RtW: Add-On Pack 3 BETA for 3.17

Woops! Oversight. Both Germany and Japan should start with oil. I'm can't believe I missed it. :lol:

Noooooooooooooooooooooo!

I also noticed that countries at random times during the game would suicide themselves by declaring war on EVERY neighboring country. In this order (at different times during the game)

Chechoslavakia DOW on Germany, Austria, Hungary, Italy
Romania DOW on Germany, Italy, USSR
Japan DOW on China, USSR
USA DOW on Canada, Mexico (eventually Central America)
Italy DOW Germany (we had good relations), Greece, Hungary.
Republican Iberia DOW UK, South Africa

I found this especially strange, especially when Italy attacked me, but it did get me this hilarious message from USA.

"The nasty mexican are plotting against us all, Chancellor Hitler, let us destroy them together."

It made me think of the way people in America view illegal immigrants.

Also, I am unable to find a good use for Tanks. Panzer IV's have the same strength as Infantry, but without the attacking and defending bonuses. I only found use as city attackers after promoting them to City Raider III. Even a heavily bombed city with no Defense bonus and weakaned unit can still only net me a 60% chance of victory with a strong tank.

Just a pet peeve of mine, I noticed that the Tiger Tank has been scaled down. Seeing as how it was one of the most feared tanks of the war, shouldnt it be upped a bit, maybe to 35? Then it would be a match for Russian tanks, which brings me to my next point...

Russian tanks were never very strong individually. They won battles through numbers. Why is it then, that each of them has a +5:strength: increase over their German counterparts?

Why are Japanese infantry so painfully weak, and German infantry so rediculously strong? Id give Japanese a +5:strength: and germans a -3:strength:, but it's not my call.

IMO planes build slightly too fast. In average cities I can get a new plane in just 5 turns. They should cost 100:hammers: more than they do now.

Thanks for the awesome mod. The global map actually turned out better than I expected.
 
Minor bug, Global Scenario, Random Mode, April 1939: "TXT_KEY_WW2_TEST_TEXT" click-OK box. Clicked OK. No message in event log, so not clear what was going on. Game continued normally thereafter.
 
Pet peeve: build a fort outside your territory, cannot put ships or planes in it. Tried this in Iceland, an ideal spot for a base since there is no city there, but it is useless if one cannot put air/naval forces there too.
 
Oops -- the master smith wants me to build 30 forges...

Maybe coincidence, but before I could finish the turn in which this occured, the game crashed. Reloaded auto-save from previous turn, still got the forge quest, but no crash.
 
Russian tanks were never very strong individually. They won battles through numbers. Why is it then, that each of them has a +5:strength: increase over their German counterparts?

That could not be more wrong. The T-34 was the best tank in the world up until the Panther in 1943. When the Panzer IV's were matched up against T-34's, barring tactical air support and such, they LOST. The T-34 was the best tank in the world for about 3 years, which was a considerably long time during the war since tanks progressed so much. The main reasons why Russia got pwned in the beginning was that they had terrible coordination and bad tactics, not that their tanks were bad.

However, there needs to be some way to emulate the advantages Germany had over their Soviet counterparts. Right now I'm not to sure but I have a few good ideas for my Blitzkrieg mod.
 
I'm playing the Europe 1939 Scenario as von Papen. I noticed a couple of things:

1. The Swastika is used instead of the German flag.
2. German planes (Bf 109, FW 190) on intercept mission are replaced with different images after the game is loaded.
3. France surrenders in April.
 
I'm playing the Europe 1939 Scenario as von Papen. I noticed a couple of things:

2. German planes (Bf 109, FW 190) on intercept mission are replaced with different images after the game is loaded.
3. France surrenders in April.

2. Is definately bug and it happens for other countrys too.

3. Is not bug, In RTW it has been made that france surrends when it loses enough citys not by a date.
 
Maybe a glitch with airlift: says I can airlift three units per turn from a city, but when one of them fails due to weather it still allows three successful airlifts. Similarly, it gives a message in the log saying an enemy unit failed its airlift in addition to saying mine failed (messages are simultaneous, not holdover from other messages in the queue).

Also, I thought there was a limit on the number of air units per city. I have had upwards of ten in a city without an airbase.

Both are from the Global scenario referenced above.
 
Am playing the Global Scenario as the UK. Am now in mid-1938 and have some observations:

1. North Sea oil for UK? Didn't England have to import their oil at that time? Maybe accurate, but this gives England a huge game advantage: even if they lose every colony they can park their enormous navy on that oil platform and still be fine.

2. Large cities with unrealistic clout: Manaus, Brazilia? Haven't investigated these in detail, but they're both on the top-5 list. I thought Brazilia wasn't even founded until later though I could be wrong, still Brazil's largest cities were likely the ones on the coast (Rio, Sao Paolo).

3. Big production for UK in Khartoum, Lagos, and Delhi (and Africa/India in general). Maybe it is just that I am 'rewriting history' by building factories there, but in game terms it seems these cities are unrealistically powerful productionwise at least early on. Granted, they should have large populations, but should they have huge munitions production early on? Possible solutions: remove some of the initial infrastructure bldgs, make surrounding tiles unworked so that workers must improve them for production, a bit of both. As it stands now, I am creating a huge army in Africa and in India without any production assistance from England, which seems a bit unbalanced.

4. Africa is perhaps too developed tile-wise. There is little jungle. There are railroads over much of the continent which, while probably effectively accurate, makes it seemingly too easy to move large armies over what was otherwise diffcult terrain even for modern units. As above, the solution could be to undevelop some of the tiles, change some of the railroads to roads.

Completely agree with everything. Africa should have roads with railroads only linking important cities. Maybe the only developed tiles should be the mines and ivory.



I am playing with Italy on Prince difficulty. Currently April 1940. Germany might need to be weakened a bit as they took all of France in 6 turns! Australia also should be weakened, as they are stronger than all the Axis powers. They should have some of there grassland tiles near the desert taken away and less developed.

Minior Problems:
Great engineers cannot research technology, they just disappear if you click the research technology button.

The countries bar is huge! Once a few countries start joining the allies the bar overlaps with the top right menu. To save or load your game you have to minimize the bar first. Is there any way to make it smaller? Picture below.



The tiles near Albania were undeveloped while the rest of Europe was developed.

The "fighter engage mission" dosen't work when trying to attack carriers.

In my game, Kuwait is somehow the capital of England and Germany has converted to democracy. Is there a way to stop this?

Germany took control of France by March 1940, it is now August, and Vichy France trigger hasn't started, what do you need to start it?

Thanks for releasing the mod Dale! Gave me something to do in the holidays!
 
Just had a CTD. Playing as Germany, controlled all of Europe, russia, middle east. In a big war with America, Australia, South America. The last thing that happened before the crash were some enemy spy failures. Am loading save to see if it repeats.

I noticed several more unusual things while playing.

1. Modern Infantry are the exact same as German Advanced, but cost slightly more.

2. Some city names are mispelled in this version, leading to duplicates when the AI buids more with settlers. In specific, Gibraltar is mispelled Gibralter, and Leningrad is mispelled Lenningrad.

Also, to whomever said I was wrong about russian tanks, I'm sorry, you're right. However, the Russian T-34 caused the more widespread use of the PzKpfW Tiger I, which fared much more than well against the T-34. (Most Tigers could reach at the very least a 7:1 K/D ratio) This isn't so in the game becuase T-34's and Tigers have the same strength value. Tigers were Tank Killers, but they won't win in-game without air suppost because of their low strength.

Tis a shame we won't see German Panthers or Tiger II's in this game. adding a new class "superheavy tank" might help stretch out the Tech tree a bit to make the game more realistic. (atom bombs in 1941???)

Also, IMO it would give the light tanks a real use in this game if they had movement points of 4. Right now they are outclassed by mediums in every way, while costing the same. I know that Light Tanks really didn't play much of a role in WWII, but it would give us more options in play style.

It doesnt really matter much, but out of curiosity, why was the German "Maus" picked for the non-unique heavy tank? That was the biggest tank ever built in the history of Mankind!
 
Playing a game on Global Assault as the British. I'm loving all of Britains vassals finally getting some love.

First issue: how far is Berlin from the coast IRL? Because my battleships can completely down Berlin's defenses in the first few turns of the war. I'm playing on prince, and all that Germany has sent at me has been tons of fighter planes- no navy.

I think the battleship range thing needs to be scrapped for this map, maybe replaced with something else. The map is just too small for it. Only coastal cities should be able to undergo naval bombardment.

I assume it's already been mentioned, but numerous cities and countries are getting overwhelmed culturally by Germany and others. Amsterdam and I believe Riga had 1 population by the time the war started, and almost no land controlled.

My AI allies seem very generous with giving away gold to me, to the point at which I think they're going broke and not contributing anything to research. Could this be looked at so that they don't give all their money away? At least not ALL of it.

Many of the BTS events feel out of place... I've been to so many facist weddings... But hey, at least the Japanese in-laws approve of the lad.

Gibraltar and Hong Kong are in a pretty constant state of revolt.

----

These are just things I've noticed so far, and it's currently November, 1939. I'll let you know what I think of the actual combat mechanics. Thanks for the release, Dale!
 
Follow-up for my Global game, with random mode as UK. Germany DOWd Poland, Poland fell in two turns. Finland fell in one turn. Meanwhile, Germany was busy folding like a lawnchair. I took Kiel on the first turn, Essen two turns later, bombarded the Baltic to dust so that Canada(!) could sweep in and take Danzig. France was/is apparently useless. But why do my colonies want to defect to South Africa once they become an ally?

However, when Italy DOWd, things changed. Just like UK's build up in Africa, Italy threw an enormous army at UK's African holdings from its own African colonies (I fought them off only because my own enormous African-built army stayed at home). Italy was also seemingly stronger than Germany in Europe, retaking one of Germany's cities from me and taking Marseille from France. Since both are still without oil, it is only a matter of time til the combined might of the Allies crushes them.

Unlike the Europe Scenario, Italy is larger than Germany in CIV terms in the Global scenario (production from tiles worked), so they seem to have an unrealistic advantage (and Germany an unrealistic disadvantage). As above, if Africa is toned down somehow production wise, this would change. I suspect something similar is happening in the USSR -- large amount of land, therefore very large army (e.g., Finland probably isn't incompetent, yet they were steamrolled in one turn). Similarly, even though Germany gets freebies from AUstria et al, these are teeny-tiny and can only provide minimal help. Perhaps Germany needs to have extra specialists (but how would they feed them all?) or factories already built or more units at the start?

Concur about the list of countries -- you cannot see all of them and they sometimes obscure the buttons at the top. Perhaps I'll just turn off the list of scores.

Also, would it be possible to include the country along with the ruler's name somewhere on the individual diplomacy screen? Certainly I know who many of them are already, but if the face/flag isn't familiar and it doesn't say the country name when contacting them, it can be confusing (or even lead to a diplomatic incident)...

Lastly, is there a way to turn off or tone down the smoke-of-war? I'm fine with battle-damage affecting tiles, but with most of Western Europe in flames it can be hard to see where the units are (which really shouldn't be an issue from a strategic standpoint).
 
Artillery cost way too much to build. It seems like Dale was trying to balance them for Stack Attacks where 10 artillery could kill your unit before he could fire a shot, but now its just not worth it to buy any artillery because they can't do it anymore.

Also, Aircraft are extremely overpowered in this version. The planes themselves are alright, but the production times are so fast that a massive airforce can be built in just a few turns. 100 planes and 10 advanced infantry against 50-100 russan tanks and infantry? they don't stand a chance because I build planes so fast.

I noticed that Japan has a really hard time conquering China. I think this is because their infantry are so weak, but I havent played as a CIV near them so I wouldn't know.

I found this version to be very easy to win in, and i have a hypothesis. Whenever I attack a Civ (excluding the USSR for some reason), I see that they have built a very large force of artillery and have left out tanks and aircraft for the most part (They DO have oil). Artillery have long build times, so their military isn't as powerfull as it could be. They either need to be coded (if it's possible) to build more oil-based units to keep things challenging and realistic for the player. It is nearly the opposite in Italy. They build swarms of fighters and nearly no ground troops to resist with.

The two Chinese civilizations are both labeled "China" as their civ name. This was a little confusing. Shouldn't they be Republic and People's Republic?
 
@ Dale:

You didn't make a mistake for not giving Germany oil directly .. they really didn't have any in WWII. Germany obtained its oil from Romania so put an oil well near Bucharest.
 
I too witnessed issues with countries/cities being crushed culturally. As the UK (global, random, mid-1940 currently) I had Gibraltar revolt several times and Hong Kong was hemmed in but did not revolt; my solution was to build culture in those cities (no big deal) but I also had to turn on my culture slider just in case. But, as mentioned above, Amsterdam and Riga were size=1 (as was Munich and Austria and Czech.) -- Amsterdam had just its one tile and maybe one ocean tile in 1939. Makes me wonder if there is a way to disable the culture effects for this scenario? Just set the borders at something reasonable for city/country size and the borders only change due to conquest.

In thinking about the production disparities, perhaps removing whichever bldg is a prerequisite to factories for the large-area/large-population places like Africa, India, Brazil, maybe China and USSR too, would help even things out.

As above, both Italy and Germany had built a large airforce in Europe. I suspect this is some sort of AI arms race, reaction to other countries building air units. If the AI cannot be programmed to build ground units, perhaps give those countries more ground units at the start, or set up a series of events which create new ground units along the way (perhaps triggered by other events: e.g., turn-X, you have Y unconquered cities, you get Z new units). I suppose these would have to be infantry to not totally skew things, but it might help.
 
Yeah, I think it'd be better to somehow make the borders only changeable thru conquest, if you can. In vanilla each turn can be years, so it makes sense for borders to change thru culture, but not in rtw.
 
I agree with the culture things. It can be overpowering in war scenarios. It's also a problem in Next War and just about every war scenario ever made.

I also think that settlers shouldn't be buildable even in open play mode. It's not really realistic, and it leads to many cities having names like TXT_KEY_CIVNAME_CITY_NUMBER (at least in AOP 1, not sure if it's been changed since). For civs that exist in the pacific, you will see pacific names being settled in Europe. (This is also a problem in Next War, but there are not TXT_KEY names there)
 
Just had a CTD. Playing as Germany, controlled all of Europe, russia, middle east. In a big war with America, Australia, South America. The last thing that happened before the crash were some enemy spy failures. Am loading save to see if it repeats.

I noticed several more unusual things while playing.

1. Modern Infantry are the exact same as German Advanced, but cost slightly more.

2. Some city names are mispelled in this version, leading to duplicates when the AI buids more with settlers. In specific, Gibraltar is mispelled Gibralter, and Leningrad is mispelled Lenningrad.

Also, to whomever said I was wrong about russian tanks, I'm sorry, you're right. However, the Russian T-34 caused the more widespread use of the PzKpfW Tiger I, which fared much more than well against the T-34. (Most Tigers could reach at the very least a 7:1 K/D ratio) This isn't so in the game becuase T-34's and Tigers have the same strength value. Tigers were Tank Killers, but they won't win in-game without air suppost because of their low strength.

Tis a shame we won't see German Panthers or Tiger II's in this game. adding a new class "superheavy tank" might help stretch out the Tech tree a bit to make the game more realistic. (atom bombs in 1941???)

Also, IMO it would give the light tanks a real use in this game if they had movement points of 4. Right now they are outclassed by mediums in every way, while costing the same. I know that Light Tanks really didn't play much of a role in WWII, but it would give us more options in play style.

It doesnt really matter much, but out of curiosity, why was the German "Maus" picked for the non-unique heavy tank? That was the biggest tank ever built in the history of Mankind!

Well In my mod I am to address those concerns. For example, instead of making just one armoured class, I'm making 3 so that heavy tanks will easily beat medium tanks, even if they are the same strength because of the class vs. class bonus. I'm also eliminating the modern units because of the problems with them, like you just mentioned. Instead, there will be more techs.

Light tanks are outclassed by Medium tanks in every way in real life. Light tanks, not counting cavalry tanks, were not any faster than medium tanks. Also, it is not necessary to make them any cheaper than medium tanks because as the war progessed every country was able to produce tanks easier, even if the tanks were larger and more sophisticated. It is not necessary to make light tanks have 4 speed in order to have more options because the option between making medium and heavy tanks is good enough and realistic. About super-heavy tanks, it would be stupid to include them in the game because they were terrible so no one would ever create them.
 
Yeah, I think it'd be better to somehow make the borders only changeable thru conquest, if you can. In vanilla each turn can be years, so it makes sense for borders to change thru culture, but not in rtw.

Funny you'd mention that because in my mod that is going to be a key component: once your unit occupies any enemy tile it becomes yours until the enemy recaptures it.
 
Suggested Oil Distribution in the World:

Land Oil:
1 oil field in Romania (Germany had no oil until conquering Romania)
10+ oil fields in the Middle East
ex. 1 in Libya, the rest in Arabia, Iraq, Iran
3 oil fields in Southern Russia/Caucasus/Baku
2 oil fields in Indonesia (Japan didn't have any oil either until they conquered Indonesia)
3 oil fields in Columbia/Venezuela (part of Central America in RTW)
1 oil field in Mexico
2 in southwest US
2 in Alberta, Canada

Sea Oil:
3-4 sources in the North Sea
2 sources off the coast of Newfoundland (also Newfoundland & Labrador should be part of British Empire as it became part of Canada in 1949)
2 in the Gulf of Mexico
 
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