweaks: French tanks feel overpowered compared to German panzers. They should also cost more to build and to maintain compared to German ones, to account for inefficient design. French planes should be even weaker, cost more to build and to maintain. French infantry should suffer from low morale / reluctance to fight following horrific WWI losses not so long ago. French leader should suffer an “inadequate army leadership” penalty to account for bad air & armor usage doctrine, and for dud leaders (Gamelin, Daladier, Reynaud, Petain, Laval ...). Likewise Italian leader should suffer a “low army discipline” penalty. Germans should benefit from “high army discipline” and “genius army leadership” bonuses (Rommel, Guderian, Von Manstein...).
- it's OK to give a warning that other mods should not be active at the same time, but refusing to load is a bit aggressive :( (besides this check does not work when loading a save game :) )
 
Earth 1942
Playing as Japan
v.25

I can no longer embark any units from cities or otherwise.
 
Another question: how do you repair pillaged manufactories (and how do they become pillaged in the first place ?)
edit: never mind, it happens all by itself...
City strength won't go below a threshold when attacked by air units, once reached nearby improvement will be destroyed instead. They will be repaired over time.

- AI seems a bit better than vanilla... but it should be goaded to focus its air power on destroying units rather than targeting cities behind my lines (and letting my units steamroll ahead). Also as combat in this mod seems to be all about encirclement, the AI is having a tough time with that :(
To balance this stupidity of the AI, I've implemented the above.

Taking over the Air AI completely may be planned, but I'll see how it will act in G&K before investing a lots of time in this. Destroying improvement is an easy way to force you to defend your cities with interceptor.

- conquering cities should not flip enemy tiles, only allied/friendly ones. Friends/allies should flip enemy tiles within city radius to city owner. Units should suffer attrition when flipping tiles. Retreating units should not flip tiles.
About city flipping on city conquest, the Stalingrad scenario does that, but implementing it on map with multiple civs and the liberation mechanism is more tricky. But planned.

Removing HP of unit (or movement point) when flipping tiles is something I've planned but not implemented to not penalize the AI to much, same for flipping on retreating. May be added as option at some point, for the later I'll make it so units can't retreat on enemy territory.

- food does not seem useful enough, starvation should be a major factor. Personnel is plentiful, while materiel seems so scarce (so it's all about production, the rest can go to waste). And I still don't quite understand how each gets consumed.
Build less tanks and more infantries (or light tanks). Materiel is scarce by design :D

Check the tooltip on unit flag to know how much materiel/personnel it need.

- promotion display bug ? The German AI has some tanks with 2x blitz, and some infantries with bombardment 1 ... (this only seems to be a display issue, since it also happens with own convoys & gifted units)
yes, visual bug, don't know how to get rid of this one.

- units should be a bit more differentiated (e.g. char D1 = char D2 = AMC-35); also you might want to check out the "WWII Full Earth Campaign" mod: the armor and gun level unit attributes are neat.
Example ?

- air attacks on cities seem to act weird: own city hit points seem to recover instantaneously (not the case with enemy cities)
See first point, but I'd like to prevent the visual effect of recovering HP.

- air attacks on ships and tanks do not feel as devastating as they should be. Tank movement points should be decreased (or even zeroed) following an air attack.
Tanks need lot's of materiel to heal, each HP count in the long term.

- unit animations: since it's not possible to skip them (F10+F10) because the mod needs them, something should be done to allow to speed them up.
Open Option.sql in the mod folder with notepad, change the 1 to 0 near "PLAY_RED_COMBAT_ANIMATIONS". Borrowed from Thalassicus ;)

- balance tweaks: French tanks feel overpowered compared to German panzers. They should also cost more to build and to maintain compared to German ones, to account for inefficient design. French planes should be even weaker, cost more to build and to maintain. French infantry should suffer from low morale / reluctance to fight following horrific WWI losses not so long ago. French leader should suffer an “inadequate army leadership” penalty to account for bad air & armor usage doctrine, and for dud leaders (Gamelin, Daladier, Reynaud, Petain, Laval ...). Likewise Italian leader should suffer a “low army discipline” penalty. Germans should benefit from “high army discipline” and “genius army leadership” bonuses (Rommel, Guderian, Von Manstein...).
French (and British) tanks were better than available Panzer during the Battle of France, the German tactics give them victory there. Use Stuka against char B1, cut the supply line of that slow monster, don't think that a Panzer III or IV was a match to it.

French planes are already weaker than German's, only the D-520 is a match to BF-109s.

For Infantry units, when I'll add morale it will reflect some of the reality of those days, but from now numbers does the balance, in each of my games on the 1939-45 map, German AI is conquering French AI so it's fine for me.

- it's OK to give a warning that other mods should not be active at the same time, but refusing to load is a bit aggressive :( (besides this check does not work when loading a save game :) )
You now, I've seriously pondered to make the game crash when you try to reload a saved game with other mods activated.

This mod is a total conversion, by design it's incompatible with almost all other mods, really.

A few may be used with it (fast combat), but I won't change that behavior, there will be too much false bug report else.

Earth 1942
Playing as Japan
v.25

I can no longer embark any units from cities or otherwise.
No problems here, is there any harbor in those cities ?

Else simply uncheck "Embark from harbors" in the setup screen to get rid of the limiting option.
 
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