RtW: Add-On Pack 2 Release!

Sweet! Yugoslavia and Greece are IN!

Quick Question: Does the US appear in the map (i.e do they have land) or do they start with Python?

Then again, i doubt it matters, this mod still rocks.

@wotan321:
I think this problems been addressed, but try this:
1) Load mod, load scenario which you want to play (not save game, just same map)
2) Hit Ctrl-L, then choose the save game

It'll take a lot longer, but it may work.
 
Critical error! Turn between 2nd fortnight January and 1st fortnight February 1938.

It could be my Custom Assets, but they haven't changed since I started the game some week ago. I was able to load the save and play through from November (6 turns) before the game collapsed and Microsoft gave me the kind 'Internal error, please submit'.

I'll try replaying without my custom assets, but I don't that would work either since I started playing with them installed.

--
 
Yes, to provide more detail.... I did get it to load a saved game this time, but got a CTD on the next turn. The file Microsoft says is the culprit is cvgamecoredll.dll.


From the PythonErr.log

File "CvWBDesc", line 467, in write

RuntimeError: unidentifiable C++ exception
ERR: Python function writeDesc failed, module CvWBInterface


Any recommendations?
 
Try loading an auto save. I got a crash on loading and loaded an autosave instead. worked fine.
 
I can't load saved games? Has anyone else seen this?

See pages 2 and 3 of this thread.

Try loading an auto save. I got a crash on loading and loaded an autosave instead. worked fine.

Really? I had no better luck with an autosave. Is anyone else able to use this workaround? The true test, I find, is ending a turn. If it doesn't crash before that point, it will then.

Hopefully the crack research team working on this problem is making progress in identifying the cause...
 
From the PythonErr.log

File "CvWBDesc", line 467, in write

RuntimeError: unidentifiable C++ exception
ERR: Python function writeDesc failed, module CvWBInterface

Seems to me that the system has a problem writing the names of Civs when loading from a save. For my saves, it was Poland but others have had variations. What is known about function writeDesc?
 
WAR!

Ive finally got upto September '39. I can see what all the other fanatics are typing about the artillery. The Combat mod seams totally flawed. I met a nice 22 Polish artillery stack in Krakow. all 22 artillery get to fire in defense when I send an infantry unit to attack. every unit in the tile takes damage, and theres so many red text messages about how much damage the units took, my infantry just vanishes. It doesnt bother with combat, as all the artillery in defense bombarded it to 0hp.

What am I supposed to do? Put every attack unit in a stack at berlin, and send a unit one at a time to the front line?

Another thing is the defending artillery gets to make a battlefield under my attacking units. I cannot for all the love of mobilized warfare blitzkrieg through a country becuase movement 3 Pz IVs cannot pass through battlefields.

A fix for the artillery should be a damage cap at 50% and prevent them from capturing cities, remove their combat changes against other units and give all the regular infantry units more AI strategies, like 'AI defend city' 'AI attack city' 'AI Attack'. And maybe represent this 'artillery strikes first' with a free Drill 1 promotion.

combatlossesnk4.jpg


^ I never captured the city.
 
It is the shock value that wins the day in Blitzkrieg you have to attack with the kitchen sink to win the city and control your own losses and then see why Poland lost the war so fast. I have played poland and was building a military to defend against Germany and Russia as I knew that attack was coming, no matter how built up my forces were the A1 would put in a superior force with the same results this is true in the Accurate histoical mode. boxNJ :king:
 
I have had a thought for possible future RTW. When one attacks an enemy port city you actually acquire their naval vessels. An interesting twist anyone? boxNJ :king:
 
Could be quite useful, althought AI has a bad habit of stacking their fleets to ports and leaving those cities defendless. A bit too easy?
Then again, if a chance of capturing could be placed?
 
First off, let me say great mod. I played Germans in the 1939 scenario and had a blast.

Figured I'd try a Pacific scenario next. I went with the underdog, China 1936. Noble difficulty. I expected huge problems with Communists and I knew Japan would DoW me shortly. I couldn't wait to get started. I play all games with Accurate Historical Events.

Playing China was far too easy. Unit balance is the main issue.

Problem 1: Slaughtered the Communists on turn 1. They need to be reinforced somehow. Full city defense upgrades for their infantry? An artillery or two in the city to help with defense? Special elite guerilla units?

Problem 2: Massacred Japan when they DoW in July 1937. I actually began invading them instead. By 1937 I had so much industrial output it was sick. Unit balance was also a huge factor. Japanese infantry strengths are 5/10/15, Chinese infantry strength is a whopping 15/20/25! That's even stronger than American infantry at 12/17/22. Also, Chinese fighters at 17/22/27 are stronger than thee Japanese at 15/20/25. Isn't Japan one of the finest aviation forces in the world at that time and their planes some of the best?

Granted, Japan wasn't known for tanks, but at 15/20/25, their tanks are no match for the Chinese at 25/30/35! Were Chinese tanks better than American ones? (22/27/32) The American medium tank is the M4 Sherman at 27 strength. The Chinese heavy is also the M4 Sherman but with 35 strength. Perhaps Chinese tanks should be 15/20/27.

Since 1936 was so easy, I tried China in 1941 instead. Half my territory gone, no industry. Only infantry and cavalry to start with. Japan has fighters and bombers aplenty and full control of the seas. Quite a few tanks too. But the strength of my infantry troops tipped the balance again. At strength 20 vs. strength 10, I slaughtered the Japanese infantry they sent at me, then took Siam, Vietnam, and was invading Nanchang by turn 6. Even the communists were taking some cities back. Siam had all of two infantry defending their country. Da Nang was devoid of defenses, and Hanoi and Saigon had only 1 infantry each.
 
I have had a thought for possible future RTW. When one attacks an enemy port city you actually acquire their naval vessels. An interesting twist anyone? boxNJ :king:

Don't forget the Germans did it to the French, and what'd the French do? They scuttled their ships. :)
 
WAR!

Ive finally got upto September '39. I can see what all the other fanatics are typing about the artillery. The Combat mod seams totally flawed. I met a nice 22 Polish artillery stack in Krakow. all 22 artillery get to fire in defense when I send an infantry unit to attack. every unit in the tile takes damage, and theres so many red text messages about how much damage the units took, my infantry just vanishes. It doesnt bother with combat, as all the artillery in defense bombarded it to 0hp.

What am I supposed to do? Put every attack unit in a stack at berlin, and send a unit one at a time to the front line?

Another thing is the defending artillery gets to make a battlefield under my attacking units. I cannot for all the love of mobilized warfare blitzkrieg through a country becuase movement 3 Pz IVs cannot pass through battlefields.

A fix for the artillery should be a damage cap at 50% and prevent them from capturing cities, remove their combat changes against other units and give all the regular infantry units more AI strategies, like 'AI defend city' 'AI attack city' 'AI Attack'. And maybe represent this 'artillery strikes first' with a free Drill 1 promotion.

combatlossesnk4.jpg


^ I never captured the city.

I'm not sure why, but I never had any problems taking cities defended by artillery. Usually I bomb the crap out of them first with Stukas. Then when I'm ready for the assault, I send my own artillery to bombard them. Then I send a large stack of infantry (enough to take the city in one assault) and attack from the same square my artillery are in. I noticed that sometimes my artillery get a few shots off too if I do this. Yes, my infantry get pounded to shreds, but I come out on top and it seems reasonable to me that this is what would happen if I sent 50 infantry divisions against a position fortified by 20 artillery brigades.

I didn't really test it, but is there a difference attacking as a large stack vs. attacking as individual units? I was using large stacks simply because it was easier to do, not because I knew there was some kind of advantage. If there is, you may need to group up a fairly large force to take that city. And that's after softening them up with Stukas and your own artillery.
 
I just noticed Russian infantry are also 15/20/25. Weren't they some of the most ill equipped infantry of the war? The Japanese infantry at 5/10/15 seriously need a boost! They gave American troops a good run in the Pacific, but are no match for US troops at 12/17/22.

Maybe Russian infantry should be weaker but cheaper to build to reflect that there were tons of them, a la Enemy at the Gates. Chinese infantry too. Say, 7/12/17 or 10/15/20.
 
I didn't really test it, but is there a difference attacking as a large stack vs. attacking as individual units? I was using large stacks simply because it was easier to do, not because I knew there was some kind of advantage. If there is, you may need to group up a fairly large force to take that city. And that's after softening them up with Stukas and your own artillery

You may have noticed that artillery is immune to collateral damage from siege weapons in Add-on 2. So your artillery barrage only damages non-siege units.

Only way to damage them is in aerial bombardments or direct assault, if you can get through.

Yes, my infantry get pounded to shreds, but I come out on top and it seems reasonable to me that this is what would happen if I sent 50 infantry divisions against a position fortified by 20 artillery brigades

This would be historically accurate if you were able to send all 50 divisions in at once, not one at a time. Its like all 20 arty pieces being able to concentrate their fire at each division everytime.

Besides, having to lose that many units to take 1 city would make for a very long game. One in which Germany can ill afford to play when they will have so many enemies.
 
I just installed SP3 dont know if there will be any affect on gameplay. boxNJ:king:
 
I just noticed Russian infantry are also 15/20/25. Weren't they some of the most ill equipped infantry of the war? The Japanese infantry at 5/10/15 seriously need a boost! They gave American troops a good run in the Pacific, but are no match for US troops at 12/17/22.

Maybe Russian infantry should be weaker but cheaper to build to reflect that there were tons of them, a la Enemy at the Gates. Chinese infantry too. Say, 7/12/17 or 10/15/20.

Well Dale has bumped up the strength of a lot of the national infantry units. He did a similar thing with alot of the armour units but forgot to increase the strength of modern tank. Perhaps the Japanese infantry were also overlooked.

Dan
 
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